technology challenges of virtual worlds in education & training - research directions
DESCRIPTION
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.TRANSCRIPT
Technology Challenges of Virtual Worlds in Education & Training - Research directions
Technology Challenges of Virtual Worlds in Education & Training - Research directions
Leonel [email protected]
Spacewar!1962
MUD1978
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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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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Amateurs
Professionals
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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Amateurs
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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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Production Enable regular & sustained use by educational actors
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?