VWBPE 2013 Posters

Plot Title Abstract Real Names/
Avatar Names
Other Presenters
12 ISTE/VSTE Project Alexandria is a collection of books, comics, poetry, and an art gallery located in OpenSim for the purpose of facilitating a knowledge base for VW Education, and for Educators to use as a resource. The presentation is covering how the library works, what it’s practical usage is, and how it makes a good source for material by easily understood visual references.
13 Virtual Pioneers Explore History Our poster session will give Second Life avatars information about our group that explores history and culture in Second Life primarily. We meet every other Sunday to take tours or have presentations to learn about history and culture. Andrew Wheelock/Spiff Whitfield Mary O’Brien/Serena Offcourse
14 The Australian and New Zealand Virtual Worlds Working Group: A Collaborative Community of Practice The Australian and New Zealand Virtual Worlds Working Group has an informal membership of around 200 members with an interest in education and virtual worlds within the Australian and New Zealand context. Members come from a variety of academic disciplines and may be teaching or research academics, Research Higher Degree candidates, project managers, virtual world builders and developers. The group acts as an informal Community of Practice, facilitating learning and the transfer of skills through social contact, opportunities to collaborate on projects and publications, and through the sharing of knowledge and experience. This poster provides a snapshot of the activity of this highly active group.
15 RejuveNation Island: Attentional Restoration for Pre-Service Teachers in Second Life RejuveNation Island was created in Second Life to provide a place where students could relax in an Australian bush landscape and foster their movement and communication skills. The effects of the environment on students’ attention was tested through a series of computer-based tests to discover to what extent students’ attention was restored in the environment after an hour-long lecture. These results were compared and contrasted to those of students who relaxed in a park-like setting after the lecture. This paper explores the differences between the results of these two cohorts. Dr. Helen Farley/Helen Frak
16 Encke Virtual University Collaboration: Bringing Educators Together in Second Life The Encke Virtual University Collaboration brought educators from around the world to an island in Second Life to listen to some presentations from experts in the field, embark on a series of field trips but most importantly to collaborate in teams around a number of topics including bots, communities of practice and gamification. Like the comet Encke, the Encke Virtual University Collaboration had a long tail, with a number of workshops and events, and collaborations developing over the following months. Dr. Helen Farley/Helen Frak
21 Keeping a Virtual Campus Alive in Second Life The Center for Online Learning, Teaching & Technology began supporting the use of Second Life in an educational context in 2007. Six years later we continue to support our faculty and students that use SL and currently own four islands. This poster presentation will demonstrate the services provided our faculty and students at the University of Texas- Pan American. These include web-based and in-world tutorials, workshops, and video that support learning of basic navigation, building and scripting. The town layout of the islands also encourages creating and hosting university courses that promote immersive, real life learning, simulation, and problem solving. Courses that have used SL at the university include Business Management, Child Development, Criminal Justice, Drug Addictions, English Literature, Latin American Art Studies and more. We hope to grow in the number of faculty using Second Life as well as promoting it’s awareness and educational application. Jessica Sanchez/zhska Takacs
23 BEHIND THE SCENES – Number Patterns in Immersive Space Using Virtual Worlds To Do The Impossible: Control Students, the Environment AND Manipulate More Objects Than Physically Possible. A virtual classroom demonstration of controlling student focus when desired, performing whole class interactivities, group interactivities, and individual activities, tracking student arrival/departure times, auto-generating seating arrangements all to facilitate the understanding of mathematical content that is not feasible to do in physical reality but so foundational to our understanding. Visual number patterns in ordered organized subitizing (otherwise known as subQuan) revives our natural instinct and bolsters our understanding of Algebra. Visit our interactive poster site with hands-on artifacts. See numbers and shapes come alive! Rebecca Reiniger/ RebeccaLPatterson
24 Usalpharma (Second Life): a virtual campus for the development of pharmaceutical skills. Aim: The design and implementation of practical activities in simulated professional contexts, directed towards developing competencies in Pharmaceutical Care, Pharmaceutical Quality Control and the diffusion of scientific results. Results: Second Life has allowed us to offer practical work in professional settings not available at the facilities of the Faculty of Pharmacy with low-cost and not limited by classroom availability and time-tables. The specific teaching objectives were achieved with a high level of satisfaction by the students, who increased their participation and improved their teacher-student relations. Conclusions: USALPHARMA campus allows better training in the professional skills of pharmacy students. Hinojal Zazo Gómez/Hinojal Jonás Samuel Perez(RL)/chetosam(SL), Cristina Maderuelo(RL)/mademar, and Ana Martín(RL)/galenix solano(SL)
26 Sweetening climate information for sugar cane farmers with Second Life machinima This paper describes a project that involves the production of machinima created in Second Life for use as a discussion support tool for sugarcane farmers in Queensland, Australia. Discussion support systems in agriculture are processes which foster discussion between stakeholders about shared issues of concern and may lead to awareness raising, learning, skill development and improved decision making. This paper describes the production and preliminary evaluation of the first of these decision support machinima. Dr. Helen Farley/Helen Frak
31 Go Virtual with Pixellada The aim of the poster is to show the real places or events that are reflected in virtual space. There are going to be presented 2 examples: – Jamestown Meeting House (Second Life) – Expo MiPyme Digital 2013 (Cloud Party) The virtual and real world create spaces that are inhabited by people. The aim of the poster presentation is to influence visitors to think how real space can become virtual and virtual space real. Pixellada
32 ERDESTS Rockcliffe University Consortium is launching a new service offering called ERDESTS – Environmental Research and Development for Economic, Social, and Technological Sustainability. The program is designed to bring R&D projects from around the world together to showcase opportunities to think differently. Our official launch of this new product will be Saturday July 27th. Using the lessons learned from the last 7 years of working in virtual environments, Rockcliffe will show through this exhibit how real world ideas and virtual prototyping can be used to spawn new and innovative solutions to environmental sustainability. Kevin Feenan/Phelan Corrimal
33 Using Social Media & Second Life to Enhance Online Learning Social media has changed the education landscape. Increased collaboration and sharing of content between students and their peers is a result of social media. Combined with a virtual world such as Second Life, social media can enhance online learning and allow instructors to increase a variety of learning assessments and foster even greater communication. This presentation will demonstrate how social media and second life combined can transform the learning experiences of both students and instructors. Sarah Stewart
34 Authentic Avatar Your avatar is a visual and visceral representation of your best self that engages beyond the classroom and into other virtual and physical communities. As a form of personal branding, your avatar must communicate your enthusiasm, openness, and mission to tap those productive, emotional interactions and encourage participation that online communities utilize. Discover how to create an expressive, consistent, and genuine appearance that articulates your authentic motivation and to differentiate you, your cause, and your business from other avatars. Being yourself in the main thing because no matter where you go, there you are. Renne Brock-Richmond/ Zinnia Zauber
35 Father and Son Explore 3D Virtual Worlds Beyond the Stage VIBE – Virtual Islands for Better Education. VIBE is a collaboration creating learning activities and tools in virtual worlds for K-12 and college educators. VIBE hypergrid is a collection of independently-themed grids such as BIOME, Nova Archaeology, Project Alexandria, Genome and Global Health. These grids have regions such as Hydrosphere, Lemon House and Traveller. Discover molecular biology and genetics labs, Roman and Maya sites, East Africa villages, a coral reef and digital library, at the poster exhibit in the Second Life main venue, the most suitable venue to promote the production and use of machinima in education. Dragan Lakic/Bert Matchman
36 Above the Clouds – Browser-based 3D Learning with Moodle, Cloud Party and Voice Services! Kamedia’s language Village outlines the efficient combination of a LMS and virtual worlds. The Language Village can be used either as a kind of 3D Tool in your LMS, or your LMS can inworld be used to provide content. Additionally, our Language Village includes a solution, which enables the integration of voice in Cloud Party. The Language Village consists of a realistic reproduction of a German city and includes little learning units in the virtual world. Our learning objectives will contain a video-presentation of an exemplary learning situation in-world (a game called “Burglars Hunting”). The posters will illustrate beside the presentation of our “Language Village” the theoretical and scholarly background of how to improve learning languages in virtual worlds. Tonja Vejvoda/SarahJacoby JuergenKappus
41 Transdisciplinarity: Transcending Disciplines through Collaborative Inquiry for Innovation Addressing wicked problems requires collaboration among diverse experts. Grant agencies in the United States such as the National Cancer Institute, National Institutes for Health and National Science Foundation seek team-based proposals involving partners often across institutions. Networks of scientists and researchers to address the broader impacts for dissemination are sought to accelerate findings. This poster illustrates doctoral research from Colorado Technical University’s Computer Science, Emerging Media Program on the potential for collaborative virtual environments (CVE) to support transdisciplinarity, a holist, and embodied approach to inquiry. Dialogue through embodied avatars combined with the potential of big, open data, citizen science, and collective wisdom can span across, between, and beyond disciplines within 3D CVEs. How will this combination of capabilities advance scientific breakthroughs? What is our role in the emerging story of transdisciplinarity in collaborative virtual environments? Barbara Truman/Delightful Doowangle
51 Integrating Virtual Worlds into Mainstream Journalism Most articles about virtual worlds are published in special academic journals for virtual worlds. Sometimes articles do appear in mainstream magazines, journals, and newspapers that solely feature a virtual world company, organization, or event. Rarely, however, are virtual world events integrated into larger issue pieces about the real world. Integrating real world and virtual world activities together is called “mixed reality” but “mixed reality” journalistic pieces where virtual news integrates with regular news as a blended writing piece could occur more frequently. “Librarians and the Era of the MOOC,” published in the blog “Scientific and Medical Libraries” in association with Nature.com and Spektrum der Wissenschaft (the German version of Scientific American) under the umbrella of the Nature Publishing Group does just that. The article, which is about MOOCs (Massively Open Online Courses), integrates Second Life events in a story about the larger issue of MOOCs generally. In particular, the poster displays snapshots from the article of a MOOC study group held Second Life as well as a symposium on MOOCs featuring live in-world lectures by four avatars. In that sense, the submitted poster provides an example where the author of the article and this poster envisages and argues for a future of journalistic balance where virtual world news is better integrated into mainstream news stories and their social media sites. Related URLs: Twitter: https://twitter.com/SciMedLibraries. Blog: http://www.scilogs.com/scientific_and_medical_libraries/librarians-and-the-era-of-the-mooc/. Archivist Llewellyn
52 Caledon Oxbridge Community Gateway Caledon Oxbridge is a community-sponsored and operated gateway to Caledon and the Steamlands of Second Life. One of the most highly-regarded help areas in Second Life, Oxbridge is built around a complete walk-through orientation tutorial for new residents. Oxbridge also provides on-site volunteer helpers, twenty free classes in Second Life skills each week, avatars and other freebies, a sandbox, self-paced building, texturing, & scripting tutorials, a branch of the Library of Caledon, an introduction to Caledon, and an active live help group. Caledon Oxbridge is an ideal place for educational institutions without their own orientation areas to bring both faculty and students into Second Life. We offer a comprehensive and monitored Orientation Tutorial, as well as a slate of classes in basic Second Life skills. If you contact us ahead of time, and we can arrange to have staff there to help guide your new users. Oxbridge and its classes are free and open to all. For a fee, we can design an Orientation Tutorial for your institution, as well as conduct classes in Second Life skills at your location. For more information contact Carl Metropolitan at: j.carl.h[email protected] CarlMetropolitan/Carl Henderson
55 A Real-Time Interactive 3D Virtual Retail World Real-Time Interactive 3D Virtual Retail World is a range of learning activities and tools in a virtual world, created to assist learners to achieve nationally recognised qualification “Certificate II in Retail Services”. The Environment is a collection of independently-themed Retail Shops such as Jewellery, Craft, Shoes, Art; Furniture Store and Garden Centre. These Shops have self-testing activities such as operate point-of-sale equipment, deliver service to customers and complete sales. Discover the Real-Time Interactive 3D Virtual Retail World at the poster exhibit in the Second Life main venue, the most suitable venue to promote the production and use of machinima in education. Bert Matchman/Dragan Lakic
56 Virtual Journeys: Create a Character that Respects Human Rights Elder Voices, a nonprofit organization, helps bring human rights to health care with education, prevention, and intervention. We want to offer an invitation to visit our virtual office/theater space at the NonProfit Commons in SL, for an adventure to discover how to create characters who act in ways that respect the individual and community. A featured learning experience is the use of virtual “Magic Drums” played with your imagination to learn problem-solving strategies for guiding your best characters beyond the stage. (http://slurl.com/secondlife/NonProfitCommons/243/93/22) Our work is described in a new book; Women in Second Life: (http://www.amazon.com/dp/0786470216/ref=rdr_ext_tmb#reader_0786470216) Dr. Kara Bennett
64 Spicy Vanilla – Building on the Shoulders of Others A group of educators and builders with decades of combined experience in virtual worlds, Spicy Vanilla aims to promote collaboration in the design of top-shelf educational content. Its first project—the Basic Skills Gauntlet—will be presented as both a work in progress and a working, complete activity. The activity is designed as a game, to assess a new user’s proficiency with a few of the basic skills needed to interact in the virtual world (such as using pose-balls, camera control, etc.). New users are often asked to explore educational content soon after registering an avatar in SecondLife™ or OpenSimulator. With no practice beyond orientation, lacking experience with interacting and using the many features of the client viewer, how can we expect them to succeed on their own? The collaborative process itself, along with design principles and techniques revealed in the process, will also be a part of the presentation. “When someone experiments and innovates in a transparent manner, we are able to learn more than simply the content. Observers learn the process and method of innovation in design and delivery of learning materials.” —George Siemens The plan for this inaugural Spicy Vanilla project is to produce an open source, bare-bones kit, one that can be customized for use in any region, modified to fit any theme. John Wallace/Azwaldo Villota
66 Massively @ jokaydia – A MInecraft Community for Kids and Parents The Massively @ jokaydia Minecraft kids will present a display of their builds (images), machinima and writing – demonstrating the learning that is happening in our games-based learning community. About Massively @ jokaydia: Massively @ jokaydia is a Guild based learning community for kids aged 4-16 who are interested in developing digital media skills, exploring their creativity and developing online social skills by playing games! Our guild is a social-enterprise, founded in mid 2011 for kids and parents, using game-theory and our experience of developing communities of practice in virtual worlds. The game-world and Guild is personally funded by Jo Kay – Director, jokaydia.com, with a little help from kind donations. We have over 600 registered players from around the world. Jokay Wollongong
74 Clinical Presence: The construct and its importance in virtual environments for rehabilitation The purpose of this poster exhibit is to define the construct and explain its importance. This poster presentation will first present and define the construct of clinical presence as relevant to virtual environments and simulations used for physical and cognitive rehabilitation. Secondly, the poster will provide an explanation of its importance in relation to rehabilitation at a distance through immersive 3D virtual environments, games and simulations. Thirdly, a diagram of the essential elements that create clinical presence as currently defined, will be presented. All information provided in this exhibit is based on an analysis of needs and review of the current literature. Amber Judge/Ambrosia108 Azalee