Enabling The Age Of Immersive Education - Media Grid

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Enabling The Age of Immersive Educationpresented byAaron E. WalshGrid Institute Boston bc.eduStarting in 2004 students in the Woods College of Advancing Studies at Boston Collegehave had the opportunity to participate in the development of a new form of distancelearning that combines interactive Virtual Reality (VR) with collaborative online courseenvironments and classrooms. Using commercial graphics applications and state-of-theart 3D simulation and game technology, our students are among the first in the world toexperience distance learning technology that enables "Immersive Education."Constructing Immersive Education course content is inherently interdisciplinary andcomplex, yet it is possible today thanks to new and innovative technologies that untilnow were not readily available to the general public. Because of the range of skillsrequired to develop Immersive Education courses they are built by teams of people thatconsist of designers, artists, modelers, animators, and software developers who togethertransform traditional course material into rich, interactive digital media experiences thatcan be deployed over broadband Internet connections or using delivery mechanisms suchas CD-ROM and DVD. Such content may be coupled with Internet video conferencing andcomputerized remote control capabilities to achieve the highest degree of faculty-studentinteraction.By teaching Boston College students these skills, and applying them to real-world coursecontent, the Woods College of Advancing Studies is enabling a new era in distancelearning that promises to engage and instruct at a level far beyond that of the typicalonline course. Immersive Education gives students a sense of "being there" even whenattending class in person isn't possible, practical, or desirable, which in turn providesfaculty and remote students with the ability to connect and communicate in a way thatgreatly enhances the distance learning experience.

Technologies, Outline, ScreenshotsFollowing are a number of technologies presented during this lecture, along with thepresentation outline itself and a few screenshots that show moments of this highlyinteractive event “frozen in time.”TECHNOLOGIES and RELATED TOPICS: Virtual Reality Modeling Language (VRML), Extensible 3D (X3D), QuickTime Cubic VR (panoramic 3D)Unreal Tournament, Half-Life 2, Project Offset, Google Earth, ModulobeMaya, Poser, FaceGen Modeller, PhysX physics processorVirtual Reality (VR), Augmented Reality, Virtual Humans, Synthetic EnvironmentsVR addiction, VR Sickness, VR Schizophrenia32-bit and 64-bit real-time rendering and simulationHands-free computer interaction (EagleEyes, CameraMouse, Sony EyeToy, 3D Face Stations)Virtual Surgery (interactive 3D telesurgery and medical training)Media Grid (on-demand digital media delivery, storage, and processing services)Voice over IP (VoIP) and Internet audio conferencingInternet Video Conferencing (iChat, Yahoo Messenger, Skype)Virtual Network Computing (VNC) remote-control and screen-sharing softwarePRESENTATION OUTLINE:I. Introducing "Immersive Education"––––––Distance Learning Yesterday, Today, and TomorrowA New Dimension in Distance Learning: 2D vs. 3DInfusing High Tech with High TouchLevels of ImmersionScheduled vs. Time-shifted LearningCourse ScalabilityII. Developing and Delivering Immersive Education Courses–––––––Building From Scratch vs. From Existing Course MaterialPressure Points: Freeing Faculty to Teach and Shape CoursesTeam-based Course Development: What it Takes, When it FailsCourse Structure and Instruction: Traditional vs. ModularDelivering to Students: Assumptions, Challenges, RoadblocksSupporting Students Remotely: Peers, Assistants, FacultyThe Media Grid: On-demand Digital Media ServicesIII. Demonstrations–––––––––Media on Demand (MoD)Face-to-Face, Shared Screens, and Remote Control3D Boston Tea Party, 3D Scenes and EnvironmentsWeb3D Chat (Doges Palace and Ancient Egypt)Interactive Physics (Fluid dynamics, Modulobe, Physics Playground)Telemedicine and TelesurgeryHands-Free: EagleEyes, CameraMouse, Sony EyeToy, Face Stations2010: A Face OdysseyAugmented RealityIV. Timelines to Tomorrow–––Where we've been (1997 to 2002)Where we are (2002 to 2005)Where we're going (2005 to 2010)V. Q/A and Open Discussion

SCREENSHOTS:

TO LEARN MORE ABOUT IMMERSIVE EDUCATION AT BOSTON COLLEGE CONTACT:James A. Woods, SJ. or Aaron E. WalshCollege of Advancing Studies, Boston CollegeMcGuinn 100, Chestnut Hill MA 02467 (617) 552-3900

Virtual Reality Modeling Language (VRML), Extensible 3D (X3D), QuickTime Cubic VR (panoramic 3D) Unreal Tournament, Half-Life 2, Project Offset, Google Earth, Modulobe Maya, Poser, FaceGen Modeller, PhysX physics processor Virtual R

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