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Showing posts with label virtual worlds. Show all posts
Showing posts with label virtual worlds. Show all posts

Monday, October 27, 2014

Science: Grasping reality through illusion

Think Second Life, OpenSimulator, and even World of Warcraft.

Grasping reality through illusion: Interactive graphics serving science is the catchy title of a paper written by Frederick P. Brooks, Jr. in 1988.  The link given here points to a marked-up PDF found at http://www.dtic.mil/dtic/, "Provider of DoD Technical Information to Support the Warfighter." A similar paper, Task-Oriented Collaboration with Embodied Agents in Virtual Worlds, by Jeff Rickel and W. Lewis Johnson is an excerpt from an book published by MIT (Embodied Conversational Agents, 2000).

These publications were likely precursors to applications such as DI-Guy (now a part of VT MÄK) for team-building and ECOSim for modelling community ecology. Below is an introductory video showing how simulations work in DI-Guy.
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Another video shows how crowd scenarios can be set up in the software.
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Another function of virtual world training applies to medical teams. This abstract from the paper, Simulation for team training and assessment: case studies of online training with virtual worlds, explains:
Individuals in clinical training programs concerned with critical medical care must learn to manage clinical cases effectively as a member of a team. However, practice on live patients is often unpredictable and frequently repetitive. The widely substituted alternative for real patients-high-fidelity, manikin-based simulators (human patient simulator)-are expensive and require trainees to be in the same place at the same time, whereas online computer-based simulations, or virtual worlds, allow simultaneous participation from different locations. Here we present three virtual world studies for team training and assessment in acute-care medicine: (1) training emergency department (ED) teams to manage individual trauma cases; (2) prehospital and in-hospital disaster preparedness training; (3) training ED and hospital staff to manage mass casualties after chemical, biological, radiological, nuclear, or explosive incidents. The research team created realistic virtual victims of trauma (6 cases), nerve toxin exposure (10 cases), and blast trauma (10 cases); the latter two groups were supported by rules-based, pathophysiologic models of asphyxia and hypovolemia. Evaluation of these virtual world simulation exercises shows that trainees find them to be adequately realistic to "suspend disbelief," and they quickly learn to use Internet voice communication and user interface to navigate their online character/avatar to work effectively in a critical care team. Our findings demonstrate that these virtual ED environments fulfill their promise of providing repeated practice opportunities in dispersed locations with uncommon, life-threatening trauma cases in a safe, reproducible, flexible setting.

Here are two samples of training videos posted on YouTube by Designing Digitally.
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While the video samples above are not real-time, live interactions, they do give an idea of how virtual worlds can be used in real world applications.

-- Marge


Monday, February 11, 2013

Second Life therapy

It's my firm belief that frequenting virtual worlds has more benefits than simply entertainment.  In support of this is an article, Woman with Parkinson's Reports Significant Physical Recovery After Using Second Life - Academics Researching, published by Wagner James Au at New World Notes. A follow up article about the support site was published the next day.  Here's a screenshot:


Many research projects studying virtual worlds and articles discussing such worlds, especially Second Life, are available online.  For background, take a look at Newsmaker: A brief history of the virtual world, written by Daniel Terdiman and published by c/net in 2005. Duke University has a case study -- Reality in the Virtual World - A Study of Second Life -- available online.  The University of North Carolina at  Pembroke has a Center for the Study of Virtual Worlds (data copyrighted 2011).  MIT (Massachusetts Institute of Technology) has what looks like a virtual world portal, where it invites you to  "Step into another world and explore the 'other' MIT..."  How to get there is not clear.  Checking in Second Life, I found that a number of other universities have campuses there, but not MIT.

One university very active in Second Life's art scene is the U of Western Australia.  Here's a screenshot of the campus' enchanted forest.


Virtual worlds as interactive 3D virtual environments, especially ones that offer the opportunity to build, interest me most.  If you would like to see what building in a virtual world is like, try a visit to Bowling Green State University's sandbox and rez something there (menu items: build/select build tool/create tool, then place the object on the ground).  You'll need to download a viewer and join first -- both free.

Careful, you might get sucked in.

-- Marge

Tuesday, October 16, 2012

Artificial life in virtual worlds

Interesting news from the Second Life front:  In an article titled "Student Creates Code Which Generates Second Life/OpenSim Avatars... Based on Simulated Genetics!" Wagner James Au reports on a project being developed by "the University of Western Sydney and the Federation of American Scientists." Here's the video that demonstrates the work:


Envirtech is the group doing this work and they call the project Artificial Life Lab. For background, see the Wikipedia article on artificial life (aka Alife); note that the article directs you to the talk page -- there are a number of "challenges" to the article.

Knowing that MIT has been working with artificial intelligence for a long time, on a hunch I looked to see what might be going on with respect to virtual worlds and found this page on Digital Humanities and this quote mid-page:
It used to be that we in English departments were fond of saying there was nothing outside of the text. Increasingly, though, texts take the form of worlds as much as words. Worlds are emerging as the consummate genre of the new century, whether it’s the virtual worlds of Second Life or World of Warcraft or the more specialized venues seen in high-end simulation and visualization environments. Virtual worlds will be to the new century what cinema was to the last one and the novel to the century before that.
As an aside, I also found the article "‘Artificial leaf’ moves closer to reality" at the MIT site.  It fits in with the artificial photosynthesis article of a few days ago.

I love it when things mesh together.


-- Marge