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2nd Global Conference of Experiential Learning in Virtual Worlds, Prague, Czech Republic, March 2012.

Draft paper available at:
http://www.inter-disciplinary.net/at-the-interface/wp-content/uploads/2012/03/tsurakkawpaper.pdf

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Elvw public

  1. 1. Different virtual environments –something for everyone Teemu Surakka Decode Masala http://www.vmwork.net/
  2. 2. Enterprise OLIVE CliniSpace Hyperfair VastPark 3DICC EON Ambient Coliseum Performance Open ProtoSphere Hostavirtualevent Heartwood OpenQwaqWonderland Avaya 3DVIA Scenes 3DXplorer web.alive realXtendOpen Cobalt VenueGen Assemblive Tundra Jibe Moondus Edusim OpenSim Unity 3Open Source OpenSimulator solution Second Life Blue Mars Proprietary providers Icarus Studios BigWorld ActiveWorlds vAcademiaAlpha StageOpen Beta Nuvera OnlineProductized Social Kaneva Latest version of our benchmark report can be downloaded from: http://www.vmwork.net/
  3. 3. Environments selected for this paper / presentation Education and Training CliniSpace vAcademia ActiveWorlds OpenSimulator Edusim Virtual Icarus Open Second Life ProtoSphere Heroes Studios Wonderland 3DVIA OLIVE 3DXplorer VastPark Scenes Assemblive Jibe 3DICC OpenQwaqAlpha Stage Avaya Blue Mars VenueGen Moondus Unity 3 web.alive Open Beta Hostavirtualevent OpenSimProductized solution Not providersEducational EON realXtend Coliseum Tundra Twinity Habbo Hyperfair eRepublik Openness
  4. 4. So why not use games in education ?(I have played this over two years now .. the timeframe is just not feasible)
  5. 5. So why not use social chats / environments in education ? (Can you grasp all the different aspects in these communities and are you respecting their privacy?)Picture: http://steampunkcostume.com/
  6. 6. Four educational use cases emerged Visualizations from the need and solutions Traininghttp://archvirtual.com/portfolio/rutgers-school-of-business/ http://www.thomaspapa.net/game/inferno/ .. and they could include gaming elements .. or utilize social communities, but these solutions offered more to educators than just these aspects Community Lectures
  7. 7. Community / Second Life Rating 3D content creation 5 Commercialization stage 5 Communication channels 5 Community 5 Concurrent avatars 3 Costs 4Language learning Customization 5 Fidelity 4 Networking tools 5 Presentation tools 3 Productivity tools 3 Programming 5 Recording 1 Software updates 1 Performing arts User roles 5
  8. 8. Lectures / vAcademia Rating 3D content creation 4 Commercialization stage 3 Communication channels 5 Community 3 Concurrent avatars 3 Costs 4 Customization 4Recordings and tools designed for educators’ needs Fidelity 4 Networking tools 5 Presentation tools 5 Productivity tools 4 Programming 1 Recording 5 Software updates 3 User roles 4
  9. 9. Training / Unity 3 Rating 3D content creation 5 Commercialization stage 5 Communication channels 4 Community 1 Concurrent avatars 2 Costs 2Immersion Customization 5 Fidelity 5 Networking tools 3 Presentation tools 2 Productivity tools 3 Programming 5 Recording 1 Software updates 5Scenarios User roles 3
  10. 10. Visualizations / 3DVIA Rating 3D content creation 5 Commercialization stage 4 Communication channels 2 Community 2 Concurrent avatars 2 Costs 5 Customization 4Connections to existing tools and content Fidelity 4 Networking tools 3 Presentation tools 3 Productivity tools 1 Programming 3 Recording 1 Software updates 4 User roles 2
  11. 11. One way to look at the possibilities (estimation of initial costs needed to startan educational case with these technologies / solution providers – the nearerthe center, the higher the relative costs … which is just one aspect to look into) Visualizations Training realXtend OpenSimulator Jibe Tundra 3DVIA Scenes Moondus CliniSpace 3DICC Blue Mars Icarus Studios OLIVE EONAlpha Stage Virtual Heroes Unity 3 Coliseum Open Beta CostsProductized ProtoSphere 3DXplorer Avaya ActiveWorlds Hostavirtualevent web.alive OpenSim Second Life VenueGen Assemblive vAcademia solution providers Open Edusim OpenQwaq Wonderland Community Lectures
  12. 12. More information: paper presented in 2nd Global Conference of ExperientialLearning in Virtual Worlds, Prague, Czech Republic, March 2012.Draft paper can be downloaded from:http://www.inter-disciplinary.net/at-the-interface/wp-content/uploads/2012/03/tsurakkawpaper.pdfLatest version of our benchmark report can be downloaded from:http://www.vmwork.net/http://www.vmwork.net/

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