Abstract
Now that we are facing a transition from industrial society to a knowledge based society, the acquisition and sharing of knowledge have become even more important in learning. Recent progress in computer processing power and graphic capability have endowed computers with considerable potential as educational tools. With respect to VR or CG, this potential has been further developed for entertainment applications. Students are now surrounded by PCs both at home and at school. NTT has introduced a new learning system named COLLVIRS (COLlaborative Learning system employing Virtual Reality Spaces), which consists of a large screen with high definition resolution, super graphic processors, PCs for individual students and VR contents. The central problem is how to provide VR contents to students. Interactivity and collaboration, together with the dramaturgy of the content, are key factors for the success of the system.
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