technology challenges of virtual worlds in education & training - research directions

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Technology Challenges of Virtual Worlds in Education & Training - Research directions

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Talk at VS-GAMES 2013, Bournemouth University, closing the SLACTIONS workshop on Technology Challenges of Virtual Worlds in Education & Training towards widespread adoption. Roadmap towards the special issue on the same topic of the Journals of Educational Technology and Society, call open until November 2013.

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Page 1: Technology Challenges of Virtual Worlds in Education & Training - Research directions

Technology Challenges of Virtual Worlds in Education & Training - Research directions

Page 2: Technology Challenges of Virtual Worlds in Education & Training - Research directions

Technology Challenges of Virtual Worlds in Education & Training - Research directions

Leonel [email protected]

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Spacewar!1962

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MUD1978

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1985

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Interligação

Software

Networking

Interconnection

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Walkad – Varvello, Diot, & Biersack, 2009

– Badumna

VastPark

Networking

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Walkad – Varvello, Diot, & Biersack, 2009

– Badumna

VastPark

NetworkingThere is but a handful of studies on network

behaviour of these applications

Almost no vulnerability studies

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Stage3D/Molehill

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Stage3D/MolehillBased on plug-ins/add-ins similar issues to those above (albeit simpler due to widespread use of some)

Adequate graphics hardwareAdministrative access for installation, maintenance…

Limited support for WebGL

Possibility of operational conflicts

Streaming quite demanding in terms of latency

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Interconnection

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Choosing a world limits educational activity to its users

Resources are limited to those available within that world

Current approaches (e.g. Hypergrid) have scalability issues in their design

Space decomposition is a promising path

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Professionals

Amateurs

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Amateurs

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Game engines

OLIVE

Artificial agents engines

Quagents

BEcool

Virtual world platforms

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Game engines

OLIVE

Artificial agents engines

Quagents

BEcool

Virtual world platforms

Common approach in serious game development

Users seen as player/trainer with strict roles

Greater control over user experience

Greater implementation flexibility

Greater resource requirements

Pre-planned educational process and events

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Can be done in many worlds (varying degrees)

Less resource requirements

Spaces can be adapted by non-developersfor context and customization

Enables “ordering” of componentsto developers (instead of entire systems)

Definition of behaviours by end-usersremains a challenge

Choreographies still cannot be shared as easilyas images, videos, documents, models, etc.

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in general, not just occasionaly nor just by

enthusiasts.

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Defining methods,

practices, & processes

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Identity of each student?

Using a new set of credentials or the institution’s?

How to prevent intrusions and have guests?

How to archive tasks & results?

How to distribute resources & components?

How to provide support to participants?

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4 problems

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MULTIS

Store virtual world content (proprietary formats) in the LMS/information system

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Place content from the LMS/information system into the virtual world platform

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Send to the LMS/information system the events and data from the virtual worlds

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Use the LMS/information system to control the behaviour of the virtual worlds platform

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Future perspectives?

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Thank you!

Let’s discuss this!

[email protected]