Showing posts with label virtual worlds. Show all posts
Showing posts with label virtual worlds. Show all posts

Feb 4, 2010

Darkstar, I Never Got To Know Ye: Oracle squashed Sun's open-source application server for 3D multi-player online games!

 I never had a chance to explore Darkstar, and I'm sad to share the news that Oracle squashed it before I had a chance to explore it.  The Darkstar project was on my long list of "future" topics for this blog.  



What is Project Darkstar?
"Project Darkstar is a software platform that simplifies the development of horizontally scalable servers for online games, virtual worlds, and social networking applications. Its revolutionary design will eliminate serious problems like zone overloading, data corruption, and inefficient server utilization, while enabling new dimensions of play such as evolvable virtual worlds and very large scale battlefields."



Why am I disappointed?
Darkstar interested me because it could be a good tool for creating collaborative multi-player educational games that students could play at school and at home.  It was up my alley, given my background as a school psychologist and fairly recent coursework (VR for education & training, online learning & communication tools, game design/development, AI for games, information visualization/communication, HCI, etc.).  It was designed to help people like me "avoid the complexities of multi-threaded and distributed systems programming".


Information from the Project Darkstar website:
2/2/10:
Today is a difficult day for all of us associated with Project Darkstar. Regretfully, we must inform our community members that Sun Labs engineering effort is no longer being applied to Darkstar development. You will hear from the individual engineers about what this means for them, but the organized lab project will not be moving forward...
 (
More on the Darkstar Community Forums) Jim Waldo 





Here are links to examples how Darkstar has been used to develop 3D multi-user applications, from the Darkstar application list page:

"Sorpresas Mágicas is an online educational video game developed by Proyecto Metáforas at the Universidad de Chile. Sorpresas Mágicas is a turn based game, each team (composed by 12 players) have to make a bet tryiing to guess what is inside a box.What is inside a box depends on the the properties of the box (color, width, height and length). So the users have to use statistics to discover the surprise inside the box.
Twice in a year we are running in Chile a national tournament, the last was on October 23, with more than 5000 childrens playing this game. You could get more information about our game onSorpresas Mágicas, if you want a credential to access the game feel free to ask one to the email at the bottom.
Visit us at Proyecto Metaforas.For more information, please contact (Lead Programmer) at manuel [at] metaforas cl"

Jun 28, 2009

NECC 2009 Conference June 28-July 1st: Technology in Education

http://www.iste.org/Content/HomePage/necc09_042909.jpg

If you are interested in virtual worlds, serious games, interactive multimedia technology, and emerging technologies in education, the 2009 NECC conference is the place to be!

NECC 2009 Conference Website


ISTE Website


Live Streaming from the NECC conference


CITEd (Center for Implementing Technology in Education) will be at NECC at the end of this month, where CITEd staffers will be keeping in touch via Twitter and Facebook.

The following information about virtual worlds and learning is from CITEd-e-News:


"Follow CITEd as we attend NECC 2009, the largest educational computing conference of the year. If you're attending this year, check out the agenda to see where we'll be; if you can't make it, we'll be Twittering the conference at TechnologyinEd. New to Twitter? Check out The Ultimate Guide for Everything Twitter or Twitter in Plain English. "
Virtual Worlds for Teaching and Learning
Virtual worlds, particularly Second Life and Teen Second Life, are a hot topic in education as schools and universities around the world begin to make use of virtual learning environments. With a wide variety of educational projects, Second Life is home to virtual conferences, professional development workshops, "field trips" to exotic locales, in-world classrooms and collaborative learning activities. In this issue of eNews, we take a look at some of the ways educators are using Second Life to enhance learning and teaching. Learn more at www.cited.org.
Read about how one health teacher used avatars (alter egos) in Second Life to teach students about body image issues, media representations of beauty, and self-image.
If you've ever wondered about using virtual worlds with your students, but don't know where to start, check out this short video highlighting several schools as they explore using Second Life in their teaching.
Suffern Middle School in Suffern, NY has maintained a virtual presence in Teen Second Life since 2006, with a focus on standards-based curriculum. Based on their experiences, teachers have created an in-depth guide for moving your school or classroom into the virtual world.
Thinking about using virtual worlds in your school? Global Kids has used Second Life to work with urban youth since 2006 and offers free sample curriculum materials and professional development opportunities. Be sure to visit the blog written by teens in the project!

Whatever your technology need, CITEd's web site offers unbiased, reliable and timely resources and information for implementing technology in the classroom, school, and district. Want to know more? Visit our home page!
www.CITEd.org


(I'm on a cruise vacation, otherwise I'd be at NECC!)

Dec 7, 2008

Demo of Duke University's multi-touch wall at RENCI, running the Cobalt Metaverse Browser

The video below shows the "pre-alpha" version of the Cobalt Metaverse Browser:



"This video shows the Cobalt metaverse browser being tested on a 13-foot by 5-foot multi-touch visualization wall equipped with six high-definition projectors located at the Renaissance Computing Institute engagement center at Duke University. The input drivers are being developed by Dr. Xunlei Wu so that users can directly manipulate high-resolution data using both hands and multiple fingers for a more natural and intuitive data exploration experience. In the video, Dr. Wu is using both gesture and touch to navigate through, and rearrange content between, two Cobalt virtual worlds."

Related:
The Open Cobalt Project (on ning)
Cobalt Website & link to download to the latest pre-alpha build
Cobalt Community,
Cobalt Google Group
EduSim (A 3D multi-user virtual world platform and authoring toolkit for K-12 interactive whiteboards. The latest version is powered by Cobalt)

Cobalt can import objects from the Google 3D warehouse as well as Google Sketch-up:
Video Tutorial: Using Google 3D Warehouse to build Cobalt & Edusim Virtual Worlds

People:
Julian Lombardi, Duke University
Xunlei Wu, Senior Visualization Researcher, RENCI, Duke University
Rich White, EduSim; Greenbush Education Service Center, Girard, KS

Kids using Cobalt-based EduSim on desktop computers, via Rich White:

May 5, 2008

Edutopia Video: No Gamer Left Behind: Virtual Learning Goes to the Next Level

The following video is from from Edutopia, part of the George Lucus Educational Foundation. It provides a good overview of the at the use of virtual worlds and interactive games in education. Some high schools provide virtual labs to teach science concepts, and others offer courses that teach students how to create games and virtual environments, and in turn, these student learn art, story-telling, math and computer programming concepts.

Teachers report that incorporating virtual learning in their classrooms increases student engagement and academic performance.

This video clip features Doug Whitley,from Kurt Squires and William Shafer, from the University of Wisconsin, students from the Digital Media program at McKinley High School (Washington D.C., and Eric Johnson, from Lucas Arts.







According to Mark Prensky, there are many barriers to the use of simulations and games in education, inlcuding the lack of money, time, and adequate technology. In addition, many educators are not aware of the power that interactive simulations hold for their students.

Mar 6, 2008

More about virtual worlds in education: Edutopia's articles and resources

The recent on-line newsletter from Edutopia has a list of links of articles and media about virtual worlds and games in education. This information compliments the video, "Virtual Worlds Tour", highlighted in my previous post.

Get a Life: Students Collaborate in Simulated Roles (Laila Weir)

The School of Second Life (Wagner James Au)

Simulation Nation: The Promise of Virtual Learning Activities: Inventive computer sims can turn dull lessons into hyperreal experiences, if we can get educators to use them" (Marc Prensky)

Related video: No Gamer Left Behind "Computer simulations area natural learning tools to a generation of video game players"

Let the Games Begin: Entertainment Meets Education (Jenn Shreve)

Related:

Loud and Clear: Students Find Their Voices Through Multimedia
(Edutopia Staff)

Edutopia is part of the non-profit George Lucas Educational Foundation

Post a comment if you are using virtual worlds or games in your school!

Mar 5, 2008

Post from Jonathan Tarr, HASTAC, about Sharon Burn's Virtual Worlds Tour (8-minute overview video)

If you are interested in interactive multimedia, you might be curious to learn more about virtual 3D worlds. I tried out Second Life for a couple of weeks in 2005, and found that for me, I simply don't have the time. I often don't have enough time in my "first life"!

Since 2005, Second Life and other virtual worlds have exploded in population. Here is a good overview and update, including information and views of children's virtual worlds such as Whyville, Webkins, and Penguin.

FYI: I'm always flattered when I've been "re-blogged", so I hope that Jonathan Tarr doesn't mind that I've reblogged his post from the HASTIC website:

March 4, 2008 - 3:34pm. VIRTUAL WORLDS TOUR FROM SHARON BURNS


"MacArthur Foundation CIO Sharon Burns (whom I met briefly last month in Chicago) has posted the first part of an excellent tour through various virtual worlds on Youtube, for those who are looking for a quick and smart overview. I learned more about it in 8 minutes than I have in most longer presentations about virtual worlds, so there is certainly some benefit to brevity.
There's also a useful writeup of the video on Susan Tenby's blog at Netsquared, if you want an even briefer writeup and some additional information."



What is HASTAC?

"A consortium of humanists, artists, scientists, social scientists, and engineers from universities across the country, HASTAC ("Haystack") is committed to new forms of collaboration across institutions, disciplines, and communities to promote creative uses of technology. Since 2003, we have been developing tools for multimedia archiving and social interaction, gaming environments for teaching, innovative educational programs in information science and information studies, virtual museums, and other digital projects. HASTAC leaders have served as consultants to U.S. and international organizations and governments on grid computing and cyberinfrastructure. Our aim is to promote expansive, innovative uses of technology in formal education and lifelong learning."

Jan 19, 2008

Stanford University's Humanities Lab; Metaverse U,

On-line interactive virtual worlds such as Second Life, as well as online 3D games have become increasingly popular among adults and teens. It isn't too surprising that virtual worlds and videogames are now topics of formal study at the graduate level!

Researchers from the Stanford Humanities Lab have been involved in some interesting work. For several years, they have been studying virtual worlds, participating in Second Life, documenting the of the history of video games, working towards archiving digital virtual worlds, and participating in variety of other trans-disciplinary projects.

The Stanford Humanities Lab will be hosting a two-day conference in February 2008 that focuses on the topic of virtual worlds:


"The proliferation of virtual worlds has garnered tremendous interest, both in the media and in academia. To explore the cultural, technological, legal, and economic issues surrounding virtual worlds, the Stanford Humanities Lab is excited to announce Metaverse U, a conference to be held on Saturday, February 16th and Sunday, February 17th, 2008. We invite you to participate in this unique event.

Metaverse U aims to challenge traditional conference models with more collaborative and inclusive opportunities for participants, both virtual and physical. To ensure that its impact extends well beyond the actual conference, video from Metaverse U will be streamed live to the web, free of charge. After the conference, these videos will be archived and become part of a global conversation on virtual worlds."


If you are interested in learning more about interactive multimedia, 3D virtual worlds, on-line communication and collaboration, and the broader issues surrounding this area, don't miss the opportunity to attend - in person or on the web.

FYI

Metaverse U People

Stanford Humanities Lab's History of Computer Games Collection

Apr 11, 2006

Update: Games, Simulations, and Virtual Worlds WebQuest (QuestGarden)

UPDATE 12/25/09


This post is over three years old, and I have not checked the links.  It was created as part of a project for a course I took that focused on on-line communication tools and designing e-Learning experiences, in 2006.  I used this blog for a few months as an on-going resource for participants of a 3-hour workshop that was held at the 2006 annual conference of the National Association of School Psychologists in Anaheim, CA.   At the time, I was also taking "Virtual Reality in Training and Education", and chose to explore the theme of the webquest, games, simulations, and virtual worlds.


Much has happened since I created the webquest.  If you are here because a search led you to this page, do a search of this blog site and I'm sure you will find some interesting links and information!


Hi.

The Games, Simulations, and Virtual Worlds WebQuest is posted at Quest Garden. This WebQuest was designed for school psychologists who attended the "Interactive Multimedia Technology: A Tool for Intervention and Prevention" workshops in February or March of 2006.
Feel free to explore the WebQuest if you aren't a school psychologist, but are interested in this topic!

To prepare for this WebQuest, first visit the previous post on this topic. The WebQuest includes a WebQuest journal with links to a variety of interesting websites. Many of the websites are interactive or media-rich. There is a rubric that can be used as a guide during the Webquest. The WebQuest can be modified for staff development and related training activities.

Quia Website Activities for School Psychologists/Workshop Participants:

I have set up a web page at Quia that has links to activities that relate to topics discussed in the workshop. You will find a needs assessment and action plan for school psychologists to complete. You can also find a WebQuest Scavenger Hunt, a shorter version of the quest posted at QuestGarden, with links and questions related to each link, in the form of a quiz. There is a "class roster" under the name of School Psychologists for workshop participants and those interested in participating in on-line learning activities related to the topic of the workshop.

-Lynn

Games, Simulations, and Virtual Worlds - preparing for the WebQuest activities


WebQuest Information:

For those of you who work in educational settings, the links you will explore during the WebQuest activities will provide you with information about various technologoies that can be harnessed to enhance academic and social engagement . These applications have the potential for improving the outcomes of intervention and prevention efforts in your schools.

During your quests, you will need the following tools:

Getting Started:

If you haven't been reading about interactive multimedia, simulations, games, or virtual worlds in education, keep in mind that technology is rapidly changing. Although the links on the WebQuest are checked periodically, you may encounter broken links that I have not yet discovered.