Nmc 2007 Publish

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    Many virtual worlds offer compelling UI and interactive functions that engage and even absorb the frequent or casual visitor and are, in a best case scenario, supported by a grid-based network. The freely-available Arts Metaverse open source technologies, in combination with the open Croquet platform, provide an immersive, real-time learning environment. Large numbers of students may navigate through virtual constructions, annotating, critiquing, and amending them in collaboration with one another.

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    Nmc 2007 Publish - Presentation Transcript

    1. Arts Metaverse in Open Croquet: Exploring an Open Source 3D Online Digital World
        • Ulrich Rauch & Tim Wang,
        • Arts ISIT
        • University of British Columbia
    2. An On-line Environment For The Interactive Study of The Ancient World
      • What...
        • - Student driven initiative
        • - Piloted in 2003
        • - In 2006 reaches out to almost 500 students
        • - Five Departments in Arts participating
        • Goal: to provide a supplementary infrastructure to enable students and academics to reconstruct and re-experience the material culture of ancient civilization in a collaborative environment.
    3. An On-line Environment For The Interactive Study of The Ancient World Why... Reconstruction : Experiential Learning Immersion : learning about e.g. architecture, but also social and cultural meaning/values of physical environment Interaction and engagement – perspective taking
        • Visualizing Abstract Concepts:
        • ... the new vernacular is visual
      • ... new media technology promises to enhance our understanding of how meaning is constructed visually and experientially
    4. An On-line Environment For The Interactive Study of The Ancient World
      • How?
      • Using 3D virtual environments:
      • to engage students in collaborative space
      • building and peer-to-peer evaluation.
      • to enable the undergraduate archaeologist to rebuild the monuments of ancient civilisations in an interactive 3D simulation.
      • to support the recreation and understanding of the social and cultural environments in which artifacts became formed
      • to review the simulations in the academic community, and subsequently showcase and share (via the Internet) as original undergraduate research.
    5. Early Days – MOD on Game Engines
    6. Simulations in UT2004
    7. Model Construction -> Archive -> Simulation
    8. Machu Picchu - Maps
    9. Machu Picchu - Overview
    10. Machu Picchu - Photos
    11. Machu Picchu - Sketches
    12. Machu Picchu - Modeling
    13. Machu Picchu - Texturing
    14. Piece-by-piece Reconstruction
    15. Replicating Texture (Drawing Cracks)
    16. Model + Photo Realistic Texture
    17. Machu Picchu - Construction
    18. Machu Picchu - Rendering
    19. Ancient Egypt - Maps
    20. Nisga'a Village - Maps
    21. Nisga'a - Photos
    22. Nisga'a - Sketches
    23. Nisga'a - Modeling
    24. Nisga'a - Texturing
    25. Nisga'a - Construction
      • Client Engine (simulation)
        • graphic rendering engine (OGRE)
          • meshes, terrain and lighting
        • language engine (Lua)‏
          • simulation language frame work
          • luabind provides the interface between Lua and C++.
        • virtual file system (Info-ZIP)
          • load models, textures, scripts, and other resources.
      Programming
      • Space Editor (construction)
        • programming tool kit (WxWidgets)
          • graphical user interface
        • customizable layout of docking windows and tool bars.
      Programming
      • 3D Modelling
        • Blender, 3dmax
      • Texturing
        • Photoshop
      • Construction
        • Ancient Space Editor
      • Communication
        • Blog, Wiki, Forum
      Modeling SME: maps > overview > photo > sketch > video > construction > evaluation Modeler: modeling > texturing > construction > evaluation
    26. Ancient Spaces Editor Run Editor
    27. What has changed in these few years?
      • Whereas Ancient Spaces in 2003 was pushing Web/ eLearning 2.0
      • The Arts Metaverse in 2007 strives to be eLearning 3.0
    28.  
    29.  
    30.  
    31.  
    32. Dwell On It - http://dwellonit.blogspot.com/search/label/people Nevillehobson blog - http://www.nevillehobson.com/2006/06/24/get-a-second-life-now/
    33. Why are we doing all this?
    34. Where are the Learners?
    35. On-line Socialization
      • 55% of American youth (age 12-17) use online social networking sites
      • 55% of teens have created a personal profile
      • 48% visit a social networking site daily or more than daily
      • 91% use social networking to stay in touch with friends they see frequently;
      • 72% use social networking to make plans with friends
      • 82% for friends they see rarely
      • 49% use it to make new friends
      • 17% use it to flirt
      • Source: Lenhart, et. al., 2007
      with permission: © 2007 Marilyn Lombardi
    36. Participatory Culture
      • Co-creation
      • Multimodal interaction
      • Affinity-based self-organization
      • Distributed cognition
      With permission: Marilyn Lombardi 2007
    37. The Perfect Storm of Opportunity
      • OER
      • open publishing,
      • open source application dev,
      • open courseware
    38. Moving towards On-line Learning 3.0 Online Learning 3.0 Community/Context-Centered Online Learning 2.0 Student-Centered Online Learning 1.0 Course-Centered Proprietary Enterprise LMS/CMSs Application Services Open Source Open Source 3D Meta-Medium
    39. Open Croquet In order to reach online learning 3.0, we turned to existing multi-user simulation engines, Second Life was the first attempt:
    40. Ancient Spaces in Second Life
      • Challenges:
        • Limited prims
        • Intellectual property in metaverse
    41. Croquet
      • We stumbled upon Croquet
    42. Open Croquet
        • Croquet is a powerful open source software development environment for the creation and large-scale distributed deployment of multi-user virtual 3D applications and metaverses that are:
        • (1) persistent
        • (2) deeply collaborative
        • (3) Interconnected
        • (4) interoperable
    43. Open Croquet
        • Croquet represents the combined visions of its architects:
        • Alan Kay David P. Reed
        • Andreas Raab Julian Lombardi
        • Mark P. McCahill David A. Smith
    44. Open Croquet Consortium
        • The Croquet Consortium is a 501c3 not-for-profit corporation dedicated to developing and promoting the widespread adoption of open source, Croquet technologies for research, education and industry.
        • www.opencroquet.org
    45. UBC and Croquet Consortium
        • UBC joined the Croquet Consortium in April 2007. As an institutional member, UBC helps to set the direction for the continued development of the open source Croquet platform. Arts Metaverse is a 3D virtual environment being developed at UBC that is based on the open source Croquet platform.
    46. Why Croquet?
        • Croquet was chosen as the foundational technology for the Arts Metaverse project because it provides:
        • 1) A structured peer-to-peer network that is much more secure than a server based large scale metaverses;
        • 2) A portal technology that allows application sharing between different operating systems;
        • 3) Video conferencing and other communication tools without using server technology;
        • 4) The ability for users to freely define the space being created;
        • 5) The ability to back up the contents published using Croquet, take worlds on line and off line, and provide mechanisms to ensure copyright compliance.
    47. System Technology Behind Croquet
        • Croquet is derived from Squeak, a tightly integrated open source software development environment for live software construction using Smalltalk.
        • Islands are the basis for Croquet's replicated
        • computation and synchronization.
        • TeaTime is a scalable real-time multi-user
        • architecture that is the basis for Croquet's object-
        • object communication and synchronization.
        • The real work of Croquet is actually performed
        • by the objects that are inside of the Islands.
        • These are the objects that know how to display
        • themselves, respond to external user events,
        • and perform time-based simulations .
    48. Arts Metaverse Demo http://ancient.arts.ubc.ca Arts Metaverse in Croquet 1.0
    49. Where are we now …
      • A shift in the ecology of knowledge:
      • massively distributed collaboration
      • A shift of the intellectual authority (e.g wikipedia)‏
      • Distribution of information & knowledge: new cyber-nervous system for the planet: an ecology of knowledge
      • Paradigm Shift
      • participatory pedagogy … engagement of the learner
      • Visual literacy – engagement with media and their power of presentation understanding a “visual rhetoric”
      • Collaborative learning – teach less - learn more – re-creation -- networks of imagination
      • A new mode of reading -- becoming part of the text: enable questions of representation, perception, and cognition in relation to the production of meaning.
    50. Thank You
      • Tim Wang [email_address]
      • Ulrich Rauch [email_address]
        • Arts Instructional Support & Information Technology, University of British Columbia

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