What is Play2Train?

Play2Train is a virtual training space in SecondLife designed to support Strategic National Stockpile (SNS), Simple Triage Rapid Transportation (START), Risk Communication and Incident Command System (ICS) Training. This virtual environment which currently comprise a town and two hospitals spreads over three islands Asterix, Obelix and Getafix(65536 x 3 sq. meters). Play2Train provides opportunities for training through interactive role playing. This project implements one of the distance learning methodologies proposed by the IBAPP project.

Contact person: ramlrame@isu.edu

An overview of Play2Train (16 minutes):

A podcast about Play2Train is available here.

Play2Train slideshow

August 05, 2008

Overview of virtual worlds

Gary Hayes from Personalizemedia has created this wonderful clip that paints a very clear picture of the range and diversity of virtual worlds today. This 6 minute video clip is worth watching.

July 08, 2008

Exploring Google's Lively

Our exploration in virtual environments for training does not stop at Second Life. We are currently exploring Project Wonderland as well. And we thought that it will be a good idea to set up shop in Google's Lively as well. Our Play2Train room on Google Lively will allow us to provide support to new Play2Train users without requiring them to log into the Play2Train environment.

June 28, 2008

A web front end and custom user orientation coming to Play2Train soon

As our efforts are maturing, we are close to meeting another milestone. We will be deploying a web front end to the Play2Train environment towards the end of July 2008. At this time, we plan to host a store on OnRez and will make virtual props for training and various related applications available. We will also have a second store inside the Play2Train environment. Our main goal is to boost the creation and use of virtual environments for emergency preparedness and related training on the Second Life grid. Providing opportunities for interested parties to re-use our content is a goal we have considered since the beginning of our project. Users will be able to log into the Play2Train environment directly and we will provide our own orientation for beginners. We believe that it is important that users of the Play2Train environment get a focused experience and do not get distracted by the Second Life welcome areas before they get to our destination.

play2train_test

 

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June 06, 2008

Searching Second Life Grid from a Google Gadget

I looked at the source code on the page from this site and tweaked an existing gadget to yield the one below. Now you should be able to search Second Life from your web page. Of course things will stop working if LL's does some changes on their end, let me know when this happens I will just update the gadget accordingly.

Ramesh

Search Second Life
Gadgets powered by Google

May 31, 2008

A brief look at current 'state of the art' of commercial games

We have collected here a few video clips demonstrating the quality of graphics and physics that can be experienced in recent off-the-shelf commercial military styled games. While the realism of these games are mind blowing they provide little opportunities for user content generation. Thus, users should not be surprised at the lesser fidelity typically encountered in plastic virtual worlds such as Second Life and Project Wonderland. Generating persistent high fidelity content in deeply user customizable environments that also support content sharing, monetization and social communities obviously requires a new generation of underlying architectures (including those implemented in graphics card firmware). There are already a lot of effort being directed precisely at the development of those new architectures and for now, we view the following clips as a pointer to what future plastic virtual worlds may look like.

search
CallofDuty
crytek
solidmetalgear
Farcry
Crysis

May 19, 2008

Which spectrum of applications is likely to adopt virtual world technology first?

This is a very good question. We have chosen virtual environments for emergency preparedness training not because it is another cool training delivery mechanism but because there are a significant number of research findings over decades that illustrate the effectiveness of training at point of need in 'safe' environments that also support fine grain performance data capture.

It is a fact that recently 90% of business forays, especially those with marketing goals, into virtual worlds fail because of a lack of understanding of virtual environments, their current barriers for access and their current popular use. There is also rampant media and public confusions between platforms supporting virtual environments and successful virtual communities built on their almost never spoken of 'platforms'. Often the media has compared virtual worlds to web sites, or compared Whyville to Second Life, or compared World of Warcraft to Second Life. These confusions reflect at best the lack of understanding or at worst a misplaced confidence in those persistent and unrecognized misconceptions. These confusions also surprisingly surface at mainstream conference venues about virtual worlds. For example, we were recently asked at a conference venue on a panel discussion whether in the future, businesses will be using World of Warcraft for 'serious' applications.

It is obvious that the spectrum of applications that will succeed first in the virtual world industry has to be those where spatial context, situational awareness and real time group communication matter supremely. So we could not agree more when Gartner believes that virtual world adoption will begin in role-based scenario-driven training exercises, examples would include training in emergency services within medical institutions and fire and police departments.

May 12, 2008

Our invited presentation for the Virtual Worlds & Health Day @ Games for Health 2008 (Baltimore)

The pre-conference event organized by Ben Sawyer showcased a number of commercial and university efforts dealing with virtual environments for training in health care. John Lester from Linden Labs presented through his avatar in a live Second Life session. He took the opportunity to illustrate various data mashup opportunities in Second Life. While not new to many of those familiar with Second Life, the examples were well chosen. The first was about a virtual representation of air traffic control data that avatars can fly through and interact with. Clicking on the planes would also reveal information about the flight. The other example illustrated the generation of ball and stick models of molecules. Then John Lester proceeded to navigate through a model of a hospital that will be built in the real world in a couple of years.

This was followed by presentations by other major players in training in virtual environments including Forterra, Virtual Heroes and others. The claims about the cost for developing virtual environments by contemporary standards have been quite stunning at times. For example, the Virtual Heroes project which was dealing with emergency preparedness training from a single user perspective was priced at 3 million USD, and the CEO of Virtual Heroes also stated that the product was actually worth 10 million USD. It was a fantastic experience to hear from James Mason Bower CEO and Chairman of the Board of Numedeon Inc. a company he founded in 1998 to develop educationally related virtual worlds (Whyville). His take on usage metrics and why it is important to consider those when designing virtual communities is very convincing. We also think usage metrics are important but it is also easy to get misled by them as well especially in cases where the factors impacting the usage metrics are not well understood. For example, we will be cautious to derive best practices about virtual environment/community design just by looking at the usage metrics of 2D chat rooms or 2D virtual communities.

There were a number of people in the audience who represented the 'high end VR' camp and who, during the panel session, voiced their concern that educators should be talking to them more seriously and go for their 'high end' solutions and avoid wasting their time 'reinventing the wheel'. This view is ironical in the sense that they would rank plastic virtual environments such as Second Life as a 'lesser solution' than dedicated virtual worlds built on expensive high end game engines or their in-house APIs. In particular, one person was almost jokingly referring to environments such as Second Life nothing more of a place for 'throwing in virtual objects' and pointed to the space navigator as nothing but a rehash of very old technology. Actually I felt that a number of important points were being missed here especially when considering Second Life: one, the plasticity of the persistent virtual environment, two, the inherent knowledge networking and community building functionalities within the virtual content production environment itself.

Other members of the audience were concerned about the large number of simulations very similar in goals being funded repeatedly and generously by the government and one in particular wondered about why virtual environment contents are not re-used. We believe that 're-use' can happen more easily in platforms that are by default multi-user and support a wide range of customizations from 'deep to surface levels modifications'. Most importantly, re-use to a large extent depends on the ability of the platform to facilitate communication and knowledge networking between stakeholders in addition to the platform's ability to facilitate the sharing of content and the monetization of the sharing. It is clear that in the coming years we will see a shift in the way virtual environments for training will be developed and some of the major players we see today will have to evolve to survive.

The two links to our presentation are available here

Part 1

Part 2

May 04, 2008

A recent contribution from the Second Life community which is very relevant to our activities: virtual tornadoes

About a year ago, we thought of developing a virtual tornado that we would use for some emergency preparedness exercises that would require them. However, at that time, we never implemented it as we had other higher priority simulations to implement .  One of the things we love about Second Life is that if we need something to be developed, it is very likely that a member of the Second Life community would have already developed it. To illustrate this point, a member of the Second Life community, Trypto, has created a Tornado HUD Destruction Kit that allows one "to set up your own buildings, fences, trees (non Linden), cars and anything else you can think of to be picked up, torn apart and tossed around by your tornado... limited to 40 linked objects at any one time." The kit is available at Tornado Island. This kit will be a great addition to our 'deflagration and explosion simulation kit' which allows exercise facilitators to destroy virtual architectural structures. A video clip illustrating the latter kit in action is available here.

May 01, 2008

Second Life as the Foundation of our Knowledge Networking

The decision to implement Play2Train on the Second Life platform turned out to be very fruitful on many counts. For this post, suffice to mention that we now feel that Second Life for our purposes has been much more than just a virtual reality platform. This environment has not only allowed us to build and tailor rapidly our virtual environment for training. In addition, It  has been, is and will very likely continue to function as an effective knowledge networking tool. So when it comes to picking a platform, we think that it makes sense to evaluate its knowledge networking functionality as well. We thought of creating a CommunityWalk Map which is available on the Play2Train Open Content Alliance front page to collect information about various individuals or organizations who have contacted us and contributed in various ways. It is clear to us that the majority of our most effective collaborators have emerged from the Second Life community. This is perhaps because those individuals had already surfed the Second Life learning curve and were therefore able to collaborate effectively and were in a better position to see through the technological barriers in order to lock in the training aspects. Therefore, to maintain our growing momentum, we have re-evaluated our strategy and will now put a lot more emphasis on Second Life training/orientation so that participants can feel comfortable.

 

CommunityWalk Map - Play2Train partners

April 25, 2008

TCC 2008 Full presentation

We got a few requests to have the audio recording added to complement the slides I posted a few days ago. We took the time to digitize the presentation from the Elluminate recording and made it available for streaming on Video Google. There is a lot of information in here that will be helpful not only for emergency preparedness instructors looking into ways to develop training exercises in virtual worlds but also for instructors from other fields interested in finding out why virtual environments such as Second Life could be an effective teaching medium.

April 24, 2008

Play2Train in Second Life yields 'real' benefits

When we started the Play2Train effort about 2 years ago, it was clear, at least to us, that the technologies that were emerging and maturing would play an important role in bringing virtual environments for training to a much a larger audience. Virtual environments for training have been explored for decades and yet no consensus has emerged regarding their effectiveness. This is not surprising because evaluation methods typically do not fare well in domains where the state of the art rarely sits still. For example, recently, both the client and server side of Second Life, the platform on which Play2Train is built, have changed and third party contributions have also injected additional functionalities to give rise to third party clients.

At some level, I think, we all have a vision of what the technology could be, and we believe that if the technology works from all the angles we are able to consider, including the human computer interface aspects, then learning in virtual environments developed on platforms such as SecondLife can become a primary or even a preferred mode of learning simply because its effectiveness will surpass anything we know at the moment. Yes it is true that as innovators, we are sometimes motivated more by 'informed' beliefs than by evidence. For virtual environment builders/designers, evaluations tend to serve as guides for the tailoring of a technology they are, in most cases, already sold on. But for most consumers/customers, evaluations are a source of evidence that they will use to inform their 'buy or not buy' decision. In this case, 'evaluations' can take the form of 'word of mouth' or other informal means of communications. In the following set of slides, I describe the current status of the virtual Elks Rehabilitation Hospital. In the same talk, I chose to highlight some of the eye opening evaluation results of Anne Hewitt PhD from Seton Hall University. I hope that such evaluations of learning in Play2Train will inspire many others.

April 18, 2008

TCC 2008 World Wide Online Conference Presentation by Seton Hall University

Anne Hewitt, Susan Spencer and myself presented  "Learning in a Virtual Environment: Managing Emergency Preparedness and Health Security using Second Life as a Teaching Tool" at the TCC 2008 World Wide Online Conference. Heidi Trotta did a tremendous amount of coordinating and scenario development behind the scenes. The Play2Train team focused on content creation and machinima production. It is very encouraging for the Play2Train team to see first hand how the Play2Train Open Content Alliance has enabled collaborations that are yielding tangible products such as this conference presentation and a journal paper that is to appear soon: "Expanding CERC beyond Public Health: Sharing Best Practices with Healthcare Managers via Virtual Learning" has been accepted for publication in the Journal of Health Promotion Practice. Clearly there is a lot to be gained in joining the Play2Train Open Content Alliance, don't hesitate to contact us if you are in need of a virtual space for health care related or emergency preparedness pilots. The Play2Train team is committed to expand virtual learning research to a wider audience through cost reduction and optimization of virtual environment production.

April 09, 2008

Teaser trailer of the recently built hospital replica

March 14, 2008

Seton Hall University Instructional Designers implement an emergency scenario on Play2Train

On March 7th 2008, Heidi Trotta and Riad Twall, two instructional designers from Seton Hall University ran an emergency scenario on Asterix, one of the Play2Train islands. This event counted as participants, the subject matter expert, Dr Anne Hewitt, Professor of Public and Healthcare Administration, her technical staff  and students from her class. We captured the most eye catching aspects of the event and have the pleasure to share it with you. A first look at the chat logs of students involved in the exercise suggests that they do appear to have been immersed in the emergency situation. We are still studying the feedback we got from the students and will share them with the community as soon as it is written up.

We had a lot of fun learning from this experience and have accumulated a number of new ideas on how to make the environment more engaging. The one lesson that stands out is that we now realize that we should spend more time on working on the soundscape of a virtual environment in addition to getting the aesthetics of the environment right. In fact, in Second Life, it is very easy to drop in right ambient sounds that get triggered according to current activities/situations. Having the right soundscape within the virtual environment  not only help to increase the engagement of the participants, but it also facilitates tremendously the post production process for creating effective machinimas.

January 14, 2008

Excellent introduction to Second Life

The following is an excellent introduction to Second Life and we strongly recommend new Play2Train users to watch it.

From: Emerging Technology Centre

Chris Keesey of Ohio University joins host D.Lee Beard in explaining the popular online 3-D world known as Second Life.

They explain what Second Life is, some of the basic terminology, how to get onto Second Life, what is in Second Life that makes it special (including a visit to Babylon 5), how to move around and navigate within this 3-D world, how to communicate with others, and more as they walk you through a personalized demo of Second Life.

Quicktime movie

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