Virtual Education

Entries from October 2008

Happy 30th Birthday MMO!

October 21, 2008 · Leave a Comment

Happy Birthday to the MUD and MMO. Today marks 30 years since the first MUD was put online.

Massively has an article up detailing that fateful day that the switch was thrown on the first MUD:

Today the MUD and the MMO turn 30

“Today marks the 30th birthday of the original MUD, created at Essex University by Roy Trubshaw in 1978. We recommend you check out what Richard Bartle — who worked on later iterations of the project — has to say about this event, as well as Raph Koster’s words on the subject. The question at hand, as presented by Bartle, seems to be: does this matter?”

Categories: Opinion

EDUCAUSE Review: Virtual Worlds and Education Issue

October 15, 2008 · Leave a Comment

The EDUCAUSE Review is a magazine for the higher education IT community.

The current issue focuses on Virtual Worlds.

EDUCAUSE Review: Virtual Worlds and Education Issue

Articles in this issue include:

  • Virtual Worlds? “Outlook Good”
  • Higher Education as Virtual Conversation
  • Educational Frontiers: Learning in a Virtual World
  • Looking to the Future: Higher Education in the Metaverse
  • Drawing a Roadmap: Barriers and Challenges to Designing the Ideal Virtual World for Higher Education

Categories: Education · Virtual Worlds

Virtual Chinese Forbidden City

October 15, 2008 · Leave a Comment

The Palace Museum and IBM have released a virtual Chinese Forbidden City to the world for free.

The Forbidden City – Download

Here is the press release that accompanied the release of this download:

IBM and Palace Museum Announce Opening of The Forbidden City Virtual World Celebrating 600 Years of Chinese Culture

“The Forbidden City: Beyond Space & Time” Recreates Historical Treasure as a Fully Immersive 3D-Internet Experience

BEIJING, Oct 10, 2008 — Today, some 600 years after construction began on the 178-acre site that would become the center of unrivalled imperial power known as China’s Forbidden City, the Palace Museum and IBM will open the walled fortress — and hundreds of years of history and culture — to the world.

Three years in the making, IBM has meticulously built a virtual recreation of the architecture and artifacts of the former palace grounds, enabling online visitors to get a first-hand view into imperial China as embodied in the intricate design, history and storied culture of this newly accessible Forbidden City.

“The Forbidden City: Beyond Space & Time” ( www.beyondspaceandtime.org) is a first-of-a-kind, fully immersive, three-dimensional virtual world that recreates a visceral sense of space and time of this Chinese cultural treasure — as it was centuries ago during the height of the Ming and Qing dynasties — for most anyone with access to the Internet.

“The rich cultural heritage of China’s imperial past, embodied in the Forbidden City for over five centuries, is now brought to life and accessible to all through a virtual world created by IBM and the Palace Museum,” said Henry Chow, Chairman, Greater China Group, IBM. “This initiative takes the online experience to a new level of innovation with rich content, educational storytelling, community and social networking features that represent the next generation of 3D-Internet applications.

“What makes me proud is that IBM now has opened the door to a cultural treasure and rich heritage to everyone, everywhere which in the past was only available to relatively few.”

Originally, the Forbidden City was constructed to embody the idea of the emperor as the center of the universe with a series of dramatic courtyards and gates, buildings and landings underscoring a design built to reinforce security and power. This huge palace complex was completed in 1420, about twelve years after construction began, and contains hundreds of exquisite buildings and historic artifacts, and on October 10th, celebrates its 83rd anniversary as a museum and one of China’s major cultural attractions.

Now, using virtual world technology, visitors can experience the awe inspired by this vast and amazing space. Rather than experiencing its wonders in isolation, the virtual Forbidden City allows you to see and interact with other users and a range of helpful automated characters. As you explore the virtual Forbidden City, you can choose to simply observe the buzz of activity, or you can take tours and participate in activities that provide insights into important aspects of Qing culture.

Visitors to the virtual Forbidden City will be able to take tours that correspond to major historical topics and stories from the Forbidden City, such as Dragons of the Forbidden City, the Supreme Golden Halls of the Forbidden City, the Imperial Garden, and the Symbolic Animals in the Forbidden City.

“‘The Forbidden City: Beyond Space & Time’ is a program that combines China’s world-class cultural heritage with state-of-the-art information technology. Three years in the making, the Palace Museum worked closely with IBM in jointly engineering the program. Both parties have been deeply touched by the profound and dazzling ancient Chinese culture,” said Zheng Xinmiao, the Director-General of The Palace Museum. “Meanwhile, we would like to express our sincere gratitude to IBM for its full investment and devotion and its strategy of applying innovative technology to social and cultural promotion. This program is only a start, which, as we believe, will have an unlimited future to explore China’s traditional culture.”

Visitors to the virtual Forbidden City may also engage in activities in which their avatars take an active role in the culture of the period. For example, avatars can take part in activities such as archery, cricket fighting, and playing the ancient game of Weiqi, the “board game of surrounding” now popularized as GO. Visitors may also view and inspect artifacts and scenes such as “The Emperor Having Dinner” and “Court Painting.”

The recreation of the Forbidden City represents how 3D technology can be used to educate and provide cultural experiences on a large scale. At the Forbidden City in Beijing, local visitors can also use a kiosk to interact with the virtual world. It is the first virtual world to be built using SOA architecture and includes open source components such as Linux.

IBM’s BladeCenters with Linux Blade Servers are at the heart of this virtual world — supporting robustness with the capability to enable thousands of concurrent users and the scalability comparable to that of massive multiplayer online games. IBM built the application using WebSphere Application Server, Tivoli, ESB (Message Broker), DB2 Viper, and IBM BladeCenters. The virtual world runs on Linux, Windows and Mac operating environments.

IBM has dedicated more than a decade to creating successful cultural heritage projects, including the Vatican Library, the Pieta, Hermitage Museum, Eternal Egypt, and the Smithsonian’s National Museum of African American History and Culture.

Categories: Virtual Worlds

RezEd Report, Summer 2008

October 15, 2008 · Leave a Comment

For anyone who is not aware, RezEd is a social networking site for educators working in virtual worlds. It was funded through a MacArthur grant last year, and started by Barry Joseph of Global Kids. The RezEd website is the first place a new educator should go when getting involved in this area of instruction. They have just released their first report that is filled to the brim with great information and resources for educators.

There is a really slick online version (complete with turning pages) and a downloadable PDF.

As a companion release to this report, there’s a podcast up with the following people discussing the ethics of virtual worlds:

James Paul Gee
Elizabeth Lawley
Aaron Walsh
Linda Burch
Peggy Sheehy
Sarah Robbins
Thomas Malaby
Donna Stevens
Tracy Rebe
Dixie Ching
Deborah Fields

This is something everyone needs in their library of resources.

Categories: Education

Eight Video Game Myths Debunked

October 15, 2008 · Leave a Comment

The PBS page for “The Video Game Revolution” has a good article online by Henry Jenkiins, MIT Profefssor:

Reality Bytes: Eigtht Myths About Video Games Debunked

The myths listed are:

  1. The availability of video games has led to an epidemic of youth violence
  2. Scientific evidence links violent game play with youth aggression
  3. Children are the primary market for video games
  4. Almost no girls play computer games
  5. Because games are used to train soldiers to kill, they have the same impact on kids who play them
  6. Video games are not a meaningful form of expression
  7. Video game play is socially isolating
  8. Video game play is desensitizing

Henry Jenkins gives a good counter argument to all of these myths in the article. Good background info for anyone in education that is going to be promoting the use of virtual worlds to a variety of audiences.

 

Categories: Opinion

Interview with Mic Bowman of Intel

October 13, 2008 · Leave a Comment

Shift Radio interviewed Mic Bowman, Intel’s Principal Engineer, about virtual worlds on October 10th:

Episode #16: Virtual Worlds with Mic Bowman of Intel

Here’s the description from the Shift Radio page:

“A recent panelist at the Austin Game Developers Conference, Intel’s Principal Engineer Mic Bowman joins the show to discuss the work his company is doing and the future of virtual worlds. Among his many achievements, Bowman is also the recipient of the “Top 50 Technologies” award from Scientific American for his involvement with PlanetLab.”

Categories: Virtual Worlds