May 19, 2009
By: Ray Ferrer
Category: Active Worlds, Creating Content, Education, Exhibits, Museums, Platforms, Science, Simulations, Spaces, Teaching, Technology, Virtual Worlds
For those not familiar with the VHOS project, it is essentially a virtual space within the Active Worlds Universe in which the New York Hall of Science intends to create explorable/interactive exhibits through a collaborative process involving the contributions of Hall staff, Hall Explainers, participants of the Hall’s camp programs and finally (and ideally) casual visitors. The first phase of the VHOS project was simple enough– train a group of 18-23 year olds to use Active Worlds to a point in which they are comfortable creating things as well as showing others how to create things in-world. The second phase was a reminder that no design can be efficient without prototyping; middle schoolers have knack for showing you that the way you think they think is wrong and so anything designed for them will likely have to be revised on the fly. The third phase of the VHOS project was an interesting reminder for myself about how the process of designing something that actually meets needs is iterative. So while I was thinking that I could have veteran participants take a hand in delivering basic skills to newer participants, they just weren’t interested in being teachers. As a solution to this we introduced the “Easter Egg“. As new participants acquainted themselves with the basic navigation and building skills, veteran participants were given a “mission”; first, create an easter egg containing some scripting skills considered advanced for the newbies, then secretly place that egg somewhere on a newbies virtual property. So here we have veterans showing off there skill in a way that newbies can glean important skills from. Some veterans went as far as to create portals that will take you to a secret location containing your personalized easter egg.
Unlike the second phase, the third phase was focused on one content area. Participants designed and developed virtual exhibits dealing only with the phases of matter. During phase two of the VHOS project it appears that participants were a bit overwhelmed by the option of selecting any STEM topic of their choice. Too much time was spent narrowing down the focus of their designs and not enough designing. The effects of this can be seen when contrasting a phase two exhibit, which often illustrates a broad concept, with a phase three exhibit illustrating some characteristic feature of a substance transitioning from one phase of matter to another.

Phase 2 Exhibit

Phase 3 Exhibit
As we continue to run camps the VHOS becomes richer with educational experiences which will inevitably lead to the issue of categorizing the exhibits and directing the user/casual visitor in a way that facilitates learning. I’m excited to see where this is leading as there is already a feel of being in a place where someone has been before you, giving the space and how you experience that space siginificant thought.

VHOS Home Level
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April 21, 2009
By: Ray Ferrer
Category: Active Worlds, Creating Content, Education, Exhibits, Museums, Platforms, Science, Teaching, Virtual Worlds
Hello World! My name is Ray Ferrer. I’m a Digital Learning Curriculum Developer at the New York Hall of Science currently incorporating virtual worlds into the learning experiences here at the Hall. As the Hall’s first endeavor using 3D virtual environments to facilitate learning, I’m excited to report that our first run was promising as an indicator of the type of learning experiences that can be had.
Using an Active Worlds space graciously donated by Cornell University, participants of the VHOS project went through a four-day camp learning how to navigate and build in the environment, research a STEM topic of their choice, learn exhibit design from and expert, and finally design their own exhibits in-world. But that’s not where it ends– in fact that’s not even how it began. Prior to the camp, a team of Explainers (the Hall’s equivalent of a docent) went through a series of AW trainings in order to help camp participants realize their designs. At the conclusion of the camp participants completed a draft of their exhibit designs. The images included below are samples.

Networks

Airpressure
During the week of April 14th-17th, new participants will begin the process of populating the VHOS space with their own exhibit designs while returning participants work on reiterations of their designs as well as help teach new participants the fundamentals (and obstacles) of designing in the AW environment.
The aprenticeship model that we are using has been succesful for the Hall in past programs and I trust that it will be as effcective in virtual environments. I’m eager to see the designs that come out of this project and will keep the readers of this blog posted.
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March 23, 2009
By: Rob Rothfarb
Category: Active Worlds, Blue Mars, Cobalt, Digital Spaces, Education, Evaluation & Assessment, Platforms, Second Life, Teaching, Virtual Worlds, Wonderland
Educational media developers and researchers at the Cornell University SciCenter put on a workshop with sponsorship from the National Science Foundation and the University of Pennsylvania called the Taxonomy of Virtual Worls for Education. The workshop brought together virtual worlds technology platform developers, educators, educational media develepers, assessment and evaluation researchers, youth facilitaors, and teens from Philadelphia area schools for two days to discuss our practices in making and working with virtual worlds. This was an intensive meeting focused on creating a basic taxonomy of virtual worlds and virtual worlds features which could be used by each of the meeting participants as well as by media designers, businesses, attorneys, school districts, legislators, researchers, funding organizations, and others to better understand virtual worlds and how they can be used by K-12 educators for STEM learning initiatives.
There were several technology platforms/projects represented there including Second Life, Active Worlds (a strong supporter of educational virtual world developers and one a company that has been developing and supporting its platform for over twleve years), Cobalt (open source P2P, object-oriented platform developed at Duke University, built on Open Croquet), Project Wonderland (Sun Microsystems open source platform with strong audio-conferencing elements), Blue Mars (new platform from Avatar Reality, based on a popular 3D game engine), Digital Spaces (open source platform from Digital Space with strong physics support, used by DS in their development of 3D simulations for NASA), and Medulla (an open source toolkit from the Federation of American Scientists for building learning object extensions in various virtual world platforms).
The beginnings of the taxonomy that is being created will be posted online and form the basis for further development of information best practices and organizational strategies for creating, delivering, and assessing immersive education initiatives in virtual worlds. Hopefully, the taxonomy that’s developed will also help the NSF develop some of it’s own guidelines for evaluating proposals for work in this area.
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March 10, 2009
By: Rob Rothfarb
Category: Art, Events, Exhibits, Museums, Science, Second Life, Virtual Worlds
Creating objects and experiences that tell the multifaceted story of the number Pi is nothing less than serious fun. Now in it’s third year being celebrated by the Exploratorium community in Second Life, and in it’s twenty first year being commemorated world-wide, Pi Day is a unique opportunity to be amazed by the relevance of the ever repeating number yielded by dividing the circumference of a circle by its diameter. Exploratorium staff and SL community members have created unique exhibits that let avatars experience, learn about, and contemplate Pi. Exhibits on display all month with a special event on Pi Day 3/14/2009 from 1:00 - 3:00 PM PDT on Exploratorium Island and at Sploland.

Pi Day 3/14/2009 in Second Life
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February 07, 2009
By: Rob Rothfarb
Category: Art, Events, Machinima, Museums, Second Life, Virtual Worlds
Douglas Gayeton said to crowds both corporeal and digital that Fabricated Realities, the mixed-reality screening of his film, Molotov Alva and His Search for the Creator: A Second Life Odyssey, was “surreal.” Not just because the simultaneous screening occurred at the Exploratorium in San Francisco and on Exploratorium Island in SL, but also because SL creator Phillip Rosedale was in the (real) audience. 40 people at the Exploratorium watched the film as well as projected views showing the same number of avatars, gathered in an amphitheater in SL for the screening and opportunity to dialogue with the filmmaker. The audience in SL enjoyed seeing the live scenes from their world streamed to the theater in real life, then back again into avatar space. After the screeniing, Doug spoke about his own odyssey making the film, collaborating with a SL resident who he’s never met IRL (in real life), and shared his insight about the continually changing virtual world medium.
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January 21, 2009
By: Rob Rothfarb
Category: Art, Events, Machinima, Museums, Platforms, Second Life, Virtual Worlds
Our upcoming “mixed reality” video screening event, Fabricated Realities, which will occur on January 24th at our museum in San Francisco and on Exploratorium Island in Second Life, poses some unique technical challenges. Like other public programs for which we’ve created a virtual counterpart, we’re taking advantage of things we’ve learned before and techniques and processes we’ve developed. We’ve scaled back part of the initial plan for what videos signals will be digitally encoded for streaming into SL, but will keep those elements in mind for future cinema arts related programs.

In this event, we’ll combine two audiences, one real, one virtual, to hopefully create an integrated experience where a filmmaker can interact with people in front of him and avatars projected alongside. Both audiences will view the artist’s documentary shown on a screen in front of them at almost nearly the same time. Only a slight delay of a few seconds occurs when we encode video and stream it into the virtual world. Wayne Grim, one of my colleague’s at the Exploratorium, created a theater configuration diagram and an audio/video/networking signal-path diagram that shows how we’re setting up those signals in the McBean Theater at the Exploratorium.

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