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Ahmer Iqbal

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Dance parties, music evenings, sex, movie theaters, gaming. Impact on real life. ... Obama and McCain Speeches. Obama avatar in SL. Political SL ... – PowerPoint PPT presentation

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Title: Ahmer Iqbal


1
Ahmer Iqbal
  • PhD student at
  • Department of Mathematical Information Technology
  • COMAS Graduate School
  • Agora Game Lab

2
Pedagogical Facilitation in Multi-User Virtual
Environmnets (MUVEs)
  • The aim of this research is to understand the
    possibilities of learning in multi-user virtual
    environments (MUVES).
  • Making them suitable for teachers and learners so
    that they can be used in both formal and informal
    settings.
  • To conduct an in-depth study about the
    opportunities that MUVEs have for collaborative
    learning and self-regulated learning.

3
What are MUVEs
  • Three dimensional
  • objects have x, y and z coordinates
  • Interactive
  • users can interact with objects, environment and
    other users
  • Dynamically rendered
  • the view of the environment and sound depends on
    the position of the user in three dimensional
    space
  • Navigate able
  • users can move through the three dimensional
    space



  • (Dalgarno, 2002)



4
What are MUVEs
  • Constructed by users
  • users are allowed to build in them
  • Persistent
  • objects created by users exist there for a long
    time
  • For example
  • Second Life
  • ActiveWorlds
  • There.com
  • Forterra
  • Open Croquet
  • Introduction to SecondLife (Video)

5
Characteristics of MUVEs
  • Notions of distance or time hold no significance.
  • Divided into different virtual spaces or worlds
    (called island in Second Life and world in
    ActiveWorld)
  • The users can move from one world to another
    world through teleports.

6
Characteristics of MUVEs - Avatars
  • Users of MUVEs are represented by avatars.
  • Users can define different appearances for their
    avatar.
  • Avatars can interact with other avatars or with
    objects or artifacts placed in the environment.
  • Communication with other avatars is typically
    done through text chat or voice chat.
  • MUVE defined gestures.
  • Users can make their own gestures.

7
Characteristics of MUVEs - Interaction
  • Interaction with the objects is mostly click
    oriented which is predefined by the owner of the
    environment.
  • Clicking on an object (or options defined on
    object) results in
  • an activity like displaying media (pictures,
    presentations, videos, simulations, audio)
  • or can result in an action in-world (like
    opening of doors or changing positions of objects
    or interacting with the interfaces of the
    objects).
  • can cause activity in the browsers as well.

8
Characteristics of MUVEs - Building
  • MUVEs are coupled with modeling tools which make
    it possible to create objects.
  • Use of scripting and programming languages.
  • Needs some experience.

9
Economic aspects of MUVEs
10
Economic aspects of MUVEs
11
Economic aspects of MUVEs in-world
  • SecondLife (1 USD 273 Linden Dollar)

Source http//secondlife.com/whatis/economy-graph
s.php
12
Uses of MUVEs in different fields -Education
  • Educational Institutions in SL
  • Harvard University
  • Princeton University
  • New York University
  • San Diego State University
  • Stanford University
  • Texas State University
  • In-world courses
  • Lectures
  • Discussions
  • 3D exploration

13
Uses of MUVEs in different fields -Education
  • River City (Harvard University)
  • deals with the health science issues that are
    rising in a virtual world called River City
  • Quest Atlantis (Indiana University)
  • deals with mostly ecological issues and
    characteristics of different habitats and causes
    of problems in them

14
Uses of MUVEs in different fields Sociology
  • Digital natives Online society
  • Hangouts
  • IMVU
  • Kaneva
  • There.com
  • Sharing feelings
  • Dance parties, music evenings, sex, movie
    theaters, gaming.
  • Impact on real life.

15
Uses of MUVEs in different fields Economics
  • Sell real life products.
  • Hold in-person meetings without leaving the
    office, using real-time 3D collaboration.
  • Construct product and process simulations so
    employees and business collaborators from all
    over the world can test new designs and concepts.
  • Conduct employee training especially one-on-one
    training.
  • Meet with global partners at your virtual
    headquarters.
  • Receive product feedback from clients.
  • Build community around your brand.
  • Sell virtual products.

16
Uses of MUVEs in different fields Politics
  • US election campaigns in SL
  • Obama and McCain Speeches
  • Obama avatar in SL
  • Political SL

17
Uses of MUVEs in different fields Culture
  • Japans Geisha district in SL GION
  • Twinity - Virtual Berlin
  • Bolywood Island in SL The Desi destination

18
Uses of MUVEs in different fields Arts
  • Machinima making films in MUVEs
  • Art exhibitions.
  • Non-realistic art

19
Uses of MUVEs in different fields Other
  • Music
  • Religion

20
References and resources
  • Dalgarno, B. (2002). The Potential of 3D Virtual
    Learning Environments A Constructivist Analysis.
    Electronic Journal of Instructional Science and
    Technology, Volume 5, Issue 2.
  • ActiveWorlds. http//www.activeworlds.com/
  • Forterra Systems Inc. http//www.forterrainc.com/
  • Quest Atlantis. http//atlantis.crlt.indiana.edu/
  • Second Life. http//www.secondlife.com
  • There.com. http//www.there.com/
  • The Croquet Consortium. http//www.opencroquet.org
    /index.php/Main_Page
  • The River City Project. http//muve.gse.harvard.ed
    u/muvees2003/

21
  • Thankyou
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