Notes from the first day.
David Wortley, Serious Games Institute
- An introduction to the conference.
- Time, technology and change. Virtual worlds are a new frontier.
- Day one: orientation and exploration.
- Day two: practical applications and conclusions.
Christian Renaud, Cisco – Getting serious about virtual worlds
- Chief architect of networked virtual environments.
- His job is to get Cisco into new technology, quickly.
- It’s time to get serious about virtual worlds.
- We’ve tried before, and we’ve failed, for social and business reasons.
- Where vs How. Serendipity of common shared space, built in ability to interact with 3D worlds. Evolutionary bias we have for physical world.
- The magic of physical proximity.
- Making remote participants first-class citizens [I want to think and talk a lot more about this. I bought it up in my presentation on Friday, hopefully without offending the conference organisers].
- Making virtual meetings not just as good as RL meetings, but better. It won’t be face-to-face, but it can be richer.
Fabrizio Cardinali, CEO Giunti Labs, chair European Learning Industries – Innovating learning in a flat, virtual world
- Innovation is not optional
- “Knowledge warriors”, the next generation of knowledge workers?
- Information space (interoperability), inclusion (individualisation), innovation (and wider investments)
- Copying existing models is what happens, and fails.
- ASPU (avg satisfaction per user) is important. Telcos are considering this in addition to ARPU (average return per user).
- augmenting gallery experience with nuggets (via mobile?) – learning pills.
- Pool Paradox analogy: if human existence were a single day, we’d have started using spoken language at 9:30pm, writing at 11:52pm, analog recording and TV etc at 11:59:49, computers at 11:59:58 and the internet at 11:59:59.
Jim Purbrick / Babbage Linden – Serious Second Life
- Beware of false dichotomies. Play vs work (or fun vs serious) does not have to be a problem.
- Already talking re standards and use existing ones. OpenID. Where they don’t exist we may need to create them.
Mary Matthews, Trusim (a division of Blitz Games) – Emotion and Fidelity
- Using emotion to connect game players
- Emotion in learning
- Uncanny valley.
- Surface representation vs behaviour and movement.
John Burwell, Forterra – Virtual World Evolutions
- market evolution (move from technology to entertainment, corporate use)
- customer requirements (behind the firewall. High quality models. Interoperability)
- “Second Life is the best thing that has happened to us”. Driving interest and clients with requirements which SL doesn’t hit.
Ron Edwards, Ambient Performance – Serious Virtual Worlds Implementation Ecosystem
- Ambient Performance are the European reseller for Forterra
- Faro laser scanning
- Virtual Worlds Consortium
Simon Stevens, Wheelies – Second Life and disability: a review of the issues
- Highlight of the day for me. Simon has cerebal palsy, and I had to pay very careful attention. His message, which included his history of being the first disabled person he knew in SL, was fascinating.
- “I live in Second Life”
- Simon Stevens in RL: consultant with Daden, loves watersports,hates peanut butter. simonstephens.com
- Simon Walsh in SL: runs Wheelies and Second Ability, loves dancing, hates griefers. secondability.com
- Sense of community. SL is not just a VW, it’s a community.
- A lot of people said “you don’t have to disabled here. Why are you in a wheelchair?”
- Some people want to look disabled in SL, other’s don’t.
- Accessibility. SL not very good. Technology needs to catch up with what the community needs.
- Consider environmental access when building. You need handrails on open top roofs, wide doors and ramps for access. Not just for wheelchair users, but for avatars controlled by disabled people.
- “People tell me ‘this isn’t real’ but we’re all here because of virtual worlds.”
- It’s not a game. There are real people online, and if you hurt someone, you can’t start again.
- Q: where should disabled people getting started in SL go? A: anywhere. Shouldn’t have to be a specific place.
Kevin Corti, CEO PIXELLearning – Flash-based immersive learning simulators
- Consultancy (work for hire), Off the shelf, eventually: technology and toolsets
- Moving from “interesting concepts” to accepted “business solutions”.
- Specialise in Flash
- Moving from awareness to an inclusive behaviour.
Chris Branigan, MD Caspian Learning – user managed immersive worlds
- Three overlapping spaces. 3D worlds: learner control. personalisation, exploration. Games: motivation, challenge, competition, feedback. Simulations: content, safe failure, practice, experiential.
- Focus on 3D worlds leads to an overlap with simulations and games.
- User managed immersive worlds
- 70% of all new jobs since 98 require employees to make complex judgements and decisions. Now 40% total.
- % of jobs which require retained knowledge have dropped from 75% in mid 80s to 8-10% in 2000.
- Three sorts of journey through worlds: directed journeys, branching journeys, open journeys.
Update:All presentation materials are now online via the Serious Games Institute