A Virtual Worlds Miscellany

Clearing out my unread mail and inbox, found lots of posts saved for later. Below a selection of tit-bits and links relating to education in virtual worlds.

MOSES is the US military OpenSim virtual world. Apparently this was started after Linden Lab removed support for the Second Life Enterprise software for behind the firewall solutions. There seems to be a sizeable grid there already.

Aurora Sim is a recent fork of OpenSim, from the people behind the Imprudence line of Second Life/Open Sim viewers. Aurora claims better LSL support and better physics than regular OpenSim, amongst a wide range of other modifications large and small. More details here. Add-ons such as the Web-UI front-end are also available.

Going back a fair while (showing just how much my inbox was in need of a good clear out!), I found a link to a paper on Experiential Learning in Multi-User Virtual Environments by Baba Weusijana and colleagues, published in the now-defunct Innovate Online:

Multiuser virtual environments (MUVEs) like Second Life present unparalleled opportunities to help students connect knowledge by description to knowledge by experience; in a MUVE, students can experience phenomena rather than only reading about them. Baba Kofi Weusijana, Vanessa Svihla, Drue Gawel, and John Bransford describe their use of a maze constructed in Second Life to help students experience firsthand the phenomena described in their educational psychology course. Their use of Second Life is particularly notable in its use of MUVE-based movies and other strategies to leverage Second
Life’s interactive powers for exploration despite restricted access to technology. The examples they present can hopefully lead to new designs and uses of virtual environments that allow students to experience relevant phenomena and enable researchers to conduct additional experiments of virtual, experience-rich additions to traditional ways to teach and learn.

Stephanie Cobb and colleagues report on “The Learning Gains and Student Perceptions of a Second Life Virtual Lab” in Bioscience Education, published by the Higher Education Academy (UK):

The SL practical was well received by students, with 92% of participants reporting that they would like to use the system again and many requesting other experiments to be made available in this manner in the future.

More miscellany to follow, as I continue the great email clear-out (down from 800+ un-read emails in my inbox, plus hundreds of read mail, to under 100 emails in my inbox, total. Of course, this is just one of my email accounts I’m dealing with…)

Free stuff for virtual worlds and game based learning

[Updated 7/6/2011 - More 2D & sound resources]

At the recent Game2Learn event in Dundee, I spoke about ways of reducing the costs of developing new learning games and/or virtual worlds. One of the key ways to reduce costs is to use free stuff – of which there is a lot out there. Many of these resources are also useful for students learning game development.

Before using any resource be sure to check the license and conditions for use – some resources allow reuse for any purpose, others are only for non-commercial use.

3D Models

If you are developing your own game or using Unity, then chances are that you can import models that are available in the popular Collada format (and with mesh import this should also come to Second Life/OpenSim before too long).

Google’s 3D Warehouse is home to thousands of static 3D models – particularly strong on models of notable buildings, due to the links between Google Sketchup, the 3D warehouse and Google Earth, but interiors, objects and vehicles can all be found.

An interesting new resource (especially if you want military type models, or models of things you might find in or around army bases) is the ADL 3D Repository. You’ll also find a lot of regular household items (chandeliers and bidets!) alongside the weaponry and vehicles, plus models of US soldiers and Afghan civilians.

More commercially oriented sites like TurboSquid are marketplaces for the buying and selling of 3D models – prices vary dramatically but there is a lot of low cost and free content to be found, and the quality is sometimes of a very professional standard.

2D Textures and Images

You can search Flickr for Creative Commons licensed photos, but the photos are not normally very good for use as textures. Wikimedia Commons is another good source of photos, but few are ideal for use as textures.

In comparison, CGTextures specialises in textures that can be used in game development – and has thousands on offer. Free for commercial or non-commercial use. The only use that is explicitly not allowed is in creating your own texture packs (e.g. you can use some of these textures to build something in Second Life that you will sell commercially, but you are not allowed to create an in-world texture pack to sell or give away)

HasGraphics links to a small but quite high-quality range of sprites, tilesets and other 2D graphics resources, while Moosader has posted a range of her own creations under public-domain license at OpenArt.

Keith Ditchburn has collected more links for 2D textures and 3D models over at Toymaker. You can also always do a search for images licensed for reuse at Flick or on Google.

Music and Sound Effects

Freesound is home to a huge number of Creative Commons licensed sound effects, while ccMixter homes similarly licensed music samples, loops and mixes. Also check the Free Music Archive and the Creative Commons audio blog.

Back at OpenArt, Moosader has collected (and produced some of) a small range of retro-styled music files suitable for games.

OpenSim and Second Life Specific

There are two OpenSim specific archive formats – OAR and IAR. OAR files archive complete regions – including terrain and all objects including textures, scripts, sounds and more. IAR files archive users’ inventory – again including all data required to fully restore the items (scripts, sounds, etc.).

A third archive option (for which I’ve been unable to find a specific name) is the xml format used when backing up objects from Second Life or OpenSim using the export option in Imprudence and other 3rd party client software. (See discussion e.g. here). While most online discussion of this format is based on how to transfer your own objects, it also provides another way to share OpenSim/Second Life objects.

OAR files

Four sources for OpenSim Archives (OAR files, Hypergrid Business)

OpenSim Creations (OAR files, IAR files, XML objects, terrains files, textures. Includes many NSFW)

OpenSim Terrains – Flickr Set

OSAvatars – Avatar textures, parts and clothing

Computer Games and Instruction

Nothing for ages, then it all happens at once…

My short piece for EDUCAUSE Review “Second Life is Dead. Long Live Second Life?” is now online. I’ve had a few emails from different folk, generally in agreement. No hate mail yet :-)

In the same week, I learned that Computer Games and Instruction, edited by Sigmund Tobias and JD Fletcher, is now available. I co-wrote a chapter in this book with Jon Richter on Multi-User Games and Learning – trying to encapsulate this broad, broad area in a single chapter, quite a challenge. The book also contains chapters by James Paul Gee, Chris Dede and Kurt Squire amongst others – so we are in very good company. I’m looking forward to receiving my own copy, but for now I have to settle for scanning the pages available via the Google-books preview (available from the book page, here)

Table of contents below.

(more…)

Webinar recording: Using SLOODLE for Assessment

Yesterday, I had the pleasure of giving a short online talk as part of the Transforming Assessment series of talks supported by the Australian Learning and Teaching Council and led by Geoffrey Crisp at the University of Adelaide.

The recording of “Assessment in Virtual Worlds with SLOODLE” held on
30 November is now online.

Download and view in a number of formats via
http://www.transformingassessment.com/events_past.php

Article: Virtual Worlds, Standards & Interoperability

New paper just published… sadly not free to view. Not even sure if I get pre-prints to distribute :-/

Livingstone, D., & Hollins, P. (2010). Virtual Worlds, Standards and Interoperability. International Journal of IT Standards and Standardization Research, 8(2), 45-59. doi:10.4018/jitsr.2010070104

Abstract
It is well documented that virtual worlds today are applied in both educational and commercial teaching and learning contexts. Where virtual worlds were once the reserve of entertainment, they have now taken on a variety of roles as platforms for business meetings, simulation, and training and education. In this context, the integration and interoperability with both online and offline resources and technologies is important. In this paper, the authors review progress toward increased integration and interoperability from the first virtual world games to today’s virtual world platforms. This paper highlights opportunities that will arise from further improvements in the ability to create virtual world platforms, content and activities that are truly interoperable, as well as more significant challenges along the way.

Open Access Again

Peter Miller reminds us that it’s Open Access week again, and shares instructions in a nice and brief tutorial that will get you set up with OpenSim on a USB stick and loading and saving sim archive OAR files. Very handy. Peter also points out usefully that OAR has some limitations – notably that it does not preserve (for now at least) information on who actually created the objects in the archive. I guess that that is one area where OAR (and OpenSim itself) could be improved – with the ability for objects & entire sims to preserve real IDs for creators, and attached licenses.

My own contributions for Open Access this year are little to do with virtual worlds – but over on 3dgamedev.wordpress.com I’ve been posting tutorials, labs and comments on 3D game development with OpenGL.

The science of immersion

Nice piece on immersion in the Guardian – the Science of Immersion.

We have to be very careful with terms, because a game that’s very immersive is Tetris, but there’s no sense that you’re IN the experience.

Aside from illustrating how varied and elusive definitions of immersion can be, the article highlights the role of the personality of the user. This is a significant issue for education in virtual worlds. If we base benefits on some notion of how immersive the environment is, then what does this mean for students whose personalities limit their sense of immersion in digital 3D worlds?

(This post somewhat painfully prepared on a mobile phone)

UWS mention on VirtualWorldWatch

The latest report from VirtualWorldWatch will be out soon. In the mean time, the brief response I sent in has been featured on the VWW website, here.

I’m just back from vacation, trying hard to catch up on emails, but hopefully manage before too long.

CfP: Contemporary Concepts of Identity in Virtual Worlds

Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds
Provisionally to be published in 2011 in Springer’s Human-Computer Interaction Series

Editors: Anna Peachey (Eygus Ltd / The Open University) and Mark Childs (Coventry University)

Invitation to Submit:
We invite abstracts of between 500 and 650 words describing the proposed chapter. Abstracts should be supported further by up to 500 words explaining the theoretical underpinning to the chapter, and a brief summary describing how this chapter will contribute to the book. If the work has been previously published in any format, or is under consideration elsewhere, please indicate details of this with your submission.

Submissions should be sent as a Word or RTF document attachment by email to virtualworlds@open.ac.uk, by 31 July 2010.
Authors will be notified of acceptance by 31 August 2010.
Final chapters, of between 8,000 and 10,000 words, will be due by 30 October 2010, before a double-blind review and revision period.
Completed manuscripts to be submitted on 15 December 2010.

Objectives:
We anticipate that this book will:
Explore how living, working and learning in virtual worlds is changing notions of who we are and how we mediate our identities;
Develop understanding and awareness about the diversity of identity issues in virtual worlds;
Contribute to the theory and development of good practice in identity management and research in virtual worlds;
Propose visions for future practice and research relating to identity management and research in virtual worlds;
Provide examples and case studies from key areas of professional practice.

Further details, including a more detailed guide to content, can be found at http://www.open.ac.uk/virtualworlds/p2_1.shtml

Call for Papers: Learning in 3D

Special Issue of the International Journal of Technology Enhanced Learning (IJTEL): Learning in 3D

Guest editors: Carlos Delgado Kloos and Daniel J. Livingstone

Download copy of call for special issue on 3D learning (pdf)

Journal Aims

IJTEL fosters multidisciplinary discussion and research on technology enhanced learning (TEL) approaches at the individual, organisational, national and global levels. Its key objective is to be the leading scholarly scientific journal for all those interested in, researching and contributing to the technology enhanced learning episteme. For this reason, IJTEL delivers research articles, position papers, surveys and case studies aiming:

  • To provide a holistic and multidisciplinary discussion on technology enhanced learning research issues
  • To promote the international collaboration and exchange of ideas and know how on technology enhanced learning
  • To investigate strategies on how technology enhanced learning can promote sustainable development

Subject Coverage of Special Issue

This special issue seeks to bring together research, from different perspectives, on a range of 3D technologies that may be used to enhance or support learning.
Suitable topics may relate to, but are not limited to, the use of a range of 3D technologies in enhancing learning:

  • Virtual Worlds
  • Game-based Learning
  • Immersive Simulation
  • Augmented Reality
  • Cross and mixed-reality
  • Assessment in 3D environments
  • Pedagogies for TEL in 3D environments
  • Communities of Learners in 3D environments
  • Standards and Interoperability

Submission

Prospective authors are invited to notify the intention to submit a paper by
sending a one-page abstract to the editors by 6th August 2010 and submit the full
paper by 6th September 2010.
Abstracts may be sent to the editors at cdk@it.uc3m.es or
daniel.livingstone@uws.ac.uk
Final papers should be submitted electronically via the InderScience online
submissions system at: http://bit.ly/ijtel

Important Dates

6th August 2010: Title and Abstract deadline (optional)
6th September 2010: Full paper submission deadline
15th October 2010: Decision notification
12th November 2010: Camera-ready version
Early 2011: Publication (tentative)

Guest Editors

Carlos Delgado Kloos, Universidad Carlos III de Madrid, 28911 Leganés (Madrid, Spain), cdk@it.uc3m.es
Daniel J. Livingstone, University of the West of Scotland, Paisley PA1 2BE (Scotland, UK), Daniel.Livingstone@uws.ac.uk

Editorial Committee

Ignacio Aedo, UC3M, Spain
John Belcher, MIT, USA
Josep Blat, Universidad Pompeu Fabra, Spain
Darryl Charles, University of Ulster, UK
Thomas Connolly, University of the West of Scotland, UK
Abdulmotaleb El Saddik, University of Ottawa, Canada
Lesley Gourlay, Coventry University, UK
Miguel Lizondo, Deimos-Space, Spain
Judith Molka-Danielsen, Molde University College, Norway
Mariano Rico, Universidad Autónoma de Madrid, Spain
Pilar Sancho Thomas, Universidad Complutense de Madrid, Spain
Kath Trinder, Glasgow Caledonian University, UK