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Holographic Virtual
  Learning Space
A Game-Based Implementation of the
          learning space
• We choose a game approach because of its
  addictive, motivating nature of it. (Who does
  not love games?)
• Games allows user to easily participate into
  the venture with less anxiety and lessen the
  necessity of background knowledge (ie: they
  can pick up the rules and knowledge as they
  go)
Although, we have decided to use computers and mobile phone in this example. Participants can also use other technologies
such as a console system, or Kinect sensor; as long as user has access to the system. Of course, such technologies can provide
different experiences but with same objective. That is, creating an interactive object for users to manipulate to the extent
that the integrity of the game be maintained.
In this case:
1) The avatar is the virtual representation of the user.
2) The coins are the rewards for tasks completed by the user.
3) The Restricted areas are the different challenges face by the user.
Holographic virtual learning space
Holographic virtual learning space
Holographic virtual learning space
Holographic virtual learning space
Holographic virtual learning space
The characters in the games can shown different behaviours depending on the interaction.

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Holographic virtual learning space

  • 1. Holographic Virtual Learning Space
  • 2. A Game-Based Implementation of the learning space • We choose a game approach because of its addictive, motivating nature of it. (Who does not love games?) • Games allows user to easily participate into the venture with less anxiety and lessen the necessity of background knowledge (ie: they can pick up the rules and knowledge as they go)
  • 3. Although, we have decided to use computers and mobile phone in this example. Participants can also use other technologies such as a console system, or Kinect sensor; as long as user has access to the system. Of course, such technologies can provide different experiences but with same objective. That is, creating an interactive object for users to manipulate to the extent that the integrity of the game be maintained.
  • 4. In this case: 1) The avatar is the virtual representation of the user. 2) The coins are the rewards for tasks completed by the user. 3) The Restricted areas are the different challenges face by the user.
  • 10. The characters in the games can shown different behaviours depending on the interaction.