3D Online Virtual Museum as e-Learning Tool
A Mixed Reality Experience
Dragoş Gheorghiu
1
and Livia Ştefan
2
1
Doctoral School, National University of Arts, 19 Budişteanu Str., Bucharest, Romania
2
Department of Computing Applications, Institute for Computers, Calea Floreasca 167, Bucharest, Romania
Keywords: 3D Virtual Museum, e-Learning, Virtual Reality, Mixed-Reality.
Abstract: The paper discusses the use of 3D online virtual museums as educational instruments for children in
economically disadvantaged communities. It discusses the advantages of simulation and immersion as
learning enhancements, compared to traditional learning methods, using a case study based on the currently
on-going work of development of a virtual museum (www.timemaps.net/timemap/?page_id=6). Presenting
chronologically layered information, the museum offers a series of e-learning modules teaching traditional
crafts technologies. The current audience is represented by children from a Romanian village community.
The paper covers a description of the methodology used, as well as an evaluation of the usefulness of the
solution by the target audience. In conclusion, the paper outlines a strategy for further development of the
proposed e-learning solution.
1 INTRODUCTION
Distance-learning (Aldrich, 2009:48) has become a
method of choice, using virtual environments in
order to provide accessible education in
underprivileged environments. We have used it as a
solution to facilitate the access to education in
remote and economically disadvantaged
communities, by initiating an educational project –
“The Maps of Time - Real communities-Virtual
Worlds-Experimented Pasts” (Grant PN II IDEI),
linking these communities to the research centres
and urban education institutes, such as the National
University of Arts Bucharest (NUA).
The paper presents one of the educational
experiments within this research project, conducted
by Professor Dragoş Gheorghiu in Vădastra village,
Oltenia County, in southern Romania. Participation
in the experiment has included specialists and
teachers from our university, as well as teachers and
children from three secondary schools. The
experiment consisted in the implementation of a 3D
virtual museum comprising 3 archaeological levels,
with realistic reconstructions of ancient objects and
using Mixed Reality (Milgram and Kishno, 1994) to
augment the 3D virtual environment with video
films. The educational content (3D reconstructions
and the professional video films), was developed by
masters’ program students and artists from our
university, under the supervision of Professor
Dragoş Gheorghiu.
The objective was to create e-learning solutions
supporting the teaching of traditional technologies in
an intuitive, engaging, play-immersive manner,
leading to the enhancement of the traditional,
curriculum-based learning, through the use of
innovative and cost-effective ICT technologies, and
learning by doing (Dewey, 1938; Schank, 1995).
Finally, the experiment aimed at the creation of a
learning community. The paper presents the details
of the learning experiment as a case study, in
relation with other experiments that were performed
in similar international and national projects,
followed by an evaluation of the learning outcome.
The conclusions of the experiments are presented,
Figure 1: The entrance in the virtual museum.
379
Gheorghiu D. and ¸Stefan L..
3D Online Virtual Museum as e-Learning Tool - A Mixed Reality Experience.
DOI: 10.5220/0004839003790388
In Proceedings of the 6th International Conference on Computer Supported Education (CSEDU-2014), pages 379-388
ISBN: 978-989-758-021-5
Copyright
c
2014 SCITEPRESS (Science and Technology Publications, Lda.)
validating the use of the 3D virtual museums as
modern and effective learning instruments. The
paper closes with an outline of the future
development strategy.
2 THE IMPORTANCE OF
MUSEUMS FOR EDUCATION
The limitations of traditional learning methods have
been addressed in several papers. Relan and Gillani
(1997) characterize formation using the traditional
educational settlements as follows: a) Spatial and
temporary structures, in which learners should adapt;
b) Learning geographically limited to classrooms,
laboratories, etc. and disciplines are taught at
predetermined times and in a pre-established order;
c) The physical presence of student and teacher in
the same classroom is an indispensable requirement,
so that learning can occur (see also Campas, 2008).
2.1 Traditional Museums
As early as the 19
th
century the museums started to
be reconsidered for a systematic use as educational
instruments. These “were placed on the front line in
the educational agendas of the period. This was
evident in the increasingly close connections
between museums and the development of
compulsory public schooling, and in the stress that
was placed on the value of museums as instruments
of adult education” (Bennet, 2004).
On the other hand, the educational results to be
achieved from visiting traditional real-life museums
have their limitations, due to: a) relatively
conventional presentation methods; b) limited
accessibility (in time and space); c) limited visiting
time; d) static, non-interactive visits, often without a
guide to provide explanations.
2.2 Modern Museums
As Germain Bazin anticipated long time ago, we live
now in “The Museum Age” (de Leeuw 1999: 79). In
the 21
st
century the modern museums improved the
users’ experience through the introduction of
interactivity, and of the online versions of the
institutions. Beside modern ICT technologies,
today’s museums promote:
a new way to look at the past (Wheat-Stranahan
et al., 2007);
online multimedia content; The European Virtual
Museum, implements a dynamic web site based
on “user-friendly interactive databases”, stating
that a “System of Management for interactive
databases (RDBMS) is crucial in order to create
a virtual museum”;
an immersive experience using Virtual Reality
applications and 3D modelling in online museum
environments (Hermon, 2008).
2.3 The Advantages of Virtual
Museums
Several advantages can be derived from creating and
visiting virtual museums:
unrestricted accessibility regardless of time and
location;
the capacity to display ancient monuments and
objects in their complete form;
(virtual) access to otherwise (physically)
inaccessible places in a monument;
the capacity to interact with the museum’s
objects;
the capacity to enable virtual tourism (Maiorescu
and Sabou, 2013; El Hakim et al., 2004);
the capacity to use simulation and recreation as
educational tools (Politis and Marras, 2008);
the capacity to access complex museum
presentations as reconstructed objects alone, or
in their historical contexts, as well as objects
augmented with explanations;
an educational exploration at reduced cost,
requiring only a good Internet connection;
interactive communication of cultural heritage in
public spaces (Trapp et al., 2012).
2.4 The Advantages of Learning
in Online 3D Virtual Environments
The advantages of learning in 3D virtual
environments, as a form of distance education
(Annetta et al., 2010), have been outlined by several
theoretical papers. Winn (2002) states that one
important ability of 3D virtual environments is
reification, by which objects that are not accessible
to the human senses are transformed into “visible,
audible and tangible objects” (Gell-Mann, 1994).
Another characteristic of 3D virtual
environments is user’s immersion in the virtual
space, which creates a feeling of presence and
stimulates the learning outcomes (Winn, 1995; see
also Dickey, 2003; Dede, 2009). The immersion in
an artificial environment can help learners to better
understand the tri-dimensional dynamic processes
(Winn, 1995), facilitates both the verbal and non-
verbal communication and collaboration (Kappe and
Gütl, 2009) or other “important life skills” (Annetta
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et al., 2010).
The physical presence has a strong cognitive
function, leading to a higher level of involvement of
the learners in the learning process. This implication
is considered more important for the “conceptual
modification than the cerebral activity, typically
necessary for problem solving based learning”
(Clark, 1999).
A virtual world can enhance an experiential
learning process through activities such as
simulation and role-play. It also “promotes
immersive learning as the learner can potentially
experience the emotions and thoughts of someone in
a simulated situation” (Macedo and Morgado, 2009).
These environments also support the self-paced
learning style, i.e., the possibility for the student to
resume or repeat the learning process.
For human sciences, 3D environments can have a
stronger cognitive impact, as they give learners the
feeling of being in the simulated reality, thus
improving the understanding and memorization of
the information. Possessing an important spatial
component, the 3D virtual environments allow users
to freely change the visualization perspective.
Finally, not the least important aspect, 3D virtual
environments allow the simulation of virtual time
travel.
3 THE MIXED REALITY
PARADIGM
According to the definition of Milgram and Kishino
(1994) Mixed Reality (MR) is a “subclass of VR
related technologies that involve merging of real and
virtual worlds”.
Augmented Reality (AR) is a technology, which
allows an enhancement of the reality using virtual
information (Azuma et al., 2001). When a virtual
environment is augmented with content from the real
world, the process is called Augmented Virtuality
(AV). Milgram and Kishino (1994) proposed an
integration of the two technologies, called Mixed
Reality.
The augmentations enhance the learning
outcome since “the AR/MR systems allow the
augmentation of the user’s perception of the real
world, but also the use of existent visual and spatial
abilities and an enhancement of the interaction
capacities of the users” (Holza et al., 2011). This is
why the AR systems have to “give their users the
illusion that digital objects are in the same space as
physical ones” (Costanza et al., 2009), and therefore
“the digital objects need to be precisely positioned
into the real environment and aligned with the real
objects in real time” (Azuma et al., 2001). When the
augmentation is applied to virtual environments this
requirement is not imperative.
4 SIMILAR WORK
There are currently several projects which address
the presentation of the virtual heritage: “Museums
are now taking a much wider interest in the use of
ICT to leverage better value out of their collections;
a simple internet search on museums and ICT
reveals many hits detailing museum activity “(White
et al., 2004).
It is worth mentioning the online versions of the
Romanian Peasant Museum (Bucharest), which
offers virtual tours and online visualizations’ or the
Louvre Museum, which exposes 3D reconstructions
of the museum’s artifacts. Even though they are not
implemented with an explicit educational objective,
they are significant examples of the innovative
technologies employed by online virtual museums.
Recently, several EU-funded research projects
have aimed at developing innovative technologies
for museums to create interactive 3D Virtual
Exhibitions on the Web. For instance, AMIRE is a
EU IST Program dedicated to the efficient creation
and modification of MR applications, authoring
metaphors and generic design recommendations and
procedures. In the ARCO project the elaboration
process is described as follows: “virtual exhibitions
are created by digitising museum artefacts, which
are then transformed into Virtual Representations,
which can be X3D or VRML models or scenes”
(White et al., 2004).
Another example is the virtual project “A
History of the World in 100 objects” (AHOW) run
by BBC Radio 4 and the British Museum in 2010
(Cmeciu and Cmeciu, 2013).
Within our project we sought to experiment with
several e-learning solutions for the community of
teachers and children at the secondary school of
Vădastra, in order to address the needs for informal
learning using modern IT technologies and e-
learning paradigms, and evaluate the effectiveness of
each particular solution for long-term use; for this
purpose we developed mobile-learning solutions
described in Ştefan and Gheorghiu (2013) and
Gheorghiu et al. (2013).
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5 THE RATIONALE OF THE
RESEARCH PROJECT
The village of Vădastra, Olt county, southern
Romania, was selected for several reasons: it is a
clear example of the deep cultural crisis experienced
by rural peripheral settlements in the early 21
st
century, a crisis brought about by rapid social
changes; it is here that a decade ago our university
had initiated a project to preserve the immaterial
heritage of the village traditional technologies.
We felt that an overview of the history of the
place (a palimpsest of successive habitations from
prehistory to modern times) could, apart from
facilitating learning, recreate a sense of its identity,
which had been erased during the country’s
totalitarian period. As a topic that might interest the
community through its pragmatic, economical
aspect, we insisted on the rediscovery of ancient and
traditional technologies, which form the immaterial
heritage of the place.
Centering the learning strategy on this subject,
the artists and technicians from our university began
to develop e-learning lessons teaching different
crafts representative for this geographical area.
Each of the solutions tested in the research
project has proven its effectiveness in enhancing
learning especially when solutions were designed
with a clear learning outcome and also
understandable for children to use, but also revealed
some limitations: the difficulty to use the solutions
outside the project because it required prohibitively
expensive equipment; insufficient teacher support
and insufficient engagement in the learning process.
This led us to the development of a more
intuitive solution, usable with the technological
means that the school already had, or could afford.
Initially, we designed a 3D virtual museum as an
informal e-learning environment for ancient
traditional technologies, considering that this would
better serve our learning objectives and prove
appropriate for the target community group.
Nevertheless we mixed the learning in a virtual
environment with practical classes in a blended
learning perspective (i.e., mixing several
technologies and learning styles for an optimal
learning outcome).
5.1 Research Questions
Our archaeological and pedagogical strategy was
formulated after a research which can be condensed
in the following questions:
a) which are the historical stages that can define the
identity of a place?
b) which are the contexts representative for each of
the identified periods?
c) which are the technologies representative for
each of the chosen contexts?
d) which are the objects representative for each of
the technologies?
6 CASE STUDY: THE 3D
VIRTUAL MUSEUM FOR A
VILLAGE COMMUNITY
(VĂDASTRA, SOUTH OF
ROMANIA)
After several archaeological experiments, a database
of videos and 3D reconstruction was created and
explored as a 3D virtual museum. Designed by
Professor Dragoş Gheorghiu on 3 levels, to suggest
the stratigraphy (sequence) of the major historical
periods in the Vădastra village (i.e. the modern,
Roman, and prehistoric), the museum contains
exhibits specific to each period, which are
augmented with videos representing craft
technologies.
These augmentations of the virtual space are
embedded in 3D virtual panels and are displayed as
still picture frames. A click on the panel launches
the videos in a separate window player.
The 3D virtual museum is implemented as a
Unity3D application integrated in the project’s
website (www.timemaps.net/timemap/?page_id=6).
The virtual museum can be explored in a game-
like manner: the mouse is used for camera
(perspective) control; the direction keys, for spatial -
temporal navigation.
To resemble a real museum, a character called
“The Guide” was created, with the role of providing
an explanation at the entrance of each level of the
museum. “The Guide” is designed as a friendly
persona, to engage the users, both children and
teachers, to explore the museum. It is similar to a
Non-Player Character in certain video games, but
designed with a limited functionality within the
virtual museum application.
6.1 The First Level of the Museum
The virtual Museum opens with a first “artistic”
room: here, visual artists and experimentalists’
interpretations of ancient and traditional objects are
presented, as models of revitalization of both the
high culture art and the folk art. Children learn that
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modern art can be inspired by the traditional one,
and artistic techniques to manufacture various
objects are explained to them.
From here on children travel in space and time
into the second room of the museum, which exhibits
Roman objects, reconstructions of the fragments
found in the village and in the nearby region and
exhibited at the Romanaţi Museum in Caracal.
The time travel continues to the prehistoric past
into the room displaying a Chalcolithic house
(excavated in Vădastra in the 70s), together with
reconstructed prehistoric everyday life objects.
Figure 2: The “Guide”.
6.2 The Second Level of the Museum
The second level is represented by the Roman
period. Many technologies, such as manufacturing
and pottery, or the textile art, have survived the
period with very small changes until the pre-
industrial period. This level has been reconstructed
to emphasize a villa rustica, discovered by the first
author near the village, in which different domestic
industries are showcased: pottery, weaving, glass
manufacturing or metal casting.
All the tools necessary for those technologies,
the complete form of the villa and the surrounding
landscape were reconstructed under the form of a
Unity 3D Virtual Reality. The hyper-realistic
reconstruction allows, as in the previous case, a
strong immersion of the visitor. The augmentation of
Figure 3: The Roman room of the virtual museum.
the 3D virtual space with records of the technologies
to be studied, contribute to this process of
immersion.
Figure 4: Objects in the Roman room of the virtual
museum.
6.3 The Third Level of the Museum
The third educational level of the museum is
represented by the Chalcolithic village (5
th
millennium BC), belonging to the eponymous
Vădastra culture. Here also we wanted to highlight
the technological traditions, especially the weaving
one, which, as has been noted after the exceptional
archaeological discovery of a prehistoric textile at
Celei, near the Vădastra village, had continuity until
relatively recent times. The children experience the
living space of the prehistoric settlement and access
the augmentations of the reconstructed house under
Figure 5: The prehistoric room of the virtual museum.
Figure 6: Objects in the prehistoric room of the virtual
museum.
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the form of videos presenting house construction
techniques and weaving techniques for the Celei
textile.
6.4 Technical Description
The modelling of the virtual museum was performed
with Autodesk 3ds Max and Maya specialized
software, which allowed not only to achieve the
realistic reconstructions, but also to implement
optimization techniques for the real time rendering
of the 3D scenes and objects, such as texture baking
and LOD (levels of details) optimization. The
Unity3D platform was used in order to integrate the
virtual museum in an online environment and to
implement the Mixed-Reality techniques.
Unity3D is an authoring tool and a gaming
engine for 3D video games and 3D interactive
content, which support programming in C ++ or C #
and also provides a powerful scripting language.
The reasons for selecting this platform were:
performance optimization for real time rendering;
multi-platform support for the Unity3D web plugin
(Microsoft Windows and Mac OS X) and for
applications (Windows, Mac, Xbox 360, PlayStation
3, Wii, iPad, iPhone, Android); and the advanced
graphical editor.
To run the application in the web browser, the
Unity3D web plugin is required. This can be a
disadvantage when repeatedly running the
application, as the web plugin has to be loaded every
time. We tried to reduce this inconvenience by
capturing the user’s attention with explanatory texts.
6.5 The Methodology
The main purpose of our Virtual Museum is to
integrate pedagogy and new technology (Annetta et
al. 2006). The Museum offers a presentation of local
history and of the technologies specific to each
historical period in their historical context, by using
virtual reconstructions. By presenting historical
contexts virtually reconstructed, the design of the
Virtual Museum offers the learners a structured
information on: a) the objects of each context, in a
3D reconstruction; b) videos with technological
gestures for creation of these objects; c) a series of
performances of the usage of these objects during
the historical periods.
For supporting the e-learning tool, each
technology was filmed from at least two view
points: the actor’s view and the observer’s view. In
this way, the child who wishes to learn a certain
technology has a complete understanding of the
technological gestures. Teaching in a virtual and
immersive environment allows flexibility in
structuring the course material; the teacher having
the following pedagogical objectives: a) acquisition
of historical data; b) acquisition of technical data
and skill development during the presentation of the
technologies (Annetta et al. 2006).
It is worth mentioning the exploratory aspect of
the pedagogical and learning activities, by engaging
and capturing the attention of the children involved
in the learning process. For this aspect we used an
approach focused more on the direct teacher-learner
relation. First, during the history or technological
lessons, the local teacher navigates, together with the
children, through the site and the virtual
reconstructions, explaining to them the reconstructed
local history. The second phase is the
professional/practical approach: we organized
during the summer of 2012 and 2013 a series of
workshops (on textile and glass engraving) for the
children in Vădastra, where they worked under the
coordination of a teacher or a technician. During the
school semester, this experience was evaluated
remotely, from our university, in this way: a) the
teachers transmitted to the children a theme from the
Virtual Museum, which they individually studied. b)
the teachers organized video lessons in which each
child presented the results of his/her work, which
has been further corrected and evaluated. In this case
of learning by doing, the evaluation through
questionnaires was not applicable.
Beside the 3D Virtual Museum, traditional
methods of distance education were also used.
Skype-based videoconferences were organized at
our university in order to connect the academic
specialists with the teachers and children from
Vădastra, and to offer them various lesson plans. For
example, we proposed to visit the Neolithic village
and investigate how prehistoric art can be
transformed into modern art.
At the beginning the university artists proposed
different learning paths and explained in detail each
object and its corresponding technology. Thus, using
guided tours via Skype we could coordinate the
actions of the school teachers to efficiently use the
3D Virtual Museum, eventually leading to sufficient
proficiency so as to be able to create their own
lessons. As a conclusion of these learning practices,
Vădastra School has introduced two applied classes
(on ceramics and textile), where the children could
reproduce many of the Virtual Museum’s objects.
Consequently, our university has initiated with our
students an online course in order to supplement the
activity of the village teachers.
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7 RESULTS EVALUATION
In the case of using the Virtual Museum for learning
about the local history and for revitalization of arts
and crafts of immaterial heritage, we applied two
methods: a) the one of the local history teacher who
will use semi-structured interviews; b) the one of the
technology teacher who will use the visual contact
with the children (direct or via Skype) for
evaluation.
The 3D virtual museum was experimented for a
six-month period, during which the project team
provided technical and pedagogical assistance. The
experiments took place in the Vădastra secondary
school community, grades 1-4, 5-8, as well as in two
urban school communities, Râmnicu Vâlcea (Central
Romania) and Piatra Neamţ (North Romania),
allowing us to verify the effectiveness of our
learning methods in different cultural environments.
Throughout the experiments, monitoring was
performed by collecting feedback, suggestions, and
recording of technical problems, thus gathering an
important quantity of useful information. The data
was collected using Google Docs together with the
answers from 6 teachers (aged 25-40) and 9 children
(aged 8-15).
To use the site of the project as an applied
learning instrument, we further proposed a set of
refined questions focused on the virtual and real
experience of the children, which starts from mental
immersion and ends with the manufactured objects:
Table 1: Questionnaire for results evaluation.
Which was the most interesting historical period?
Which were the most interesting objects?
Which object have you chosen to make?
How much time did you work for the practical
workshop?
How much time did you work with the online
teachers?
How realistic did you find the architectural 3D
reconstructions? (answer with a mark from 1 to 7)
How realistic did you find the objects’ 3D
reconstructions? (answer with a mark from 1 to 7)
What have you learned from the 3D experience (local
history, manufacturing of objects, use of objects, a.o.)?
Which were the criteria for choosing an object (form,
texture, size, position in context)?
How many times did you play the film with the 3D
reconstruction of your object?
What have you learned from these films (form
construction, decoration making, a.o.)?
What can you make in the present? Can you
manufacture an object without help? (answer by
enumeration of the technological operations)
We also proposed a peer assessment (Aldrich,
2009), through which we asked the Vădastra school
teachers to assess the professors who coordinated the
lessons.
8 DISCUSSION
The post completion analysis of the project
identified the following limitations of the approach:
in some cases establishing the logical connection
between the 3D reconstructed objects and contexts
and the technological film required the viewers
(children) to have prior knowledge of the subject, or
to receive explicit guidance. Therefore, the learning
process within a virtual environment must allow the
teachers to design by themselves the guided tours,
i.e. to have a greater degree of flexibility.
In spite of the opinion expressed in Di Blas et al.
(2008), we considered the educational importance of
3D realistic reconstructions for the museum objects
while we performed simplifications regarding the
modelling of the museum space.
The technical problems were related only to the
quality of the Internet connection and the delay
caused by the loading of the Unity3D web plugin at
each application launch.
We used some of Aldrich’s (2009) suggestions to
perform assessments for “grading student
performance”, namely to write a paper about the
experience in the virtual museum, to keep a journal
during the experience, and create a multimedia
production, in our case weblog and Facebook
postings.
We appreciate that the educational advantages of
the mixed-reality experience in an immersive 3D
environment was highlighted by the following:
The visual presentation of the exhibits
corresponding to different historical periods
allowed a good message retention and
understanding.
The videos have increased the educational value
of the learning experience since they improved
the viewer’s sense of reality.
The return to the 3D environment after viewing
the movies required a certain discipline and
patience in exploring the museum.
After the guided tours, the children were able to
perform self-directed learning.
We have identified cognitive (concentration,
memorization) and affective (enthusiasm, a sense
competition in navigation the space) components
to the learning process.
The computer literacy was enhanced with
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concepts necessary to understand the new
learning environment (e.g. Virtual Reality).
9 CONCLUSIONS
The mixed-reality experiment presented was
designed and modelled with a well-defined
educational objective. The 3D virtual museum has
proved to be a creative tool, used both by teachers
and children in a flexible manner that allowed
learning without the constraints of the traditional
learning process and in an immersive and playful
manner. The 3D mixed-reality experience has
allowed children to immerse in a spatial and
temporal virtual environment while still maintaining
the connection to real life by watching the video
recordings.
This experiment led us to the conclusion that 3D
virtual museums, as an intuitive exploration space,
are a valid instrument of education. A 3D online
virtual museum designed for education can support
learning by doing and can accommodate a large and
distributed learning community. The experiment
showed interest and enthusiasm from the children
and teachers for the novel learning environment, as a
validation of the technology and approach we used.
10 FURTHER DEVELOPMENTS
In order to capitalize on the present experience we
decided to develop a collaborative version of the 3D
virtual museum: Vădastra participants from
Bucharest, Râmnicu Vâlcea (Central Romania) or
Piatra Neamţ (North Romania) will have the
possibility of entering the museum in real time.
The new museum will allow the teaching of
traditional technologies under the form of guided
tours, accompanied by explanations. The function of
the “Guide” avatar will be extended providing a
more complex and animated character that will
deliver explanatory texts in front of each object and
indicating for each object the technological video
which needs to be played; the avatar movements will
be determined by the teacher: for example, a
professor in a remote location (our university or
Vădastra school) will indicate course keywords,
such as “Roman pottery” and the avatar will guide
the users only on the Roman level, presenting the
ceramic objects and the technology of pottery
making. The children will follow each object
presentation and will be able to ask questions using a
chat component. At the end of each lesson, children
will answer the questionnaire for learning
assessment using the qualitative and semi-structured
interviews presented at the Methodology paragraph
(see Table 1). The children will be also evaluated by
their objects and sketches made during the lessons.
The learning method that we propose is usable for
skills development in manufacturing of objects with
low level of difficulty, but at the same time it offers
the theoretical learning of making more complex
objects. The future strategy mentioned above will
require the design of the roles for each category of
users (teachers, children), and the activation of the
networking component of the Unity3D platform in
order to support the development of a Multiple User
Virtual Environment (MUVE) interactive
application. This will also require a more powerful
hardware infrastructure to ensure the required real-
time performance.
The project presented will help to create a
“community of learners” (Veen and Vrakking 2006).
An interesting case to be discussed is how our
approach generalizes in different European
communities. During 2013, we presented the project
to two urban communities from Portugal (Mação
and Abrantes), which proved interested to use the
results of the project as a pedagogical instrument for
protection of local immaterial heritage. Recently,
other communities from UK and the Netherlands
also adhered to the project.
The 3D Virtual Museum will therefore support
an extended virtual learning community, with
numerous real time participants and mixed-reality
lessons.
ACKNOWLEDGEMENTS
The authors wish to thank the principal of the
Vădastra school, Vădastra village, Olt County,
Romania, and all the teachers and children for their
help and involvement in our experiments. The
authors also thank the professors and technicians
from our university for their collaboration.
Last, but not least, many thanks to Mr. Bogdan
Căpruciu for reviewing the English text and to the
anonymous reviewers whose comments helped us to
improve the text.
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