26 October 2009

Times Higher Education Awards


I recently attended the gala Awards dinner for the Times Higher Education Awards at London's Grosvenor House Hotel with Derby University colleagues and saw St George's University collect the award for 'Outstanding ICT Initiative of the Year 2009'. Their Second Life project has been at the forefront of innovation utilising Daden's PIVOTE technology to train paramedics in the virtual world. The project was judged on its demonstration of an ‘innovative, strategic and potentially far-reaching use of ICT in support of the goals of that institution’. Key criteria were innovation, institutional impact and implications for the HE sector.


The award-winning project, launched in October 2008 and developed with the help of David Burden from Daden Ltd, helps to train paramedic students using problem-based learning (PBL) in the virtual world of Second Life. It sees students enter the virtual environment as paramedics on the St George’s Island, where they are immediately called to one of five different emergency scenarios. They work in small groups to assess and treat patients in the same way they would in the real world, before safely transporting them to hospital.


The virtual paramedics are able to replicate real-life tasks such as speaking with the patients, checking vital signs, dressing wounds and administering drugs. The scenario unfolds in response to their actions. Once they have reached the hospital, they submit handover notes on the patients, which are emailed to their real-life tutor for feedback.

Emily Conradi, e-Projects Manager, explained why the project has proved so useful to paramedic students: “Paramedic students spend a lot of time in work placements, which can be based anywhere in the country, so it can be hard for the students to meet face-to-face with each other and with their tutors. The advantage of Second Life is that it feels more real. Students get a sense of being there together and can decide what to do from what they can see in front of them.”


The application, developed by St George’s, is now available free of charge through Google Code to other institutions that wish to develop their own training courses. The universities of Coventry and Greenwich have already trialled the scenarios in their paramedic courses, and the concept has the potential to be used in other disciplines.

We've also used the PIVOTE technology at Derby University to set up Psychology Problem-based Learning scenarios. We plan to extend the technology to incorporated virtual chatbots and rudimentary Artificial Intelligence as the platform becomes more conducive to weaving in other server-based services.

Congratulations to St George's on a well-deserved win.

Note: Some of the above text was taken from St George's webpage

06 October 2009

Dawkins on Second Life Sex

"I could imagine having virtual sex in Second Life for example, which might be very interesting. Erm, so I'm looking forward to... some progress in the technology and I'm glad that people are already doing Second Life because the technology improvements won't happen unless the first steps are, are err... taken."  
Prof. Richard Dawkins (6m14s-6m42s).



It's just as well there isn't a God, Richard.

I like the cheeky look just after he realises what he's just said at 6m40s. In all seriousness, Prof. Dawkins here suggests using head tracking with stereoscopy in Second Life which is something we've been working on recently at University of Derby. I'll be reporting results from these studies soon.


Here's a link to Richard's latest book in case there is a God or anyone from the Royal Society happens to read this blog. His website is subtitled 'A clear-thinking oasis' and I agree.

01 October 2009

Guest Article: 'Why Online Relationships Work' by Adrienne Carlson

This guest article was written by Adrienne Carlson, who regularly writes on the topic of forensic scientist schools . Adrienne welcomes your comments and questions at her email address: adrienne.carlson83@yahoo.com

Why Online Relationships Work

There are times when relationships can drive you up the wall, when you feel both love and hatred for the same person and it confuses you no end. But there are also other times when relationships are the lifeblood of your existence, when they are the reason you are happy and content and peaceful with your life. They’re complex, they’re compelling and they’re contradictory, and relationships are a vital part of our lives. Some are easier than others though, and in my book, online relationships work better than those we maintain face to face, because:

• You are more in control: When you have an online relationship with a friend or a lover, you don’t have the luxury of showing your emotions immediately. This means that you avoid showing even your anger and other negative emotions in the heat of the moment. Instinctive reactions are responsible for more break-ups that you would care to count, and when this option is removed and you have more time to think and reply after a while, you tend to stay together for a longer time without any major arguments or fights. You learn how to control yourself and your mouth (or rather your fingers) the longer you are in an online relationship.

• You are able to stay in touch more regularly: Since the whole world has shifted online, it’s easier to stay in touch when you’re in an online relationship. You’re both on the same social networks, you have dedicated IMs for each other, and emails are reserved for romance and even sex. With all these avenues of communication, it’s easy to keep track of each other and stay together even though you’re far apart.

• It offers the best of both worlds: Online relationships allow you to be as intimate as you want even while giving you your own space and privacy. You always have the option to meet and enjoy each other’s company, but when you want some breathing space, it’s easy to just go back to sitting behind the computer screen. Any relationship thrives only when both partners have their own space, so you can see why online relationships work.

Of course, on the downside, there is the fact that there is no sense of touch or sight in the online world, and you lose out on a lot because of this. There is also the lack of emotions or rather the perception of emotions. But as with everything in life, we have to embrace the advantages while ignoring the disadvantages if we are to enjoy the best it has to offer.

by Adrienne Carlson

14 September 2009

Liam Kemp's 3D animation

I've become a fan of Liam Kemp's skills. He's creating some of the most realistic 3D face renderings I've ever seen. We're very close to passing the point where digital images are indistinguishable from real world images. Here's a clip of his work.



Very nice. Animation. Psychologically we respond to these creations the same as if they were real life images. What are the implications for viewing and controlling the behaviour of extremely realistic 3D avatars? Should there be a code of conduct for avatar behaviour when we set animated characters to roam the 3D world on there own? If an AI controlled bot is inappropriate to a human controlled bot should the AI bot be chastised for his actions just as the human controlled avatar might?

Please take the time to check out this animated movie from Liam in 2002 in two parts. It's a tear jerker that's extremely moving.

Part 1/2


Part 2/2

22 July 2009

Toward Semantic Virtual Worlds

The boffins over at Daden Ltd have long been at the forefront of virtual worlds innovation and were recently made a Linden Lab (creators of Second Life) Gold Solution Provider. They've been working on various projects in virtual worlds including Artificial Intelligence mash-ups with chat bots. David Burden (Daden) has written a think piece here 'Toward Semantic Virtual Worlds' that challenges developers to rethink virtual worlds. It's worth reading if you are interested in virtual worlds development, artificial intelligence, web 2.0 and related issues of the semantic web.
This take on marking-up the virtual world strikes me as a timely bottom-up approach to the problem. I like the shift in perspective and it is useful in keeping the ‘graphics dominated’ focus in check. I feel that ‘non-player characters’ and chatbots, are the missing link in the social evolution of virtual worlds. It strikes me that there is no sense in building a world of zombies with no hope of original thought, however beautiful they may be. If we can begin the work of weaving self-governing behaviour from artificial intelligence programs with the social presence of virtual avatars, then however rudimentary these interactions may be, we have started a worthy journey.

16 July 2009

Psychology of Immersive Environments Working Group

There's a new initiative over at the Media Grid groups; it's called Psychology of Immersive Environments Working Group, or "PIE.TWG" for short. I recently attended their first meeting in Second Life which was enthusiastic and to the point. The group intends to move forward research in the virtual world along a number of separate strands but I think the greatest benefit will be in bringing together Psychologists and related researchers under a single umbrella group.

The groups aims as set out in their charter are:

The Psychology of Immersive Environments Working Group (PIE.TWG) is responsible for 1) advancing basic and applied research on the psychology of immersive environments, 2) promoting immersive experiences and programs that are psychologically beneficial, 3) defining best practices for the early identification and assistance of at-risk users of immersive environments and the treatment of individuals currently manifesting symptoms of immersive disorder, and 4) collecting and disseminating scientific and professional information on the psychology of immersive environments.

This sounds like a bold and timely move. I'd recommend a look at their website and if your interested check out their evolving Forums too.

19 June 2009

Nurien Social Networking set to blow Second Life out of the water?

Nurien has announced plans for a brand new high-definition graphics Social Networking service. For those in the know it uses CUDA and PhysX from NVIDIA, which means fantastically realistic movement from photo-realistic avatars. The psychological implications of approaching photo realism is something I've previously blogged on. As we approach photo realism the sense of immersion felt in virtual worlds, that contributes to believing we are 'actually there', increases dramatically. The implications of controlling an avatar that looks as realistic as real life and being able to control their behaviour are significant. One wonders if the sense of identity that each of us posses in the real world will extend to our 'Super Avatars'?

Could this attract a mainstream market that existing 3D multi-user virtual worlds have failed to tap in to? Check out the video.

01 June 2009

Psychology on Second Life? Learning, Support and Research in 3D Online Multi-user Virtual Environments.

Bignell, S.J. (2009). Psychology on Second Life? Learning, Support and Research in 3D Online Multi-user Virtual Environments. Keynote Lecture at McCord Museum. International Conference on the Use of the Internet in Mental Health, McGill University, Canada.


Abstract:
Multi-user online virtual worlds, such as Second Life™, can provide an accessible and rapidly deployed platform for immersive learning, support groups and virtual research. However, the challenge to these innovative spaces is in realizing their potential without being bogged down in the technology. Educationalists, therapists and an increasing number of researchers are using pseudo-3D 'avatars' and groups to connect virtually with others. Just as the 2D web has broken down barriers to the availability of information, 3D virtual worlds are allowing interactions between people irrespective of location, status or disability. Support groups, educational developments and virtual laboratories for research are utilising the immersive graphically realistic nature of virtual worlds and emerging properties to good effect. This talk outlines a framework for understanding the relations between the tools, techniques and technology used in learning, support and research in these evolving virtual communities.

Teaching and Learning in Online Virtual Worlds.

Bignell, S.J. (2009). Teaching and Learning in Online Virtual Worlds. Invited Talk. International Conference on the Use of the Internet in Mental Health, McGill University, Canada. May 2009. Videocast: http://tinyurl.com/m5zst6

Teaching and Learning in Online Virtual Worlds.


Abstract:
3D multi-user virtual environments can provide a highly immersive and socially interactive way of enhancing university teaching. Most major universities have ventured into immersive 3D virtual worlds. However, existing teaching and pedagogies may not be sufficient to inform good practice in these settings. Specific skills need to be acquired by teaching professionals to run effective learning and teaching ‘in-world’. The University of Derby evaluated the use of Second Life™ for teaching and learning in Higher Education by developing virtual teaching methods and an extensive virtual world teaching space. When traditional text-based content is blended with innovative student-focused methods, the result seems to be a shift from isolated study and tutor-led instruction to student-led highly interactive group learning. Methods of teaching need to be established that place the student at the centre of the learning by involving them in the experience itself. Virtual worlds are ideal for this and findings suggest they can offer high levels of student engagement and satisfaction although whether the academic benefits of such classes are equivalent to face-to-face or existing e-learning methods is not yet fully established. Teaching in virtual worlds within Higher Education is challenging, requires planning and continual development, needs a flexible attitude towards learning, and possibly requires relinquishing control to the learner at the risk of alienating some students. The potential benefits are increased immersion and engagement with learning activities. Given the existing use of virtual immersive worlds and the impact of the internet on teaching along with the likely expansion, increasingly educationalists have to rethink student – tutor contact in these innovative learning spaces.

10 May 2009

Autism Advocacy in the Virtual Online World

Here's a news article featuring Amanda Baggs (Blog) in the virtual world Second Life. Amanda is an advocate for Autism and has profound Autistic characteristics. The video features her work in virtual worlds and her views on mental health discrimination.



Her group in Second Life is called 'Autistic Liberation Front'. The group title may sound a bit radical but their site is very accessible. I'd recommend checking it out if you're interested. Her most popular video on YouTube gained a lot of attention from the press and raised awareness of some of the classic symptoms of Autism as well as the discrepancy between Autistic communication and verbal language.

International Conference on the Use of the Internet in Mental Health' May 14-16, 2009 in Montreal, Canada

I'll be giving two invited talks on the use of virtual worlds for teaching and learning at 'The International Conference on the Use of the Internet in Mental Health' May 14-16, 2009 in Montreal, Canada. Conference Website

Here's an introduction to the 3-day conference by the conference President Alain Brunet.



Alain conducts research on the role of the Internet in helping victims of trauma, their loved ones and professionals. More information on this research can be found here.

The conference will bring together people from across the globe to discuss the role of the Internet in Mental Health. I'll make my presentations available in the usual way following the conference. I'll also give backchat updates during the conference via Twitter as 'MiltonBroome'.

12 April 2009

The Avatar as Communication

This is a great presentation by an online friend and researcher, avatar Anya Ixchel. Heterotextual observations from the virtual world.

26 March 2009

Free Training in Problem-based Learning and Teaching in Virtual Worlds (Second Life) for Psychology. Tuesday 7th April 2009 at University of Derby.

We have now confirmed the date of the Upskilling Day and you are most welcome to register to attend. Please distribute this email to colleagues that you feel may also be interested in attending the UK-based event.


The JISC-funded PREVIEW-Psych project (http://preview-psych.org) is a 3D virtual world educational collaboration between University of Derby, Aston University and The Higher Education Academy Psychology Network. We are transferring problem-based learning techniques and technologies from Coventry University’s PREVIEW project to the Psychology subject group. The project is developing Psychology scenarios and virtual teaching techniques within the 3D virtual world Second Life.


You are invited to a free ‘Upskilling Day’ at University of Derby on Tuesday 7th April 10am-4pm. We will provide a series of hands-on workshops, guest lectures and interactive training in problem-based learning methods for effective online teaching in Second Life. No previous experience of Second Life or virtual worlds is required and all resources are provided. Buffet lunch and refreshments are also provided.


If you are involved in teaching and learning in Psychology or a related subject group and would like to attend the Upskilling Day or would like to find out more, please download a flyer and register online at the project website http://preview-psych.org or email Simon Bignell (University of Derby) at s.bignell@derby.ac.uk .


Please download the event flyer http://previewpsych.org/Upskilling%20Day%20Flyer.pdf


Regards,


Simon Bignell (Avatar: Milton Broome)
Lecturer in Psychology – University of Derby


13 March 2009

Back to Virtuality


Here's a link to a review of a lecture I gave in Second Life last year by a fellow Blogger. Some time on and it's nice to see a lot of what we were working on at that time has been completed.


10 March 2009

PIVOTE Open Source Code Released

Virtual Worlds development company Daden have just released the open source code for PIVOTE (Previously MVP player). PIVOTE is a virtual learning authoring system for virtual worlds based on the Medbiquitous Virtual Patient standard. It was developed as part of the JISC funded PREVIEW project, where it was used to develop training material for Paramedic students at St George's Hospital and Kingston University. We've been using the player at University of Derby to 'rez' teaching objects in the virtual world Second Life for our PREVIEW-Psych project. We've integrated it into our problem-based learning scenarios and the results are fantastic.


Find out more at http://www.pivote.info/.