Virtual Reality Learning Environments: Potentials and Challenges Computer graphics technology enables us to create a remarkable variety of digital images and displays that, given the right conditions, effectively enrich education [Clark 1983]. Real-time computer graphics are an essential component of the multi-sensory environment of Virtual Reality (VR). This article addresses the unique characteristics of emerging VR technology and the potential of virtual worlds as learning environments. I will describe several key attributes of VR environments and discuss them in relationship to educational theory and pedagogical practice. I will then identify three challenges that must be met before VR can be integrated into educational settings: cost, usability, and fear of the technology.
Motiwalla, L. F. (2007). Mobile learning: A framework and evaluation. Computers & Education, 49(3), 581-596. Chou, S. W., & Liu, C. H. (2005, January). Learning effectiveness in web-based technology-mediated virtual learning environment.
Once the viewers come to understand how the artwork functions, they have a much clearer idea of what the technology is and how it affects cultural environment and society. When we consider the elements and principle of art; for instance, whatever we visualize and hear at the same time is interpreted differently by viewers or readers especial when you need a direction. Digital art and written communication in the relationship between the elements found in the works and how these elements relate to one another to form a whole. The digital focuses completely on the relationship between elements for example, tones, sound, and how they build up to create a motion form. Digital art focuses on the beauty of each element and how they form together with one another with no recognizable formal subject being imposed on the listener by the artist.
Well-designed, implicitly interactive devices can let us to reap the benefits of computation and communication away from the desktop, support us when we are physically, socially, or cognitively engaged, or when we do not know what should happen next. Designed poorly, these same devices can wreak havoc on our productivity and performance, creating frustration and obstruction in their wake. By taking stock of what it is we humans do when we work with one another, and using a bit of creativity in applying these lessons to the machine world, we can help make this next generation of interactive devices welcome in our world. To this end, we have presented a framework for implicit interaction that characterizes interactions based on attentional demand and initiative—factors that are appropriate to any interface, regardless of domain. We have applied this framework to the use of implicit interaction patterns, which allow designers to apply techniques and solutions from one domain as a template for the analogous solution for another.
In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '10). ACM, New York, NY, USA, 55-64. DOI=10.1145/1753326.1753336 http://doi.acm.org/10.1145/1753326.1753336  Ball, R., Varghese, M., Carstensen, B., Cox, E. D., Fierer, C., Peterson, M. and North, C. Evaluating the Benefits of Tiled Displays for Navigating Maps. In Proc. IASTED International Conference on Human-Computer Interaction (2005), 66--71.
Security issues with the IP multimedia subsystem (IMS). In Proceedings of the 2007 Workshop on Middleware For Next-Generation Converged Networks and Applications (Port Beach, California, November 26 - 26, 2007). MNCNA '07. ACM, New York, NY, 1-6. DOI= http://doi.acm.org/10.1145/1376878.1376887 Islam, S. and Grégoire, J.
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Visual and verbal thinkers; a visual thinker is someone who uses pictures to think, and verbal thinkers think in words. If you were to look up the definition of visual thinking, the first thing that would pop up as an answer is; refers to a group of generative skills that, when practiced with rigorous discipline, results in the production of novel and original ideas. By seeking to discover visual forms that fit his/her underlying human experience, the student of visual thinking comes to know the world. Those last two sentences were pretty confusing, so in order to help understand it more I kept looking for something easier; to receive more of a view on visual thinking . It was already clear that a visual thinker thinks in pictures, but needing something more descriptive, I continued to find articles and the quotes within them.
Lacans mirror stage Self-recognition is fundamental building block for humans, we exist as individuals each with out own differences and recognition of each other is an important feature for us. Psychoanalytic theorist had attempted to understand the complexities of the human mind truth identity and agency in the world. Advance in technologies brought us an opportunity to create virtual worlds2 and in many ways artificial reality is bound by the fundamental rules of gravity, day night cycle, space distance and even living creatures to inhabit the virtual world. Focus will be drawn to users creation of avatars as a means of identification and constitution of self in virtual world. The avatar has the potential to bring a new dimension to the sense of self and might change boundaries between real and the virtual, the physical and the imaginary.