Posts Tagged: Education


15
Jul 10

Virtual Online Overlaps, Disconnects with OpenSim, Unity3D and Drupal

We have been working on getting Unity3D to run with OpenSim as we posted recently (check the 3D-virtual-area-in-the-browser in action here). We are adding some more functionality to the solution right now and hope to have a public alpha release in the next few weeks. As the technical elements are being progressed though, it is a bit confusing on what exactly to do with a larger sets of tools and how to consider new options on workflows.  We have been kicking around the issues of what is the best use of each tool and how to get them to work together. Following are some wacky enough pictures showing software capabilities and my notes on the overlaps and disconnects.

First, what is our general scope of activities?

We design 3D online virtual areas, we make virtual objects, we build virtual areas, we run 3D online scenes for visitors and we incorporate some social web features in real-time to make it most engaging.

Design

The design part is still good old paper, pen and flipcharts. We are seeing a need for more activities to engage users rather than just drop them in interesting spaces to explore and chat with friends. We have some new ideas rolling out now on Heritage Key for quests and virtual field trips for educators. Part of the design is to also share achievements beyond the virtual area to the broader web social action via things like facebook apps, wall postings.  Check out the contest for winning £1,000 to get an idea of how this is working.

Make

This is about creating high quality virtual objects that can be combined later into complete scenes. Main things needed here are textures, meshes, animations, sounds and scripts. There are quite a few tool options for creating these individual elements such as photoshop, maya,  zbrush, qavimator and many more.  Unity3D has a studio set for object creation as does the opensource Second Life Viewer and the SL-compatible third party viewers that modify and extend that code.

Build

Once the discrete elements are ready, then they need to be put into a 3D space for build. The 3D space also has land to be shaped and other virtual world features to consider. Unity3D allows for this build work to be done offline, where the Second Life model is online connected to the server, in our case our own OpenSim grids. Unity handles, presents 3D meshes, where OpenSim is based on its own class of pre-configured meshes called “primitives” (aka “prims” which is why we love prims).

Run

Once the build is ready then it can be published to visitors. The major issue here is dealing with changes after the scene is published. This is where the Second Life model is strongest in allowing for changes to be streamed out to all the connected users. Someone changes anything in an area or rezzes a new object and then it gets sent quickly out to all the people nearby. Unity deals with content in a more static way and also runs game physics locally on the users pc. OpenSim will deal with the concurrency where Unity needs to connect to a service, such as smartfox server,  to deliver the MMO side.  The big opportunity with Unity vs SL-compatible viewers (we suggest Imprudence btw) is to deploy 3D scenes to the browser and mobile devices (iphone, ipad and android).

Social

Then of course we need to deliver all the Social elements including avatar identity and communications for chat, IM and voice. For both games and virtual area access there is also a need for rights, roles and points of some kind.  Ideally the social elements should be available across the web, mobile touch points and integrated with social networks (where possible and not annoying). It looks like Freeswitch is a good enough voice solution even though it is not spatial. Drupal is our core community solution (simple diagram for our tech layout here).

The OpenSim plus Unity3D Issues and Strategy

On the one hand, it would be useful to make everything around an OpenSim region. This seems to give us the greatest flexibility for content creation within the existing limitations of minimum target graphics cards, bandwidth and computers. Actually I think more interactive, smaller scenes are currently more engaging than larger, more expansive areas. It seems to be more interesting for users to see a lot of intimate detail within the context of “placeness” than have them flying across bigger online spaces. This also helps to push users closer to each other and increase social activities.  (see my notes on 3D Web about key features here) Certainly for iPhone, Android and even pc’s wifi access, tighter scenes will run better for more users.

On the other hand, the SL-compatible viewers do not deal with real meshes currently. Although OpenSim can hold the mesh assets, the viewers cannot show them.  Meshes from Unity3D studio and other standard tools are easier to make more photo-realistic as far as I can tell. There are also tons of existing meshes out there to use as parts for scenes.  Yet, getting to high quality complete builds also requires workmanship in either environment and each has its own eccentricities and I guess we currently understand OpenSim a lot better. The definition/boundaries of a single region at 256m x 256m isn’t a major constraint until better physics can be deployed.

The other big open question is how to deal with the avatar in Unity3D. In OpenSim it is possible to customize the avatar with skins, textures and attachments. I think this is also possible to make customizable avatars within Unity, but is quite a bit of work and will make the Unity scene a lot bigger. Unity3D for the browser plug-in also also tied to the browser cache which is a pain. Scenes will reload on a refresh and you cannot create specific content folders to allow for content caching independent of the session.

Unity also does not stream media onto objects–so watching video, slideshows won’t work currently from a live streaming source. Although you can play media if it is shipped as part of the scene contents.  Then again, you can have a stream window in your browser next to the Unity scene if that were useful.

So it all comes back to the fundamental question — how big a deal is using a web app to connect to an engaging 3D virtual online area? My sense is that it is more about the ultimate user experience than making them download something in a few minutes (ok, a massive download is a show-stopper for mainstream users).  It would be a large, challenging undertaking to shove something like the SL-viewer into the browser completely–and what would you really gain vs just making a new generation web app purposely built for OpenSim? Seems like a lot of effort for little real gain. People download things like skype,  openoffice even large videos because they perceive the value in having it running.

Is then our current approach to using Unity3D for an on-ramp to the more immersive offerings still valid. Show them what they are missing and then invite them in? Even if that means the Unity browser sessions will have kind of  monotonous avatars? It seems so today. So we are looking at mashing the concurrency of the Unity sessions with the SL-compatible viewers over OpenSim regions.  In this way people can share some parts of the experience, see who is near them and communicate. Again our goal is to get out to mainstream audiences and we know they are all already on browsers, so this is an important step toward them. The concern is to still pull them into something unique and engaging.

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7
Jun 10

Top 6 Issues Holding Back Mainstream Adoption for Virtual Online

We spend a lot of time working in or evangelizing the virtual online and the future of the 3D Web. We have already made the jump beyond the snags that catch most people. What is really holding the average person back from enjoying virtual online experiences? It is not just one hot issue that is holding back the revolution for the 3D Web. There are a set of interconnected problems blocking people from enjoying this brave new frontier online, that pretty much all need to be solved at once.  Although I would say that in my list below that the first two are most urgent and solving them gives some uplift to users and might encourage them to have hope. Of course, these are not the same issues for the early ad0pters–who already got passed the hurdles and can answer the “so what” question.  Simple fact is that mainstream online users can deal with 2D stuff, watch videos, chat, skype etc, but virtual, immersive is still very new to them–even in concept.

I was hoping to keep the list to 5, but I think following seem to be the 6 main roadblocks on why mainstream online users are not diving straight from Farmville, GTA, WoW into OpenSim-powered Virtual Online Experiences:

1. HOT ISSUE: Hard to Access

I was with some Noobies the other day and it was painful to watch them try to get oriented on using their avatar.  They were not gamers and the whole 3D spatial thing was a big shock. I was about to puke on the floor as they spun their camera all over.  However, after about 45 minutes helping them get around and customize their avatars, they seemed to get the main ideas. Some people think this is part of the “1 hour” experience challenge, but actually it is the first 10 minutes where they get so frustrated they close it all down and swear about how impossible it is.  I guess even with 3D movies, people complain about getting headaches and you don’t need to navigate anywhere.  The reworked SL viewer, while usable-ish, really is not an ideal solution. We are hoping our plans for using Unity3D will help here.

Even beyond all the tech issues, the people I was with had a lot of trouble with figuring out where to go and what to do. They wanted web pages to explain it all (which we even have and with video tutorials), even when there signs and info inside the virtual areas. They really just have too much coming at them all at once.

And people are wary about downloading new stuff–even if they have skype, java, virus protection, air apps  and other stuff on their machines. People don’t even like to get new browser plug-ins, which is way Unity3D is trying to get pre-loaded as part of Chrome.

Nonetheless, I think people would deal with this HOT ISSUE if point 2 below were  clear to them–>

2. HOT ISSUE: Compelling Content

In general, the gripe from the uninitiated is that there is not enough to do and/or that the content created is low quality.  The content in total though, is probably not any worse than the rest of the web. Really what people seem to be saying is that they can get content other ways and dealing with the 3D, immersive is not worth the hassle (see point 1).  I call this factor the “so what?” which challenges the early adopters to answering the reason for why something is interesting to these followers.

We have a lot of new, amazing content on the Heritage Key grid–more than 6-8 hours worth of high quality fun learning stuff.  We are also running live events regularly. But people don’t know what they are missing and then when they give a try they hit point 1…

3. Improve Performance

Once you can get Noobies over the line to being at least basic users, then they will start to hit some of the performance issues.  Even though some causes for crashes are due to firewall or are bandwidth related and require other types of admin support.

While OpenSim has made a lot of progress in the last year in terms of how well it works, there is still a long way to go. I am sure a better matched viewer would also make the complete experience better. We can design around a lot of the weaknesses, but frankly a better physics engine would also be…a lot better. Improving the concurrency at reasonable content load will also help a bit.

The avatars are also still quite limited and stiff.  In the first instance this isn’t a major turn-off, but certainly more fluid, smarter and more realistic avatars will increase interest.

4. More Interesting Places to Visit

People will need to have a stronger sense of the broader, more varied set of experiences out there for them. The only way this can really scale out to the web is by having more and more content across more and more grids made by more and more people.  It will need to be more than just empty regions to get people engaged.

5. Increased Features

OpenSim is short on a few key features right now — micro-payments and voice in particular. Sure there are ways around this, but it isn’t that easy or works in a very robust way.  There needs to be a larger developer community thriving as part of the ecosystem.

6. Movement Between Grids

Once each Grid is more capable, then people would probably find it exciting to move between them. Moving between grids is a lot more complicated and potential more rewarding than zapping between web pages.  The “closed world” destination is just too constrained.  We are not sure that hypergrid is the right kind of solution as it doesn’t give the grid owners the right set of management or security tools.

Massive Numbers of Users

My guess is that there will be 600 million people around the world that  by 2012 could potentially access 3D Web experiences. It will be really hard to sit next to all of them and pull them across the first 10 minutes of their virtual skill and orientation ladder.

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3
Jun 10

Our Game Changer: Live Interview and Tour of Heritage Key

Heritage Key: “It could be a game changer for virtual worlds,” says Saffia Widdershins during our chat on the Designing World live internet talk show.

The teams at Designing Worlds and Treet.tv did an amazing job with live interviews and tours of our Heritage Key areas. Lots of interesting stuff in this 60 minute podcast/machinima show done live, with a live audience from across the internet. Watch it by clicking image below:

This show will (hopefully) give you an idea on how we are working to blend educational content with entertaining,  interactive experiences.  It is also a great showcase for the extensive cultural content that we have now live on our OpenSim-based grid. The whole show is a great example of where the 3D Web is now and should give the idea of why we were are so excited about where it is going.

We talked about why we moved on from Second Life, the potential for Unity, why we like OpenSim and lots more. Viv Trafalgar also does a super job talking about some of the things on the Heritage Key grid now and how they were made.

You can of course also go to Heritage Key right now and make your own avatar and begin your own great adventures across time and history!

Also: Saffia did a nice magazine piece in Primgraph about our educational project for YTouring/Wellcome we call “Steamfish”. Check that here.

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14
May 10

Machinima from the Virtual Online Experience at Heritage Key

A quick machinima tour around some of the amazing places that we have live now over at the Heritage Key 3D, virtual online areas. This is just a taster of what we are doing with 3D + Interactive + Social content on our OpenSim-based grids. King Tut’s treasures may have already been discovered almost 100 years ago, but your great adventure to explore the tombs at the Valley of Kings online awaits.

Even better than watching this nice video is to go and get your own avatar and wander through history yourself.  Also check-out the tutorials on how to make the most of your visit to the newest frontier.

For more info about the “Steamfish” project for YMCA for teen education in the UK go here.

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21
Jan 10

Example of an On-line Virtual Environment for Education

How to get – and especially, keep – modern, tech savvy kids interested in clinical trials and scurvy? Simple, just give them the opportunity to experience the disease for themselves. This quest leaves  players stranded on a ship where they have to complete a set of challenges in order to rescue themselves. The young minds learn fast as they help the ship’s doctor cure the crew. Creating an educational game interesting and fun to keep kids playing, whilst still accurate and informational enough to teach them about clinical trial and scurvy was a very big challenge.

Rezzable created an on-line virtual questing environment to support Ytouring ‘s Starfish production where students learn through questing in a 3D environment about Scurvy and Clinical Trials. Steamfish website was created to hold all the information for the students to learn more about scurvy and clinical trials also see their scores, watch videos and link to other relevant sites.  After seeing Starfish audiences are invited to enter Steamfish a specially created world. First they create their own character (avatar) on the Steamfish Website . In character they arrive on board the recently ‘shipwrecked’ Stella Maris. This is where they start their quest to learn more about scurvy and clinical trials.  If you want to start your quest please click here to learn more at Rezzable.

The Steamfish game was developed by Rezzable as a virtual experience using Opensim technology.  The Opensim platform allows for more free-form immersion in a 3D narrative environment, the ability to surround players with objects small and large to investigate for enhanced learning, and the layering of a game engine to coordinate progress and scoring. In the game, players learn about the origins and basis for clinical trials by becoming part of an alternate-history version of the Lind scurvy trial of 1748, so a number of challenges were weighted heavily to that part of the story: including visits to the doctor for diagnosis, symptom reporting, and treatment. Woven in with those elements were the kinds of quests that help restore order to the ship, and locate enough equipment and knowledge to call for rescue.

steamfish title ytouring

steamfish objectives

steamfish sow

steamfish quest

Steamfish

steamfish areas 2

How to Get Started:

Quick Tips to Get you started on your Steamfish Quest:

  • Create your avatar at Rezzable
  • Download of the viewer to be able to access the 3D environment
  • Click on this link to access directly to SteamFish
  • Click on the panel on the left side of the door in Steamfish arrival area
  • Accept the hud ( Left hand side blue panel will come down)
  • Open inventory on the bottom panel and find Steamfish Hud right click to wear it
  • Now You are ready to start your quest go through the doors ! Good Luck!

Designing a questing system in a 3D world  to achieve a successful learning environment for 11- 15 years old Secondary school kids have been a great challenge.

Asked Fran Wilde, who is the lead builder in the project,  about the challenges of designing the quest in a 3D Environment :

‘There were a couple of primary challenges in designing Steamfish.  We needed to craft a storyline and a visual space that supported the quest elements and the educational goals of the project.   We had to make sure the quests had a good balance of different types of actions and expectations, as well as enough imagination to make them interesting, relevant,  substantive, and immersive.

A major challenge was keeping the material accurate, while keeping the experience from being dry or boring. That meant we needed to rely on all sorts of devices, from various objects that offered clothing and hints towards completing other tasks, to developing machines, tools, and dialogue that would capture the eye and the imagination.  Lastly, teaching the players how the game worked, and helping them feel comfortable playing and knowledgeable about what was expected of them at every stage was important, especially because this was a new platform to many.  User testing helped us define key points where additional hints were needed, quests could be refined, and signage and visual clues could help support the game play.  The game HUD (Heads Up Display) that Ordinal Malaprop scripted and we designed to show health, achievements, and quest instructions – as well as other collected items; and the feedback to players developed as a narrative from elements within the game were key elements in achieving that goal.’

How do you see the virtual worlds working together with education/schools?

I think that this is one major reason why I am involved with designing interactive elements in Virtual Worlds – because the opportunity for rich, immersive, adaptive experiences and activities — no matter where a student or school is located — is so vast on this platforms.  In the future, I see some virtual worlds being places that individuals and groups of learners can take private field trips to any virtual place, *at any period of time*, and  engage in a set of activities that is potentially tailored to their curriculum, before going ‘home’ again to reflect on their experiences and possibly build on them in their own virtual regions.  Rezzable’s ability to create a private, active region on demand for a group makes the first part of this possible now. I’m hoping that interaction becomes part of education in new ways – with both programmed aspects and live players who can move a lesson forward through a virtual experience.  I think with tools like these, education groups can use virtual worlds to teach, to immerse, and to connect with their own students as well as with students and educators interested in the same topics anywhere on the planet.

Steam fish project has successfully been integrated with web and 3D environment where we created both platforms to enrich the students with learning tools and material about the given subject and at the same time encouraging them to participate in a competitive environment where they are challenged. At the end of the quest each school can check the result on the leader board to see who is leading the quest. The website opens up to endless amounts of information about the subject if the kids were to learn more in this case about Scurvy or Clinical trials. In our experience, as the young minds feel involved in the process of learning they feel more concerned about the given subject. 

If you would like to learn more about the quest please sign up at Rezzable and start your quest now. If you would like to know more about what we are building in Heritage Key you can also follow us on Heritage Key Virtual




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