Posts Tagged: virtual world


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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4
Dec 09

Is Virtual Online Interesting to Mainstream Web Users

There of course is a huge amount of curiosity relating to virtual worlds and online, immersive experiences from people that are not actual users (yet). We still believe that the community is the heart of the matter and that the virtual, online needs to add value to that.  The community needs to engage and then the virtual is a place to do something relevant.

Burial Chamber and Wall Paintings KV62 at King Tut Virtual

Visit King Tut's Tomb online now and make your own discovery of the most amazing artefacts ever discovered.

Tech Radar did a nice little piece on Heritage Key recently saying:

It’s a mainstream application of a once niche feature that reminds us why we all thought it was such a good idea. While Heritage Key is predominantly an educational website aimed at amateur historians and fans of archaeology, its heart is the 3D virtual exhibit.

They hit the key point really here, about what will bring virtual online to mainstream users.  At the core of any community-site there must be something to do and for Heritage Key that is about exploring and understanding more about ancient world places.  The virtual online experience will give people a great insight into places, artefacts and the overall history.  Virtual Tourism is becoming an interesting area also. It allows for a better visit or give a sense of place you may never have the chance to really go to. When people GoVirtual they will also meet other explorers and then the real-time social interaction kicks in.

Dinah Greek commented about Heritage Key for Computing.co.uk:

An interactive website devoted to historical studies offers visitors more than the chance to explore ancient civilisations using historical recreations.Wonderful those these 3D reconstructions are, the Heritage Keysite also offers people the chance to join live online lectures, ask questions and join forums where they can meet like-minded people.

Dave Bailey in his write-up about us asked a question more about how virtual online can be used by CIOs in future:

So the question for businesses is how big is the opportunity to monetise commercial web sites by introducing a virtual world of online activity?

UK firm Rezzable is one company pushing the boundaries of virtual world technology, both technically and in identifying how such a business model could work.

King Tutankhamun's Alabaster Perfume Vase from Burial Chamber

virtual online environments can deliver high photo-realistic objects and immersive activities now.

What are some of the issues blocking mainstream adoption for online virtual experiences?

So why isn’t everyone with a computer and good broadband trying out a virtual online experience? Well, they are doing other stuff online that sucks-up a lot (maybe too much even) of their time. More specifically there are some issues in the way:

  • Lack of quality 3D content – 2.5D just isn’t good enough for non-kids. We think there are some interesting changes in flow now that will make it easier/faster to create photo-realistic content that can be streamed online. Watch Unity. Watch for the SL mesh viewer. Watch Web Alive.
  • Variety — one thing that SL sorta has right is the way in which you can zap between different experiences. People don’t want to have to log-in/out and remake their accounts just to look at something for a quick blast. We are looking at this issue now and expect to have a good enough solution to move between our grids = Rezzable and Heritage Key with one identity and consistent avatar. Once this is in place we can extend to other grids.
  • Something fun enough to do – We have released King Tut Virtual on our OpenSim-based grid and in general someone can wander around for 1-2 hours checking out some of the most amazing objects ever discovered. They can be seen in incredible detail. But we also think mainstream users and gamers need more goal oriented activities, like quests or contests.  Our new work on Stonehenge Virtual is starting to address this, but I think there is still a long way to get the mix of realistic content and activities right.
  • The Avatars are not good enough — sure they move around in a jerky way that actually you can get used to. But the avatars are not the online proxy for real people ye. Mainly they are not expressive enough or smart enough to do stuff.
  • Tech Stack is still unstable — it has gotten dramatically better, but we still suffer from random crashes and lag and generally high enough levels to exhaust enthusiasts. It seems clear though how to make the tech work better. It will just need focused work to improve key things like physics, viewer, scripting. See my OpenSim issues list here.

Visit King Tut online here.

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24
Oct 09

Top 10 OpenSim Issues and Performance Update

We have been running our own OpenSim-based grids now for more than a year. I thought it would be a good thing to share some latest comments on how it is going and what some of the issues are. You can visit either the Rezzable Grid or Heritage Key and see King Tut Virtual right now.

Go Check it out,  OpenSim works.

Follow the Light > London Victoria, Oct 14, 2009

OpenSim works, is getting better and will be the future of the 3D Web.

First thing to point out is that we are using OpenSim in combination with Drupal as the core user and even grid admin system.  So your own usage may not be the same if you are just working with OpenSim all by itself. We also have about 10 servers cranked-up to support all of this on a cluster sharing 50mb bandwidth.  Info on the tech layout here.

In general OpenSim has come quite a long way in the last year. There is still quite some road in front to get it to be a sort of 3D Web Server like Apache. It is very complex–maybe too much so, but nonetheless it works. And it works a lot better than it did a year ago.

The greatest strength of OpenSim is that it is opensource and has a smart enough set of committed developers beating on it.  We have been luck enough to work with a few of them and meet even a few more.  Because it is opensource we have been able to create our own integrations and services around the core.

The core dvelopers have cleared-up a lot of real problematic stuff like cross-region boarders, assets vanishing, general caching/grey-goo. You can give folders now! The regions are snappy. The build issues are still there on some level, but the workarounds are also better understood. The most painful build issues lately have been with scripting (and not overloading scripting).

The use cases that Rezzable is focused on, try to aim for the what OpenSim does right now and not steer directly into known gaps. So, again you own use cases might trigger different issues.

Below is my list of Top 10 Issues we see with OpenSim —

OpenSim Issue 1: Physics is still weak

Physics engine options are not that good right now. This causes a lot of problems and work-arounds.  Shooting, dropping, collisions and driving are basically to be avoided.  The physics engine also seems to create a lot of issues with the bounding boxes and sometimes you can’t walk through doors easily or phantom prims get solid-ish.

The obvious solution here is to find a way to plug-in better physics engines. It would seem that OpenSim will support this, but so far I have not heard of anything implemented in the last year that changes the performance.

OpenSim Issue 2: SL Hangovers

OpenSim seems (and we really try to avoid most of this stuff) to have a lot of SL-oriented functions especially around land, parcels that are more interesting to SL-copycat virtual worlds than our interest in 3D online experiences.  Net Net is the core code isn’t as performance-oriented as we would like to see it.

The biggest gap vs SL is that OpenSim does not have a commerce feature and of course no $L which is still a trusted micro-currency.

OpenSim Issue 3: Perms are Not There

We did quite a bit of work to implement a fairly basic permissions concept, mainly using Drupal roles. This works fine for Heritage Key, and we also have a separate “sub-grid” for build work. On the Rezzable grid it will require a lot more manual switch-flipping to have quasi-group/collaborative control on access and prim-perms. We have not implemented any commerce concepts (and may not either). I think the whole issue of perms/DRM needs a more complete architecture to avoid the issues beleaguering/demoralizing SL content creators.

OpenSim Issue 4: Lack of Docs

I suppose if you like to read code, you should have all you want with opensource OpenSim–but for those of you, like me, that like something with pictures and some summary, we are out of luck. It is more of a Ouija-board process with the developers to understand what it is, does, might be. And of course things are also changing as new releases flow through–but getting a roadmap certainly would require a crystal ball and some incense.

OpenSim Issue 5: Admin Tools

We have made quite a few tools to track users, manage resources. I think we should even be able to share these (once we write-up what they do somehow).  I have seen that there are some basic tools also floating around to make some reports/alerts, but these are quite simple.  I would hope to see more user info and logging–especially relating to inventory and server memory.

OpenSim Issue 6: Voice

Vivox apparently has a OpenSim implementation. I have not seen it, but the gang at IBM seems to be messing with it. It would seem to make sense that it works. It is not free, so there is more of a cost consideration than a functional one.  We have been more focused on lectures and talk-show use cases and are using skype-to-stream solutions which works fine and also has the advantage of being broadcast to the web.

OpenSim Issue 7: Mesh Support / SL Viewer

Being able to deploy mesh assets is also a gap on the SL grid (although not on Blue Mars). Main points about this are 1) more cost-effective production for sculptural content 2) more realism for objects. I think Mesh will also need careful design and usage so as not to kill performance, not of asset serving, but of the user experience with viewing/streaming. Blue Mars looks great, but has apparently great than 1 gig client with all the meshes inside it.  The Mesh topic also hits on the Issue of OpenSim not having a native viewer. All the viewers are basically SL viewers in the first instance.  So there is a lot of overhead, random issues and workarounds to get the SL viewer to work — but our guys at Imprudence have done it for us! They rock! And even the new Imprudence code we are using on HK/Rezzable viewers works much better in the last 3-4 months.

OpenSim Issue 8: Concurrency

Concurrency on light interaction areas we think will scale out at 20-25 concurrent on a region. Now, this is a lot different than on SL for a couple of key reasons. First if you are running your own server, a region is less of a cost issue than it is on SL. So you can have more regions each with less content. I think the main focus is on server-loading then. We are running as much RAM as we can get on a machine and hope to see server concurrency at 400-500. The best news about OpenSim vs SL here is that you can have cross-region tps scripted. If you visit our King Tut Virtual you will basically visit 6 different regions on OpenSim that was just 1 in SL. So on a cost-basis OpenSim has better cost per concurrent user than SL by far (SL $300/month for 50 concurrent and OpenSim $350/month for 400+ concurrent).

OpenSim Issue 9: Scripting

We just had to unravel some scripting to get a new project to run with even a target of 10 concurrent. The good news is that the OpenSim modules allow for server-side coding instead of scripting. The bad news is that coding is more complex and of course see Issue 4 about about lack of docs. Scripting will still be very important, but I am hoping we can get a lot done in the code and create modules/integrations that way. We are making more Bots now that so far seem to work nicely. These Bots will access our CMS and have AI features for NPC interaction (= they will do smart stuff with our existing .com content).  Again, benefit here is that Bots will be also accessible from the web pages, iPhone etc.

OpenSim Issue 10: Cross-Grid Movements

Maintaining identity, roles and assets is still the biggest isssue holding back larger adoption of the OpenSim platform.  We are aware of other work and have our own initiatives in the area. I would think that within 6 months it will be a few clicks to move an avatar with inventor between grids effectively. I can see where a facebook connect will work well and I also am hopeful that DRM issues can be addressed as well.  Right now we are testing mechanisms to move avatar between our own grids (ok, that isn’t too sexy, but it proves a point).

So there it is. Stay tuned we are working on these issues as are many other OpenSim project, developers and enthusiasts. I think a year from now it will be even a bigger step forward than over the last 12 months.

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