3D Communications


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

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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  • 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
  • 3D Communications

    1. 1. 3D Communications   Communicating and teaching in virtual worlds KerryJ Brightcookie.com Educational Technologies
    2. 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. 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. 4. Synchronous
    5. 5. Persistent
    6. 6. Network of people
    7. 7. Agency
    8. 8. Agency
    9. 9. Spatial relationships
    10. 11. Questions?
    11. 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
    12. 13. Quick facts and figures At last count, World of Warcraft had more than 11 million subscribers. SOURCE: Various
    13. 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/
    14. 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/
    15. 16. Case studies Education and training Universities, TAFEs, major corporations, primary and middle schools worldwide. http://www.youtube.com/watch?v=ARf8VMYRQy0
    16. 17. Loyalist College of Ontario Canada's virtual border control program. Critical test scores jumped 56% to 95%.
    17. 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
    18. 19. “ Survivor Chat” - Cinders Vale © 2009 All rights reserved http://www.flickr.com/photos/cinderwave/3539675857
    19. 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.
    20. 21. The arts in Second Life – Shakespeare, art galleries, rock bands, performance art, dance
    21. 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
    22. 23. How do the various facets of virtual worlds contribute to the ability to use them for education, training, communication, collaboration, etc?
    23. 24. Communicating: nuts and bolts
    24. 26. Have a back-up Two avs make a whole lot of difference
    25. 27. Don't make assumptions about “best modes” © Columbia Pictures Corporation, 1976. “Murder by Death”. Written by Neil Simon
    26. 28. Large group presentations
    27. 29. <ul><li>Large group presentations </li></ul>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
    28. 30. Lag Happens Don't Panic
    29. 31. Networking or group work
    30. 32. They may not be ignoring you... © Columbia Pictures Corporation, 1976. “Murder by Death”. Written by Neil Simon
    31. 33. <ul><li>Software/programs </li></ul><ul><li>Two main communication tools </li></ul><ul><li>(Inworld + outworld) </li></ul><ul><li>Auxiliary tools </li></ul><ul><li>(Visuals/demos) </li></ul><ul><li>Wetware/strategy </li></ul><ul><li>Practice sessions </li></ul><ul><li>How to guides in advance </li></ul><ul><li>Presenter back-up </li></ul>
    32. 34. <ul><li>Resources </li></ul><ul><li>Virtual worlds best practices in education http://www.vwbpe.org/ </li></ul><ul><li>Immersive Learning: it's Game ON! Video http://www.youtube.com/watch?v=ARf8VMYRQy0 </li></ul><ul><li>Jokaydia Virtual Worlds Wiki http://wiki.jokaydia.com </li></ul><ul><li>Nonprofit Commons http://www.nonprofitcommons.org </li></ul><ul><li>Kzero http://kzero.co.uk </li></ul><ul><li>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 </li></ul>
    33. 35. Stay in touch : )   KerryJ Brightcookie.com Educational Technologies Twitter: kerryjcom Blog: kerryj.com Work: brightcookie.com