25. Media Sharing Sharable Content Object Desktop Applications Microsoft PowerPoint White Board Video or Flash Based Web Content PowerPoint
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30. Are Virtual Worlds Effective? “ The participants were able to interact in ways that are quite similar to the ‘real life’ with role plays, assessing an interaction in video, making a presentation, participating in Q&A…The most amazing feature was that participants ‘stay with the program’ and stay interested instead of ‘multi-tasking’. ” Caroline Avey “ I could make my avatar express my thoughts and feelings when appropriate. I could walk up to the person I would like to talk to and it felt like they were actively listening to me.” Catherine Brumbaugh “ Several participants commented how this experience was more enjoyable then an audio based conference call even for just a meeting.” Bob Gerard
A lobby is an application whose primary purpose is to enable players to meet and arrange games. A lobby is in essence a collection of players and a collection of games. Each player may be in one or more games, and each game may contain one or more players. Players should be able to create, join, leave and start games, and they should be able to see which games are already available and which players are in the 'room', although this is simply a case of allowing the UI to see that data. A lobby should also fire events when players join or leave the server, or the state of a game changes (i.e. a new player joins, or it moves from setup to 'in play'), so that a UI can know when to update. Here is how you game Halo 3 Step 1 Shoot at the head. This is the first and most important skill you need to master in Halo 3. Step 2 Take cover. The best defense in Halo 3 is to expose as little of your body as possible so that your enemies have to hit a very small target. Step 3 Find your weapons of choice. There are several weapons in Halo 3 and none are necessarily better than the others. Step 4 Be cunning or erratic, whichever works best for you. Many Halo 3 players are going to tend toward being cautious, but there is something to be said about the player who plays with a controlled sense of chaos. Step 5 Learn the multiplayer maps. To be able to win consistently in multiplayer you need to get familiar with the maps. The best way to get familiar with the maps is to play them. Step 6 Remember your grenades. Grenades are powerful weapons in Halo 3 so don't forget you have them.
This includes but is not limited to user-generated content as in the Second LifeTM model.
This need not be measured in the thousands of users. Indeed, “massive” can refer more to density than to absolute size. A hundred users in a small environment (e.g., a building) can be more massive in the experience than several thousand users spread across an entire world, since the chances of encountering and interacting with another user are much higher. This solicitation does not specify a minimum number of users that must be in the VW; proposers must provide evidence that the existing number of users in the VW will be sufficient to research the behaviors of interest.
This can be either a 3- Dimensional (3D) thick client (e.g., World of WarcraftTM, Second LifeTM, etc.) or a 2-Dimensional (2D) browser-based client (e.g., Maple StoryTM, Travian, etc). While the means of interacting with other users can be voice or text chat, an environment which is exclusively or mostly text-based, with no graphical landscape (chat rooms, message boards, etc), is not considered a VW, for the purposes of the Reynard program.
Different VWs allow more or less degrees of freedom in customization of this representation. The user acts in the VW through the avatar. A challenge to VW acceptance by business and government is creating a trusted environment. This is especially true for sr. mgmt who often has viewed VWs as a frivolous game, a waste of time, a way to express deviant personalities that is not consistent with corporate behavior. One dimension to generating this trust is by having confidence of the digital identities for employees using VWs, that when I say I am Joe Smith, it really is me behind that avatar. So how do we create that trust and confidence in the avatars? There are four features we provide around digital identity that we believe will help enterprises and sr leadership have trust in VWs. The first is visual resemblence.
Persistence allows for continuing and growing social interactions, which themselves can serve as a basis for collaborative education.
This is commonly held to be the fundamental difference between MMOGs and VWs, but for the purposes of this solicitation this distinction is not relevant, so that World of WarcraftTM is just as much a VW as Second LifeTM.
http://www.deafpagers.com/blog/wp-content/uploads/2007/04/gsmcoverage.jpg The Internet is everywhere. 90% of the worlds population can have access to the Internet via landlines and 2.5 and 3rd Generation GSM (3G) coverage. The Internet is the starting place for virtual worlds because it defines how they distribute information and enable access.
Another way of understanding different learning media is how they fit into the activity-based taxonomy that DoD has established.
Different learning media have different costs and activity levels. Virtual worlds subsume all these technologies and methods into one common integrated environment.
For example, lectures and videos can be disseminated in virtual worlds.
Courseware base on the SCORM standard can be integrated into virtual worlds.
Simulations, scripting, and AI can be incorporated into virtual worlds that provide a level of interactivity and instructional cues In this example, soldiers can treat casualties on the ground, examine vital signs and apply tourniquets, bandages, injections, IVs
A virtual world enables free-play with the cues coming from the interaction of fellow students, role-players, and the environment.
The group will discuss.
What about other media costs? Here are some examples in comparison with virtual worlds. Most enterprise-grade teleconferencing systems charge $0.10 to $0.25 per person per minute which can equate to thousands of dollars of expense per employee every year. As the table shows, virtual worlds are slightly more expensive then web conferencing alone however most companies must pay extra to use a conference call or a VoIP system for the audio portion of their web conference.
DoD IA C&A Process Guidance (DIACAP) -- http://iase.disa.mil/diacap/ Health Information Privacy The Office for Civil Rights enforces the HIPAA Privacy Rule, which protects the privacy of individually identifiable health information, and the confidentiality provisions of the Patient Safety Rule, which protect identifiable information being used to analyze patient safety events and improve patient safety. http://www.hhs.gov/ocr/privacy/index.html Family Educational Rights and Privacy Act (FERPA) The Family Educational Rights and Privacy Act (FERPA) (20 U.S.C. § 1232g; 34 CFR Part 99) is a Federal law that protects the privacy of student education records. The law applies to all schools that receive funds under an applicable program of the U.S. Department of Education. http://www.ed.gov/policy/gen/guid/fpco/ferpa/index.html
Accounting firm Ernst & Young has awarded $500,000 to North Carolina State University ’s accounting department – money the university says it will use to help develop a presence in the Second Life virtual community. Second LIfe, found at www.secondlife.com, is a 3-D virtual world where people interact with voice and text chatting. The site is used in business and educational circles, as well as for entertainment. http://www.bizjournals.com/triangle/stories/2009/02/02/daily20.html?ana=from_rss
Good discussion of IP and Public Virtual Worlds at http://www.ibmpressbooks.com/articles/article.asp?p=1273863
Solutions: Testing, testing, testing Provision sufficient bandwidth Scale the groups (clumps) to match the bandwidth Use traffic shaping between server and client LAN to emphasize time sensitive data Consider rate and quality of service guarantees from network provider (e.g. MPLS) Run network monitoring and logging at all sites Don’t change network configuration after testing