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Previous issue date: 2015-01-19 === O alto custo de aquisi??o de uma CAVE, que at? recentemente se estimava em milh?es de
d?lares, tornou proibitivo sua dissemina??o como ferramenta de pesquisa e aplica??o na
educa??o. Por?m a dr?stica redu??o dos custos do hardware envolvido e o desenvolvimento
de Software Livre para gerenciamento destes ambientes tem possibilitado diversos iniciativas
de implementa??o de CAVEs de baixo custo. Neste trabalho utilizamos a abordagem
metodol?gica de Engenharia de Sistemas para recomendar o projeto e constru??o de uma
CAVE de baixo custo a partir de estudos das diversas tecnologias envolvidas. Partimos do
dimensionamento do espa?o requerido para sua instala??o, da especifica??o dos materiais que
comp?em sua estrutura a escolha do hardware e software de gerenciamento e de constru??o
de mundos virtuais. A partir da constru??o do prot?tipo e da escolha da API InstantReality
pudemos estabelecer o conhecimento necess?rio a recomenda??o de constru??o de um
ambiente imersivo. Esta estrutura permitir? o desenvolvimento e utiliza??o de conte?do
disciplinar e interdisciplinar voltado ao ensino/aprendizado, assim como ao avan?o das
pesquisas realizadas com uso da Tecnologia de Realidade Virtual na Educa??o, envolvendo
novos desafios. === The acquisition cost of a CAVE is high. Until recently, the figure was millions of dollars.
This factor prevented the spread of the CAVE as a research tool and application in education.
However, in recent years there has been a significant reduction in hardware costs and the
development of free software for managing these environments. This cost reduction enabled
several initiatives of implementation .In this work we used the methodological approach of
Systems Engineering for recommend the design and construction of a low cost CAVE from
studies of the various technologies involved. The work starts from the design of the space
required for installation, specification of materials that make up its structure the choice of
hardware and software management and construction of virtual worlds. From the construction
of the prototype and the choice of InstantReality API was established the necessary
knowledge to recommend of building an immersive environment. This structure will allow
the development and use of disciplinary and interdisciplinary content geared to
teaching/learning as well as the advancement of research conducted with use of Virtual
Reality Technology in Education, involving new challenges.
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