Abstract
The use of digital shapes, either in 3D (through static models) or 4D (through the animation of 3D objects), is especially important for eLearning applications, since such shapes offer a lot of possibilities well beyond reproducing the content of a ``flat"" book: a molecule can be inspected from different viewpoints; medical students can make their first steps in the training for surgical procedures; 3D characters of computer games can be used for educational purposes as well. In this talk a number of examples from European and other projects, such as the IST Network of Excellence AIM@SHAPE, will be presented to illustrate how shapes can be viewed as prime contributing factors for eLearning applications.