Int. J. of Computers, Communications & Control, ISSN 1841-9836, E-ISSN 1841-9844
Vol. IV (2009), No. 4, pp. 401-414

3D Virtual Spaces Supporting Engineering Learning Activities

D.M. Popovici, J.P. Gerval, F. Hamza-Lup, R. Querrec, M. Polceanu, N. Popovici, R. Zăgan

Dorin-Mircea Popovici, Mihai Polceanu, Norina Popovici, Remus Zăgan
OVIDIUS University of Constanta
Address: 124 B-dul Mamaia, 900527, Constanta, Romania
E-mail: dmpopovici@univ-ovidius.ro, polceanum@gmail.com, norinapopovici@yahoo.com,
rzagan@univ-ovidius.ro

Jean-Pierre Gerval
ISEN
20, rue Cuirassé Bretagne
CS 42807 - 29228 Brest Cedex 2 - France
E-mail: jean-pierre.gerval@isen.fr

Felix G. Hamza-Lup
Armstrong Atlantic State University
Faculty of Computer Science
Address: 11935 Abercorn St., Savannah, GA
E-mail: felix@cs.armstrong.edu

Ronan Querrec
Ecole Nationale d’Ingénieurs de Brest
Laboratoire d’Informatique des Systèmes Complexes
Address: 25 rue Claude Chappe, F-29280 Plouzané, France
E-mail: querrec@enib.fr

Abstract: Virtual environments constitute the support platform for various teaching
and learning activities. Instead of a local application for this purpose, this paper ex-
plores the effects of using distributed virtual reality environments in the educational
process. The architecture of the presented system is based on the recently developed
web-based technology called AJAX (Asynchronous Javascript And XML), imple-
mented on a Linux operating system configured to run Apache with PHP and MySQL
support; i.e., LAMP architecture, which contributes to the portability and ease of in-
stallation of the application. The platform is designed to support the integration of
lesson modules such as the EngView environment which is discussed in more detail
in this contribution. Pedagogical, technical, and implementation-related aspects are
presented in conjunction with the virtual environment used in the engineering train-
ing curriculum. Statistical information resulted from the training shows a significant
increase in task completion time when the virtual setup is used.
Keywords: Virtual environment, Learning, Teaching, Motivation, Virtual training.

Knowledge acquisition has shifted from an individual to a collective activity. There is a migration
of the learning process from one individual to a group of individuals as knowledge becomes a collective
activity enhanced by the phenomena of social interaction. The complexity of the information and the
way we interact with it makes us active parts in the educational environment. Searching, discovering,
and testing are the most frequent human activities in such situations. When an interpretive level of
comprehension is reached, these activities are mature enough to trigger creational thinking, and constitute
the beginning of the applied level of understanding. As complements to learning, virtual training gives
constructive feedback to learners by providing them with a hands-on approach to the studied subject.

In the following sections, we emphasize the potential of distributed virtual environments to improve
the learning process. To prove the point, we try to answer one question: "What do the 3D virtual spaces
bring into the learning processes in order to make them effective and evolutionary?"

Copyright c© 2006-2009 by CCC Publications



402 D.M. Popovici, J.P. Gerval, F. Hamza-Lup, R. Querrec, M. Polceanu, N. Popovici, R. Zăgan

1 Introduction

A three-dimensional (3D) virtual space is a computer-generated space that is perceived by us via pure
virtual reality (VR) technologies and/or mixed reality (MR) technologies [1]. This perception can only be
obtained through placing the user in the space, from the user’s interaction with the space. Furthermore,
this space is not passive since the users interact with each other and/or with other virtual entities, by the
means of virtual agents or avatars. Virtual objects are subjects in the users’ direct or indirect interactions
and may enhance collaboration between users. Users’ multimodal communication is realized through
exchanging typed or verbal messages, gestures, and facial expressions.

In other words, the virtual space must be constructed, first of all, considering the user’s cognitive and
empirical attributes. This means that when we create virtual space models, the base criterion should be
the accuracy of the human representation of reality which may not necessarily correspond with reality.
To this end, the human experience is first constructed by situating the user in the virtual context, then
tested through the user’s direct interaction with the environment, and later reconsidered, in a recursive
process.

How efficient and effective is such experience? A possible answer may be given by evaluating the user
experience in the frameworks proposed by Burdea [2] and Zelter [3]. We do not discuss the imagination
aspect of the user experience but leave it private to the user. It may surprise the reader, but we are
not trying to obtain an accurate sensorial rendering of the virtual space in order to immerse the user
in the environment. Instead, by high quality immersion inside this virtual space we mean intense user
interactivity with objects or other users within the virtual space.

The efficiency and the effectiveness of such experiences are considered acceptable if the user is able
to apply the knowledge and skills obtained in the virtual space in similar real-space conditions; i.e., if
both the gained knowledge and skills are reusable.

Applying such virtual spaces in learning and teaching activities provides the conditions for trans-
forming the sometimes passive actors (i.e., students and teachers) into involved, very active actors [4].
With the support of new technologies, we hope to infuse them the sensation that they represent active
parts of the learning/teaching process [5].

Our goal is to catalyze the creative state-of-mind and self-confidence at an individual level as premises
of collaboration among individuals, with personal perspective as the basis for the learning communities.
These communities provide the necessary conditions for transforming the users’ interactions, expressed
through direct communication and cooperation with other individuals, into long-term social interactions.

Many educational virtual environments such as "virtual theatre" and "virtual classroom" use various
metaphors to facilitate the trainee in learning on an abstract (e.g., math, physics, electronics, and other
[6, 7, 8, 9]) or concrete (e.g., gesture or behavior in certain situations [10, 11]) level. Few environments
take into consideration the trainee’s motivation to learn. Driven by this observation, our goal is to obtain
a solution designed to serve as a motivational feedback to its users.

Virtual theatre or narrative-based metaphors have one major advantage as compared to other metaphors;
i.e., they challenge and encourage the user to verbalize/render his/her experience in a situational context.
Such an environment is highly evolutional since every actor comes with his/her own personal experience
in a similar situation; this way knowledge is collectively and continuously modeled to better express the
social point of view. The more we express the knowledge, the better the result becomes. Multimodal
environments that combine haptic feedback with 3D visualization and sound rendering [12] prove to be
very efficient learning tools, especially for understanding abstract concepts.

As students gradually gain confidence in the team they belong to, they become autonomous and will-
ing to acquire new knowledge; thus, they change from being dependent on the team to being independent,
and the relationships among individuals become dynamic and friendly. In particular, team-based envi-
ronments are suitable for interdisciplinary teams. For example, the EngView system about which we
discuss in this paper was developed by a mixed team of computer scientists, engineers, and managers, as



3D Virtual Spaces Supporting Engineering Learning Activities 403

well as a group of enthusiastic students. Engaging such a team, we have attained our main pedagogical
objective that is to assure a rapid and successful integration in the professional context for our students.
However, some difficulties rise due to factors such as the different levels of knowledge acquired by stu-
dents during their studies, the student’s level of interest in the information presented and the student’s
motivation to learn.

Learning speed varies from person to person. Often, theory is easier to grasp than to translate into
practice. Or vice-versa, practical skills are quickly acquired, even without any basic understanding of
the theory. Despite these difficulties, students need to achieve good theoretical and practical skills.

At the theoretical knowledge level, the widely used method of multiple choice examinations can be
computer-graded or easily marked with a template. However this method does not provide any insight
into the trainee’s work methods and adaptability. A much better choice is a written examination. On
the other hand, practical examinations are somewhat more probing; however, the trend is to have the
candidate demonstrate his/her skills in a simple application where the results can be easily and uniformly
graded [13].

Because paradigms such as VR and multimodal environments facilitate learning through the con-
struction of concepts relying on the intuition that arises from direct user experience in the virtual en-
vironment [14], we decided to complement our teaching/learning process by using these technologies.
We do not eliminate multiple choice examinations, but we consider that communication and interac-
tion within a collaborative virtual environment may represent essential motivational dimensions to the
trainee. Therefore, we consider interaction and communication as being the most important requirements
of VR-based training technologies.

Another important aspect is the reduced accessibility of the real training setups for a group of trainees.
By means of switching between training sessions in real environment and virtual replicas, the trainee is
able to obtain the confirmation of his/her practical results obtained in the virtual environment. Thus, we
do not eliminate traditional assessment, but we let the students exercise longer within a virtual setup,
without any physical risks and at potentially lower costs. When students reach a certain level of "virtual
expertise", they are allowed to prove this expertise in a real environment.

2 EngView - a training tool for engineers

To demonstrate the effectiveness of the educational concepts mentioned above, we implemented a
training environment for engineers, called EngView [15], that is a supplementary tool in the training
process in the domain of non-destructive testing (NDT), as detailed in the next section.

Because the presented training environment addresses mature users, motivation may not necessarily
come from the environment itself, but from the user’s desire to succeed in his/her integration within a
professional context. In such a context, social interactions frequently appear in team setups and trigger
individual development on both theoretical and practical levels. Due to frequent switching between
experimentation and theory, it is not surprising that discovery, creation, and innovation are expected
side-effects in engineering learning contexts.

2.1 NDT principles

The most used formats in the NDT training process are the A-scan, B-scan, and C-scan presenta-
tions. These provide different ways of visualizing and evaluating the inspected material region. For our
purposes, we have chosen to visualize only the C-scan method.

The high-frequency ultrasonic C-scan presentation provides the planar view, depth location, and size
of the defects inside the probe; this makes C-scan a valuable tool to monitor the precise location of the
defects between certain layers (see figure 1). The plane of the image is parallel to the scan pattern of



404 D.M. Popovici, J.P. Gerval, F. Hamza-Lup, R. Querrec, M. Polceanu, N. Popovici, R. Zăgan

the transducer. C-scan presentations are produced with an automated data acquisition system, such as a
computer controlled immersion scanning system.

The C-scan method is based on the transmission of a very-high-frequency signal (up to 50 MHz)
directed to the sample by the transducer. The sample and the transducer are submerged in a coupling
medium (water in our case). The initial signal is partially reflected back to the transducer by the in-
terface’s grains, defects and porosities, or by other substantial differences in acoustic impedance in the
sample and the signal of the transducer. If not fully reflected, the signal continues through the sample.
In other words, between the initial pulse and the back-wall peaks there is an additional peak caused by
the sound wave going from the water into the test material. This additional peak is called the "front wall
peak". The ultrasonic tester can be adjusted to ignore the initial-pulse peak, so the first peak it will show
will be the front-wall peak.

Some energy is lost when the ultrasound waves hit the test material, so the front-wall peak is slightly
lower than the peak of the initial pulse. In return, the peak amplitudes and the time-of-flight of each
returning signal are stored in a computer data file and processed offline to produce maps of the scanned
area for the sample placed at a particular depth.

Figure 1: C-scan principle and samples of scanning

Figure 1 shows four ultrasonic C-scan images of a silicon solar plate (solar cell). All images were
produced using a pulse-echo technique with the transducer scanning from above the sample in an im-
mersion scanning system. For the C-scan image in figures 1.a and 1.c, the gate was set up to capture the
amplitude of the sound reflecting from the head surface of the silicon plate. Light areas in the images
indicate the regions that reflected a greater amount of energy back to the transducer. In the C-scan image
in figures 1.b and 1.d, the gate was moved to record the intensity of the sound reflecting from the back
surface of the plate. The details on the back surface are clearly visible, but the front surface features are
also visible since the sound energy is affected by these features as it travels through the head surface of
the silicon plate.

2.2 Related work

Because of the complexity of the real NDT setups, training of experts in nondestructive testing should
take place in specially equipped laboratories. The cost of such a training configuration is rather great.
This makes its implementation in academic laboratories difficult and, even so, the accessibility of stu-
dents to the installation is reduced [16]. It also explains the small number of NDT training systems.

The Virtual Nondestructive Evaluation (NVDE) system proposed in [17] offers a full computer-
based replica of a real NDT examination setup. Using NVDE, the user is able to generate the testing
scenario, as trainer, to practice with the virtual setup and to perform assessment sessions to determine
the performance level reached by the trainees.



3D Virtual Spaces Supporting Engineering Learning Activities 405

The CIVA software developed by CEA permits the visualization, optimization, and prediction of the
performances of several testing techniques. Great effort is made in order to optimize the computing time
so that the 3D models that are tested can be used in parametric studies, despite the potentially complex
configurations. Moreover, CIVA can simulate the ultrasound wave propagation and highlight the defects
inside the 3D models [18].

2.3 The virtual environment

In order to solve the problem of time limitation and lack of accessibility for more than one user that
the real configuration presents, a virtual implementation of the scanner was developed. All functionalities
of the real NDT installation were made accessible through EngView’s 3D-immersive simulation software
(see figure 2.a). This feature allows any user to practice the scanning procedure without any repercussions
in case of faulty maneuvers.

This method offers a superior overview and understanding of the device and its mechanism of func-
tioning. More precisely, the user is able to change the viewpoint inside the simulated environment (fron-
t/back, left/right, and up/down) and to navigate inside the virtual scanning device for a better view-point.
These features allow the user to visualize the surface of the virtual scanned object during the simulation.
The user can also move the three crane-like components of the virtual scanning device to virtually scan
the simulated 3D probe.

The EngView setup was used during the second semester of 2007 in training sessions by engineering
and physics senior students, organized in eight groups, each containing 25 students.

a) b)

Figure 2: EngView : a) practical session, b) theoretical assessment session

The NDT curriculum requires one practical evaluation on the basis of six laboratory hours. As
mentioned before, the NDT makes no exception in both theoretical and practical evaluation. To this
end, the virtual environment contains pedagogical resources that provide users with access to theoretical
background and evaluation as well as to practical sessions. Students can reproduce different types of
realistic experiments using the EngView system by preparing the sample, changing the type of transducer,
setting the parameters of the moving engines to establish the type of scanning procedure, and to make
comparative studies. The students that work on the client machines in the EngView system are able to
perform the same kind of analysis as in a real system.

The EngView system can be used either independently - not coupled to the real system - by installing
it on a computer, or directly connected to the scanning device. The former option gives the advantage of



406 D.M. Popovici, J.P. Gerval, F. Hamza-Lup, R. Querrec, M. Polceanu, N. Popovici, R. Zăgan

supporting several students to train simultaneously using their home Internet-enabled computer. Through
the latter option the device is actively controlled, serving as a safe and easy way to perform experiments
when accurate data is required.

An assessment was organized on the basis of a multiple choice test containing ten pure theoretical and
seven practical questions (see figure 2.b) to evaluate the knowledge acquired by the students. The time
limit was 30 minutes to answer all questions. The practical evaluation had three steps: the experiment
setup/calibration; the experiment itself; and the interpretation of the results. In the real configuration,
about 30 minutes are necessary for the experiment per student, without any error recovery, so there is no
possibility to try it twice during the exam. In this situation, it often occurs that the student uses the real
NDT setup for the first time.

2.4 Emulaction - a platform for distributing learning/training activities

Although the solution described above provides the users with a more efficient learning environment,
it does not support more users working together at the same time. To overcome this deficiency, we
developed a context in which the simulations can take place.

This context is constituted by a virtual classroom that holds the fully functional 3D representations of
each element from the real educational scenario. Organizing the learners in teams in the context offered
by the "virtual classroom" metaphor helps to reduce most of the discrepancies between the individual
knowledge levels increases communication and competition (in this order).

Competition becomes cooperation and aids the level of motivation. Hence, the complexity that may
arise even in the most "simple" subjects is a non-declared motivational factor when introduced gradually.
If the students’ needs are satisfied and their expectations are met, they will strive to develop their profes-
sional competences. Indirectly, students contribute to the development of the learning context (see figure
3).

a) b)

Figure 3: Shared training environment (EMULACTION project): a) Users sharing a task, b) Virtual
office containing theoretical material and assesment tools

Because the students share the real environment, we want them to share a similar virtual environment
also. Students naturally start to form small work teams in the virtual setup, based on the real environment
configuration. Later, these teams may evolve based on the complementary knowledge that the team
members possess, in order to assure a higher level of team performance.

Shared experiences provide different, perhaps even complementary perspectives to the lesson, de-
pending on each individual.

Combining specific tasks in a distributed platform enables the users to collaborate and focus on the
same target, share knowledge and impressions. Working in teams can bring great advantages to the



3D Virtual Spaces Supporting Engineering Learning Activities 407

learning experience, as users can communicate and coordinate each other’s actions in real time, while
conducting the experiments.

Figure 4: EngView-based shared training session

Figure 4 shows an example of such a context, where the students that have passed the theoretical
assessment have access to the virtual replica of the NDT scanning installation. Here they may test differ-
ent scanning parameters and different probe materials while visualizing the same EngView environment.
A virtual laptop gradually displays the scanned probe and can receive commands to either start or stop
the scan. The scanning device is a fully functional replica of the real equipment, and the cranes from
the standard version of EngView have been replaced by virtual disks that can be rotated to achieve the
desired position of the start and end positions. The visual feedback is coherent with the used scanning
parameters and may give hints to the trainee concerning the task currently in progress.

3 Implementation-related aspects

Our educational virtual environments are currently based on the assumption that knowledge and skills
acquired in a VR-based environment will be transferred to the real world. The effectiveness of such an
environment depends on the user’s capability to apply the knowledge and/or the skills acquired to its real
world counterpart.

The current learning materials are implemented using the Moodle [19] platform for the text and
multimedia resources (DOC, PDF, PPT, AVI, or JPEG files) as well as 3D virtual environments.

Concerning textual and multimedia support, we explored the Moodle facilities to align the pedagog-
ical context with the Sharable Content Object Reference Model norms [20]. Moreover, we manage the
users’ access to the corresponding course materials according to their curricula and the course materi-
als. Therefore, the tutors have the ability to create, modify, and publish educational materials, such as
courses, seminars, homeworks, project subjects, tests, and so on. Furthermore, using such a system, the
administrator is able to manage the courses, the users, the groups of students, and the students enrolling
in each course.

Our 3D environments are developed using VRML [21] and/or ARéVi API [22]. The ARéVi API is
open-source, C++ and OpenGL based, and adaptive to different configurations, ranging from desktops to
3D stereoscopic immersion systems. To put all together, we use a reactive agent-based architecture [23].
This architecture assures the user’s immersion and evolution within the virtual space.

To ensure the distributed activities, we have adopted the Linux, Apache [24], MySQL [25], and PHP
[26] based solution. Because our educational environment is mostly 3D-oriented, we chose to build it
based on the AJAX/AJAX3D technology [27, 28] and X3D/VRML language [29, 21]. AJAX provides
optimal update speed between the client and the server by simulating a direct connection, while X3D



408 D.M. Popovici, J.P. Gerval, F. Hamza-Lup, R. Querrec, M. Polceanu, N. Popovici, R. Zăgan

has the advantage of having an accessible structure that can be controlled with the JavaScript engine
through a browser plug-in called FluxPlayer [30]. FluxPlayer is easily installable on Windows (XP and
Vista) operating systems for Firefox [31] and Internet Explorer browsers. The scene access interface
(SAI) is achievable also through Java, but in this case we considered that having an applet to control
the environment was unnecessary. This approach is still at the beginning as more and more game-
like browser-based applications spread over the internet. This launch is facilitated by the increase in
processing power of the personal computers, and by the ever-evolving internet browsers that are able to
faster process web content. To this end, this architecture can be considered modern and unique in the
context of educational purposes.

PHP and MySQL are in charge of the user account and database management. The system currently
supports two account types: student and teacher, each enabling users to perform certain actions depend-
ing on their status. Apart from proving a high level of performance, the system is easy to install on any
operating system that supports PHP and MySQL. Although the update speed is not real-time due to the
impossibility of establishing a direct connection with the server through this architecture, this was not a
factor of decision because the main objective of this application is only to provide users with a functional
collaborative environment in which they can practice.

Assuming a high number of users connected to the system simultaneously, the application was op-
timized to cache new events to prevent unnecessary communication with the server that would cause it
to slow down. Updates are transmitted using the XML format for better information structuring. XML
not only brings ease in the use of the received data, but also makes the system adaptable to changes
brought to its structure. Each client of the application requests updates from the server at customizable
time intervals, depending on the connection speed.

The virtual classrooms also offer users tools to communicate with each other and submit results for
verification, after experiments have been completed. Among these tools are the button toolbar, books
and files, which are also viewable by all participants when activated (see figures 3 and 4).

The environment is designed to be customizable by the teachers that want to hold a course in of
different curricula. The teacher account type offers users the freedom to create a personalized classroom,
suitable for the course that needs to be held, containing adequate tools and devices for the students to use.
This way, the customized classroom is dynamically generated by the application, and becomes ready for
the students to join.

4 Discussions

In order to evaluate the efficiency of the virtual setup, we gathered completion time information from
students trained in the classical manner and those who benefited from the virtual practice (see figure 5).

We observed that using only the traditional training sessions is neither motivating nor time-efficient.
The probability of failure because of poor practical skills and/or errors that may appear during the ex-
periment is too high for the current curricula. On the other hand, by offering students the possibility
of practicing in the virtual configuration before the real one, they became more confident in their own
potential due to the chance to recover from errors and to experiment with more training situations.

In addition, the number of hours dedicated by the faculty’s regulations for training and practice with
the scanning device is considerably small. EngView makes seminars less expensive by using complex
immersive and interactive simulations which are accessible over the internet. Moreover, it brings students
closer to the practical part of their education and helps them better comprehend each learned concept.

In order to evaluate the system’s impact on the user’s learning/training process we have compared
the assessment results obtained in classical training context with those obtained after shared 3D-setup
was used (see figures 6 and 7). Table 1 contains the repartition of the users’ results.

For each answer data set we determined the characteristic values as the average, the mode and the



3D Virtual Spaces Supporting Engineering Learning Activities 409

Figure 5: Comparison of training completion time in real configuration with and without virtual training
sessions, respectively

variance. The first two values represent the central tendency while the variance represents the dispersion
degree around the mean. The mode is the most frequent value that appears in the data set.

Classic assesment 3D assesment
Possible Theoretical Practical Theoretical Practical
values questions questions questions questions

1 2 8 0 2
2 7 7 0 3
3 10 19 10 12
4 17 37 16 23
5 13 46 8 48
6 18 45 22 40
7 29 38 33 72
8 43 0 41 0
9 39 0 47 0

10 22 0 23 0
Total 200 200 200 200
Mean 7.025 4.965 7.39 5.6

Variance 5.134375 2.503775 3.8179 1.93
Mode 8 5 9 7

Table 1: User results in both classical and 3D training contexts and characteristic values

Based on these values and the corresponding charts (see figures 6 and 7) we can conclude that the
differences indicate a significant overall improvement in the case of using the 3D setup.

In order to verify that the improvement brought by the 3D setup is indeed significant, we also applied
a statistical T test for mean comparison between the two samples assuming unequal variances. The re-
sulting P-values corresponding with theoretical assessments and practical assessments, i.e. 0.043032 and
0.000014 respectively, are smaller than 0.05; hence the difference between the means of the 2 samples is
significant.

In other words, since the mean of the 3D setup is obviously higher than the classical approach, we
conclude that the 3D method brings significant improvement in the training process.

We have also implemented an anonymous questionnaire that focuses on both the EngView’s user
interface and the environment content. We have opted for a "five-level-choice" questionnaire, with the
following grades: "very poor", "poor", "acceptable", "good", and "excellent".



410 D.M. Popovici, J.P. Gerval, F. Hamza-Lup, R. Querrec, M. Polceanu, N. Popovici, R. Zăgan

Figure 6: Results of the theoretical assessment using classical approach v.s. 3D-based one

Figure 7: Results of the practical assessment using classical approach v.s. 3D-based one

Question / Answer very poor poor acceptable good excelent
The interface is self-explanatory? 0% 0% 16.2% 83.5% 0.3%
The environment helps me to
identify the key concept? 0% 0.28% 15.6% 83.1% 0.02%
How natural was the interaction
with existing objects? 0% 0.17% 73.2% 12.97% 13.66%
How did you find the virtual NDT
setup feedback? 0% 0% 1.3% 97.2% 1.5%
The reuse of the capabilities in
real setup that where obtained
in virtual setup 0% 0% 3% 79% 18%

Table 2: Engview evaluation questionary



3D Virtual Spaces Supporting Engineering Learning Activities 411

As the results show (table 2), despite the specificity of the EngView environment, what we want
to convey to all users of our virtual environments is self-confidence and team-oriented contexts. The
virtual space has to motivate users to study the environment by direct and constructive observation of
its components, without any temporal or geographical constraints. By simulating real setups into virtual
spaces we encourage the users to be active situated actors in self-explanatory pedagogical contexts.

5 Conclusions and future work

As previously stated at the beginning of this contribution, the subtle goal of this work is to prove
whether virtual 3D environments are able to increase the efficiency and of learning processes and their
capacity of being evolutionary. First of all, people need feedback in order to comprehend the activities
they perform; the lack of feedback is a major issue when dealing with the educational context because
materials and equipment are often too expensive to purchase in large amounts. Having virtual simulations
of the real training material lowers the costs of training, and increases the number of students that are able
to be trained using them. Secondly, it was proved that collaboration increases the quality of learning,
but not all virtual environments support multiple user access. Using a distributed platform that can
implement various live training sessions makes possible the evolution of teams of students while training.
Users receive feedback from their own actions as well as from other’s, this way maximizing the intake
of information. Thirdly, statistics based on the users’ responses show that learning speed is greatly
increased when using virtual environments in addition to classical methods. To this end, the point in
adopting interactive 3D worlds in the educational context has been proven.

One of the central directions of our efforts is to use ontologies in content management and deploy-
ment. This may be useful in producing similar pedagogical situations that use different content. This
may also allow us to introduce agent-oriented tutors that can evaluate the users’ actions inside the 3D
space.

6 Acknowledgements

Our contribution is an extended version of the paper [32] previously published in the Proceedings of
the 3rd International Conference on Virtual Learning (ICVL’08). This work is partially funded by the
following projects: INTUITION (FP6-IST-NMP-1-507248-2), EMULACTION (Fonds Francophones
des Inforoutes - ref.no. 14G023), and TOMIS (PN II: 11–041/2007, National Centre of Programs Man-
agement).

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3D Virtual Spaces Supporting Engineering Learning Activities 413

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Virtual Learning, pp. 289-296, Constanta, 2008.

Dorin-Mircea Popovici (08/07/1968) obtained his PhD in Computer Science at Politehnica Uni-
versity of Bucharest, Romania (2004). He actively participates in several international and national
projects, all oriented on the use of Virtual Reality in human activities like learning, education and
culture heritage. He had written the book "An insight of 3D virtual environments" in romanian,
published by Ed. Muntenia, Constanta (2007). He is the founder and the leader of The Research
Team in Virtual and Augmented Reality of the OVIDIUS University of Constanta (CERVA). (For
more information please see http://www.univ-ovidius.ro/cerva)
Jean Pierre Gerval (12/12/1957) obtained his PhD in automation from the University of Valen-
ceinnes in France (1987). He has been project manager at the "Institut d’Informatique Industrielle"
in Brest, France (1988-2003) and associate professor of computer sciences at the "Ecole Nationale
d’Ingénieurs" de Brest (1993-2003). He is currently the head of the Computer Science Depart-
ment at the "Institut Supérieur de l’Electronique et du Numérique" in Brest. He received the "Best
Software System" Award from IASTED International Conference on Computers and Advanced
Technology in Education - Oranjestad - Aruba - August 2005 for the development of the Virtual
Lab for Electronics. His research interests include distributed virtual reality and virtual environ-
ments especially dedicated to pedagogical applications.
Dr. Hamza-Lup (20/03/1976) received a B.Sc. in Computer Science from Technical University
of Cluj-Napoca, Romania, the MS. and Ph.D. in Computer Science from University of Central
Florida, Orlando in 2001 respectively 2004. He is involved with research and development of
medical simulation systems and medical training tools that use 3D imaging components and virtual
reality paradigms. His research interests are: Human Computer Interaction, Distributed Systems,
Virtual Reality and Simulation/Training for Medical Procedures. He received grants from several
organizations including NASA, MD Anderson Cancer Center (Orlando) and has served as co-PI
on several STTR and SBIR grants. In 2003 he has received the Link Foundation Fellowship in
Advanced Simulation and Training and in 2005 the Distinguished Service Award for mentoring
students in science. (For more information please see http://www.cs.armstrong.edu/felix)
Ronan Querrec (18/09/1973) had his Phd in 2001 in the science university of Brest. He is pro-
fessor assistant in Computer Science and works at the CERV. His reasearch work is about virtual
environment for training. In this theme, he works on the MASCARET project, a virtual environ-
ment metamodel.



414 D.M. Popovici, J.P. Gerval, F. Hamza-Lup, R. Querrec, M. Polceanu, N. Popovici, R. Zăgan

Mihai Polceanu (22/12/1988) is currently a student in Computer Science at the OVIDIUS Uni-
versity of Constanta. As member of the CERVA team, he works in the EMULACTION project
as architecture designer and programmer. His domains of interests are: Programming, Virtual
Reality, Web Technologies, Cryptography, Cryptanalysis and Data Security.
Norina Popovici (29/04/1970) obtained her PhD in economics (2005). Her domains of interest
are management, human resources management, project management, and usability of web tech-
nologies in management and educational systems.
Remus Zăgan (11/06/1967) had his PhD in Industrial Engineering at Technical University
"Gh.Asachi", Ia¸si in the field of vibration, ultrasound, material characterization, modeling and
simulation, He is currently the Dean of Mechanical Industrial and Maritime Engineering Faculty,
"Ovidius" University of Constanta. He had managed 7 national grants, 1 international grant and
deposed 1 patent. He has several books in wavelets analysis of noise and vibrations, modeling and
simulations of production systems.