(best viewed at 800 x 600)


http://www.shambles.net
 
  VW Theory/Research


Silicon Valley Virtual Reality Meetup #9
http://bit.ly/1mQwIRD
Down arrowUp arrow
grey line
VWBPE 2014 Keynote: Philip Rosedale
http://youtu.be/KyuS3jwrCu0
VWBPE 2014 Keynote: Philip Rosedale
The CEO of High Fidelity. Closing the Gap: Virtual Reality & Education at the VWBPE Central Auditorium. April 2014 #VWBPE
Down arrowUp arrow
grey line
Shamblesguru's Live Twitter Stream
https://twitter.com/shamblesguru
Down arrowUp arrow
grey line
Education in Second Life ... research papers
http://www.mendeley.com/research-papers/?rec=education-second-life
Education in Second Life .. research papers
Down arrowUp arrow
grey line
IMAGINATION: Creating the Future of Education and Work
http://creatingthefuturetoday.com/
IMAGINATION: Creating the Future of Education and Work
The research and field work covered in this project began in January 2009. Rather than publishing results as a book or white paper, both of which are one-sided approaches to a subject that demands a conversation, an interactive site was chosen as the format.
| The Culture of Games | Inside the “Virtual Cave” | Immersive Training Spaces | Worlds Disappearing | Hybrid Education | A Modern Classroom | Learning from Robots | Collapsing Time and Distance | Creating Avatars | A New Way to See | Social Media | Media Trend | Flip Thinking | The Cloud | Learning Experiments | Finding Epic Meaning | Focus on STEM | Charter Schools | Quest to Learn | Creativity & Agility | Empathy & Vision | The Future of Work | Beating the Talent Mismatch | Workflow | Creating Jobs | Here I Stand | The Economic Machine | Grants |
Down arrowUp arrow
grey line
Metaverse Standards Overview
http://www.metaversestandards.org/
Metaverse Standards Overview
The Metaverse Standards group is focused on developing the standards for virtual world environments.
The first phase is documenting all the currently known components and technical processes of a virtual world, identify standards that already exist for sub components, identify standards already in development that are addressing these requirements and finally identify the components from this list that should be included in a common metaverse standard.
Down arrowUp arrow
grey line
Journal of Virtual Worlds and Education
http://jvwe.org/
Journal of Virtual Worlds and Education
Down arrowUp arrow
grey line
Learning From Online Worlds
http://learningfromsocialworlds.wordpress.com/
Learning From Online Worlds; Teaching In Second Life was a research project at the London Knowledge Lab, Institute of Education, University of London. The project was funded by the Eduserv Foundation. The team worked part-time on the project from June 2007 to May 2008.
Down arrowUp arrow
grey line
How Meeting In Second Life Transformed IBMs Technology Elit
http://bit.ly/9a2B5W
How Meeting In Second Life Transformed IBM’s Technology Elite Into Virtual World Believers (pdf) case study.
Down arrowUp arrow
grey line
Second Life Educational Institutions and Case Studies
http://wiki.secondlife.com/wiki/Second_Life_Education
Second Life Educational Institutions and Case Studies
Down arrowUp arrow
grey line
Governance in Virtual Worlds
http://bit.ly/91peVV
Governance in Virtual Worlds
Down arrowUp arrow
grey line
Why Virtual-World Economies Matter
http://jvwresearch.org/index.php?_cms=1267120875
Why Virtual-World Economies Matter
In this special edition on virtual-world goods and trade, we are pleased to present articles from a global cohort of contributors covering a wide range of issues.
Down arrowUp arrow
grey line
Can avatars change the way we think and act?
http://phys.org/news186342108.html
Can avatars change the way we think and act?
Researchers found that study participants who saw their own avatars running were more likely to exercise after they left the lab than participants who saw someone else's avatar exercising or saw themselves hanging out in a virtual room.
Down arrowUp arrow
grey line
IBM Case Study Showcases Value of Meeting Inworld
http://community.secondlife.com/t5/Inworld/bg-p/blog_inworld
IBM Case Study Showcases Value of Meeting Inworld
Well, if you've ever needed real proof that working inworld works, here it is.
We released a joint IBM/Linden Lab case study entitled, "How Meeting In Second Life Transformed IBM’s Technology Elite Into Virtual World Believers."
It details two IBM Academy of Technology events that were held inworld that were not only extremely successful, but also saved hundreds of thousands of dollars in travel and meeting costs. Plus, the teams had the opportunity to meet colleagues across the globe, socialize, and network, too.
Down arrowUp arrow
grey line
Colleges Look to New Virtual Worlds
http://chronicle.com/article/After-Frustrations-in-Second/64137/
After Frustrations in Second Life, Colleges Look to New Virtual Worlds
The Chronicle of Higher Education
Down arrowUp arrow
grey line
Using Second Life for Medical Education
http://www.jmir.org/2010/1/e1/
Learning in a Virtual World: Experience With Using Second Life for Medical Education
The results of this pilot suggest that virtual worlds offer tremendous opportunity to provide a space for constructivist learning at its best and to enhance learning outcomes beyond that provided by traditionally designed CME courses.
Down arrowUp arrow
grey line
eTeaching in Second Life
http://eprints.soton.ac.uk/66169/
Learning archetypes as tool of Cybergogy for a 3D educational landscape: a structure for eTeaching in Second Life
This paper considers issues of validity and credibility of eTeaching using a 3D Virtual World as a delivery medium of eLearning pertaining to the transfer of authentic real life skills. It identifies the game like qualities perceived therein, recognising that these very attributes may, when experienced superficially, be a contributing factor to the potential educational demise of the platform.
It goes on to examine traditional educational theories in the light of the affordances of a virtual world seeking to adapt and apply them to the construction of a new conceptual framework of a pedagogy reflecting the affordances and understanding of on-line learning which incorporates the implementation of Learning Archetypes (models of activities) to maximise the essence of a virtual world, in as much as it is able to facilitate learning experiences delimited by physical world constraints.
Down arrowUp arrow
grey line
Real Growth in The Virtual World
http://allvirtual.wordpress.com/2008/12/26/real-growth-in-the-virtual-world/
Real Growth in The Virtual World
With a recession stifling business activity across the globe, what economy is expected to generate growth in 2009? The virtual world economy, of course! I believe that with consumers affording less these days, they’ll naturally spend an increasing amount of time online (in social networks and virtual worlds) and in video games.
Consider the following chart from Linden Lab ....
Down arrowUp arrow
grey line
Training Simulation Improves Test Scores
http://nwn.blogs.com/nwn/2008/09/simulating-succ.html
Simulating Success: SL-to-RL Border Guard Training Simulation Improves Test Scores By 28%
Down arrowUp arrow
grey line
Metaverse Roadmap
http://www.metaverseroadmap.org/
Metaverse Roadmap
Key info you should know about the 3D and virtual future, now to 2025.
What happens when video games meet Web 2.0? When virtual worlds meet geospatial maps of the planet? When simulations get real and life and business go virtual? When you use a virtual Earth to navigate the physical Earth, and your avatar becomes your online agent? What happens is the metaverse.
Taking its name from the immersive virtual world imagined by Neal Stephenson in his visionary novel, Snow Crash, the Metaverse Roadmap (MVR) is the first public ten-year forecast and visioning survey of 3D Web technologies, applications, markets, and potential social impacts.
Areas of exploration include the convergence of Web applications with networked computer games and virtual worlds, the use of 3D creation and animation tools in virtual environments, digital mapping, artificial life, and the underlying trends in hardware, software, connectivity, business innovation and social adoption that will drive the transformation of the World Wide Web in the coming decade.
Down arrowUp arrow
grey line
Gartner Report
http://www.gartner.com/newsroom/id/503861
Gartner Says 80 Percent of Active Internet Users Will Have A "Second Life" in the Virtual World by the End of 2011
Analysts Identify the Five Laws for Virtual Worlds During Gartner Symposium/ITxpo 2007 Emerging Trends, Analysts Say IT Leaders Must Take the Initiative to Innovate
Down arrowUp arrow
grey line
Second Life Researcher Resources
http://tinyurl.com/45x2sr
Second Life Researcher Resources
Presentation ... Second Life Researcher Resources PF Anderson, pfa@umich.edu a.k.a. Perplexity “Lexi” Peccable (SL)
Down arrowUp arrow
grey line
Medicine and Heath : Second Life
http://tinyurl.com/5cxdog
Medicine and Heath : Second Life ... simulations research
Down arrowUp arrow
grey line
Emerging “Best Practices” for Campus Builds in SL (pdf)
http://tinyurl.com/69u8xh
Emerging “Best Practices” for Campus Builds in Second Life ... pdf file
As educators begin to explore the affordances of Second Life for teaching, learning, and research, new institutions look to the early adopters of the technology for examples of best practices as they plan their own foray into the environment.
To that end, researchers atthe University of Cincinnati performed an observational study of educational institutions in Second Life to provide a benchmark of current practices. From this study, a set of commonalities across educational institutions with a land presence in Second Life began to emerge.
The observational study was conducted upon the 51 institutions found to have a land presence in Second Life, with 102 unique variables collected about each institution.
Down arrowUp arrow
grey line
SL Research Group on Diigo
https://groups.diigo.com/group/second-life-research
SL Research Group on Diigo
The purpose of this group is to collect resources on educational uses of Second Life/Teen Second Life.
This group is a repository of materials discussing specific projects, approaches, and research on virtual worlds in education.
Down arrowUp arrow
grey line
Virtual Worlds by Sector
http://tinyurl.com/668lq3
Virtual Worlds by Sector ... a single graphics .. nicely done.
Down arrowUp arrow
grey line
Second Life and VW Research papers
http://socialnets.wikispaces.com/Papers-Research
Second Life and VW Research papers ... listed at the Social Networking wiki
Down arrowUp arrow
grey line
Virtual Human Interaction Lab
http://vhil.stanford.edu/
Virtual Human Interaction Lab
The mission of the Virtual Human Interaction Lab is to understand the dynamics and implications of interactions among people in immersive virtual reality simulations (VR), and other forms of human digital representations in media, communication systems, and games.
Researchers in the lab are most concerned with understanding the social interaction that occurs within the confines of VR, and the majority of our work is centered on using empirical, behavioral science methodologies to explore people as they interact in these digital worlds.
Down arrowUp arrow
grey line
ARVEL SIG
http://www.arvelsig.com/
Applied Research in Virtual Environments for Learning Special Interest Group (ARVEL SIG)
Affiliated with the American Educational Research Association http://aera.net
The mission of the ARVEL Special Interest Group is, "to steward a robust community of educators, scholars, and practitioners dedicated toward research in and on virtual 3D environments.
Using a variety of research methods, we support a diverse approach to understanding the optimal use of virtual worlds and environments for educational purposes.
We're interested in developing a comprehensive research agenda intended to encompass the breadth and scope of learning potentialities, affordances, challenges, and shortcomings of immersive virtual learning environments."
Down arrowUp arrow
grey line
Criminal Law in Virtual Worlds
http://tinyurl.com/6z3kmv
Criminal Law in Virtual Worlds
When does conduct by an online player in a virtual world game trigger liability for a real-world crime? In the future, will new criminal laws be needed to account for new social harms that occur in virtual worlds?
This short essay considers both questions.
Down arrowUp arrow
grey line
Public Diplomacy and Virtual Worlds
http://tinyurl.com/5t85xr
Public Diplomacy and Virtual Worlds
My goal in this paper will be to describe how "virtual worlds" can facilitate intercultural dialogue among various groups; how new actors have emerged in and around the scope of virtual worlds that serve to enhance and expand on the intents of public diplomacy. How unintentional public diplomacy efforts, private sector leadership in the form of the virtual world ?Second Life? are redefining the rules and iterations of a 21st Century Public Diplomacy.
Virtual worlds, traditionally, but not exclusively constructed through massively multiplayer online games (MMOGs), function as communication networks in three different ways:?
Down arrowUp arrow
grey line
Journal of Virtual Worlds Research
http://jvwresearch.org/
A meta-analysis of the training effectiveness of virtual reality surgical simulators
The increasing use of virtual reality (VR) simulators in surgical training makes it imperative that definitive studies be performed to assess their training effectiveness.
Indeed, in this paper we report the meta-analysis of the efficacy of virtual reality simulators in: 1) the transference of skills from the simulator training environment to the operating room, and 2) their ability to discriminate between the experience levels of their users.
Down arrowUp arrow
grey line
The training effectiveness of virtual reality surgical simulators
http://tinyurl.com/589c44
A meta-analysis of the training effectiveness of virtual reality surgical simulators
The increasing use of virtual reality (VR) simulators in surgical training makes it imperative that definitive studies be performed to assess their training effectiveness.
Indeed, in this paper we report the meta-analysis of the efficacy of virtual reality simulators in: 1) the transference of skills from the simulator training environment to the operating room, and 2) their ability to discriminate between the experience levels of their users.
Down arrowUp arrow
grey line
Shamblesguru 'Virtual Worlds Research' Video Picks
http://www.youtube.com/playlist?list=PLBA0072FF98FDA4AA
Down arrowUp arrow
grey line



use this box to search more on Shambles (powered by Google) : safe filtering is ON
Google  
Custom Search
Use this form to submit links to add to the list above (the webmaster will check the link before publication)
 Heading:
 Address:
 Please copy
 Security Code
    
 Description:
grey line
webkeeper: Chris Smith csmith@csmith.info Shambles RSS Feed :
( 34 entries) | Click here to report broken links or problems |
grey line
Custom Search


webpage with others

Forward to ...

Forward to ...


Forward to ...

Take a guided tour of the Shambles website

Web 2.0 in Teaching and Learning on the Shambles website

The Shambles 'Forest of Theme Blogs'

Podcasts and Podcasting on Shambles

Shambles newsletter

Workshops offered by Chris Smith

Chris Smith's Personal Learning Network

chat live online

Second Life ... 3D online virtual world

International Schools Island in Second Life

Shamblesguru on YouTube ... video online

ShamblesPAD (built on Etherpad) .. Collaborate on documents in really real-time


Follow me on Twitter : Shamblesguru


 
© copyright
The Education Project Asia
Support Shambles with a donation (through PayPal) if you feel suitable ...  many thanks if you do  .... Chris

QR Code Shambles mobile


QR Code leading to a Shambles mobile web page




niXtech Solutions is The Boutique Data Center offering dedicated IT facilities along with cloud based computing with a full array of appliances and services. Located near Copenhagen, Denmark, with secure infrastructure, state-of-the-art equipment, privately financed, debt free.




The Shambles.NET Home Page: curating and sharing - teaching and learning experiences ... managed by Chris Smith (Shamblesguru)

| Shambles Home | Brunei Schools : bn | Burma/Myanmar Schools : mm | Cambodia Schools : kh | China Schools : cn | Hong Kong Schools : hk | India Schools : in | Indonesia Schools : id | Japan Schools : jp | Laos Schools : la | Macau Schools : mo | Malaysia Schools : my | Philippines Schools : ph | Singapore Schools : sg | South Korea Schools : kr | Taiwan Schools : tw | Thailand Schools : th | Vietnam Schools : vn | email webmaster (Chris Smith) |

Pause
Resume