NextGen 3D Educational Content Series [Part 4]
Another entry in our sweepstakes for the future of great educational 3D content is a stout and familiar player, Sweden’s Eon Reality. Eon Reality offers a crowdsourced vision of cloud- and social media-based 3D educational content development and distribution: Eon Creator and the Eon Experience. Both are well integrated and offer a distinct social-media look, with easy user search, access, or upstream contribution, as well as user-generated content ratings.
Another entry in our sweepstakes for the future of great educational 3D content is a stout and familiar player, Sweden’s Eon Reality. Eon Reality offers a crowdsourced vision of cloud- and social media-based 3D educational content development and distribution: Eon Creator and the Eon Experience. Both are well integrated and offer a distinct social-media look, with easy user search, access, or upstream contribution, as well as user-generated content ratings.
Eon Creator, explains Brendon Reilly, the business development manager
for Eon’s U.S. operations, “a tool for educators or users to easily generate 3D
content and store it in the cloud.” He continues: “It has the scalability to
design something as small as the human blood cell to something as expansive as
the Taj Majal.”
Eon Creator is tightly integrated with the Eon Experience
platform, enabling users
to download commercial or user-generated 3D
content or publish their own content.
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The Eon Experience is a platform that permits search,
access, downloading, uploading, and rating of user- or industry-generated stereo 3D content. Some content is free, some
is for sale, and I imagine a strong barter economy will eventually arise. The
content is organized into three categories: Avatars, 3D Components or 3D Scenes. Reilly notes that the Eon Experience is “cloud based, multiple-device
friendly, and offers great possibilities for education.”
Now this is the point where I am forced to chime in: “You
betcha!” Eon Creator was designed for non-professional content producers
(a.k.a., students and teachers). The advantages are obvious. The Eon Experience
platform creates a friendly space where the 3D educator can become a consumer,
producer, or both. More importantly, both tools were evidently created with the
school educator or industry “human performance improvement” professional in
mind.
For
example, 3D objects can be placed within a 3D gallery or exhibit hall scene for
casual or in-depth exploration. A
trainer can also insert or embed
learning resources into the 3D objects he/she has designed. This enables
the creation of richly layered, hypermedia-based learning experiences that can
stand on their own. The trainer/instructional designer can associate many
different types of “learning objects” with the 3D model or object, including short
video segments; personalized text or audio annotation; a PowerPoint
presentation; a wiki, blog, or discussion board; or a hyperlink to a website or
simulation activity. Folks, this is designed for great teaching, learning, and
instructional design!
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