Category: Virtual Reality

Military Outreach: Giant Videogame Lures Recruits

Joseph De Avila has an interesting front page article in The Wall Street Journal this morning about Virtual Army Experience, a life size videogame the Army trucks out to state fairs and other events to give potential recruits a taste of military action.

There are four versions of the exhibit, which cost about $9 million to develop. Almost $10 million is spent each year setting up the exhibits at various venues around the country such as Six Flags Amusement Parks. The exhibits are huge, almost 20,000 square feet, and involve life size Humvees, helicopters, and “guns” that visitors can use to “shoot” bad guys on large video screens.

Participants enter a dark, inflatable dome. They climb into one of six modified Humvees or two Black Hawk helicopters. Each vehicle, mounted with fake M-249 Squad Automatic Weapons and M-4 rifles, faces three huge screens where the videogame is projected.

Players fire air-pressured guns, meant to mimic the recoil and kickback of real ones. The ethnicity of the bad guys they shoot at is ambiguous. The rat-a-tat-tat of gunfire blares from the game’s speakers and the Humvees shake from the simulated blasts of roadside bombs. Some participants hoot and holler. Despite the nature of the game, there is no blood or guts on screen.

Scores are higher if players only shoot people in uniform; they lose points for firing indiscriminately or at noncombatants.

After the videogame experience, players meet with real soldiers in a sort of “debriefing” that focuses on a positive military message. Participants fill out contact information before playing. Those meeting the Army’s criteria are contacted by recruitment personnel shortly after. About 55,000 people visited the exhibit last year, and about 2,200 met criteria and expressed an interest in volunteering for military service.

The military always faces criticism for its recruiting efforts, from being kicked off college campuses and in some places chased out of town. Naturally, the notion of using videogames for recruiting has faced sharp criticism, too. De Avila spoke with one young man who brushed it off, saying, “Beer companies have hot women. They have a videogame.” Due to complaints at a music festival in Wisconsin, the Army modified the game portion of the exhibit so players shot targets instead of the usual race-neutral terrorists.

References:
De Avila, J. (2008, July 28). War games: Army lures civilians by letting them play soldier. The Wall Street Journal. p.A1.

Corporations Increasingly Use Games to Train

Thanks to Eliane Alhadeff for pointing out a recent article by Quibian Salazar-Moreno over at Fast Company on recent inroads serious games have made in corporate environments. The story highlights Ultimate Team Play, an RPG by Virtual Heroes, Inc. designed to train employees of Hilton Hotels’ Hilton Garden Inns; SafeDock, an interactive 3D game designed to teach safe loading procedures for employees of Alcoa; and The Binary Game for those studying for Cisco Certification.

SL Event: "Stepping into Literature: Bringing New Life to Books through Virtual Worlds"

Got this in my e-mail today. Very interesting how virtual worlds like SL are being adapted for educational purposes in multiple ways. I particularly like the “artist conceptions” of fictional locations recreated in SL, allowing folks the opportunity to virtually visit a work of fiction.
On August 4th, 2008, and again on August 6th, Alliance Library System, in cooperation with LearningTimes, will offer a one-day conference exploring the possibilities of using virtual worlds to teach literature and to promote its appreciation for people of all ages.

The conference, entitled “Stepping into Literature: Bringing New Life to Books through Virtual Worlds,” will be held entirely in the virtual world of Second Life, allowing participants to attend from any location with a computer and a broadband internet connection.

Whether you teach literature, or are just intrigued by the potential for learning in 3D worlds, we hope you will join us for a meaningful exploration of the instructional possibilities.

Cost to attend is US $65 per person. For group rates (5 or more) write to john at learningtimes dot net

Click here to register: http://tinyurl.com/6ba6nq

Or visit the conference website at:

http://www.steppingintovirtualworlds.org.

Participants will take take part in a virtual book discussion, and take field trips into literature-based locations that have been created in Second Life. You may find yourself in an Edgar Allen Poe poem, visiting a “secret garden” or learning about gothic literature in an authentically spooky mansion.

Keynotes:

Beth Ritter-Gluth (Desideria Stockton in Second Life) will be the keynote speaker and her talk is on “A Vision for Making Literature Come Alive in Virtual Worlds.” She is the creator of “Literature Alive in Second Life” and teaches English and Women’s Studies at Lehigh Carbon Community College in Schnecksville, PA.

The keynote author is Kim Rufer-Bach who will speak on “Using Virtual Worlds to Promote Real Life Literature.” Kimberly is co-author of “Creating Your World: The Official Guide to Advanced Content Creation for Second Life” (Sybex, October 2007) and is currently at work on “The Second Life Grid: The Official Guide to Communication Collaboration, and Community Engagement.”

Full conference schedule and registration information is available at the conference website, http://www.steppingintovirtualworlds.org

Or register now at: http://tinyurl.com/6ba6nq

UCF’s Simulated Classroom Helps Prepare Teachers

Here’s a tidbit over at DistrictAdministration.com. Professors at University of Central Florida have designed a classroom simulator to help prospective teachers prepare for real world teaching.

The link provides only the first few paragraphs of an article from the Orlando Sentinel, which has since been taken offline. Fortunately, a UCF press release offers considerably more detail regarding the program.

College of Education Professors Lisa Dieker and Mike Hynes, in conjunction with UCF’s Institute for Simulation and Training, Computer Science and student actors from the Interactive Performance Lab, developed a virtual, interactive environment that can give teachers real experience in handling a classroom. Lockheed Martin brings years of experience to the partnership including research, concepts and prototypes of models and simulations in the areas of teacher training and professional development.

Using a combination of technology, real life experience and entertainment the university has been able to create scenarios that are very realistic and have already assisted new teachers in thinking differently about their classroom. In fact, several teachers who tested out the virtual classroom continue to talk about how they need to change their teaching or to “try” again to make sure they meet the needs of these students who are not real.

A simulated classroom should provide an excellent resource for prospective teachers, and give them opportunities to experience “worst case” scenarios without the fear of failure.

References:
Kotala, Z. G. (2008, May 1). UCF and Lockheed Martin announce partnership to expand new screening and training technology. [Online]. Available: http://neighbors.ucf.edu/UCFnews/index?page=article&id
=0024004168851b1c0119a5470a22002594&mode=neighbors

Virtual classroom at the University of Central Florida puts teachers to the test. (2008, May 19). DistrictAdministration.com. [Online]. Available: http://www.districtadministration.com/newssummary.aspx?
news=yes&postid=50025

A New Chapter Book on Virtual Learning

I opened the mail the other day and found a new book I’ve been expecting: Virtual Reality: Concepts and Applications, edited by Pramod Rao and Sameer A. Zodgekar. Way back in July last year, I noted that the Institute of Chartered Financial Analysts of India University Press picked up an article of mine, “The (Virtual) Classroom of Tomorrow” that originally ran in TechEdge. The article focuses on the educational aspects of Active Worlds, Second Life and Dr. Greg Jones’ Created Reality Group classrooms.

The book is divided into two sections, Concepts and Applications. My article leads off the applications section, which also has several other fine chapters. Find the complete table of contents here. If you’re in the states, and you don’t mind waiting for overseas delivery, the book is only $16.50.

Free Drivers’ Ed Game Teaches Safe Habits

Anybody old enough to remember those drivers ed simulators in the trailers? These things would sit in high school parking lots across America, and countless teens drove down “video lanes” to gain experience before getting behind a real wheel. (Alas, I missed out on the video drivers’ ed simulators. We started behind the real wheel with a very nervous instructor who I recall being heavy on her passenger-side brake.)

Last summer I blogged about a German study researching whether race car simulations lead players to drive more aggressively. Now comes word that Chrysler has sponsored development of a youth-oriented driver training videogame to promote safe driving.

The Road Ready Teens program is designed to help with the transition from book study to actual driving. It represents part of a safe driving push by Chrysler.

The free video game is one part of the program. The game assimilates situations on the road from driving under the influence to driving in the rain.

“Your cell phone will ring and you get points deducted if you take it while you’re driving,” said Marshall Taliaferro [Marshall’s father, Will Taliaferro, is one of the game’s designers]. “I don’t answer the phone while I’m driving either.”

The program also provides an online driving contract for the family to agree upon.

It’s a good idea, and absolutely brilliant to present the concepts within a videogame, which is called Road Ready Streetwise. Here’s the key quote from Chrysler:

“Those first years on the road are very stressful for parents and teens because they don’t know what to do. They don’t know the right and wrong,” said Kristen Kreibich-Staruch of Chrysler Vehicle Safety and Planning.

Access the safety program and find a link to the game over at roadreadyteens.com.

References:
Video game teaches teens to drive. (2008, February 27). NBC4.com. [Online.] Retrieved February 27, 2008 from http://www.nbc4.com/traffic/15422534/detail.html

Neural Interfaces Hyped at GDC

I blogged about brain computer interfaces (BCIs) back in October. At that time, researchers were starting to demonstrate some interesting applications, such as using them to control avatars in Second Life. Now that GDC is upon us, neural interfaces are causing quite a stir. Robert Rice (no relation), writes in his excellent VW/MMORPG blog about the warm reception BCIs are receiving at GDC. And yet, notes Rice, they are really neither new nor revolutionary. The only thing different about them now is they are cheap to produce. He also notes Emotive System’s unit doesn’t really read emotions at all; it’s simply an inexpensive EEG unit.

The technology doesn’t read your mind. Do I need to repeat that? It doesn’t read your mind. It doesn’t connect to your brain, and it has no idea what you are thinking or feeling … What it does do, is measure electric signals, of which there are different types, locations, and strengths, that can be assigned (think key binding in your favorite FPS) to particular inputs.

 

So yes, it is absolutely possible to use this tech to do basic control of a game, but not much beyond that. You have to learn basic biofeedback techniques (breathing, concentration, temperature, and brainwave *type* generation) which is fairly easy to do with a decent feedback loop and sensitive equipment.

It’s a good read, and provides a realistic take on what might be a future wave of interface options for gaming systems. That said, it’s a cool concept, and perhaps an incremental step toward a more refined, sophisticated, yet inexpensive BCI. As I pointed out in October, the really exciting thing about this is the potential for inexpensive assistive technology for the physically disabled. We’ll see where it all leads.

Different ways to control videogames, beyond the traditional joystick, are riding a wave started by the Nintendo Wii’s controller. There were earlier efforts like force-feedback products and virtual gloves, but none attained the popularity of the Wii input devices.

Talking about the Wii is a good excuse to run another LOL cat:

 

Humorous Pictures

ExerGaming Kicks into High Gear with New Study & Product

There was discussion this week on the Serious Games listserv about ME2, a virtual world from Irwin Toy aimed at kids that links to a real world pedometer (tagline: You are the power!). The more exercise, running and walking the kids do in RL, the more points they earn to use in the game. Scott Traylor over at 360KID wrote up the details here.

In other news, a pilot study has come out of New Zealand showing that exergaming titles are just as good as casual exercise. No surprise there, but it’s nice to see the empirical data bear out common sense and provide argument ammo against doubters.

The 12 week initial pilot study by Dr. Ralph Maddison over at Auckland U. worked with 21 children age 10-14, and measured energy expenditure via oxygen masks. The follow up looked at 20 new subjects, upgrading half of their PlayStations with the EyeToy. This time body mass indices were measured and advanced pedometers were used over 12 weeks.

Children in the eye toy group performed significantly more physical activity, despite spending less time overall playing video games.

“We need to look at different ways, because of the increase of obesity in New Zealand, to increase activity in children,” Dr Maddison said.

Dr Maddison’s team is now seeking a further 330 children, aged between 10 and 14, for an expanded six-month study funded by the Health Research Council of New Zealand.

Playing is playing, and exercise is exercise even in front of a video screen. I do think the idea of linking a pedometer to a virtual world is a good idea, one springing naturally from the Webkinz linkage of RL objects to the VW. Seems this could herald a bevy of new ideas linking the virtual with RL objects and activities.

References:
Borley, C. (2008, February 22). Video games good as exercise: Study. New Zealand Herald. [Online.] Retrieved February 23, 2008 from http://www.nzherald.co.nz/category/story.cfm?
c_id=204&objectid=10493847

TCEA 2008: Created Realities Group’s Chalk House Offers Virtual World Literacy

Dr. Greg Jones over at University of North Texas is part of a new generation of professors interested in researching gaming and virtual worlds for educational purposes. I had the distinct pleasure of attending classes in a virtual lecture hall hosted through his company, Created Realities Group. In 2006, I profiled CRG and the distance learning experience in an article for TechEdge, the journal for the Texas Computer Education Association. Here is a bit of what I wrote back then:

When UNT students meet together for a session in Dr. Jones’ Created Reality Group (CRG) virtual classroom, they have three primary ways to communicate. First, they can speak through microphones attached to their computers. When one talks, others listen. In this way, students can share with one another and professors can give lectures. If multiple groups of people need to carry on conversations at the same time, they can go into different classrooms in the virtual school building for private conversations.

Second, a text chat window is also available. This is particularly useful for those students without a microphone. It also allows students to type in questions while someone is lecturing. The software keeps track of written activity, allowing the professor the opportunity to review it at a later date. The chat window can be moved and resized on students’ screens.

Finally, presentation slides can be shown during lectures. Each student sees the same slides as the lectures progress. The teacher (or student) giving the presentation is in control of when the slides advance. This results in lectures similar to what we are used to hearing and seeing in real life, the difference lying in the remote location of the participants.

In short, teaching elements found in the typical classroom are replicated in the CRG virtual classroom. The question remains, how do students like it? In his research with UNT students using the software at a distance, Jones and his colleagues discovered new students displayed an almost universal urge to explore the environment their first time logging in (Jones, Morales, & Knezek, 2005). Other elements lent themselves to a need for familiarity with the new environment before settling down and using it as the teaching tool for which it was designed.

After getting used to the software, students have expressed enthusiasm with the idea of three dimensional virtual classrooms. Many students, both in high school and at the university level, are used to traditional distance learning software. Commercial titles include WebCT and Blackboard, which have now merged, and open source products including Moodle and Sakai. All these distributed learning environments offer a two dimensional replication of paper learning. Students read the assignments, submit papers, take online quizzes, and post to discussion forums. On occasion, a real time text chat may take place.

Software like Dr. Jones’ CRG environment offer the next step in online learning: a three dimensional representation of a school building users can meet in and take live courses from the teacher at a distance. As Dr. Jones’ research continues, he posts updates of papers on his site at UNT: http://courseweb.unt.edu/gjones/

 

In the last couple years, Dr. Jones’ CRG team has kept busy refining and adding to the company’s offerings. I was intrigued to discover a CRG booth at TCEA 2008, and dropped by to visit with my professor and see what his team has been up to. What I discovered was a brilliant concept for teaching students at the middle and high school levels, a new product from CRG called Chalk House. Here is the introduction from the CRG website:

Chalk House, the first in a series of situated learning modules being developed as a collaboration between Created Realities Group and the Design+Research Collective, is an online computer-based 3D environment in which game play and engaging narrative are used to improve student literacy skills, namely reading and writing, are the key focus of learning. Chalk House uses the CRG 3D online learning environment to deliver this learning module.

One thing became clear while I played through Chalk House at CRG’s booth: students used to modern videogames will feel right at home in the environment. Quest givers and fulfillers use common nomenclature and symbolism. The environment uses situated learning, placing students in the role of investigating a spooky house. Several literacy events ensue, involving an engaging narrative and requiring much reading and writing for students. A six step writing process is required of students in which they go through a pre-writing step, create rough drafts, revise their drafts, engage in peer editing and teacher editing, and finally turn in a polished product.

Chalk House offers a product specifically tailored for students resistant to traditional text teaching. By couching extensive reading and writing in a virtual world, the program offers pedagogical opportunities students won’t find in many other places. It’s a well-polished product backed by extensive research. For more info on Chalk House, and a bibliography of the papers backing up its philosophical and functional frameworks, visit http://created-realities.com/chalkhouse.html

References:
Jones, J. G., Morales, C., & Knezek, G. A. (2005). 3d online learning environments: Examining attitudes toward information technology between students in internet-based 3d and face-to-face classroom instruction. Educational Media International, 42(3), 219-236.

Rice, J. (2006, Spring). The (virtual) classroom of tomorrow. TechEdge 25(3). 14-15, 41.

New Educational Videogaming Book Announced

A press release for a new educational videogame book came across the transom today. Children’s Learning in a Digital World initially seems to purport to delve into notions of negative effects surrounding violent videogames. However, the copy reads more along the lines of a much more positive take on educational videogames.

Video games, computers, and the Internet can provide opportunities for problem solving, creativity, and autonomy, and in particular, carefully constructed software can offer an alternative to traditional classroom learning. “Children’s Learning in a Digital World” is one of the first books to examine the impact of computers in both formal or school learning environments and informal learning contexts. It presents exciting and challenging new ideas from international scholars on the impact of computers, the Internet, and video games on children’s learning, as well as the social and cultural issues that affect technology use.

Here is the TOC:

Foreword: Seven Criteria for Investigating Children’s Learning in a Digital World by Richard E. Mayer

Pt. I Informal Learning with Technologies: Opportunities and Challenges

Introduction by Teena Willoughby and Eileen Wood

1 Media Literacy – Who Needs It? by Henry Jenkins

2 Good Videogames, the Human Mind, and Good Learning by James Paul Gee

3 How and What Do Videogames Teach? by Edward L. Swing and Craig A. Anderson

4 Videogame Addiction: Fact or Fiction? by Mark D. Griffiths

5 Meeting the Needs of the Vulnerable Learner: The Role of the Teacher in Bridging the Gap Between Informal and Formal Learning Using Digital Technologies by Laurence Peters

Pt. II Formal Learning with Technologies: Opportunities and Challenges Introduction by Eileen Wood and Bowen Hui and Teena Willoughby

6 Using Technology to Assist Children Learning to Read and Write by Philip C. Abrami and Robert Savage and C. Anne Wade and Geoffrey Hipps and Monica Lopez

7 Tools for Learning in an Information Society by John C. Nesbit and Philip H. Winne

8 Virtual Playgrounds: Children’s Multi-User Virtual Environments for Playing and Learning with Science by Yasmin B. Kafai and Michael T. Giang

9 Can Students Re-Invent Fundamental Scientific Principles? Evaluating the Promise of New-Media Literacies by Andrea A. diSessa

10 Domain Knowledge and Learning From the Internet by Malinda Desjarlais and Teena Willoughby and Eileen Wood

11 The Integration of Computer Technology in the Classroom by Julie Mueller and Eileen Wood and Teena Willoughby Summary and Looking Ahead