Play2Train presentation at Games for Health pre-conference event

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05/18/22 1 The Play2Train Framework Lowering barriers for access to virtual training environments Rameshsharma (Ramesh) Ramloll [email protected] Virtual Worlds & Health Day @ Games for Health May 7 2008

description

This talk presents presents our thinking behind the Play2Train effort in Second Life.

Transcript of Play2Train presentation at Games for Health pre-conference event

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The Play2Train FrameworkLowering barriers for access

to virtual training environments

Rameshsharma (Ramesh) [email protected]

Virtual Worlds & Health Day @ Games for Health

May 7 2008

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What stakeholders care about

Dev

elop

ers

Use

rsCommunication

PlasticityInteroperability

Ease of use

Culture

What will users prefer to do if they have ‘free’ time available?1. Use their disposable time to develop virtual content they ‘need’2. Use their disposable time to ‘do’ what they have always wantedto do in their own domain of expertise

Reuse

CommunityBut to claim that such a line does not exist or will disappear is disingenuous

Cost

Caution: The line between developers and users is neither bright nor well-defined …

Features

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Once upon a time … 3D APIs – Java 3D (circa 2000)

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Old habits die hard… 3D Game APIs (circa 2002)

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‘Plastic’ virtual environments Second Life-Play2Train (circa 2007)

In-world/In-situ editing in External tools / ‘level editing’ possibly

out Collaborative building

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Local context- Idaho State Target audience

Emergency responders Healthcare providers

Orientation, training the trainer Challenges

Culture Infrastructure

Hardware limitation Bandwidth limitation? Accessing SL through tight ‘hospital’ fire walls

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Play2Train stakeholders

Play2Train

Custom virtual content developers Subject matter

experts

StudentsTechnicalassistants

Administration

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P2T knowledge networking

(early 2008)

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Example P2T interested parties

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Conference demonstrations

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Resource costs Infrastructure

Current cost: Island 1000 USD per 16 acres (65,536 square meters); non-profit/educational=295 USD/2

Play2Train costs (3 years) = 3*1000 + (295/2)*36 = 8310 USD Custom content (70%)=20 000 USD In-world content (30%)=500 USD Total = 28810 USD

Volunteer subject matter experts Tangible benefits: ability to develop pilots that can generate

small grants, publications Play2Train staff

15 000 USD (3 years) Donation of off working hours to participate in content

development, manage content development, produce machinima, establish relationships with potential collaborators etc…

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Why users choose Play2Train? Enable participants to experience table top

exercises they can customize without having to develop virtual content on their own

Short path to evaluations, hence, publications (Traditional e.g. Journal and Conference Proceedings and web 2.0 type of pubs) when looking at innovative learning practices in virtual environments

Many have used Play2Train to showcase Second Life educational opportunities to ‘powers that be’ via virtual tours

Significant online interest (blogs, mainstream media)

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Play2Train services Training the trainer Virtual content maintenance Technical assistance Virtual tours Outreach and knowledge networking Pilot study support Evaluation services: Experiment design

and data analysis

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Funding and monetization ASPR (ex BTCDP) funding ends

August 2008 Monetization for sustainability

Educational conference services In-world advertising Membership/access fees Sponsors (federal and commercial)

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Cost saving strategies? In house sim hosting

OpenlifeTM grid (Second Life’s open source competitor)

Keep an eye on viable alternatives Project Wonderland (Sun Microsystems)

Downside: Maintenance costs goes up- Hosted services vs. In-house services

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The End

QUESTIONS?

[email protected]@gmail.com

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Panel Session Q1: There has been many projects

implementing virtual training environments that were funded over the years. Many share the same set of training goals. Why is it that significant federal funding get spent to develop a training environment for one group, then a similar one for another group etc…?

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Panel session Q2: Answer by a ‘yes’ or a ‘no’.

Will we be using World of Warcraft in the future (I presume for the kind of applications we have been talking about.)?

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Panel Session We have seen a lot of presentations

today where it seems designers are ‘just throwing in objects in 3d worlds’. Why reinvent the wheel? We have been involved in ‘high end VR’ since a very long time? Why not go for those ‘high end solutions’? This morning somebody showed the ‘space navigator’, what’s the big deal? We’ve been doing these stuff for a very long time. Educators should ask us what they need and we will provide. They should ‘talk to us’.

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Panel session General question on what a virtual

medium is, whether 2D or 3D matters, the importance or non-importance of fidelity, on the need to understand the target audience, on usage metrics.