Talk at VS-GAMES 2013, Bournemouth University, closing the SLACTIONS workshop on Technology Challenges of Virtual Worlds in Education & Training towards widespread adoption. Roadmap towards the special issue on the same topic of the Journals of Educational Technology and Society, call open until November 2013.
19. 2
Production
1
Acesso
3
Operacionalização
Stage3D/Molehillon plug-ins/add-ins similar issues to those above (albeit
simpler due to widespread use of some)
Adequate graphics hardware
Administrative access for installation, maintenance…
Limited support for WebGL
Possibility of operational conflicts
Streaming quite demanding in terms of latency
24. 3
Deployment
2
Produção
2
1
Acesso
Amateurs
Professionals
Game engines
OLIVE
Artificial agents engines
Quagents
BEcool
Virtual world platforms
Common approach in serious game development
Users seen as player/trainer with strict roles
Greater control over user experience
Greater implementation flexibility
Greater resource requirements
Pre-planned educational process and events
26. 2
Produção
2
1
Acesso
3
Deployment
Professionals
Amateurs
Can be done in many worlds (varying degrees)
Less resource requirements
Spaces can be adapted by non-developers
for context and customization
Enables “ordering” of components
to developers (instead of entire systems)
Definition of behaviours by end-users
remains a challenge
Choreographies still cannot be shared as easily
as images, videos, documents, models, etc.
31. 3
Deployment
1
Acesso
2
Production
Identity of each student?
Using a new set of credentials or the institution’s?
How to prevent intrusions and have guests?
How to archive tasks & results?
How to distribute resources & components?
How to provide support to participants?