Sunday, December 15, 2013

Class 14, MACHINIMA OF WoW

Please see the machinima that I created using Wow:



Class 14, MACHINIMA OF MY IMMERSIVE LIBRARY

First I created a test video:



Next, I created a machinima of my own immersive library:



Link to Video

Please find my immersive library in Meshmoon in the world "SVeiga - Immersive Library" that I created for this project.

Friday, December 13, 2013

Final Project: Immersive Library Videos Part Four

The Pulse - SimCityEdu Interview




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Video Games in Education - Minecraft - The World of Humanities




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iPad Browser for Kids Leverages HTML5 to Bring Safe Games and Education




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Powerpoint Games for Education



Final Project: Immersive Library Videos Part Three

Virtual Reality Classroom Trains Teachers




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Teacher Training Starts Early with Educational Games




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Virtual Trillium Trail v1.0




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Video Games in Education – The World of Humanities – Tour and Gameplay



Thursday, December 12, 2013

Final Project: Immersive Library Videos Part Two


The Virtual Reality Lab



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Virtual View - Virtual Theatre, Conferencing and Education for Oculus Rift



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Virtual Past



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Educational Gaming



Final Project: Immersive Library Videos Part One


Math Alive - Game based Learning



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Virtual View - Virtual Theatre, Conferencing and Education for Oculus Rift



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Augmented Reality Brings Learning to Life



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G4C13- Amplify Learning- Schell Games




Wednesday, December 11, 2013

Class 14, MACHINIMA

Machinima is a type of film making that makes use of the programming, animation and real-time graphic rendering of video games (or other existing digital content such as virtual worlds) to create new content. This type of filming came from a history of capture game play. Many times it was used to show off a gamer's run through of a particular level of a game and frequently seen now as a way to look back at existing games as they were rendered and played at the time they were current. The process of filming machinima is more like live action filming than techniques used in animation. The filming captures what is happening at the time--taking advantage of existing programming to create the scene. 

After some time, machinima evolved to begin being used to tell stories from the gameplay captured. Some of the first machinima films of this kind were used to tell stories from a game called Quake and then as it became more popular, other games also were used as it became more well-known.  Makers of machinima use control of their created characters as well as existing A.I. in the world to create the story. Today, many video game companies and makers of virtual worlds encourage the use of their games in machinima and consider it a way to broaden their potential audience as well as encourage long term use of the game. In other cases, the companies that produce the games are less open to the use of their work and it has lead to legal issues. Because of that, some makers of machinima go to great lengths to disguise the games that they used to create their films.

In some ways, machinima is more simple than both traditional filming methods and capturing animation. Unlike a film where the animation is created specifically for the project, makers of machinima are mostly limited by what programmers in the game have already allowed players to do within the existing world. Expressions of characters, types of actor movements, and types of interaction with the world itself have all been relatively predetermined where in an animated film, a programmer would be able to create new versions of these as needed to tell the story. 

At the same time, machinima also allows for breaks with other issues with restrictions of those other filming methods. Unlike traditional filming, by using video game worlds and actors, there is less confined by what is safe or possible in reality. Through this method of filming, makers of machinima can can faster processing and better graphics than what most people (and their computers) could do otherwise; not to mention it is much cheaper for them. Much of the backend work has already been done and they are really only limited to what they can imagine or hack in the game world. 

-References-

http://en.wikipedia.org/wiki/Machinima
http://www.howstuffworks.com/machinima.htm

-Examples of Machinima-




Class 14, IMMERSIVE EDUCATION: THE FUTURE OF BUSINESS AND LEADERSHIP


In two articles, IBM professors worked through ideas surrounding the connection between the world of online gaming (specifically MMORPGS) and corporate environment leadership. The articles both argue that in a world of an increasingly disperate workforce, leaders of corporations might want to look to what makes leadership work in online gaming in order to adapt to this new dynamic. Beyond that, corporations in general could possibly learn from leadership in online gaming to identify new ways of identifying upcoming leaders. The way that leaders function in online games leads researchers to the belief that given the right tools and environments, more leaders can emerge than do in the current traditional business environment.

In online games, while there might be some clear and constant leaders, there is also the possibility of changing leadership to meet specific goals. While a group might have a long term goal in mind, there may be many steps to get there that all require different leadership skills. In these virtual worlds, members of the group may be leaders for a particular goal and then return to the rest of the group. There's an ability in this method to train new emerging leaders without overwhelming them. They can try out new methods of leading as they get opportunities. It also creates an environment where members are more used to such change. 

Additionally, the researchers argue that online games provides an interesting dynamic for leadership and team communication. These virtual worlds are ones where players are used to never meeting in person and building relationships accordingly. Leaders and teams use many methods of communication at once, and in many cases, each for specific reasons. Leaders might provide virtual meeting spaces for players to connect, share ideas, and identify skills. Forums might be used for long term discussion, while at other times, text chat might be used for quick simple communication. This method allows teams to express themselves in targeted and effective ways for each situation. MMORPGs also allow for constant and immediate feedback. 

Unlike a traditional work environment, online games provide leaders a unique opportunity to assess their teams through the use of clear skill badging, ranking and other assessments that update in real time. These worlds sometimes even allow a place for team members to show what skills and interests they have above and beyond those that are already measured. This means that leaders have the information they need about their team at any time to know who's best for each task. 

Online games also create a space for leaders to need to impart their vision with the members of the team. Though there maybe be predefined goals determined by the game (which does not necessarily translate to a corporate environment), they do need to have the ability to connect short term goals to the long term goals in meaningful ways. Leaders in both worlds should set context for members of the team on multiple levels as well as engage the team in strategy when possible. 

While it is pretty clear that corporate environments and virtual worlds are not the same, some lessons might be learned from how leaders in online games are directing their teams and how leaders emerge in this environment of potential chaos to get teams to achieve common goals effectively. Corporations are looking for leaders with abilities to translate risk assessment into action, learn from mistakes, quick planning, creating agile working spaces, deal with changing information and who can impart great vision.

-References-
Virtual Worlds, Real Leaders: Online Games Put the Future of Business Leadership on Display, IBM & Seriosity, 2007.
Leadership in a Distributed World: Lessons from Online Gaming, IBM & Seriosity, 2007.








Monday, December 9, 2013

Final Project: Immersive Library Articles Part Three

Exploring Factors of Media Characteristic Influencing Flow in Learning through Virtual Worlds

Beomkyu Choi & Youngkyun Baek
Computers & Education
12.2011




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Between Learning and Playing? Exploring Learner's Perceptions of Corrective Feedback in an Immersive Game for English Pragmatics

Frederik Cornillie & Geraldine Carebout
ReCALL
09.2012




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Using Games to Enhance Learning and Teaching: A Beginner's Guide

Nicola Whitton, Alex Moseley & Danielle Barrios-O'Neill
2012




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Designing Social Videogames for Educational Uses

Carina Gonzalez-Gonzalez & Francisco Blanco-Izquierdo
Computers & Education
01.2012