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Ahmer Iqbal PhD student at Department of Mathematical Information Technology COMAS Graduate School Agora Game Lab.

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Presentation on theme: "Ahmer Iqbal PhD student at Department of Mathematical Information Technology COMAS Graduate School Agora Game Lab."— Presentation transcript:

1 Ahmer Iqbal PhD student at Department of Mathematical Information Technology COMAS Graduate School Agora Game Lab

2 Pedagogical Facilitation in Multi-User Virtual Environmnets (MUVEs) The aim of this research is to understand the possibilities of learning in multi-user virtual environments (MUVES). Making them suitable for teachers and learners so that they can be used in both formal and informal settings. To conduct an in-depth study about the opportunities that MUVEs have for collaborative learning and self- regulated learning.

3 What are MUVEs Three dimensional –objects have x, y and z coordinates Interactive –users can interact with objects, environment and other users Dynamically rendered –the view of the environment and sound depends on the position of the user in three dimensional space Navigate able –users can move through the three dimensional space (Dalgarno, 2002)

4 What are MUVEs Constructed by users –users are allowed to build in them Persistent –objects created by users exist there for a long time For example –Second Life –ActiveWorlds –There.com –Forterra –Open Croquet Introduction to SecondLife (Video)

5 Characteristics of MUVEs Notions of distance or time hold no significance. Divided into different virtual spaces or worlds (called ‘island’ in Second Life and ‘world’ in ActiveWorld) The users can move from one world to another world through ‘teleports’.

6 Characteristics of MUVEs - Avatars Users of MUVEs are represented by ‘avatars’. Users can define different appearances for their avatar. Avatars can interact with other avatars or with objects or artifacts placed in the environment. Communication with other avatars is typically done through text chat or voice chat. MUVE defined gestures. Users can make their own gestures.

7 Characteristics of MUVEs - Interaction Interaction with the objects is mostly click oriented which is predefined by the owner of the environment. Clicking on an object (or options defined on object) results in –an activity like displaying media (pictures, presentations, videos, simulations, audio) – or can result in an action in-world (like opening of doors or changing positions of objects or interacting with the interfaces of the objects). –can cause activity in the browsers as well.

8 Characteristics of MUVEs - Building MUVEs are coupled with modeling tools which make it possible to create objects. Use of scripting and programming languages. Needs some experience.

9 Economic aspects of MUVEs

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11 Economic aspects of MUVEs – in-world SecondLife (1 USD = 273 Linden Dollar) Source: http://secondlife.com/whatis/economy-graphs.php

12 Uses of MUVEs in different fields -Education Educational Institutions in SL –Harvard UniversityHarvard University –Princeton UniversityPrinceton University –New York UniversityNew York University –San Diego State UniversitySan Diego State University –Stanford UniversityStanford University –Texas State UniversityTexas State University In-world courses –Lectures –Discussions –3D exploration

13 Uses of MUVEs in different fields -Education River City (Harvard University) –deals with the health science issues that are rising in a virtual world called ‘River City’ Quest Atlantis (Indiana University) –deals with mostly ecological issues and characteristics of different habitats and causes of problems in them

14 Uses of MUVEs in different fields –Sociology Digital natives – Online society Hangouts –IMVU –Kaneva –There.com Sharing feelings Dance parties, music evenings, sex, movie theaters, gaming. Impact on real life.

15 Uses of MUVEs in different fields –Economics Sell real life products. Hold in-person meetings without leaving the office, using real-time 3D collaboration. Construct product and process simulations so employees and business collaborators from all over the world can test new designs and concepts. Conduct employee training especially one-on-one training. Meet with global partners at your virtual headquarters. Receive product feedback from clients. Build community around your brand. Sell virtual products.

16 Uses of MUVEs in different fields –Politics US election campaigns in SL –Obama and McCain SpeechesObama and McCain Speeches –Obama avatar in SLObama avatar in SL –Political SLPolitical SL

17 Uses of MUVEs in different fields –Culture Japan’s Geisha district in SL – GIONJapan’s Geisha district in SLGION Twinity - Virtual BerlinTwinityVirtual Berlin Bolywood Island in SL – The Desi destination

18 Uses of MUVEs in different fields – Arts Machinima – making films in MUVEsMachinima Art exhibitions. Non-realistic art

19 Uses of MUVEs in different fields – Other Music Religion

20 References and resources Dalgarno, B. (2002). The Potential of 3D Virtual Learning Environments: A Constructivist Analysis. Electronic Journal of Instructional Science and Technology, Volume 5, Issue 2. ActiveWorlds. http://www.activeworlds.com/http://www.activeworlds.com/ Forterra Systems Inc. http://www.forterrainc.com/http://www.forterrainc.com/ Quest Atlantis. http://atlantis.crlt.indiana.edu/http://atlantis.crlt.indiana.edu/ Second Life. http://www.secondlife.comhttp://www.secondlife.com There.com. http://www.there.com/http://www.there.com/ The Croquet Consortium. http://www.opencroquet.org/index.php/Main_Page http://www.opencroquet.org/index.php/Main_Page The River City Project. http://muve.gse.harvard.edu/muvees2003/ http://muve.gse.harvard.edu/muvees2003/

21 Thankyou


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