Virtual 3D Worlds for Virtual Or Remote Laboratories with Regards to Learning/Educational Undertakings
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Virtual 3D Worlds for virtual or remote Laboratories with regards to learning/educational undertakings. Fabio Ricardo dos Santos Graz University of Technology, Austria ABSTRACT The transportation of a campus classroom and/or laboratory into a three dimensional virtual representation has changed remote learning, especially in engineering education. This thesis is concerned with shared virtual environments for collaborative learning and working, mainly between students and tutors/professors in a virtual control experiment setting. The underlying foundation for this idea is the iLab Project, which is a scalable architecture for sharing online experiments used by students and institutions. This research project is conducted and developed by the Center for Educational Computing Initiatives (CECI) at the Massachusetts Institute of Technology (MIT). The main goal of the iLab Project is to provide a broad set of experimentation resources for students at MIT and elsewhere. The iLab initiative has grown tremendously over the past two years, being adopted by numerous partner universities around the globe. 3D Virtual Worlds are computer-based simulated environments intended for their users to inhabit and interact via avatars with other avatars and the virtual environment. These avatars are typically three-dimensional graphical representations. Such modeled worlds may appear similar to the real world and represent a powerful new media for instruction and education. Many higher education institutions are advancing their online teaching methods by offering educational applications in 3D Virtual Worlds because they offer attractive features and possible applications for education. The integration of possible functional iLabs by prototyping an iLabs application in such a 3D environment (such as Second Life or Open Wonderland) seems to be a very innovative tool for distance learning. Open Wonderland is a Java open source toolkit and is completely extensible for new features in the existing 3D World, like a prototype for iLab application. The platform is ideally suited to the education sector because it provides a higher level of security than is possible on other virtual platforms. 2 The combination of the advantages both of 3D Virtual Worlds and the iLabs Project will be realize an appreciation for work with labs for university use and is the primary goal for this master thesis. The Project will open the doors of education to new possibilities for learning and collaboration in a globally connected world, and education itself will be fundamentally altered. This method of immersive learning in 3D virtual worlds environments does not replace traditional methods of evaluation, but instead offers additional ones, particularly for distance learning. The research project goals is organized as follows: • Research how iLab Application prototype and TEALSim Simulations should be integrated into a virtual 3D World. • iLab prototype should be ported from Open Wonderland Version 0.4 to the Version 0.5, which was in the beginning of the project as Developer Release available, to extend its functionality in 3D context. • Program interactive 3D Interfaces in Wonderland Release 0.5 • Create an entire environment for the simulation in Project Wonderland using 3D Graphics Software Tools. • Test the outcome/result with students at MIT. • Write the theoretical part of master thesis, including stand of the art (STAR) problems and results. Our first collaborative virtual environment, a proof of concept, provides full functionality of one physics experiment, though there are still some performance issues to be resolved. The next step for integrating TEALsim and iLabs in Open Wonderland is porting our system from Wonderland’s version 0.4 to 0.5. Our goal is a system redesign in order to support adding flexibility to multiple physics simulations. The performance improvements in Wonderland 0.5 will allow a large number of avatars in our future scenario, where they will be able to run even more physics experiments, through a new 3D user interface. The expected outcome of research in this topic is that the 3D context should make learning and working with online laboratories easier and more attractive. The possibility of immersive learning should be emphasized to users of iLab and scale up to large numbers of users worldwide. 3 1. INTRODUCTION In the past few years, especially due to the increasing availability of faster and robust hardware and software, 3D environments have become common technology. Virtual laboratories, scientific visualizations, and collaborative work approaches are just some of the successful fields of 3D graphics applications. One essential term is Virtual Environment (VE), which is a computer generated spatial environment, where the stimulation of diverse human senses gives the user a feeling of being immersed. Immersion refers to how deep the user is emotionally involved within a specific virtual environment [1]. Nowadays, a great challenge in educational technology research is building technology that not only supports the learning process, but also connects students and educators in a way that enables effortless cooperation, even when both parties are geographically spread. Our first collaborative virtual environment provides full functionality of one physics experiment. This environment results from the integration of internet-accessible physics experiments (iLabs) combined with the TEALsim 3D simulation toolkit in Open Wonderland [2]. Students and educators within this environment are represented as avatars that can remotely control experimentation equipment, visualize physics phenomena generated by the experiment, and then discuss results. This environment was developed based on the Technology Enabled Active Learning (TEAL) classroom idea to support social interactions and encourage students’ active learning and interest in an environment that fosters conceptual change [3]. This study explores the process of conversion of the TEALsim simulation package to the rendering engine jMonkeyEngine (JME), which is the graphics engine used in Open Wonderland version 0.5. Additionally, we have built a Wonderland cell class that can dynamically load TEAL simulations into Wonderland by the end of the research project. This will provide a collaborative environment similar to the current 0.4 version, but using the new graphics engine. Furthermore, we implemented an automatic generation of the simulation's controls in the Wonderland environment either as buttons, sliders or other control elements within the 3D space or as elements in the Heads Up Display. These controls will provide the standard Java event handling model. 4 Therefore, avatars have the ability to interact directly with TEALsim elements, including moving elements and activating sensors. Changes in the environment would be updated in real time. Finally, this report outlines future directions and challenges to come, based on the latest research. FIGURE 1: CLOSE-UP VIEW OF THE ‘FORCE ON A DIPOLE’ EXPERIMENT IN WONDERLAND 0.4 5 2. BACKGROUND TECHNOLOGIES 2.1 Terminology During the course of this report we will mention, cite and use various terms related to technologies, such as programming languages or rendering engines, and also often refer to other similar scientific projects. For better reader comprehension, we decided to dedicate some words to clarify some important terms, so our readers can easily follow the technical terminology used during the development of this project. In computer graphics, a scene is constructed using a scene graph and data structure, which represents all objects to be shown in a graphical virtual environment. A scene graph is built from nodes in a graph, where a node normally can have only one parent. One single operation applied on one node can propagate to all its children. For example, it is easier to move or transform objects grouped into a compound object (rather than) as all single objects separately. Nevertheless, it is difficult to codify how a scene graph should be, since programmers very often change and adjust its principles to fit their applications. Beginning with the lowest level, APIs such OpenGL, Direct3D and QuickDraw3D are responsible for the primitives, which allow for the creation and manipulation of 3D objects. OpenGL is a hardware independent library designed for efficient processing of 3D applications, although it can also handle 2D scene descriptions (z=0). This API has recently become the most widely used and supported in the industry [12]. In 3D computer graphics we can construct a virtual environment using Java3D, which is a graphic library developed for the Java language. We can use high-level constructs to create and manipulate geometries. Additionally, we can produce three dimensional web displays with Java3D. Substantial virtual worlds can be efficiently defined and rendered with this API. Java3D is an interface on top of OpengGL or Direct3D and it’s based on the concept of scene-graph. It will become clear later in this session how the comprehension of Java3D supports the development of this project. Java 3D acts on a gap between VRML, that focus on describing 3D content, and OpenGL, which is an API based on C, used in rendering geometries as triangles, lines, etc. The process of generating an 3D image from a model is carried by the rendering engines. Due to lack of graphics engine written in Java, the open source jMonkey Engine (jME) was built [7]. jME is an API dedicated for high performance scene graph based graphics; in other words, a 3D framework for Java developers. One of its greatest advantages is that it is a cross-platform software, having 3D games that can run on Windows, Mac OS or Linux. The feature list of jME is extensive and includes embedded integration of Java Applet and SWT (Standard Widget 6 Toolkit). JME Desktop System is responsible for the rendering of Swing components in jME scenes. In the Wonderland, jME help us to specify 3D objects in a scene. This concerns an object’s size, appearance, and their relation to each other. jME can perform not only computer graphics operations such as lighting and texture, but also complex techniques like particle systems. Nodes in jME can be either Leaf or Internal nodes.