3D Communications

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An online session about on facilitating online sessions in virtual worlds... …

An online session about on facilitating online sessions in virtual worlds...
http://wikieducator.org/Facilitating_Online/Course_Schedule#September_20th_Managing_the_event_or_activity

What facets of virtual worlds lend themselves to success in education, training, not for profit organisations and other uses?

Elluminate session recording here: http://bit.ly/coAX7A

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    No notes for slide
  • For presenters: Upload slides in advance Test slide show player Short summary text for each slide Have a print out handy Test your microphone
  • “ Whisper” to talk one on one or across distances If move away from crowd, text will clear Don't go it alone – 1:5 ratio nice Don't assume they're ignoring you

Transcript

  • 1. 3D Communications   Communicating and teaching in virtual worlds KerryJ Brightcookie.com Educational Technologies
  • 2. Your experience in virtual worlds 3D chat rooms Multi-player game Second Life/Open Sim None Other Type your name on the slide near one or all that match
  • 3. Overview What is a virtual world? A synchronous, persistent network of people who have agency in an environment that provides a sense of spatial relationships
  • 4. Synchronous
  • 5. Persistent
  • 6. Network of people
  • 7. Agency
  • 8. Agency
  • 9. Spatial relationships
  • 10.  
  • 11. Questions?
  • 12. Quick facts and figures http://www.kzero.co.uk/universe.php The registered population of online communities such as Second Life and Blue Mars is greater than that of the US and Europe combined. SOURCE: KZERO, a UK-based virtual worlds marketing agency
  • 13. Quick facts and figures At last count, World of Warcraft had more than 11 million subscribers. SOURCE: Various
  • 14. Quick facts and figures 3-D virtual world applications for enterprise use will grow into an industry earning $8 billion to $10 billion in annual revenue by 2014. GigaOM Pro, international media company http://gigaom.com/2009/10/06/enterprise-virtual-worlds-to-see-real-world-growth/
  • 15. Quick facts and figures The third annual Virtual Worlds Best Practice in Education conference in March 2010 attracted @ 5,000 people to 170 events over 44 hours. http://www.vwbpe.org/
  • 16. Case studies Education and training Universities, TAFEs, major corporations, primary and middle schools worldwide. http://www.youtube.com/watch?v=ARf8VMYRQy0
  • 17. Loyalist College of Ontario Canada's virtual border control program. Critical test scores jumped 56% to 95%.
  • 18. Case studies Charities and not for profits: “Since 2005, the American Cancer Society has raised more than $800,000 in Second Life.” http://www.cancer.org/Involved/Participate/RelayForLife/second-life
  • 19. “ Survivor Chat” - Cinders Vale © 2009 All rights reserved http://www.flickr.com/photos/cinderwave/3539675857
  • 20. Case studies Business: “A fifth of the cost and no jet lag.” IBM on the advantages of holding their annual conference and meeting in Second Life.
  • 21. The arts in Second Life – Shakespeare, art galleries, rock bands, performance art, dance
  • 22. Overview What is a virtual world? A synchronous, persistent network of people who have agency in an environment that provides a sense of spatial relationships
  • 23. How do the various facets of virtual worlds contribute to the ability to use them for education, training, communication, collaboration, etc?
  • 24. Communicating: nuts and bolts
  • 25.  
  • 26. Have a back-up Two avs make a whole lot of difference
  • 27. Don't make assumptions about “best modes” © Columbia Pictures Corporation, 1976. “Murder by Death”. Written by Neil Simon
  • 28. Large group presentations
  • 29.
    • Large group presentations
    For organisers: Assign a tech helper At least one alternative to in-world comms (Skype, telephone, live web stream) Practice sessions Hand out tools in advance Fixed Time World Clock
  • 30. Lag Happens Don't Panic
  • 31. Networking or group work
  • 32. They may not be ignoring you... © Columbia Pictures Corporation, 1976. “Murder by Death”. Written by Neil Simon
  • 33.
    • Software/programs
    • Two main communication tools
    • (Inworld + outworld)
    • Auxiliary tools
    • (Visuals/demos)
    • Wetware/strategy
    • Practice sessions
    • How to guides in advance
    • Presenter back-up
  • 34.
    • Resources
    • Virtual worlds best practices in education http://www.vwbpe.org/
    • Immersive Learning: it's Game ON! Video http://www.youtube.com/watch?v=ARf8VMYRQy0
    • Jokaydia Virtual Worlds Wiki http://wiki.jokaydia.com
    • Nonprofit Commons http://www.nonprofitcommons.org
    • Kzero http://kzero.co.uk
    • Definition of virtual worlds adapted from “Toward a Definition of 'Virtual Worlds' Mark W. Bell, Indiana University, Journal of Virtual Worlds Research, Vol 1, No 1 July 2008
  • 35. Stay in touch : )   KerryJ Brightcookie.com Educational Technologies Twitter: kerryjcom Blog: kerryj.com Work: brightcookie.com