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eZediaMX VR Example
The following pictures show how we take advantage of the hotspots in a vr within the eZediaMX authoring environment to trigger other events

Here's a very simple example of the type of logic that we can use to trigger events in eZediaMX. The following picture is take from the eZediaMX Editor. You will not see the elements appearing in the player.

In the top, left-hand corner we have a QuickTimeVR we have created. Below that is a small container object (the one that looks like a jar). A link from the vr to the container object allows information to flow down to the container where anothe link passes it through to the input area (empty spot) on the branch object (the thing with the little boxes inside it). The result is that when we play this project, if someone clicks on the hotspot 1,1  - which just happens to be on top of Johnny - it will trigger a movie of Johnny talking about the machinery.

Example of VR Hotspot collector at work in eZediaMX


Here's the player showing the vr. We can move around the vr and take a look at the inside of the Katy Heritage Museum. Notice that I should have taken the controls off of the movie as it gives away where the movie will be. Also, there should be some instructions on this frame to give people some idea of what they are supposed to be doing.

VR project playing

You'll see that I've found the hotspot on Johnny in the vr and I've now clicked on him to play the movie.

VR project - with movie of Johnny speaking

Here are some points to consider when you look at the first picture that shows the logic we used to construct this action:
1) it is visual
2) students can trace through the steps with the finger and talk themselves through the process, so it facilitates error checking in a natural context
3) the structure stays the same for other logic actions triggering other events, other than in vr
4) the degree of complexity in this process can vary according to the cognitive development level of the child - as a result, it works across age levels
5) if something doesn't work out, the student has a way to walk themselves through the process to spot the problem, unlike when we use code.
6) the visual aspect of the logic makes these higher-order skills accessible to a wide range of ages and of ability levels - it invites, rather than excludes.


Last edited:October 6th, 2002

E-mail: Jane