Research shows that a variety of tools and technologies have been developed and used forsupporting e-learning communities (Lin et al. 2010; Sung et al., 2009; Hamalamen, 2011; Bouras et.al., 2008). Three components and systems have been identified: the document-focused web-based training tools; the meeting –focused tool (such as video-conferencing tools, Centra symposium...etc.) and the three dimensional (3D)-centered multi-user tools which are based on multi-user Virtual Reality (VR) technology. The first system focuses on the management of documents and on individual learning. The second system- the meeting focused tools-employs the approach of virtually representing the concept of frontal learning-that is the situation of a lecturer sending information to a group of learners, with rather little feedback, and almost no intended horizontal communication among learners. A general problem of these tools is the reduced social connection of the participants. Therefore, in such e-learning sessions, they experience a feeling of alienation.
The third system, VR tools, is focused on having participants experience a sense of interaction with and the existence of other participants. The participants of the 3D virtual session are represented by avatars, which can navigate through 3D environments. They are also able to view the actions of all other participants. In addition, Multi-user Virtual Reality technology tools, when utilized as communication media, offer advantages of creating social presence, thus, enhancing communication and interaction among participants. This is why multi-users of VR technology are used for supporting collaboration.
As noted earlier, current e-learning applications have many limitations that should be addressed and overcome. Essentially, some of the main limitations involve the lack of peer connection and interaction; and the need for flexible available tutorial support. Furthermore, the theoretical advantage of multi-user VR technology is not exploited in an extended manner. It mainly offers text chat communication, and users’ representation through avatars. A good example is that advanced communication features, as voice or user gestures, are not commonly utilized.
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