![]() |
| Immersive Education ™ : EVENT ARCHIVES [2008-09 SELECT EVENTS] | |||||||||||||
|
Media Grid standards, technologies and initiatives (such as Immersive Education) are developed by an international collaboration of universities, colleges, research institutes, consortia and companies (see MEMBERS page for details). To join, or for more information, visit the Immersive Education Initiative member's area at http://members.ImmersiveEducation.org
iED EVENT ARCHIVES [2008-09 SELECT EVENTS]A small selection of Immersive Education Initiative event archives are located below. For current events, and current event archives, visit the member's area at: http://members.ImmersiveEducation.org
.::::::::::::::::::::::: ARCHIVED IMMERSIVE EDUCATION INITIATIVE EVENTS :::::::::::::::::::::::.
::: WONDERLAND WEDNESDAYS: Discover ALICE 3D Education Software ::: WHAT: Discover ALICE 3D Education Software This Wednesday!
.:: join the Immersive Education Initiative today! ::. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
WONDERLAND WEDNESDAYS: Discover ALICE 3D Education Software This Wednesday! This week's event is the fourth in a series of "Wonderland Wednesdays" hosted by the Immersive Education Initiative in collaboration with the Sun Immersion Special Interest Group (Immersion SIG) and the Project Wonderland community. *WHAT* Discover ALICE 3D Education Software This Wednesday! Join Luke Nagel (Immersive Education Initiative) and Norbi Gyorbiro (University of Aizu, Japan) in Wonderland this Wednesday to discover Alice, a free gift to the education community from Carnegie Mellon University (created with support from Sun Microsystems, Electronic Arts, DARPA, Intel, Microsoft, NSF, and ONR). Alice is an innovative 3D programming environment that makes it easy to create an animation for telling a story, playing an interactive game, or a video to share on the web. Alice is a teaching tool for introductory computing. It uses 3D graphics and a drag-and-drop interface to facilitate a more engaging, less frustrating first programming experience. *WHEN* Wednesday March 4th from 6-7pm pm Eastern Time (ET) / 3-4pm Pacific Time *WHERE* Sun Microsystems node on the Education Grid: http://TheEducationGrid.org *HOW* Materials for this Wonderland Wednesday event will be available at the time of this event at the following location: http://ImmersiveEducation.org/go +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
WONDERLAND WEDNESDAYS: Discover ALICE 3D Education Software This Wednesday!
::: LIBRARY TECHNOLOGY WORKING GROUP LAUNCHES ::: WHAT: Library Technology Working Group (LIB.TWG) [LAUNCH EVENT]
.:: join the Immersive Education Initiative today! ::. The Library Technology Working Group (LIB.TWG) is responsible for defining, implementing, evolving and maintaining applications and open standards related to the provision of library services associated with Immersive Education. In the age of Immersive Education libraries are challenged to provide resources and personalized research and learning services that transcend physical space. Scholarly communication that once depended on printed books and journals is now network disseminated and enriched with the spectrum of multimedia—moving and still photo/video images, sound, animation, immersive 3D and virtual reality, simulation, executable code, large data sets—as well as interactive communication among reviewers and readers. Pedagogy that was predominantly an independent and competitive process for students outside class now makes greater use of collaboration, cooperation, and group study. In addition to a changed learning and research environment, librarians face continually changing sources for the digital literature and other assets they acquire and make available, and continually changing tools for scholars to locate and use these resources. Management of the library enterprise is characterized by more complex and intense communication among librarians, and the delivery of library services is distinguished by the need for direct, personalized advice on what is available and instruction on how to use it. Although library practice has been deeply technological for thirty years or more, and a cornerstone of research and course delivery, it is now constrained by the traditions of physical services in real buildings. Similarly, working relations among library staff and with consortial partners depend on traditional modes of email, telephone and process control systems. Certainly, ample opportunity exists to enable vastly greater efficiencies in communication through the use of virtual reality meetings and consultations. The Library Technology Working Group is chartered to project library services beyond the limits of the brick and mortar physical plant through the application of interactive 3D graphics and animation, open video game and simulation technology, virtual reality, voice over IP, web cams and other rich digital media. These technologies can be leveraged today toward the creation of virtual collaborative study spaces, virtual information literacy programs, virtual research and course consultations, virtual interlibrary document management, and virtual service delivery to name just a few possibilities.
::: IMMERSIVE EDUCATION: ASIA LAUNCHES IN JAPAN ::: WHAT: Immersive Education Initiative Launches Asia Series of Events in Japan .:: join the Immersive Education Initiative today! ::. FOR IMMEDIATE RELEASE: JAPAN - November 14, 2008 - The Immersive Education Initiative today announced that it will launch its series of Immersive Education: ASIA events in Japan this month. Immersive Education Japan (iED Japan) begins with "Immersive Education Days at University of Aizu", which features two days of Immersive Education presentations, lectures, workshops and related events presented by faculty, teachers and researchers from around the world who are participating in the event in person and remotely using virtual worlds technology. During the event, which spans November 18th through the 20th, Immersive Education Initiative members from Boston College, University of Aizu, National University of Singapore, Keio University, Smithsonian Institution, Montana State University, Southeast Kansas Education Service Center at Greenbush, University of Essex and Sun Microsystems will give a series of presentations and demonstrations to provide attendees with an in-depth overview of Immersive Education, the Education Grid and related technologies... <<read the press release and view the schedule of events>>
::: OPEN FILE FORMATS TECHNOLOGY WORKING GROUP LAUNCH ::: WHAT: Open File Formats Technology Working Group (OFF.TWG) [LAUNCH EVENT] .:: follow the Immersive Education TWITTER GROUP for the INSIDE SCOOP! ::.
"Create Once, Experience Everywhere" The Open File Formats Technology Working Group (OFF.TWG) is responsible for defining, evolving and maintaining open, platform-neutral file formats that enable learning objects and experiences to be seamlessly deployed across Immersive Education technology platforms. In the context of Immersive Education the term 'platform' refers to any virtual world, simulator or 3D game-based environment that may be used for teaching or training purposes. The Immersive Education platform has evolved considerably over the past decade and the 3rd generation ("next generation") is now under development. Whereas the previous two generations of Immersive Education were based on specific client-side platforms tied to proprietary server-side infrastructures, the future of Immersive Education revolves around multiple client-side platforms working in unison through the server-side Education Grid. Based upon open source technologies and open standards, the Platform Ecosystem and Education Grid will provide educators with a comprehensive end-to-end infrastructure for a new generation of virtual world learning environments, interactive learning games, and simulations. To this end the Immersive Education Initiative has a mandate to design, develop and promote open and platform-neutral file formats that enable interoperable learning objects and
experiences to be seamlessly deployed across a wide variety of virtual world and Today's virtual world and game platforms are essentially walled gardens; users are not able to interact with the same objects or experiences from different platforms, nor are users of one platform able to interact with users residing in another platform. Although the Immersive Education Initiative does not plan to address the latter concern (user interoperability across platforms), through the Open File Formats Technology Working Group we are actively standardizing cross-platform content interchange by adopting and promoting open, platform neutral 3D/VR file formats that enable the promise of "create once, experience everywhere."
::: EDUCATION GRID LAUNCHES WITH PROJECT WONDERLAND ::: WHAT: Education Grid launches with Project Wonderland [Education Grid LAUNCH]
.:: join the Immersive Education Initiative today! ::. 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. This event starts at 4pm EST (1pm pacific / Second Life time) in Second Life and
::: BIRTHDAY PARTY! Immersive Education Turns One ::: WHAT: BIRTHDAY PARTY! Immersive Education Turns One [Music/Dance/Socializing] 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)
::: HIGH RESOLUTION AVATARS, OBJECTS, AND ENVIRONMENTS ::: WHAT: High resolution avatars, objects, and environments [MEETING and DEMOS]
.:: join the Immersive Education Initiative today! ::. 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:
Watch this QuickTime video directly (outside of this Web page)...
>> GAME ENGINES: High Resolution and High Performance Rendering Engines <<
Graphics capabilities of today's high-end computers and game consoles: 1) CryENGINE 2 game engine video #1 (click the 1:1 button on video for actual size) Open file format: CryEngine 2 supports the open COLLADA file format
2) CryENGINE 2 game engine video #2 (click the 1:1 button on video for actual size) Open file format: CryEngine 2 supports the open COLLADA file format
Grand Theft Auto 4 (GTA 4):
BioShock:
>> OPEN ART PATH: Enabling "Create Once, Experience Everywhere" << A few of many content creation tools that import/export X3D and/or COLLADA:
(1) http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=7635018 (2) http://usa.autodesk.com/adsk/servlet/index?id=5659302&siteID=123112
http://graphics.smithmicro.com/article/articleview/1156/1/281?sbss=281
Hand-made models vs. photo-based modeling Alien Guy Web-based workbook (basic character modeling with Maya): http://www2.bc.edu/~nagelh/exploring.3D.character.development/Start.html
::: PLATFORM ECOSYSTEM AND EDUCATION GRID STATUS AND REVIEW ::: WHAT: Platform Ecosystem and Education Grid status and review [MEETING]
.:: join the Immersive Education Initiative today! ::. 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: Immersive Education Initiative announces Education Grid and Platform Ecosystem [PDF]
>> 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). Visit the Cobalt overview page for details...
>> 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.
Visit the Wonderland Roadmap page and the Wonderland Blog for details
>> "CREATE ONCE, EXPERIENCE EVERYWHERE" : Open, platform-neutral formats << Excerpts from the Immersive Education platform ecosystem transcoding project:
>> TABLE: Education Grid requirements (draft specification excerpts) <<
::: THE ROLE OF SURFACE (TOUCH) INPUT DEVICES IN IMMERSIVE EDUCATION ::: WHAT: The role of surface (touch) input devices in Immersive Education [MEETING]
.:: join the Immersive Education Initiative today! ::. 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 << 1) Apple iPhone "Finger Tip" videos: http://www.apple.com/iphone/fingertips/?tip=6 2) Microsoft Surface overview videos: http://www.microsoft.com/surface/
>> VIDEO: Edusim Touch-powered Virtual Worlds for Education <<
|

Copyright Statement and Legal
Notice.