They Became What They Beheld: Immersive Role-Play in Virtual Environments

Loading...

Flash Player 9 (or above) is needed to view presentations.
We have detected that you do not have it on your computer. To install it, go here.

0 comments

Post a comment

    Post a comment
    Embed Video
    Edit your comment Cancel

    Favorites, Groups & Events

    They Became What They Beheld: Immersive Role-Play in Virtual Environments - Presentation Transcript

    1. Ken Hudson, Virtual World Design Centre Loyalist College, Belleville, Canada SLOAN-C – October 30, 2009 They Became What They Beheld: Immersive Role-play in Virtual Environments
    2. Edmund Snow Carpenter
    3. Edmund Snow Carpenter
    4. Media are environments
    5. We are their content
    6. … they engulf us, tattoo us..
    7. We are immersed
    8. Movies and Television
    9. Sports
    10. Music
    11. Video Games
    12. We are our game markers
    13. “ We shape our tools and then our tools shape us.”
    14. Mirror Neurons
    15. Chameleon Effect
    16. “ Our virtual identity is not separate from our physical identity.” Jeremy N. Bailenson April 4, 2008 Chronicle of Higher Education
    17. Proteus Effect: We infer our behavior and attitudes from our avatar
    18. Behavior transfers from virtual world to real life
    19. We modify our attitudes by observing our own behavior
    20. Loyalist College
    21. Border Security Restrictions
    22. Port of Entry Process
    23. Canadian Border Lansdowne
    24. Second Life Border Simulation
    25. Canadian Border Simulation
    26. Border Crossing Interviews
    27. Simulation on Screen
    28. Identification Process
    29. Traveler Team
    30. Secondary Search
    31. “ More realistic than traditional role plays.”
    32. “ Learned from watching classmates.”
    33. “ Interview questions stuck.”
    34. “ As close as it could be to real life.”
    35. “ Seeing hearing doing…we were actually there.”
    36. CBSA Pilot
    37. CBSA Second Life Pilot Overview
      • Piloted over one complete intake of 179 recruits.
      • Objective: provide additional practice during distance-learning phase
      • Participation was voluntary but was strongly encouraged.
    38. Loyalist College 37% increase in grades over 2 years CBSA Recruits 39% increase in success at testing milestone Increased Confidence Accelerated Learning Pace
    39. America’s Army
    40. America’s Army in-game Medic Training
    41. Publication of Results Journal of Virtual Worlds Research Volume 2, Number 1:Pedagogy, Education and Innovation in 3-D Virtual Worlds Linden Lab Case Study Virtual World Simulation Training Prepares Real Guards on the US-Canadian Border: Loyalist College in Second Life Learning in 3D: Bringing a new dimension to enterprise learning and collaboration by Karl Kapp and Tony O’Driscoll Handbook of research on virtual environments for corporate education: Employee learning and solutions Forthcoming 2010:
    42.  
    43. Ken Hudson Managing Director Virtual World Design Centre Loyalist College SL: Kenny Hubble Twitter: kennyhubble [email_address]

    + Ken HudsonKen Hudson, 3 weeks ago

    custom

    110 views, 0 favs, 0 embeds more stats

    Virtual worlds unlock frontiers in education that w more

    More info about this document

    © All Rights Reserved

    Go to text version

    • Total Views 110
      • 110 on SlideShare
      • 0 from embeds
    • Comments 0
    • Favorites 0
    • Downloads 0
    Most viewed embeds

    more

    All embeds

    less

    Flagged as inappropriate Flag as inappropriate
    Flag as inappropriate

    Select your reason for flagging this presentation as inappropriate. If needed, use the feedback form to let us know more details.

    Cancel
    File a copyright complaint
    Having problems? Go to our helpdesk?

    Categories