Technology Challenges of Virtual Worlds in Education & Training - Research directions

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Talk at VS-GAMES 2013, Bournemouth University, closing the SLACTIONS workshop on Technology Challenges of Virtual Worlds in Education & Training towards widespread adoption. Roadmap towards the special issue on the same topic of the Journals of Educational Technology and Society, call open until November 2013.

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Technology Challenges of Virtual Worlds in Education & Training - Research directions

  1. 1. Technology Challenges of Virtual Worlds in Education & Training - Research directions
  2. 2. Technology Challenges of Virtual Worlds in Education & Training - Research directions Leonel Morgado leonelm@utad.pt
  3. 3. Spacewar! 1962
  4. 4. MUD 1978
  5. 5. 1985
  6. 6. 1 Access 3 Deployment 2 Production
  7. 7. 1 Access 3 Deployment 2 Production Interligação Software Networking Interconnection
  8. 8. 1 Acesso 3 Operacionalização 2 Production Walkad – Varvello, Diot, & Biersack, 2009 – Badumna VastPark Networking
  9. 9. 1 Acesso 3 Operacionalização 2 Production Walkad – Varvello, Diot, & Biersack, 2009 – Badumna VastPark Networking There is but a handful of studies on network behaviour of these applications Almost no vulnerability studies
  10. 10. 2 Production 1 Acesso 3 Operacionalização Stage3D/Molehill
  11. 11. 2 Production 1 Acesso 3 Operacionalização Stage3D/Molehillon plug-ins/add-ins similar issues to those above (albeit simpler due to widespread use of some) Adequate graphics hardware Administrative access for installation, maintenance… Limited support for WebGL Possibility of operational conflicts Streaming quite demanding in terms of latency
  12. 12. 2 Production 1 Acesso 3 Operacionalização Interconnection
  13. 13. 2 Production 1 Acesso 3 Operacionalização Interconnection Choosing a world limits educational activity to its users esources are limited to those available within that world ent approaches (e.g. Hypergrid) have scalability issues in their design Space decomposition is a promising path
  14. 14. 1 Access 3 Deployment 2 Production Professionals Amateurs
  15. 15. 3 Deployment 2 Produção 2 1 Acesso Amateurs Professionals Game engines OLIVE Artificial agents engines Quagents BEcool Virtual world platforms
  16. 16. 3 Deployment 2 Produção 2 1 Acesso Amateurs Professionals Game engines OLIVE Artificial agents engines Quagents BEcool Virtual world platforms Common approach in serious game development Users seen as player/trainer with strict roles Greater control over user experience Greater implementation flexibility Greater resource requirements Pre-planned educational process and events
  17. 17. 2 Produção 2 1 Acesso 3 Deployment Professionals Amateurs
  18. 18. 2 Produção 2 1 Acesso 3 Deployment Professionals Amateurs Can be done in many worlds (varying degrees) Less resource requirements Spaces can be adapted by non-developers for context and customization Enables “ordering” of components to developers (instead of entire systems) Definition of behaviours by end-users remains a challenge Choreographies still cannot be shared as easily as images, videos, documents, models, etc.
  19. 19. 3 Deployment 1 Acesso 2 Production
  20. 20. 3 Deployment 1 Acesso 2 Production Enable regular & sustained use by educational actors in general, not just occasionaly nor just by enthusiasts.
  21. 21. 3 Deployment 1 Acesso 2 Production Defining methods, practices, & processes
  22. 22. 3 Deployment 1 Acesso 2 Production
  23. 23. 3 Deployment 1 Acesso 2 Production Identity of each student? Using a new set of credentials or the institution’s? How to prevent intrusions and have guests? How to archive tasks & results? How to distribute resources & components? How to provide support to participants?
  24. 24. 3 Deployment 1 Acesso 2 Production
  25. 25. 3 Deployment 1 Acesso 2 Production 4 problems
  26. 26. 3 Deployment 1 Acesso 2 Production MULTIS Store virtual world content (proprietary formats) in the LMS/information system
  27. 27. 3 Deployment 1 Acesso 2 Production MULTIS Place content from the LMS/information system into the virtual world platform
  28. 28. 3 Deployment 1 Acesso 2 Production MULTIS Send to the LMS/information system the events and data from the virtual worlds
  29. 29. 3 Deployment 1 Acesso 2 Production MULTIS Use the LMS/information system to control the behaviour of the virtual worlds platform
  30. 30. 1 Access 3 Deployment 2 Production Future perspectives?
  31. 31. Thank you! Let’s discuss this! leonelm@utad.pt

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