Although development of concepts and techniques for Internet-based academic study and education may be traced back to the 1960s, only in the last decade concepts i.e. Internet of Things, AmI, and ubicomp have introduced.
This is not only a technological but also a abstract and methodological paradigm shift that implies a general penetration of Internet-based concepts and tools into academic education and research as well as into everyday life activities also.
In this context, Hyper body has been developing in the last decade hardware- and software- prototypes for Internet-supported education and research, which were tested in realistic experiments implemented mainly in worldwide workshops.
Thus, here we discuses Hyper body’s past, present and future development and use of software tool and hardware applications for effective academic educational study in urban design.
Concepts and Tools: –
The establishment of the Internet and the development of interactive learning environments permitted universities to give qualified graduate programs through online courses. While the virtual server and physical interaction was alienated in parallel educational programs, in the last decade and methodological paradigm shift obvioused in the blur of boundaries between physical and virtual and the constant mixing of Internet-based concepts and tools into the academic everyday life.
computing refers to the addition of information processing into everyday objects and activities, while the International Perspectives of Distance Learning in Higher Education of Things involves of exclusively identifiable (tagged) objects and their effective symbols inventoried and connected in an Internet-like structure.
Methodologies and processes: –
Internet-based academic education and research were centering on education methodologies and applied processes for instructors, students and researchers, who are separated by time and distance, or both. The requirement for synchronous communication for members, who are virtually present simultaneously while they are physically remotely located, would be executed via timely synchronous videoconferencing and live streaming, telephone, and web-based VoIP. Contesters would access educational research resources on their own timetable, as well as converse by means of asynchronous information swap for example E-mail correspondence, message exchange (forums), audio-video recording and replay.
Another sophisticated method would include online three-dimensional (3D) virtual worlds offering synchronous and asynchronous interaction as well as teamwork.
3D gaming environments inspired, in the last decade, researchers from several disciplines to build up computer-supported joint environments like Protospace in which problem-based studying and researching is executed. This allows physically and virtually present students and researchers to examine and solve problems by working in teams, in which participants recognize what they know, what they have to identify, and learn how to bridge the separation between the two by penetrating and accessing information from worldwide obtainable databases that may guide to finding solutions.
Applications in education and research
Hyperbody has been developing in the last decade Internet-supported applications for educational learning and research by employing interactive 3D game technology. As an Internet-based, multi-user game atmosphere, Protospace facilitates real-time shared architectural and town design and has been tested in graduate learning and research as well as the Internet-based postgraduate program, E-Archidoct, that was provided in partnership with universities.
Software and hardware prototypes
CNC machines permitting for CAD-CAM making of 1:1 or scaled architectural prototypes, Protospace incorporates Virtual Reality hardware and software prototypes allowing executation of specific tasks such as geometrical and behavioral manipulation.
Multi-user (3D) games
As one of the most relevant applications of Protospace, Virtools permits expansion of Internet-supported, multi-user (3D) games. Such games have a key purpose other than entertainment as they are designed for the reason of solving an architectural or town design problem. They are easy to get to via a game line on the Internet by multiple users that can interact with the virtual environment in real-time.