A Method for Teaching the Modeling of Manikins Suitable for Third-Person 3-D Virtual Worlds and Games
Journal Title: EAI Endorsed Transactions on e-Learning - Year 2011, Vol 1, Issue 2
Abstract
Virtual Worlds have the potential to transform the way people learn, work, and play. With the emerging fields of service science and design science, professors and students at universities are in a unique position to lead the research and development of innovative and value-adding virtual worlds. However, a key barrier in the development of virtual worlds—especially for business, technical, and non-artistic students—is the ability to model human figures in 3-D for use as avatars and automated characters in virtual worlds. There are no articles in either research or teaching journals which describe methods that non-artists can use to create 3-D human figures. This paper presents a repeatable and flexible method I have taught successfully to both artists and business students, which allows them to quickly model human-like figures (manikins) that are sufficient for prototype purposes and that allows students and researchers alike to explore the development of new kinds of virtual worlds.
Authors and Affiliations
Nick V. Flor
Personalized Students’ Profile Based On Ontology and Rule-based Reasoning
Nowadays, most of the existing e-learning architecture provides the same content to all learners due to ”one size fits for all” concept. E-learning refers to the utilization of electronic innovations to convey and encoura...
An Android Application for Animated Lecture Retrieval in E-Learning
The use of mobile devices in content delivery has made instructional learning more compact and convenient for learners and tutors. This is due to recent development in mobile technology and its use in supporting educatio...
Design of Learning Activities – Pedagogy, Technology and Delivery Trends
There are many questions that must be addressed in the design of teaching-learning situations/scenarios. They include: how to adapt content/activities to learner´s specific needs; how to plan corrective feedback; how to...
Research and trends in the studies of Collective Intelligence from 2012 to 2015
The interaction between groups of people and machines supports the transfer of knowledge and strengthen Collective Intelligence (CI) making it robust. The CI with the support of technology progresses through platforms an...
Digital ethnicity: discussion of a concept and implications for education
Interaction with the rapidly expanding digital technologies for education, work, and play has drastically changed the processes and practices of world populations. As societies evolve in response to these new communicati...