1997
DOI: 10.1007/s005300050050
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Shared virtual worlds for education: the ExploreNet experiment

Abstract: ExploreNet is an experimental environment for creating and delivering networked "virtual worlds." This system's style of user interaction was inspired by the concept of a "habitat" as first articulated in the LucasFilm's Habitat system. Players enter and interact in a habitat via their animated alter egos, called "avatars." Habitats may be created for many purposes, including social interaction, entertainment and education. Our focus has been to facilitate the creation of habitats in which virtual communities … Show more

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Cited by 31 publications
(6 citation statements)
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“…Although much of VR's early literature focused on the applications of VR for enhancing command functions of large-scale spatial navigation and console simulations typical of military training (Jense & Kuijper, 1993;Sebrechts, Psotka & Knott, 1994;) as well as science, psychics and space explorations (Magee, 1993), Psotka (1994 and others argued that VR showed great potential in broader educational contexts to enhance understanding, address education equity issues for students separated from access to schools while living in remote areas, as well as provide opportunities for engagement and communication to students with limited physical mobility. Others further speculated on the potential of VR to create networks of "educational habitats" (Loeffler, 1993;Hughes & Moshell, 1997) that would promote social interaction and collaborations globally, foster the exploration of places and things that would be otherwise inaccessible (Pantelidis, 1993) and enhance student imagination through this form of edutainment. Much of the literature from this decade called for the imminent preparedness of teachers for the practical applications of VR in the classroom (Pantelidis, 1993).…”
Section: Pedagogy In Virtual Realitymentioning
confidence: 99%
“…Although much of VR's early literature focused on the applications of VR for enhancing command functions of large-scale spatial navigation and console simulations typical of military training (Jense & Kuijper, 1993;Sebrechts, Psotka & Knott, 1994;) as well as science, psychics and space explorations (Magee, 1993), Psotka (1994 and others argued that VR showed great potential in broader educational contexts to enhance understanding, address education equity issues for students separated from access to schools while living in remote areas, as well as provide opportunities for engagement and communication to students with limited physical mobility. Others further speculated on the potential of VR to create networks of "educational habitats" (Loeffler, 1993;Hughes & Moshell, 1997) that would promote social interaction and collaborations globally, foster the exploration of places and things that would be otherwise inaccessible (Pantelidis, 1993) and enhance student imagination through this form of edutainment. Much of the literature from this decade called for the imminent preparedness of teachers for the practical applications of VR in the classroom (Pantelidis, 1993).…”
Section: Pedagogy In Virtual Realitymentioning
confidence: 99%
“…Only one study about the human-computer interface of ExploreNet, an experimental graphical MUD environment for creating and delivering networked virtual worlds for education, has been published (Hughes and Moshell, 1995).…”
Section: Missing Link In Previous Mud Researchmentioning
confidence: 99%
“…Virtual worlds have appeared in educational research since the early 1990s (e.g., Hughes & Moshell, 1997) and are now becoming popular in universities and companies as a tool to create virtual learning environments. For example, Chinese virtual worlds in various stages of development and implementation include HiPiHi, Shanda, uWorld from UOneNet, Entropia, Frenzoo, and Novoking.…”
Section: Secondlifementioning
confidence: 99%