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Technology Challenges of Virtual Worlds in
Education & Training - Research directions
Technology Challenges of Virtual Worlds in
Education & Training - Research directions
Leonel Morgado
leonelm@utad.pt
Spacewar!
1962
MUD
1978
1985
1
Access
3
Deployment
2
Production
1
Access
3
Deployment
2
Production
Interligação
Software
Networking
Interconnection
1
Acesso
3
Operacionalização
2
Production
Walkad – Varvello, Diot, & Biersack, 2009
– Badumna
VastPark
Networking
1
Acesso
3
Operacionalização
2
Production
Walkad – Varvello, Diot, & Biersack, 2009
– Badumna
VastPark
Networking
There is but a handful of studies on network
behaviour of these applications
Almost no vulnerability studies
2
Production
1
Acesso
3
Operacionalização
Stage3D/Molehill
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
2
Production
1
Acesso
3
Operacionalização
Interconnection
2
Production
1
Acesso
3
Operacionalização
Interconnection
Choosing a world limits educational activity to its users
esources are limited to those available within that world
ent approaches (e.g. Hypergrid) have scalability issues in
their design
Space decomposition is a promising path
1
Access
3
Deployment
2
Production
Professionals
Amateurs
3
Deployment
2
Produção
2
1
Acesso
Amateurs
Professionals
Game engines
OLIVE
Artificial agents engines
Quagents
BEcool
Virtual world platforms
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
2
Produção
2
1
Acesso
3
Deployment
Professionals
Amateurs
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.
3
Deployment
1
Acesso
2
Production
3
Deployment
1
Acesso
2
Production
Enable regular & sustained
use by educational actors
in general, not just
occasionaly nor just by
enthusiasts.
3
Deployment
1
Acesso
2
Production
Defining
methods,
practices, &
processes
3
Deployment
1
Acesso
2
Production
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?
3
Deployment
1
Acesso
2
Production
3
Deployment
1
Acesso
2
Production
4 problems
3
Deployment
1
Acesso
2
Production
MULTIS
Store virtual world content (proprietary
formats) in the LMS/information system
3
Deployment
1
Acesso
2
Production
MULTIS
Place content from the LMS/information
system into the virtual world platform
3
Deployment
1
Acesso
2
Production
MULTIS
Send to the LMS/information system the
events and data from the virtual worlds
3
Deployment
1
Acesso
2
Production
MULTIS
Use the LMS/information system to control
the behaviour of the virtual worlds platform
1
Access
3
Deployment
2
Production
Future perspectives?
Thank you!
Let’s discuss this!
leonelm@utad.pt

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Technology Challenges of Virtual Worlds in Education & Training - Research directions