dition of social support is paramount is that of e-
learning. Traditional e-learning applications are of-
ten text-based with communication limited to mes-
sage boards and forums. This lack of interaction, both
with learning content and others, can be unappealing
to students. In this paper we have provided a set of
heuristics, which we used to design and create a 3D
online e-learning application called CLEV-R.
CLEV-R provides an interactive virtual reality en-
vironment in which students are immersed. The use
of avatars creates a sense of awareness of others.
Communication tools provide a mechanism for foster-
ing a community spirit among students while collab-
orative features encourage students to work together.
The tools provided for teaching, permit discussion
and interaction to take place during online lectures,
something that can be lacking in traditional e-learning
systems.
An initial evaluation has shown that CLEV-R per-
formed favourably and test subjects appreciated the
community and social features that it provides. This
initial evaluation study paves the way for a larger one,
incorporating more test subjects and an increased em-
phasis on monitoring the use of the social tools pro-
vided. We are confident that the specifications we
have outlined here and followed in the implementa-
tion of our systems, will be of great benefit within the
e-learning paradigm. The community aspect will help
to attract more students to e-learning, engage them
and maintain their interest in their studies.
ACKNOWLEDGEMENTS
The CLEV-R and mCLEV-R projects are funded by
the Irish Research Council for Science, Engineering
and Technology (IRCSET) under the National Devel-
opment Plan and the Culture 2000 Project TARCHNA
EC Grant Agreement n. 2004-1488/001-001, CLT-
CA22.
REFERENCES
Activeworlds (2006). http://www.activeworlds.com.
Aizlewood, A. and Doody, M. (2002). Seeking Commu-
nity on the Internet: Ethnocultural Use of Information
Communication Technology. In International Sympo-
sium on Technology and Society, (ISTAS) 2002, pages
5 – 12.
Bebo (2006). http://www.bebo.com.
BlackBoard (2006). http://www.blackboard.com.
Bouras, C., Giannaka, E., and Tsiatsos, T. (2003). Vir-
tual Collaboration Spaces: The EVE Community. In
Symposium on Applications and the Internet (SAINT),
2003, pages 48–55, Orlando, Florida, USA.
Bouras, C., Triantafillou, V., and Tsiatsos, T. (2001). Col-
laborative Learning Environment using Distributed
Virtual Environments. In World Conference on Edu-
cational Multimedia, Hypermedia & Telecommunica-
tions (ED-MEDIA), 2001, pages 173–178, Tampere,
Finland.
Chee, Y. and Hooi, C. (2002). C-VISions: Socialized
Learning through Collaborative, Virtual, Interactive
Simulations. In Conference on Computer Support
for Collaborative Learning (CSCL), 2002, pages 687–
696, Boulder, CO, USA.
Flickr (2006). http://www.flickr.com.
Hiltz, S. R. and Turoff, M. (2005). Education Goes Digital:
The Evolution of Online Learning and the Revolution
in Higher Education. Communications of the ACM,
48(10).
Laister, J. and Kober, S. (2002). Social Aspects of Collab-
orative Learning in Virtual Learning Environments.
In Networked Learning Conference, 2002, Sheffield,
England.
McArdle, G., Monahan, T., and Bertolotto, M. (2006). 3D
Collaborative Virtual Environments for E-Learning
and M-Learning. In International Conference on Web-
Based Education (WBE), 2006, pages 1–6, Peu rto Val-
larta, Mexico.
Monahan, T., McArdle, G., and Bertolotto, M. (2006). In-
teractive and Collaborative M-Learning. In Inter-
national Conference on Interactive Computer Aided
Learning (ICL), 2006, Villach, Austria.
Moodle (2006). http://www.moodle.org.
MSN (2006). http://messenger.msn.com.
MySpace (2006). http://www.myspace.com.
Nijholt, A. (2000). Agent-Supported Cooperative Learn-
ing Environments. In The International Workshop on
Advanced Learning Technologies, Palmerston North,
New Zealand.
Redfern, S. and Naughton, N. (2002). Collaborative Virtual
Eenvironments to Support Communication and Com-
munity in Internet-Based Distance Education. In Joint
International Conference on Informing Science and IT
Education, 2002, pages 1317–1327, Cork, Ireland.
Rickel, J. and Johnson, W. (1999). Virtual Humans for
Team Training in Virtual Reality. In The Ninth Inter-
national Conference on AI in Education, pages 578–
585.
Skype (2006). http://www.skype.com.
Ward, M. (2006). Teen Craze Over
Networking Sites. BBC News,
http://news.bbc.co.uk/1/hi/technology/4826218.stm.
Weiss, A. (2005). The Power of Collective Intelligence.
Collective Intelligence, 9(3).
Wellman, B. (2005). Community: From Neighbourhood to
Network. Communications of the ACM, 48(10).
Williams, A. (2005). Do you myspace? New York Times.
YouTube (2006). http://www.youtube.com.
WEBIST 2007 - International Conference on Web Information Systems and Technologies
272