Keynote for the Virtual Round Table, the 9th annual language learning conference May 5-7, 2017. Provides a brief introduction to virtual reality technology, compares it to virtual worlds, and discusses presence and immersion for language learning.
Calongne vr simulations games ctu doctoral july 2017Cynthia Calongne
Two virtual reality, virtual worlds, games and simulation research workshops at the Colorado Technical University Doctoral Symposium July 12-13, 2017 hosted by Dr. Cynthia Calongne, aka Lyr Lobo in the Metaverse.
GameTech presentation for March 9-11, 2009 in Orlando, Florida. Includes new content and information on the role of identity and presence as well as examples of game and roleplay simulations.
This Second Life tour highlights an educator's journey - Lyr Lobo - from the first days in world to the start of the NMC Teachers Buzz to taking virtual world classes, designing classes, teaching classes, examining research and mentoring on the Teen Grid.
It showcases projects and activities from English composition, literature, software design, game design, systems engineering methods, software requirements engineering and Teen Grid classes at the Ramapo islands by Suffern Middle School, including a couple of initial photos from the Summer 2007 - CS 835 robotics class activities at Colorado Technical University (CTU).
The photos include new content from recent projects and Elf Circle activities.
Presented at the CHECO Fall Conference on September 19, 2007 and also for UCCS on October 8, 2007
19_10_2018 Seminario eMadrid sobre «Juegos Serios», por Paloma Díaz y Telmo Z...eMadrid network
«Diseñando juegos serios para entornos de realidad combinada», por Telmo Zarraonandia Ayo, profesor titular de Ciencia de la Computación e Inteligencia Artificial de la UC3M, y Paloma Díaz Pérez, catedrática de Ciencia de la Computación e Inteligencia Artificial de la UC3M
Calongne vr simulations games ctu doctoral july 2017Cynthia Calongne
Two virtual reality, virtual worlds, games and simulation research workshops at the Colorado Technical University Doctoral Symposium July 12-13, 2017 hosted by Dr. Cynthia Calongne, aka Lyr Lobo in the Metaverse.
GameTech presentation for March 9-11, 2009 in Orlando, Florida. Includes new content and information on the role of identity and presence as well as examples of game and roleplay simulations.
This Second Life tour highlights an educator's journey - Lyr Lobo - from the first days in world to the start of the NMC Teachers Buzz to taking virtual world classes, designing classes, teaching classes, examining research and mentoring on the Teen Grid.
It showcases projects and activities from English composition, literature, software design, game design, systems engineering methods, software requirements engineering and Teen Grid classes at the Ramapo islands by Suffern Middle School, including a couple of initial photos from the Summer 2007 - CS 835 robotics class activities at Colorado Technical University (CTU).
The photos include new content from recent projects and Elf Circle activities.
Presented at the CHECO Fall Conference on September 19, 2007 and also for UCCS on October 8, 2007
19_10_2018 Seminario eMadrid sobre «Juegos Serios», por Paloma Díaz y Telmo Z...eMadrid network
«Diseñando juegos serios para entornos de realidad combinada», por Telmo Zarraonandia Ayo, profesor titular de Ciencia de la Computación e Inteligencia Artificial de la UC3M, y Paloma Díaz Pérez, catedrática de Ciencia de la Computación e Inteligencia Artificial de la UC3M
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
This talk is about how language plays a pivotal role in creating meaningful experiences beyond interaction design. It was delivered by David Sherwin at Emily Carr University of Art and Design on March 30, 2011.
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
Virtual Worlds Explorations and Implications is a keynote address for the Association for Information Technology Professionals (AITP). These slides discuss business and IT concerns, virtual worlds statistics and provide visual examples from Second Life.
Content and photos by Cynthia Calongne. Licensed under a Creative Commons Share Alike with Attribution License.
The gaming industry continues to drive new technologies. Some have education and commercial uses. Second Life® by Linden Lab provided a space in 2003 where users build whatever environment they want. Since then, many similar platforms have come and gone. Join us as we explore which ones we should use, and why.
As interaction designers we do well at facilitating the complex dialogue between people and the interactive products they use. But we often neglect to consider the story that evolves through the interactions people have with the things we make. Designing with a narrative in mind can make a difference between a product that merely functions well and a product that engages the minds, emotions and imaginations of users.
Drawing on personal experience, narrative theory and examples ranging from interactive products to film, this presentation is a call to action for designers to equip themselves with a deeper understanding of narrative techniques. We’ll focus on core aspects such as theme, scene-making, and sequencing to illustrate how thinking like a storyteller can make you a better designer. You’ll also learn how this approach can be a powerful basis for holistic design.
Link to video: http://www.ixda.org/resources/cindy-chastain-thinking-storyteller
The 3D world is your stage, part of Birds of a Feather session "The Tyranny of Distance" dha2014, @UWA Perth, with Matt Munson. Christof Schoch, Toma Tasovac (they were virtually present from Europe).
Keynote on the cognitive demand of the multimodal media object of videogames. Presented at "DigiLitEY Training School 2016", in the Institute of Education, University of Minho. 7 june 2016.
With a new Virtual Learning Environments taxonomy in the MERLOT.org learning objects database, The Center for Learning in Virtual Environments
(CLIVE) is leading teams of designers, teachers, and researchers on expeditions into the virtual wilderness to discover great examples of 3D learning, document what they find, and put it into the searchable database for the SLED community and others to find and discuss the emerging evidence for what works in 3D teaching and learning.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
This talk is about how language plays a pivotal role in creating meaningful experiences beyond interaction design. It was delivered by David Sherwin at Emily Carr University of Art and Design on March 30, 2011.
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
Virtual Worlds Explorations and Implications is a keynote address for the Association for Information Technology Professionals (AITP). These slides discuss business and IT concerns, virtual worlds statistics and provide visual examples from Second Life.
Content and photos by Cynthia Calongne. Licensed under a Creative Commons Share Alike with Attribution License.
The gaming industry continues to drive new technologies. Some have education and commercial uses. Second Life® by Linden Lab provided a space in 2003 where users build whatever environment they want. Since then, many similar platforms have come and gone. Join us as we explore which ones we should use, and why.
As interaction designers we do well at facilitating the complex dialogue between people and the interactive products they use. But we often neglect to consider the story that evolves through the interactions people have with the things we make. Designing with a narrative in mind can make a difference between a product that merely functions well and a product that engages the minds, emotions and imaginations of users.
Drawing on personal experience, narrative theory and examples ranging from interactive products to film, this presentation is a call to action for designers to equip themselves with a deeper understanding of narrative techniques. We’ll focus on core aspects such as theme, scene-making, and sequencing to illustrate how thinking like a storyteller can make you a better designer. You’ll also learn how this approach can be a powerful basis for holistic design.
Link to video: http://www.ixda.org/resources/cindy-chastain-thinking-storyteller
The 3D world is your stage, part of Birds of a Feather session "The Tyranny of Distance" dha2014, @UWA Perth, with Matt Munson. Christof Schoch, Toma Tasovac (they were virtually present from Europe).
Keynote on the cognitive demand of the multimodal media object of videogames. Presented at "DigiLitEY Training School 2016", in the Institute of Education, University of Minho. 7 june 2016.
With a new Virtual Learning Environments taxonomy in the MERLOT.org learning objects database, The Center for Learning in Virtual Environments
(CLIVE) is leading teams of designers, teachers, and researchers on expeditions into the virtual wilderness to discover great examples of 3D learning, document what they find, and put it into the searchable database for the SLED community and others to find and discuss the emerging evidence for what works in 3D teaching and learning.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
Keynote talk by Mark Billinghurst at the 9th XR-Metaverse conference in Busan, South Korea. The talk was given on May 20th, 2024. It talks about progress on achieving the Metaverse vision laid out in Neil Stephenson's book, Snowcrash.
Fifty Shades of Augmented Reality: Creating Connection Using ARMark Billinghurst
Keynote speech by Mark Billinghurst at the Laval Virtual 2017 conference on March 24th 2017. The presentation talks about how Augmented Reality can be used to enhance remote collaboration.
Lecture 12 in the COMP 4010 course on AR/VR. This lecture was about research directions in AR/VR and in particular display research. This was taught by Mark Billinghurst on September 26th 2021 at the University of South Australia.
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesMark Billinghurst
Keynote talk given by Mark Billinghurst at the VSMM 2016 conference on October 19th 2016.This talk was about how AR and VR can be used to create Empathic Computing experiences.
Keynote speech given by Mark Billinghurst at the ISS 2022 conference. Presented on November 22nd, 2022. This keynote outlines some research opportunities in the Metaverse.
Mobile Learning Academy - creating a great concept7scenes
Learn quickly how to design a great mobile learning concept. This tutorial guides you step by step through the design process, covering scope, narrative, gameplay, media at locations, interaction models and maps.
A brief overview of my journey at the MIT Media Labs' design innovation workshop at PDPU Gandhinagar, held on Jan 2015.
The process followed at the workshop, the product and my takeaways from the workshop.
Lecture 1 for the 2022 COMP 4010 course on AR and VR. This course was taught by Mark Billinghurst at the University of South Australia in 2022. This lecture provides an introduction to AR, VR and XR.
XR for Alternative Future Scenarios: Exploring the Potential of XR in Foresig...Rogelio E. Cardona-Rivera
Invited talk at Westminster University, MACOL 606: Envisioning Futures. This talk explores how VR can be used to help create immersive scenarios as part of simulation processes in Forecast Thinking. I argue for VR as a technique for creating Alternative Future Scenarios.
AI for Nonprofits_Exploring the News_ Creative Use and ChallengesCynthia Calongne
AI for Nonprofits, a presentation by Dr. Cynthia Calongne for the Nonprofit Commons in Second Life. Features benefits, challenges, and AI news to illustrate ethical and safe use of AI for nonprofit organizations.
Lyr Lobo hosted the 2024 Nonprofit Commons tour of the Second Life Fantasy Faire's 20 regions and the Bard Queen's Quest. The slides feature images of LitFest and the Quest companion, Theo.
Finding Educator Freebies in the Metaverse Lyr Lobo.pptxCynthia Calongne
Workshop and presentation by Dr. Cynthia Calongne, aka Lyr Lobo in the Metaverse for the 29th Annual TCC Hawaii Worldwide Online Conference. The session includes a demonstration of how to Hypergrid, surf the Metaverse of 3D virtual worlds, and find 3D content for educational use. The slides give a quick overview of the process and destinations. Have fun!
Presentation by Cynthia Calongne, aka Lyr Lobo, and Joyce Bettencourt, aka Rhiannon Chatnoir, for the AI & I Exhibition at the Museum of Contemporary Art at CDS. Topics featured AI Art, using GenAI for prompt engineering, resources from the Cengage Empowered Educator 2024 conference, and AI use cases and topic areas for future sessions.
NPC at the OpenSimulator Community Conference 2023.pdfCynthia Calongne
Joyce Bettencourt as Rhiannon Chatnoir and Dr. Cynthia Calongne as Lyr Lobo present the session highlights from the OpenSimulator Community Conference to the Nonprofit Commons on December 8, 2023. This Metaverse conference is Dec 9-10, 2023.
AI in Prompt Engineering by Dr Calongne at CTU.pdfCynthia Calongne
May 18, 2023 presentation on AI and Prompt Engineering by Dr. Cynthia Calongne for the CTU Doctoral Symposium. Links include the workshop handout and examples from AI art and generative AI tools.
Lyr Lobo is Surfing the Metaverse VWMOOC 2023.pdfCynthia Calongne
Presentation by Dr. Cynthia Calongne, aka Lyr Lobo for the Virtual Worlds MOOC 2023 and the Nonprofit Commons on how to surf the Metaverse and shop in OpenSimulator virtual worlds using OpenSimWorld.com. Features a tribute to OPENSIM Fest 2023.
Joyce Bettencourt, David Fliesen, and Cynthia Calongne present our second workshop on STEAMy AI for the Virtual World Massive Open Online Course 2023 and the Nonprofit Commons in Second Life.
The story continues with updated examples and information on how AI Art stimulates creativity to support STEM education in science, technology, engineering, and math.
We explore additional AI Art tools and examine a template for improving prompts via natural language processing (NLP).
A keynote address by Dr. Cynthia Calongne or the International Conference on Media in Education (iCoME) 2023 on August 16, 2023, which appears August 17, 2023 by invitation of the College of Education at Wenzhou University, China. Many thanks to the Organizing Committee, Bert Kimura, and Curtis HO at TCC at the University of Hawai'i at Manoa. The session illustrates the Metaverse, how we teach and learn, and the transformation for online and campus education.
STEAMy AI in Education_VWEC AI Expert Series.pdfCynthia Calongne
VWEC AI Expert Series presentation by Dr. Cynthia Calongne, aka Lyr Lobo, and Joyce Bettencourt, aka Rhiannon Chatnoir. Description: Join us at the Virtual Worlds Education Consortium in Second Life as we explore the use of AI in education and the Arts. This session features AI use in virtual worlds, teaching AI for ethical use, safety, explainable AI, and research, and prompt generation to create artifacts for sparking creativity and inspiration.
AI Art Exhibit for SLEA4 in 2023 by Lyr Lobo.pptxCynthia Calongne
The AI Art Exhibit by Lyr Lobo, aka Dr. Cynthia Calongne, blends William Gibson's The Peripheral with portals to a Secret Garden, a fairytale land, and in the style of Thomas Cole's Voyage of Life series. Designed in Midjourney, this AI Art is on exhibit in Second Life from May 24-June 30, 2023. It is in teleporter #4 within Art Blue's Genesis Tower.
Fantasy Faire of SL 2023 NPC tour by Lyr Lobo.pptxCynthia Calongne
A Nonprofit Commons Tour of the Fantasy Faire 2023 in Second Life by Dr. Cynthia Calongne, aka Lyr Lobo. Features a video tour of the 22 regions and information on LitFest, the Literary Festival. Both the Fantasy Faire and LitFest benefit the American Cancer Society's Relay for Life of Second Life. Go Relay!
Presentation for the OpenSimulator Community Conference 2022 on December 11th with Dr. Andrew Stricker, Dr. Cynthia Calongne, Dr. Francisca Yonekura, Mrs. Betty Stricker, and our science fiction librarian, JJ Drinkwater.
Sharing 18 years of teaching in the Metaverse.pdfCynthia Calongne
Presentation hosted by Dr. Cynthia Calongne, aka Lyr Lobo for the Virtual Worlds Education Consortium on Friday, November 11, 2022. Unlike other sessions, this one is a salute to some of our early pioneers and how they helped to shape the early work in teaching between worlds and across the Metaverse.
How to Design a Course and Teach in VWs and VR.pptxCynthia Calongne
Dr. Cynthia Calongne, aka Lyr Lobo, presented "How to Design a Course and Teach in Virtual Worlds and VR Environments" for the Virtual Worlds Massive Open Online Course 2022 #VWMOOC22 conference and simulcast it during the Nonprofit Commons. I want to thank the VWMOOC22 organizers for their inspiring work in strengthening education in VR environments. *cheers*
A keynote address by Dr. Cynthia Calongne from Parker University in Dallas, Texas, USA for the Global Smart Education Conference on the Metaverse in Education. The conference is August 18-20, 2022.
Fantasy Faire 2022 of Second Life NPC Tour by Lyr Lobo.pdfCynthia Calongne
Join us on April 29, 2022 for a visual tour of the Fantasy Faire 2022 in Second Life by Lyr Lobo, aka Dr. Cynthia Calongne. We'll continue the tour on May 6, 2022 of the Fairelands.
Education in the Metaverse_Reflections at eLCC.pptxCynthia Calongne
Closing Keynote for the eLearning Consortium of Colorado (eLCC) 2022 conference April 13-15, 2022 by Dr. Cynthia Calongne, aka, Lyr Lobo, faculty XR/VR champion at Parker University.
TCC Hawai'i 27th Annual Worldwide Online Learning Conference Plenary on VR 2022: Learning in the Metaverse by Dr. Cynthia Calongne, faculty XR/VR champion at Parker University. Illustrates the early work and recent work on the development of an Oculus Quest 2 (Meta) app illustrating Sakurajima and Ikigai designs. Mahalo, TCC!
The Planetarium at Virtual Harmony is a tribute to the amazing Dr. Barbara Truman, who bridged worlds and was a champion for virtual reality and virtual world education. OSCC 2021 hosted the planetarium in honor of our valiant friend who is fallen, yet not forgotten.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Francesca Gottschalk - How can education support child empowerment.pptx
Vr and language learning cynthia calongne
1. Virtual Reality & Language Learning
TERMINOLOGY & OPPORTUNITIES – VIRTUAL ROUND TABLE
DR. CYNTHIA CALONGNE, MAY 6, 2017
2.
3. Virtual Reality
Virtual Reality – 3D environment that simulates reality
A computer-generated, simulated environment
Sensory stimuli (sight, sound, vibration, sensations)
Responds to user interaction
Immersive VR may use one or more of
A head-mounted display (HMD) device
Gesture recognition
Eye tracking
Method of navigation
4. Virtual Worlds
Virtual reality environment that is social
Avatars represent the users
Presence
Awareness of self
interaction between people
Communication
Interaction with 3D objects and content
Simulated spaces and experiences
Ability to create, modify and delete objects within the virtual world
Ability to simulate real-life of fanciful places, animate avatars, use gestures & physics
5. VR & Virtual Worlds
What is the difference?
Virtual worlds do not use HMDs
Do not use head tracking
The exception is High Fidelity and soon, Linden Lab’s Project Sansar
Users view 3D content on a 2D display monitor using a mouse or touch pad
Virtual worlds (VWs) may include a mix of primitive-based objects & 3D mesh
VWs may have an object creation tool & the ability to upload & share content
A PC or laptop that can play 3D games is often suitable for virtual world use
7. Terminology
Virtual Reality
A 3D simulated environment
Immersion with a head-mounted
display (HMD) device
1st person perspective
Voice communication
3D VR games single & multiplayer
Gesture-based recognition device
Virtual Worlds
2D & 3D simulated environment
Immersive spaces, often viewed
using a monitor
Isometric, shared by other avatars
Voice & Text Communication
Multiplayer; when alone, it is art
Gestures and avatar animations
8. Immersive VR Technology
Features
Mobile 3D VR
360-degree video
Google Cardboard
HTC Vive, Oculus Rift, MS Hololens,
OSVR HD2
Visual infinity – layered display
Research at Stanford – 2 layers
Translucent LCD 1 cm in front
Characteristics
Immersive, uses smartphone
Dramatic visual awareness
Low cost, fragile
Dramatic viewpoints, intense
Vergence problem beyond 1.2 m
Investigating the focus problem
Transitions from near & far objects
9. VR – The Technology
Research Characteristics
Investigating the focus problem
Transitions from near & far objects
Users experienced headaches
Research at Stanford
Visual infinity – stereoscopic lenses
Multi-layered lenses provide depth &
reduce the cross-eyed effect
Translucent LCD rests 1 cm in front of
an opaque LCD
Fixed focal point – was 11’ in 1996
Keeps objects in focus while moving
Vergence angle & focal depth
Needed a realistic retinal blur
Trying to focus on far way objects
Fixed focal distance with vergence angle
Focus near-to-far - beyond 1.2 m
http://www.osvr.org/
10. VR for Language Learning
HighFidelity.io VR – HMDs & more!
https://highfidelity.io/
ImmerseMe VR-based language learning (2018)
https://immerseme.co/#explore
Sinewave Space – no HMDs (yet)
http://sinewave.space/
Inspiration Island on Kitely (VW)
http://inspiration-island.com/
Learning a Language with VR
http://www.latg.org/2016/12/language-virtual-reality.html/
11. Virtual World Simulation
VW Simulation – simulates scenes & life experiences
• Presence – avatar or mouse look
• Interaction – with objects & others
• Animation – avatar movement within the world
• Communication – between avatars and objects
• Scripts – control of object and world behavior
• Camera – control of where an avatar looks
• Snapshot – camera for taking photos in world
• Terrain – the ground textures
• Objects – primitive, sculpty or 3D mesh objects
• Textures – transforms a block of wood into a realistic-looking shape
12. Tolkien Day at the Fantasy Faire 2017 – Relay for Life
Stories come to
life as storytellers
enact the roles on
stage while the
audience listens
Over 70 were
present, but I only
render or make
visible some of
them to streamline
my experience
13. Virtual Reality Research Topics
Photogrammetry
• Avatar realism - simulating your real self in a virtual space
• Uses 72-90 cameras to capture a person in 3D
HMDs for VR & 360 Degree Video
• Oculus, HoloLens, HTC Vive, PlayStation VR, Google Cardboard
3D VR Games
• Interaction devices, presence, multiplayer controls
• Social issues, cyber bullying, ethics, VAWA
• Interdisciplinary – healthcare, education, STEM, military, entertainment
15. VR games 2016-2017
Werewolves Within – VR version of the party game Werewolf or Mafia
• Cross-platform, Oculus Rift, PlayStation VR, HTC Vive
Minecraft VR
• Oculus Rift (Mojang/MS & Doom mastermind John Carmack)
Star Wars Battlefront: Rogue One X-Wing VR Mission
• PlayStation VR
Need for Speed No Limits VR
• Google Daydream
EVE: Valkyrie - EVE Online Universe of New Eden
• Oculus Rift, PlayStation VR, HTC Vive
The Climb
• Oculus Touch or HTC Vive controllers for scaling mountains
Robo Recall – included with the Oculus Touch
Gaudiosi, J. (2017, January 10). The 10 best virtual reality games you can play right now. Men’s Journal. Retrieved from http://www.mensjournal.com/gear/collections/the-10-best-virtual-
reality-games-you-can-play-right-now-w460325/werewolves-within-w460335
16. Lyr Lobo’s Classes
52 university classes met in virtual worlds
Upper photo from the Virtual Worlds Best
Practices in Education (VWBPE 2017)
Starting avatar looks including an owl!
Lower photo from Virtual Harmony,
hosted from a farmhouse using Opensim
Spinoza presents a session on the core
virtues using the film Gladiator
19. Infinite Metaverse Alliance
Researchers &
educators
Working on
designing
accessible, easy
to use spaces for
learning, work &
shaping the future
Met using the
Hypergrid
from different
world grids
20. Infinite Metaverse Alliance 2
Learning spaces
available to
educators
Collection of
grids for
research &
education
What makes
these spaces
work is the
intersection of
people & shared
experiences
21. WWW.COLORADOTECH.EDU
#CTUDOC
Holodecks are temporary
spaces that appear upon
request and delete when no
longer needed.
The Mars Expedition
used this technology for
simulating asteroid belts,
space phenomena, a deep
space explorer, & a mining
colony on Mars.
Research is in progress to
create Holodecks that offer
virtual content to augment real
spaces.
22. Free Video Tool - Open Broadcaster Studio
https://obsproject.com/
Live streams
machinima from the
virtual world
Used at OSCC
25. Events and Opportunities
IMA Calendar. (2017, May). Virtual world meetings, tours, and classes. Retrieved from
https://calendar.google.com/calendar/embed?src=lt3vj653ovfmfeevncpeemi5js@gr
oup.calendar.google.com&ctz=America/New_York&pli=1
LEO Network. (n.d.). Learn English in virtual worlds: Chat and conversational English
practice in virtual worlds. Retrieved from
http://www.learnenglish.de/learnenglishinvirtualworlds.html
Learn English. (n.d.). Learn English Network Academy. Retrieved from
https://www.kitely.com/virtual-world/Your-Teacher/Learn-English-Network-Academy
3D Web-Worlds. (2017). 3D web-worlds of the browser. Retrieved from
https://plus.google.com/communities/113820090045883309705
3DLES. (2016). 3DLES education in virtual worlds. Retrieved from http://3dles.com/en/
3DLES. (2015). 3DLES EDUgrid. Retrieved from http://3dles.com/en/EDUgrid.html
26. For More Information
Orland, K. (2015, August, 11). Uncross those eyes: Researchers solve VR’s depth-of-
focus headaches. Layered LCD panels allow for realistic retinal blur and comfortable
vergence. Ars Technica. Retrieved from
https://arstechnica.com/gaming/2015/08/uncross-those-eyes-researchers-solve-vrs-
depth-of-focus-headaches/
OBS. (n.d.). Open Broadcaster Studio [Software]. Retrieved from
https://obsproject.com/
IMA. (2017). Infinite metaverse alliance: Advancing virtual worlds, virtual reality, and
synthetic environments. Retrieved from http://infinitemetaverse.com/en/