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Showing posts with label virtual immersive environment. Show all posts
Showing posts with label virtual immersive environment. Show all posts

Tuesday, September 28, 2010

What to Wear to a Virtual World Job Interview

Perhaps a little too over
the top for a job interview.
You have probably been wondering what you should wear in case you ever went on a virtual world job interview. I know its been keeping me awake at night.

 In fact, I once went to a virtual interview to talk about the Learning in 3D book and was told to "put some shoes on" apparently even in the virtual world, "no shoes, no shirt--no service still applies."

Here is an interesting and thought provoking article by Maria Korolov over at Hybergrid Business which provides some ideas on dressing for success...virtually.

1. A suit and tie is appropriate (always) but Maria also indicates that sometimes casual slacks and shirts, or skirts and blouses, are fine. And, please don't show up in a character costume!

2. Try to dress for your target audience, research the company a little bit before you decide what to wear.It is a casual company, then slacks (and, apparently, shoes).

A little more traditional
dress for the critical interview.
3. Your avatar doesn't have to look exactly like you in terms of age, weight, hair. As stated in the article "virtual worlds are very lacking in bald, old, overweight avatars. So we all have to suffer with looking young and attractive." So it is ok to be a leaner, better looking version of yourself.

4.Bring props. Maria suggests you bring a "presentation stand, and upload images of your resume, photographs you've taken, copies of marketing materials you've produced, or recent articles." In other words have a virtual portfolio ready to show.

Check out the entire article for youself at What to wear to a virtual job interview
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Wednesday, September 22, 2010

Building a 3D Environment? Consider these Design Principles and Questions

Here is a table from Learning in 3D (shown below) that describes many different design considerations and the associated questions you want to ask when building a 3D learning experience.

Answering these questions will help you to develop effective instruction within 3D environments.




Design Principle
Key Questions To Consider
Instructionally Grounded
§  Is the learning intervention addressing a vetted business need?
§  Are the learning objectives optimized to address the business need?
§  Is and 3DLE the most efficient and effective mechanism for transferring the learning?
Participant
Centered
§  Does the design place the participants in the center of the experience?
§  What role(s) do the participants play in the experience?
§  What actions and interactions can the participants take to encounter teachable moments within the experience?

Contextually Situated
§  What situational contexts best accommodate the learning objectives of the intervention?
§  What is the role of the facilitator, other participants and the environment itself in creating an authentic situational context for learning?

Discovery
Driven
§  What is the minimum set of guidelines that need to be established to catalyze action within the learning experience?
§  What information or incentives can be selectively revealed within the learning experience to motivate engagement and collaborative action within the experience?


Activity
Oriented
§  What is the set of episodic activities that will immerse the participants in the learning experience?
§  What are the key actions and interactions within these episodes that trigger teachable moments for the participants?

Consequentially
Experienced
§  How will participants be required to demonstrate their ability to perform?
§  How is iterative trial and error and feedback built into the learning experience?

Collaboratively Motivated
§  How will collaborative and co-creative action on the part of the teams be incented and rewarded?

Reflectively Synthesized
§  How is personal reflection accommodated in the design?
§  How are team after-action reviews accommodated in the design?
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Thursday, September 09, 2010

Training for a Critical Incident in a 3D Virtual Environment

In many organizations, people need to receive training for unlikely but possible events (such as a blow out on an oil rig or the blow out of two engines on an airplane because of bird strikes.). These are critical incidents and 3D learning environments can help people prepare and train for these events.

Training in the MMORPG America's Army

The critical incident learning environment in 3D is when the learner is placed into an environment or situation similar to the real event in which they must use their prior knowledge to solve a problem. This could involve placing the learner into the middle of a disaster like a chemical spill or the aftermath of a hurricane, or into a more benign environment like a retail store where a shop lifting incident is occurring or a street corner during a drug buy. It could even be dealing with a crisis as part of a typical job, like what to do if, during surgery, a patient has a heart attack.


Example
As an example of how effective a virtual world can be for teaching how to respond to a critical incident, witness the life saving heroics of a gentleman named Paxton Galvanek. Galvanek, then only twenty-eight year-old, received “medical training” while playing the MMORPG America’s Army. In the 3D learning space, he learned to evaluate and prioritize casualties, control bleeding, recognize and treat shock, and administer aid when victims are not breathing.

Galvanek helped rescue two victims from an overturned SUV on the shoulder of a North Carolina interstate. He was the first one on the scene and was able to safely remove both individuals from the smoking vehicle. He then properly assessed and treated their wounds, which included bruises, scrapes, head trauma and the loss of two fingers.

"Because of the training he received in America's Army's virtual classroom, Mr. Galvanek had mastered the basics of first aid and had the confidence to take appropriate action when others might do nothing. He took the initiative to assess the situation, prioritize actions and apply the correct procedures," said Colonel Casey Wardynski, America's Army Project Director.

In the critical incident 3D learning design, the learner must respond to the situation properly by applying what she has previously learned. The facilitator can serve as part of the incident, or as an external observer who monitors and records the actions of the learner.
The three-dimensional aspect of this learning adds to the realism of the event. If multiple people are involved, the instruction can incorporate aspects of teamwork, collaboration, and co-creation into the learning outcomes of the critical incident.

The critical incident learning environment places learners into a situation similar to the real event, where they must use their prior knowledge to solve a problem. This use of a virtual world challenges team members to respond together to resolve an issue, incident, or problem. The individuals must act and react as they would during the actual incident. Immersion in a virtual world and then being forced to solve an unexpected problem provides learning in both the affective and cognitive domains. Figure 5.9 shows one of the authors, dressed as a fireman, preparing to extinguish a virtual fire caused by a sudden car accident in a virtual immersive environment (VIE).

Advantages
An advantage of this design is that learners are immersed in a dangerous situation, but are not actually in danger. This design captures the learners’ attention and provides them with a realistic environment in which they are forced to work together to solve an issue and are forced to think rapidly, as they would in the actual situation. It also provides an advantage over a simulation of a dangerous situation since the VIE involves multiple participants and in addition to learning how to react to the incident, the participants must learn to work together as they would in the event of the actual incident.

Disadvantages
Include the time it takes to program and develop explosions, spills, and similar disasters. It also takes time to program the various mechanisms such as fire hoses and other instruments to deal with the disaster. It can also be difficult for a facilitator to view all of a participant’s actions when so much is occurring at one time. Also coordinating all the people who are involved takes some work. Another caution is that while critical incident training in virtual worlds can increase the number of times a team can train together, it cannot totally replace physical drills or practice, most of the elements involved with critical incidents are psychomotor skills and, therefore, do require actual hands on practice in addition to the virtual world practice.
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Thursday, August 12, 2010

Four Obvious Things Organizations Can Do in Virtual Immersive Environments

Here are four things organizations can do in 3D virtual immersive environments.

Meetings


Meeting at the site of a virtual accident in Second Life.
Meetings are one of the ways in which organizations share knowledge and are where co-workers learn about organizational functions and projects from each other. The problem with most organizations is that with a geographically dispersed workforce, many meetings have to be held via conference calls or 2D virtual meeting software. Both the conference call format and the 2D virtual meeting format allow for multi-tasking and tend not to fully engage participants in the meetings. Virtual immersive environments provide a space in which a meeting can occur that is engaging and provides opportunities to interact with others. They also provide the opportunity to have a meeting in any place that would be appropriate. Meetings can occur on virtual factory floors, in hospitals, or any other venue that is appropriate. Most organizations begin their use of virtual immersive environments by conducting meetings within these spaces.

Virtual Events

Attending a virtual event in the world of Virtualu
Planning a large scale event within an organization can be costly and thus limit the number of participants or the frequency with which these events can occur. One way to deal with these obstacles is to conduct large scale events within a virtual immersive environment. Several organizations and professional societies have sponsored events conducted entirely within virtual worlds with thousands of participants. Other organizations have combined physical world events with virtual events. The American Cancer Society's annual Relay for Life is one example where people walk in the physical worlds while others created groups of walkers within a virtual world to support the event. It is also a great way to demonstrate new products to large groups of people without incurring travel costs and with minimal lose of productivity time.

Simulations

As a medic in America's Army, you approach a wounded teammate.
Virtual immersive environments provide the opportunity to create simulations of hospitals, disease states and medical devices. An advantage of a 3D virtual immersive environment is that a simulation can be created and interacted with by a team of individuals. In most traditional simulations, it is just the learner and the software with no other people involved. In a VIE, learners can work together within the simulation. This provides the experience of learning about the content as well as learning to work within a team. One interesting area of simulation within virtual worlds is to allow a person to experience a role they many not otherwise have an opportunity to experience. In America's Army, you can assume a variety of roles including that of a medic.

Data Visualization

Looking at "socialized data" in ProtoSphere
It is now possible to connect the 3D graphic capabilities with data bases of information to display data graphically. The primary idea of data visualization is to provide a three-dimensional rendering of data typically presented in a 2D format. Items such as spreadsheets, graphs, pie charts and other visualizations are typically done in flat representations. Even if they are shown in 3D, it is difficult, if not impossible, to interact with that 3D data. Usually a person is not able to walk around the data or inspect it in anyway. However, within a virtual immersive environment, the opportunity exists for an avatar to walk around; through and even fly above data that is being presented. Within a VIE, the rendering of a set of data as a graphical image allows for the “socialization” of the data. This means that learners can gather around data and view it graphically, seeing the same data and same shape as their colleagues and discuss the data from a visual perspective.

To learn more about others things organizations are doing in virtual immersive environments, check out this book:



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Wednesday, August 11, 2010

Three Things You Should Really Know about Avatars (and their relationship to you)

An Avatar in a Virtual Immersive Environment is a rendering of a computer user as an interface technique. Instead of moving around a computer interface as a mouse, one moves around as an anthropomorphic figure.

Recently, there has been some research released which indicates that moving through a computer generated interface as an avatar provides powerful learning stimulus. Here are some points from an article titled Promoting motivation with virtual agents and avatars: role of visual presence and appearance by Amy Baylor.

1) An experience as an avatar can change a person's real life perceptions. In a study conducted by Yee and Bailenson (2006) It was found that negative stereotyping of the elderly was significantly reduced when participants were placed in avatars of old people compared with those participants placed in avatars of young people.

2) Watching an avatar that looks like you performing an activity influences you to perform a similar or same activity in the future. In a study, users watched an avatar that looked like them exercising and loosing weight in a virtual environment, the result was that those that watched the avatar of themselves subsequently exercised more and eat more healthy in the real world as compared to a control group. This as reported by Fox and Bailenson (2009).

In similar study, discussed by Baylor (2010), "participants were exposed to an avatar representing themselves running on a treadmill, another avatar running or an avatar representing themselves loitering. Within 24 hours, after the experiment, participants who were exposed to the avatar running that represented themselves exercised significantly more than those in the other conditions."

As study by Ersner-Hershfield et al. (2008) found that when college-aged students observed their avatar ageing in a virtual mirror, they formed a psychological connection to their "future selves" and decided to invest more money in a retirement account as opposed to a control group.

3) People tend to conform to how their avatar appears regardless of how it is perceived by others. In one study by Yee and Bailenson (2007), participants with taller avatars behaved more confidently in a negotiation task than participants with shorter avatars; specifically, they were more willing to make unfair splits in negotiation tasks. In contrast, participants with shorter avatars were more willing to accept unfair offers than those who had taller avatars.

Additionally, in subsequent research, Yee et. al. (2009) found that behavioral changes originating within a virtual environment can transfer to subsequent face-to-face interactions. In the study, participants were placed in an immersive virtual environment and were given either shorter or taller avatars. They then interacted with a human confederate for about 15 min. In addition to causing a behavioral difference within the virtual environment, the authors found that participants given taller avatars negotiated more aggressively in the subsequent face-to-face interactions with the confederate than participants given shorter avatars.

A growing body of evidence is finding that strong behavioral and attitudinal changes occur as the result of being an avatar in a virtual immersive environment. The concept of the "Sense of Self" is a very powerful influencer in the learning environment around virtual worlds.


To learn more about virtual immersive environments for learning, check out this book:


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Tuesday, August 10, 2010

Exploring the Concept of Learning Archetypes as tools of Cybergogy with Light Sequent

A few weeks ago Light Sequent (SL) (aka Lesley Scopes RL)) gave a wonderful presentation on the concept of Cybergogy and how it relates to learning archetypes for 3D learning.

I took some screen captures of the event. What I like about Lesley's presentations about Cybergogy are that they are informative from the perspective of thinking about teaching in a 3D environment but that they also incorporate aspects not possible in the 2D world. For example, as she discusses her the model, she rezz's items right before the audience in 3D.

By the end of the presentation, you can see the model in 3D. You can walk around it, experience it and fly around to check out all aspects of the model. Much more vivid and interactive than a 2D version of the model. It shows all the nuances of the relationships.

If you want to see a video of a presentation where Lesley rezz's items, check out this presentation called Learning Archetypes as tools of Cybergogy: A structure for eTeaching in Second Life which she presented at the Virtual Worlds Best Practices in Education conference in 2010. You can read what I thought of the conference here (hint, it was awesome.)


Light Sequence beginning her presentation.


Audience listening closely to the presentation.



Concepts building right before the eye of the audience in 3D.



Columns and information appearing in 3D before the audience members.






Model being built in three dimensions right before the audience.


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Wednesday, August 04, 2010

Machinima Tips from the Learning in 3D Class

Last week we had a class with special guest Ariella Furman, who is a Machinimatographer at FramedIn3D.

Here are some tips she provided:

1) Plan your storyboards. Just like a "real" video shot, you need to plan ahead to get the best results.

2) Practice. Set up some shots and do some run throughs to ensure you know what you are doing before you start "shooting"

3) Use the ability to change lighting in the environment to create some great effects.

4) Try to use natural movements

5) Use the right equipment. They even have a mouse that acts like a camera "dolly" a great investment.

6) Use your imagination to free yourself from the limits of traditional filming.

Here is a sample of some of the results from Ariella.

Youniverse World from Ariella Furman on Vimeo.


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Tuesday, August 03, 2010

Learning in 3D Class Visits ProtoSphere

Last night the learning in 3D class visited the demo version of ProtoSphere to check out some of it's features.

We first gathered at the Welcome Center and got our navigation in order in terms of walking and running through the environment.


Next we practiced different first-person and third-person views so we could acclimate to the 3D virtual immersive environment. Here I am looking at the class through a first-person perspective. I prefer third-person (over-the-shoulder-view) was the best for me.


We had some fun in a number of different classrooms and boardrooms. Here we are checking out the Telepresence room. Interesting to consider the merging of video, 3D spaces and 2D-computer applications.


One fascinating aspect of ProtoSphere is the ability to "visualize" data. Information saved in various data bases can be "socialized" in a 3D graphical rendering which allows learners to all view the same data and experience the data in 3D instead of on a 2D spreadsheet or computer screen.

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Wednesday, July 21, 2010

Happenings in the Corporate Virtual World Space

Here are some emerging events happening in the corporate virtual immersive environment (VIE) space.

Aggressive and Targeted Integration with enterprisewide applications:
Teleplace just announced that it is now fully integrated with MS SharePoint and now joins ProtoSphere as players looking to meld enterprise applications with virtual immersive environments. Forterra System's OLIVE integrates virtual meetings into web based intranets, extranets or portals, and can assure a user's identity based on authentication systems like LDAP.

Accelerated Move to Browser-based Virtual Worlds:
Designing Digitally announced in May on their public blog that they received a contract to create a fully browser-based virtual campus for the Air Force Academy.

And the company known as the
Electric Sheep Company has had the browser-basedWebFlock platform for a few years and continues to integrate it into corporate and entertainment venues.


Competition with 2D Platforms Heats Up
Virtual immersive environment provider, VenueGen just announced a new platform specifically designed for freelancers, small businesses, non-profits and trade groups. The solution called THUNDER offers virtual conference rooms with photorealistic avatars, surround sound VoIP, in-world streaming video and shared-screen content. The pricing is designed to be competitive and is reasonable as compared to 2D solutions. Read the press release here.

This strategy is similar to the conversations I've had with James Parker of VirtulU who told me that his customers are looking to break out of the 2D environments (which actually emphasis the distance between participants) and get into a 3D space that feels more realistic and reduced the feelings of distance.

And similar to how Eon Coliseum has positioned its 3D product with schedule ahead or meet instantly capabilities.

The move away from 2D to 3D may explain why Unisfair is reporting a 60% year over year growth. Unisfair reports that it's growth, according to Market Research Media Ltd, a market and technology research company, is in line with the growth of the overall industry.
Market Research Media in its recent research report “Virtual Conference & Trade Show Market Forecast 2010-2015“. Forecasted that the worldwide virtual conference market is estimated to grow at a compound annual growth rate (CAGR) of 56% between the period of 2010 and 2015 and to generate $18.6 Billion revenues over the period 2010 – 2015

The Healthcare Industry Embraces Virtual Worlds
In May of this year, the Duke University School of Medicine and Virtual Heroes announced an agreement on a partnership to leverage interactive game technologies for medical education and training. The partnership will includes initiatives in the following areas: healthcare team communication training; medical device and pharma product education; patient education; medical recertification; clinical trial education; CME courses; and healthcare quality assurance training. Read the press release here.

This on the heals of the agreement between Kaplan-EduNeering and ProtoSphere to partner in the compliance space to provide collaborative compliance-based virtual world solutions. And the announcement that the MS LifeScience Award this year went to a 3D Virtual Conference Design created by the virtual immersive environment vendor, ProtoSphere, indicates that the healthcare and life science industry are leading the way with virtual immersive environment adoption.

Also, Activeworlds turned 15 this year! Happy Birthday.


And do check out the feature article by Karl Kapp and Tony O'Driscoll published in this month's issue of Training Industry Quarterly called Learning in Virtual Worlds.

And, if you are looking for more information on virtual worlds for learning and collaboration, pick up Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration


What have I missed? Let me know and I'll include in the next report of 3D industry happenings.

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Tuesday, July 20, 2010

Class Meeting in 3D World of VirtualU

Virtual immersive environments come in all shapes and sizes even though many people tend to only think of Second Life when they think of virtual worlds. But there are many alternatives that are being deployed in a variety of applications. Last night the class ventured into VirtualU for a tour hosted by Jim and Steve Parker who have created a virtual platform build on Active Worlds.

Gathering in the lobby before class starts.


Jim gave us a description of how the software worked, went over the interface and provided navigation hints and direction. Then we began our tour of the virtual world.

Checking out the virtual exhibit hall.


The exhibit hall provided a show case for vendor products and services and if you clicked on the exhibit for information, the system could launch a web site and gather information to assist the vendor in tracking visitors. The hall is large and looks just like a conference exhibit hall. Jim admitted that many virtual world participants he's dealt with are not yet ready for the virtual conference hall and that it is not as popular as first anticipated. I think one way to make the hall a little more attractive is to change the venue, maybe to an outdoor area or within a factory or within some location relevant to the conference or exhibit. Imagine have a conference about manufacturing and the exhibit hall was set up in a factory or a medial conference set up in a hospital.


We then went to a large conference room that they use for hybrid events, with some people attending an event live and some attending virtually. Both have the ability to experience the same event through Twitter feeds and streaming video.

Checking out the communication channels 
available during large group gatherings.

Next we went to a venue that seems to be taking off in virtual immersive environments, museums.

Examining a piece of art and having 
the ability to zoom in very close on the details.


Jim indicated that museums see the creation of virtual immersive environments as a way of making their exhibits and offerings available to more people and of creating levels of immersion that might not be cost effective in the physical world. For example, one could hear the artists story of why a particular painting was created, see the artists at work on the painting and examine the painting up close all in an interactive environment. And, at times, the artist could appear at the gallery or museum and explain his or her piece to anyone who rezzed in the world.

Looking at detailed art work.



Checking out the T-Rex exhibit.
 You could never ride the T-Rex in an actual museum.


Another interesting use of the virtual immersive environment is for small museums, such as a home of a famous historical person. The museum can create a space that can be "experienced" and not just viewed behind barriers or glass. It can also make some of the small spaces which are inaccessible to handicapped individuals accessible.

Examining the Futon Room in first person perspective.


Students learned that when manipulating and avatar in small spaces, first-person view is often most effective. The subject of scale was also addressed. Jim mentioned that an issue they often deal with is whether or not to make the space 100% to scale (which can lead to the feeling of being confined when you have lots of avatars in the same space) or do you make it more avatar friendly but loose the authenticity of the original scale. Interesting dilemma for developers of authentic virtual reproductions of historical spaces.


Jim then showed the class how to conduct individual break out sessions by having private chat spaces where two or more avatars can carry on a conversation without the rest of the people in the area hearing what they are saying. You could have several such areas for group work during a session in a virtual immersive environment.
Conducting a private chat with 15 students.


Next we visited an authentic reproduction of the home town of Lucille Ball which is Jamestown, New York. The town is a reproduction so that people can understand how to navigate the town. I think the possibilities are tremendous for this type of application. Imagine a college setting up a town so potential students can "walk downtown" of the college to see what it is like or a town's tourism bureau could have this created so you could get the "lay of the land" prior to setting foot in the town.

The Lucille Ball mural.





Checking out the hotels, virtually, in Jamestown, NY


Finally, we visited a music festival venue where they plan to hold live concerts in a Webstock type of venue.

All in all it was a great tour of the VirtualU campus, we ended at a reproduction of the campus of an institute and learned a great deal about the potential uses of virtual worlds for museums, training organizations and others.

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Monday, June 28, 2010

3D Virtual Immersive Environment: Conceptual Orienteering

Conceptual Orienteering is a learning archetype where learners are given activities or situations in which they are presented with examples and non-examples of environmental or situational conditions for the purpose of discrimination and creating an understanding of key concepts.

Orienting a learner to concept of how to properly lift weights without injury and for maximum benefit.
Image courtesy of Randy Hinrichs of 2b3d and author of an upcoming handbook about learning in 3D.

Teaching concepts involves providing the learner with examples and non-examples of the concept and then allowing the learner to determine the attributes that describe the concept. This allows the learner to recognize and apply the concept in a variety of different environments. In the archetype of conceptual orienteering, learners are shown a number of different items, examples, or situations which they can mentally compare. Then the facilitator asks the learners to identify the similarities and differences.

The process of side-by-side comparison allows learners to recognize and apply concepts in a variety of different environments. Learners studying to be FDA inspectors could be teleported from one manufacturing line to another to see the difference between inspecting a plant that creates medical devices versus one that creates ingestible drugs.

The goal is to provide a visualization of the differences to the learner who can then determine what attributes apply to the concept and what attributes do not. The learners can visually see attributes and do a mental comparison through the ability to instantly move from one location to another. These do not always need to be physical attributes. For example, you could create a 3D environment to resemble what it looks like to someone who is legally drunk and provide a frame of reference for the person attempting to understand the impairment that occurs when a person has too much to drink. The learner can then get behind the wheel of a virtual car and see and feel the effects of trying to drive while "drunk."

You can take this concept beyond physical items into the mental arena. For example, there is a location in Second Life that shows what the world looks like from the view of a schizophrenic. The idea is to give the learner a conceptual orientation of what it would be like to have the condition. The learner can then better understand the implications of the event or the condition. You can use the same concept to display what it would be like to work in a dimly lit coal mine, a confined space or other unfamiliar environment.

In other types of conceptual orienteering a participant can participate at both the macro and micro levels. You can shrink learners to the size of blood cells and propel them through the blood stream to observe a drug’s interaction with a virus. Or a person can fly over a proposed subdivision to observe the layout and intersection of roads and sidewalks. Or be transported to another time and place to observe customs of the people.

Steps to conducting a conceptual orienteering lesson
1. Introduce the learners to the environment or area that illustrates the concept.
2. Allow the learners to “experience” the concept.
3. Debrief the learners on their experience with the concept.
4. Ask questions to identify misconceptions and send them back to environment to clarify.

Advantage
One advantage is that a learner can experience a concept which is not otherwise possible because of time and space limitations or because of potential danger. They can stand in the middle of a tsunami or fly around a molecule. The 3D virtual immersive environment can also allow the learner to repeat the experience over and over again so they can really grasp a concept.

Disadvantage
Disadvantages include the time it takes to create the environment necessary to convey the concept. It is also sometimes difficult to determine the best environment to create to effectively immerse the learner into the concept. If the design is not established properly, the possibility that the learner may not learn the concept from the environment does exist.

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Friday, June 25, 2010

Presentation Recap for the U.S. Air Force’s Global Learning Forum

Agenda for the Global Learning Forum

Last night I had the privileged of presenting to the U.S. Air Force’s Global Learning Forum (GLF) group in Second Life at Huffman Prairie Chi. It was a great event.

GLF represents a collaborative group of educators from across government and private universities and organizations exploring and prototyping the use of open 3D worlds in support of learning. A little over a year ago Air University formed GLF to help support virtual collaborative prototyping efforts and research. The group now have over 300 educators, from across several universities, engaged in various collaborative efforts within the 3D world of Second Life. Second Life is used as our primary open access platform for collaboration.

Once a quarter, the group hosts an in-world GLF event on based on a theme of that is of interest to members. I had the opportunity to speak on the topic of "Learning in 3D" and also got to listen to some very engaging speakers.

The event kicked off with Dr. Arthur M. Langer the Senior Director of the Center for Technology, Innovation, and Community Engagement and Dr. L. Lee Knefelkamp, professor of psychology and education both of Columbia University talking about Digital Literacy.

Event kicking off with introductions.

Dr. Langer and Dr. Knefelkamp discuss a model to help understand the elements of digital literacy. 

Next, I spoke about "Learning in 3D" covering the concept of sensibilities and archetypes. Here is the set of slides that were used for the presentation.


Slides used in my presentation. You can View more presentations from kkapp by clicking on these links.

Next, Dr. Fil J. Arenas spoke. He is currently an assistant professor of Organizational Leadership at the Squadron Officer College arriving and an adjunct professor at Troy University,
Montgomery campus in graduate studies. He spent 28 years in the military (14 USAF and 14 USN)and retired as a Lieutenant Commander, he served as a Medical Service Corps officer until he retired. He spoke about the Squadron Officer College (SOC) and how they are incorporating virtual worlds into their training program.

Dr. Arenas making a point about the Squadron Officer College educational program.

A look at the elements making up the Squadron Officer School.

Then, we had the privilege of touring the virtual campus of the SOC. We got to witness a holodeck like feature with different environments and toured the virtual facility.

At the SOC several aircraft are on display around the campus. 

The holodeck even had a scene from ancient Egypt complete with a scary mummy.

At the SOC information desk, we were able to pick up some freebies.

It was a wonderful tour of the SOC. Good presentations and great audience members, I had a great "virtual time."
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Thursday, June 24, 2010

Don't Forget the Power of 3D Machinima

One creative element of 3D Virtual Immersive Environments that many people tend to forget is the power to create machinima.

"Machinima is the use of real-time graphics rendering engines, mostly three-dimensional (3-D), to generate computer animation. The term also refers to works that incorporate this animation technique." Wikipedia Definition.

Recently, Ariella Furman a Machinimatographer at Framedin3D emailed me to explain that with machinima, you can increase learning and collaboration on almost any topic. What it allows you to do without elaborate cinematic sets or budgets is to be able to tell a story cinematically. Learners then get to know the characters in ways you otherwise wouldn't wrap your mind around. The machinima stories connect with the learners using mulitiple senses. The machinimatographer records sound and visuals, then compiles the story strategically for learning results. (She also mentioned in her blog she doesn't like the Wikipedia definition of Machinima.)

The great thing about machinima is that it has no limitations. Anything you can imagine, can be achieved. Messages and learning events can be encapsulated in intriguing and unique ways.

Check out this great machinima done for IBM by Ariella and the team at Framedin3D that describes requirements planning. I think it makes some very abstract concepts, very real.

IBM Episode 6 from Ariella Furman on Vimeo.


Here is another interesting machinima illustrating the concept of "data". Again, machinima has the real ability to allow the learner to visualize abstract concepts and ideas and to make what seems intangible, tangible and "real." It can illustrate concepts in the way few other media can because of its versatility and cost effectiveness.

Visualization of Data from Ariella Furman on Vimeo.


To learn more about the process and concepts behind Machinimia check out Framedin3D's blog.


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