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Computational Science, Engineering & Technology Series
ISSN 1759-3158
CSETS: 26
DEVELOPMENTS AND APPLICATIONS IN ENGINEERING COMPUTATIONAL TECHNOLOGY
Edited by: B.H.V. Topping, J.M. Adam, F.J. Pallarés, R. Bru and M.L. Romero
Chapter 11

Pathway to Future Virtual World Technologies and their Role in Virtual Product Creation and Learning

A.K. Noor

Center for Advanced Engineering Environments, Old Dominion University, Norfolk, VA, United States of America

Full Bibliographic Reference for this chapter
A.K. Noor, "Pathway to Future Virtual World Technologies and their Role in Virtual Product Creation and Learning", in B.H.V. Topping, J.M. Adam, F.J. Pallarés, R. Bru and M.L. Romero, (Editors), "Developments and Applications in Engineering Computational Technology", Saxe-Coburg Publications, Stirlingshire, UK, Chapter 11, pp 245-261, 2010. doi:10.4203/csets.26.11
Keywords: avatars, digital ecosystems, immersive learning, learnscapes, multimodal interaction, product lifecycle, synthetic environment, virtual worlds.

Summary
A brief description is given for the potential of the emerging and future virtual world technologies to virtual product creation and learning. The major characteristics of current virtual worlds are identified. Some of the recent applications of virtual worlds to product creation and learning are described, along with some of the tools and facilities used.

The technologies and facilities needed to transform the two-dimensional internet into a 360 degree multi-sensory three-dimensional immersive experience are identified. A vision is described for next-generation digital ecosystems for product creation and learning, which incorporates a massively multi-participant immersive synthetic environment and other facilities for enhancing innovation and engaging the learners.

The future of virtual worlds is bright. Its transformative power is likely to impact many facets of global product creation and revolutionize learning.

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