'Moore's Law means that at some point the richness and detail of virtual and augmented reality experiences will rival and surpass the real world,' Rosedale says. Read this article by Dan Farber on CNET News.
Lindy McKeown Orwin's insight:
I can't wait for high fidelity responsive avatars.
I tried to get a disabled avatar on my brief excursion into Second Life last year, but failed. I did find a wheelchair after extensive searching, but couldn't sit in it – in fact, I couldn't even get it out of the box.
WOW inagine a board room table or a classroom with pods like this to bring studetns together without hte travel!! ...the technology dr. vertegaal and researchers at the queen's human media lab have developed is called telehuman and looks like something from the star trek holodeck. two people simply stand in front of their own life-size cylindrical pods and talk to 3d hologram-like images of each other. cameras capture and track 3d video and convert it into the life-size surround image.
since the 3d video image is visible 360 degrees around the pod, the person can walk around it to see the other person’s side or back.
Formerly described as a trend phenomenon by its detractors, serious games have now become more accessible and established. As a proof of its lasting establishment, a school dedicated to the education of soon-to-be serious games executives just opened.in France
NOTE: REQUIRES CREATION OF A FREE ACCOUNT TO ACCESS.
Play and challenges are important elements in a game design. It distinguishes games from technology demos. In game-based learning, play and challenges need to be designed with pedagogy in mind to clearly separate games for learning from the usual games for entertainment. In this article, we map types of game challenges onto the taxonomy of educational objectives. This serves as a useful guide for novice serious game designers to design the appropriate challenges for the defined “serious play”.
ATLANTA, GA – Forsyth County Schools announced today that it has selected Dreamland Metaverse to host the NOBLE Virtual World on the OpenSim platform. The metro Atlanta district, with 35 schools and 38,000 students, is the first major school system in the nation to offer a 3-D virtual world environment to every classroom teacher.
Created by: David Gibson, Description: The Handbook of Games and Simulations in Teacher Education is project of the American Association of Colleges of Teacher Education, the National Technology Leadership Coalition, and the International Society...
This page is a directory of selected website links relating to education-relevant tools, papers, presentations and resources that have been featured on the SLED virtual reality worlds education discussion board since its inception in 2006.
You may also be interested in our directory of websites that have featured in the Sambiglyon blog during its history.
Six Times Nothing develop a range of in-house tools and extensions to the Unity Game Engine for use in our internal projects. We have recently decided to start releasing some of these tools to the Unity community for free. We're proud of the tools we have developed and have found them to be invaluable additions to our own projects and it's great for us to know that they can be useful in helping to enable other developers to create great games with Unity too.
As you see from the image above, I have a few virtual worlds clients on my poor XPS laptop, now sneaking into its 4th year of life and beginning to brand its monitor with those Northern Lights-like shadows that are the ...
Learning a foreign language has long been a high school graduation requirement, but technology has taken language learning to new levels with the availability of interactive websites, apps for handheld devices, and software that can target students’ weak spots.
Technology changes quickly, and recently, a new way of teaching and learning foreign languages has emerged: using virtual worlds, such as Second Life , to increase student engagement and confidence as they build new language skills.
Virtual worlds present a relatively new avenue for language learning, although groups and conferences have focused on this instructional method for the past few years.
Lockheed Martin released academic licensing of its Prepar3D® simulation software to immerse students in learning and problem solving. The special pricing of $49.95 makes simulation accessible to the academic community for engaging the next generations in science, math and social studies curricula.
OpenSim is making headway as a viable alternative to Second Life. About 98 percent of the functionality of Second Life is present in OpenSim. The remaining 2 percent primarily deals with vehicle physics.
Although it is still considered “alpha” software, OpenSim hosting is sold, and teachers, students, and businesses are taking advantage. The alpha status reflects more on the rapidly changing nature of the virtual world market, than the stability of the software itself.
There are many reasons why I believe that virtual worlds are not dead, dying or disappearing. In fact, I believe that they are gaining momentum and are becoming more and more impactful as the technology gets better and more real world business cases are indicating the value of these environments, in addition there are several initiatives that are examples of the kinds of projects that are are driving virtual worlds.
A journey through the world of video games, which 183 million Americans play – 25 percent over age 50. What's behind the fascination?
"Since its November release, Skyrim has won award after award and led reviewers to call it the "greatest role-playing video game ever made." In its first month, it made $650 million, almost double the entire year's gross in the United States for "Harry Potter and the Deathly Hallows: Part 2," the bestselling movie of 2011."