On Friday June 20th at 4pm EST the Immersive Education Initiative will launch the Education Grid with an array of Sun Wonderland virtual world servers ("nodes") hosted by Essex University (United Kingdom), University of Oregon, St. Paul College, New Media Consortium (NMC), and Sun Microsystems. Faculty and staff from each host organization will join faculty from the Woods College of Advancing Studies at Boston College to guide visitors through the Wonderland virtual worlds that debut on the Education Grid this Friday.
The Education Grid is provided free of charge to the general public and Immersive Education Initiative members. Starting this Friday, Immersive Education Initiative members can conduct classes and meetings within Wonderland virtual worlds on the Education Grid. Initiative members can also use the Education Grid to build custom Wonderland virtual learning worlds, simulations, and learning games.
Immersive Education's virtual world Platform Ecosystem and corresponding Education Grid provide educators with an open and comprehensive end-to-end infrastructure for a new generation of learning worlds, interactive learning games, and simulations. Sun Microsystems Laboratory's Project Wonderland is an official Immersive Education virtual world platform. Wonderland is now being enhanced to utilize the Education Grid, which is being designed to deliver a rich library of learning objects, digital media assets, learning games and collaboration services from which a wide variety of Immersive Education experiences can be assembled. Friday's event will give educators an early preview of the emerging Wonderland client-side platform and corresponding server-side Education Grid.
On June 4th 2007 the Immersive Education Initiative was launched as an official activity of the Media Grid standards group (see http://mediagrid.org/news/2007-06_immersive_education.html for the original news release). The Immersive Education Initiative has made a lot of progress in the past year, and the best is yet to come.
Join us in the "Odd Ball" (http://slurl.com/secondlife/research%20center/122/142/651) at Oddfellow Studios as we look back at the year behind us and forward to the year ahead. Bring your dancing shoes! Dance and socialize the night away while master illusionist of virtual worlds Tuna Oddfellow spins tunes and conjures up magical visual effects for this special birthday event.
This special event runs from 9pm to 11pm EST (6-8pm pacific / Second Life time)
ARCHIVES:
::: HIGH RESOLUTION AVATARS, OBJECTS, AND ENVIRONMENTS :::
Join us in the graphics sphere (http://slurl.com/secondlife/research%20center/122/142/651) at Oddfellow Studios to discuss how high resolution graphics will soon transform Immersive Education. Support for high resolution avatars, objects and environments is a requirement for the next generation (3rd generation) of Immersive Education that is now under development. During this meeting we'll discuss and see examples of: high resolution avatars; high resolution objects and environments; photo-based modeling technology that enables high resolution avatars to be automatically created from a photograph of your face; current and next generation graphics rendering engines and game engines; open file formats and open art paths that enable "CREATE ONCE, EXPERIENCE EVERYWHERE". << see related materials below >>
This meeting starts at 4pm EST (1pm pacific / Second Life time) and ends at 5pm EST, with additional time beyond that allocated to questions and further discussion.
MEETING MATERIALS:
>> AVATARS: High Resolution Avatars <<
>> SCALABLE GRAPHICS: Static and Dynamic Level of Detail (LOD) <<
>> PHOTO-BASED MODELING: Instantly Create High Resolution Avatars From Photos <<
>> OBJECTS & ENVIRONMENTS: High Resolution Objects and Environments <<
Graphics capabilities of today's "average" personal computer:
Join us in Splenda island (http://slurl.com/secondlife/Splenda/117/210/29) to discuss the status of the Immersive Education Platform Ecosystem and Education Grid. This January the Immersive Education Initiative announced the Education Grid and corresponding Platform Ecosystem. Based upon open source technologies and open standards, the Education Grid and Platform Ecosystem will provide educators with a comprehensive end-to-end infrastructure for a new generation of virtual world learning environments, interactive learning games, and simulations. During this meeting baseline requirements for the next generation (aka "3rd generation") of Immersive Education platforms and the Education Grid will be reviewed. << see related materials below >>
This meeting starts at 4pm EST (1pm pacific / Second Life time) and ends at 5pm EST, with additional time beyond that allocated to questions and further discussion.
MEETING MATERIALS:
>> ANNOUNCEMENT: Platform Ecosystem and Education Grid <<
During the 2008 Boston Digital Media Summit the Immersive Education Initiative announced the Education Grid and corresponding Platform Ecosystem. Based upon open source technologies and open standards, the Education Grid and Platform Ecosystem will provide educators with a comprehensive end-to-end infrastructure for a new generation of virtual world learning environments, interactive learning games, and simulations. Read the complete news release at:
>> COBALT: The future Immersive Education end-user application built upon Croquet <<
The first build of Cobalt, an emerging open source and multi-platform metaverse browser and toolkit application being built using the open source Croquet SDK, happen during the 2008 Boston Digital Media Summit in January. Whereas Croquet is a software development kit (SDK), Cobalt is the application that end users (teachers, students, etc) will run to access Immersive Education learning environments. The Immersive Education Initiative will soon launch its Cobalt community (for developers and end users).
>> WONDERLAND: Sun's roadmap for Project Wonderland targets Q1 2009 for v1.0 <<
Sun's Project Wonderland platform is under active and steady development, with version 1.0 projected to arrive in Q1 2009. Milestones for this year (2008) include significant advances toward becoming a next-generation (3rd gen) Immersive Education platform, including 1) a new graphics engine that supports high resolution avatars, objects, and environments, 2) the ability to recording learning experiences, and 3) simplified art path based on open file formats. For a sneak peak join us during our Wonderland Immersive Education event on Friday April 25th.
Education Grid requirements (excerpts from version 3 of the draft Education Grid specification). Join the Immersive Education Technology Working Group to review the complete Education Grid requirements specification:
2.1 Platform and vendor neutral
2.2 Open standards
2.3 Open access
2.4 Open APIs and Interfaces
2.5 Open and interoperable file formats
2.6 Open hosting with conformance and compatibility clauses
2.7 Free for education and non-profit use with dual licensing for sustainability
2.8 Support for multiple asset types and content formats
2.9 Quality control and legal vetting
2.10 Multi-tiered metadata architecture
2.11 Content linking and associations
2.12 Federated authentication and authorization
2.13 Protected learning environments
2.14 Usage metrics
2.15 Content watermarking, hashing and encryption
2.16 Anti-spoofing mechanisms
2.17 Port ranges
2.18 Annotations
2.19 Highly available and reliable
2.20 Publish and consume pipelines
2.21 Archiving and preservation
2.22 Content framing
2.23 Social network overlays
2.24 IP address mapping
2.XX PENDING REQUIREMENTS:
* Upgrade and unlock interface and controls
* Standardized units of measurement
* Voice and application bridges
* Micro-transaction and credit-based economies
* LMS integration
* Dynamic LOD
* Pluggable and interoperable frameworks
ARCHIVES:
::: THE ROLE OF SURFACE (TOUCH) INPUT DEVICES IN IMMERSIVE EDUCATION :::
Join us in Greenbush Auditorium (http://slurl.com/secondlife/Greenbush/101/86/29) to discuss the role of surface (touch) devices in Immersive Education. Surface input, recently popularized by the Apple iPhone, gives users a natural way to interact with digital content through touch and gestures. Surface input devices have the potential to significantly enhance virtual learning experiences. During this meeting the extent to which surface devices should be explicitly supported by Immersive Education standards will be discussed.
Special guest
Rich White (Greenbush Education Service Center) will demonstrate how Edusim uses surface devices to create touch-powered 3D virtual world classrooms that students and teachers interact with directly through an interactive whiteboard that is projected onto a wall or screen. << see Edusim videos below >>
This meeting starts at 1pm EST (10am pacific / Second Life time) and ends at 2pm, with additional time beyond that allocated to questions and further discussion.
MEETING MATERIALS:
>> VIDEO: Apple iPhone and Microsoft Surface Demonstrations <<