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Chapter 4
Using Plug-Avatars “hhh”
Technology Education as
Service-Oriented Virtual
Learning Environment
in Sliding Mode
Vardan Mkrttchian Wu-Yuin Hwang
Triple H Hamalsaran of HHH Technology Inc. National Central University, Taiwan
(HHH University), Australia

Mikhail Kataev Sarabjeet Singh Bedi


Tomsk State University of Control System and Rohilkland University, India
Radio Electronics, Russia

Anna Fedotova
Astrakhan State University, Russia

ABSTRACT

This chapter aims to show the possibilities of the use of plug-avatars “hhh” technology education as a
Service-Oriented Virtual Learning Environment (SOVLE) in Sliding Mode (SM). This allows teachers to
create an integrated learning environment using tools that have been selected to best meet their academic
requirements and individual abilities of each student’s full training in the system of Distance Education
(DE). The work reported in this chapter engages with all aspects of Virtual Learning Environment (VLE)
design and architecture. Thus, created software of plug-avatars “hhh” technology education for SOVLE
are applicable for use in DE processes and in virtual research collaboration works at the Astrakhan State
University, Tomsk State University of Control System and Radio Electronics (Russian Federation), at
HHH University (Australian Federation and the Republic of Armenia), at Rohilkhand University (India),
and at National Central University (Taiwan).

DOI: 10.4018/978-1-4666-5162-3.ch004

Copyright © 2014, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
Using Plug-Avatars “hhh” Technology Education

INTRODUCTION Avatar technology is touted as the promise of


providing a rich suite of innovative and highly
The education has students use knowledge within interactive tools for educators tasked with de-
the process of problem solving to understand signing and delivering university level distance
and explain the physical world around them. To education programs. Avatar technology allows for
fully appreciate the real world and other fields the digital representations of people, both real and
such as computer graphics, engineering, and ar- artificial, on a computer. For example, a computer
chitecture, exploration of 3-D including moving, user may use an avatar to represent them in an
positioning, orienting, constructing, building, online education. Their avatar responds to the
and communicating 3-D objects) is an important user’s commands and interacts with other avatars
topic that should be exercised by students in a in the education environment. Another example
learning curriculum (Wu-Yuin Hwang and Shih- is the avatar that is familiar to anyone who has
Shin Hu, 2013) . ever used a very popular desktop productivity
Some researchers conceived the nature of application. The avatar acts as an assistive agent
mathematics as the outcome of social process for the software and is designed to help a user by
and math knowledge, which is thus understood to answering questions and fetching useful informa-
be fallible and eternally open to revision both in tion about the software’s features. Some ideas in
terms of its proofs and its concepts (Ernest, 1999). these research fields were find in “hhh” Virtual
In addition to individual exploration of multiple Learning Environment technology. Development
representations for constructing knowledge, which of “hhh” education platform is underway and in-
is urged by the development of constructivism, formal initial reports indicate the replacement of
math reform gradually advocates that the inter- service oriented Web services by ones. The scope
action of sharing, assessing, and collaborating of is also enlarged to include data integration. For
for discovering the solution with peers and their example, an external tool that provides an assess-
representations must be implemented in a student’s ment function might be required to provide assess-
problem solving process (NCTM, 2000; Wilkins, ment results in a form that can be incorporated
2008; Wood, Williams, & McNeal, 2006). directly into a grade book tool database table in
That is, students interact with the instruc- the central “hhh” Virtual Learning Environment.
tor, peers, and learning materials to share their There are two approaches to solving this problem
thoughts and to verify solutions from multiple which reflect the difference between centrist and
viewpoints. Obviously, communicating math con- service-oriented standpoints. The first is to agree
cepts through mutual observation and discussion on standard data formats for all tools of the same
with peers often helps students identify unforeseen ilk so that an external tool can provide an Applica-
perceptions. Due to the lack of examination of the tion Programming Interface (API) or Web service
impacts on students’ three-dimensional (3-D) same interface to allow data to be imported directly
concepts learning and problem solving caused by from the tool into central databases (or the “hhh”
synchronous interaction with multiple represen- Virtual Learning Environment could provide an
tations among peers in the SOVLE, this chapter interface into which the external tool can push
proposed “hhh” education technology, based on the data).The second approach is for external tool
Sliding Mode Control, to facilitate students solv- developers to provide a Web Services Descrip-
ing education problems and afterwards to study tion Language document to describe a data export
the effect of peer learning behaviors to learning service. A client to the data export interface can
achievement (Mkrttchian, 2011, 2012, 2013). then be created on the fly and incorporated into
the “hhh” Virtual Learning Environment. The

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