SL improves Test Scores http://tr.im/rReP Case Study: Loyalist College Massively Improves Test Scores and Training Outcomes Using Second Life
In this new case study, entitled, “Virtual World Simulation Training Prepares Real Guards on the US-Canadian Border: Loyalist College in Second Life,” we explore how training simulations in Second Life directly result in improved test scores and directly apply to real-world on-the-job performance. The real result? A safer border.
Train for Success: Archive of SL Meetings http://tr.im/oeS3 "Train for Success" is a series of weekly meetings held in Second Life ... these meetings are usually a presentation about new initiatives and research in Virtual Worlds (not just Second Life)
Archives (video and Audio) and details of past and future meetings can be found at this website.
The i-web Singularity Redux http://tr.im/oeOr The i-web Singularity Redux
Four vectors are on a collision to creat the i-web: Immersive, Interactive, Immediate and Intuitive.
When this world-wide, three-dimensional, avatar-mediated Cognosphere emerges we will truly reach a singularity: a point where technological progress reaches infinity as it relates to leveraging and enabling human capital.
eTeaching in Second Life http://eprints.soton.ac.uk/66169/ Learning archetypes as tool of Cybergogy for a 3D educational landscape: a structure for eTeaching in Second Life
This paper considers issues of validity and credibility of eTeaching using a 3D Virtual World as a delivery medium of eLearning pertaining to the transfer of authentic real life skills. It identifies the game like qualities perceived therein, recognising that these very attributes may, when experienced superficially, be a contributing factor to the potential educational demise of the platform.
It goes on to examine traditional educational theories in the light of the affordances of a virtual world seeking to adapt and apply them to the construction of a new conceptual framework of a pedagogy reflecting the affordances and understanding of on-line learning which incorporates the implementation of Learning Archetypes (models of activities) to maximise the essence of a virtual world, in as much as it is able to facilitate learning experiences delimited by physical world constraints.
IBM Case Study Report (pdf) http://tinyurl.com/bgu9vr IBM Case Study Report
How Meeting In Second Life Transformed IBM’s Technology Elite Into Virtual World Believers
After holding the Virtual World Conference and the Annual General Meeting in Second Life, the AoT agrees that virtual worlds will have a big impact on business, on IBM, and IBM’s clients.
And, the best way to learn about virtual worlds is to use them—which IBM is now committed to doing.
Serious Virtual Worlds report (Nov 2008) http://www.jisc.ac.uk/publications/publications/seriousvirtualworldsreport.aspx Serious Virtual Worlds report
The Serious Virtual Worlds report focuses on virtual worlds for educational uses, and explores the ‘serious’ – as opposed to leisure-based – uses of virtual worlds.
The aim of the report then is two-fold: to provide a context for learning practitioners and policy makers, aiding with their understanding of virtual worlds and how they can be selected and used in tertiary education; and to highlight how learners, through greater empowerment, may play a different and enriched role in the process of forming collaborative learning experiences and engaging in activities which may support their own learning and meta-reflection.
Virtual Worlds Research from Forrester http://tinyurl.com/csf9ok Virtual Worlds Research from Forrester
Forrester Research, Inc. (Nasdaq: FORR) is an independent research company that provides pragmatic and forward-thinking advice to global leaders in business and technology.
Forrester works with professionals in 19 key roles at major companies providing proprietary research, consumer insight, consulting, events, and peer-to-peer executive programs.
K Zero http://www.kzero.co.uk/blog/?page_id=2092 K Zero is a virtual worlds consultancy. We are specialists in connecting real worlds brands and companies with the residents and environments of virtual worlds.
Since 2006 we have been examining and assessing the drivers affecting virtual world adoption and the marketing opportunities presented by the metaverse.
There are some excellent visuals on the website showing "Virtual Worlds by Sector" and "Virtual Worlds registered Accounts"
K Zero is the industry-leader in understanding the marketing dynamics relating to virtual worlds. This includes the analysis of virtual world populations, usage analysis of residents inside these worlds as well as examination of marketing strategies for brand owners.
Real Growth in The Virtual World http://allvirtual.wordpress.com/2008/12/26/real-growth-in-the-virtual-world/ Real Growth in The Virtual World
With a recession stifling business activity across the globe, what economy is expected to generate growth in 2009? The virtual world economy, of course! I believe that with consumers affording less these days, they’ll naturally spend an increasing amount of time online (in social networks and virtual worlds) and in video games.
Consider the following chart from Linden Lab ....
2008 Educators in Second Life Survey http://www.nmc.org/news/nmc/2008-sl-survey NMC Publishes Results of 2008 Educators in Second Life Survey
In May of 2008, the NMC conducted its second annual survey of educators in Second Life, provided as a yearly snapshot of the demographics and activities of educators who are active in Second Life.
A link to the survey was sent to by email to individuals within the NMC's Second Life communities and to the Second Life Educators Listserv (SLED).
This year, 358 individuals responded to the survey, a 170% increase from the number who answered our 2007 survey.
UK Higher and Further Edu developments in Second Life http://www.eduserv.org.uk/foundation/sl/uksnapshot102008 An autumn 2008 "snapshot" of UK Higher and Further Education developments in Second Life
This report summarises an investigation into the use and uptake of Second Life (SL) by UK Higher and Further Education. The research, carried out in the period up until October 2008, had four main goals:
-to determine the "state of play" of SL developments within the Higher and Further Education sector,
-to discover how these developments are supported, in terms of time, funding and other resources,
-to explore the functionality of these developments, i.e. which types of media or interactive service they incorporate,
-to establish how "busy", or well-used, the developments have been and discover any impacts resulting from their implementation and use.
Metaverse Roadmap http://www.metaverseroadmap.org/ Metaverse Roadmap
Key info you should know about the 3D and virtual future, now to 2025.
What happens when video games meet Web 2.0? When virtual worlds meet geospatial maps of the planet? When simulations get real and life and business go virtual? When you use a virtual Earth to navigate the physical Earth, and your avatar becomes your online agent? What happens is the metaverse.
Taking its name from the immersive virtual world imagined by Neal Stephenson in his visionary novel, Snow Crash, the Metaverse Roadmap (MVR) is the first public ten-year forecast and visioning survey of 3D Web technologies, applications, markets, and potential social impacts.
Areas of exploration include the convergence of Web applications with networked computer games and virtual worlds, the use of 3D creation and animation tools in virtual environments, digital mapping, artificial life, and the underlying trends in hardware, software, connectivity, business innovation and social adoption that will drive the transformation of the World Wide Web in the coming decade.
The Student User Experience in Second Life http://www.ischool.utexas.edu/~sanchez/ The Student User Experience in Second Life
Collaboration in Virtual Worlds - The Educators Coop
Avatar Priming and Social Stereotypes
Gartner Report http://www.gartner.com/it/page.jsp?id=503861 Gartner Says 80 Percent of Active Internet Users Will Have A "Second Life" in the Virtual World by the End of 2011
Analysts Identify the Five Laws for Virtual Worlds During Gartner Symposium/ITxpo 2007 Emerging Trends, Analysts Say IT Leaders Must Take the Initiative to Innovate
Intute http://tinyurl.com/6qesvd Intute is a free online service providing you with access to the very best Web resources for education and research.
The service is created by a network of UK universities and partners.
Subject specialists select and evaluate the websites in our database and write high quality descriptions of the resources.
The database contains over 120,000 records.
Second Life Researcher Resources http://tinyurl.com/45x2sr Second Life Researcher Resources
Presentation ... Second Life Researcher Resources PF Anderson, pfa@umich.edu a.k.a. Perplexity “Lexi” Peccable (SL)
Medicine and Heath : Second Life http://tinyurl.com/5cxdog Medicine and Heath : Second Life ... simulations research
The SaLamander Project http://www.eduisland.net/salamanderwiki/ The SaLamander Project
The SaLamander Wiki - a folksonomy of practical and theoretical applications, builds and designs in the Virtual World of Second Life for the purposes of teaching and learning.
The project mission is to enlist people to collaborate to find, index, and discuss aspects of the 3D Virtual World "Second Life" that has educational value and share in the research, development, and training opportunities associated with those factors. Please register and contribute to the growing index of useful teaching and learning sites in the SaLamander Wiki!
Emerging “Best Practices” for Campus Builds in SL (pdf) http://tinyurl.com/69u8xh Emerging “Best Practices” for Campus
Builds in Second Life ... pdf file
As educators begin to explore the affordances
of Second Life for teaching, learning, and
research, new institutions look to the early
adopters of the technology for examples of
best practices as they plan their own foray into the environment.
To that end, researchers atthe University of Cincinnati performed an observational study of educational institutions in Second Life to provide a benchmark of current practices. From this study, a set of commonalities across educational institutions with a land presence in Second Life began to emerge.
The observational study was conducted upon
the 51 institutions found to have a land
presence in Second Life, with 102 unique
variables collected about each institution.
SL Research Group on Diigo http://groups.diigo.com/groups/second-life-research SL Research Group on Diigo
The purpose of this group is to collect resources on educational uses of Second Life/Teen Second Life.
This group is a repository of materials discussing specific projects, approaches, and research on virtual worlds in education.
Virtual Worlds by Sector http://tinyurl.com/668lq3 Virtual Worlds by Sector ... a single graphics .. nicely done.
Virtual Worlds white papers, guides and reports http://cleverzebra.com/knowledge Virtual Worlds white papers, guides and reports
Published by Clever Zebra ... a new kind of company. We live and work in virtual worlds, and in fact have never met in the physical world.
We operate from the US, Canada and Denmark. Our "office" is a connection to the 3D web.
GROOVE http://groups.google.com/group/groovegroup GROOVE - Graduate Researchers Of Online Virtual Environments
The GROOVE group promotes the sharing of resources and experiences, enables discussion and networking, and build community amongst postgraduate (Masters, Doctoral or similar) researchers of online virtual environments.
We welcome current or past students, or those intending to study in this area.
Virtual Human Interaction Lab http://vhil.stanford.edu/ Virtual Human Interaction Lab
The mission of the Virtual Human Interaction Lab is to understand the dynamics and implications of interactions among people in immersive virtual reality simulations (VR), and other forms of human digital representations in media, communication systems, and games.
Researchers in the lab are most concerned with understanding the social interaction that occurs within the confines of VR, and the majority of our work is centered on using empirical, behavioral science methodologies to explore people as they interact in these digital worlds.
ARVEL SIG http://www.arvelsig.com/ Applied Research in Virtual Environments for Learning Special Interest Group (ARVEL SIG)
Affiliated with the American Educational Research Association http://aera.net
The mission of the ARVEL Special Interest Group is, "to steward a robust community of educators, scholars, and practitioners dedicated toward research in and on virtual 3D environments.
Using a variety of research methods, we support a diverse approach to understanding the optimal use of virtual worlds and environments for educational purposes.
We're interested in developing a comprehensive research agenda intended to encompass the breadth and scope of learning potentialities, affordances, challenges, and shortcomings of immersive virtual learning environments."
Criminal Law in Virtual Worlds http://tinyurl.com/6z3kmv Criminal Law in Virtual Worlds
When does conduct by an online player in a virtual world game trigger liability for a real-world crime? In the future, will new criminal laws be needed to account for new social harms that occur in virtual worlds?
This short essay considers both questions.
User Acceptance of Second Life http://www.fetscherin.com/UserAcceptanceVirtualWorlds.htm User Acceptance of Second Life ...
An Explorative Study about Second Life
Our report assesses the user acceptance of Virtual Worlds, specifically Second Life. By means of a survey with almost 250 respondents this report provides first empirical results of the user acceptance of Second Life. The data has been gathered during spring 2007.
Public Diplomacy and Virtual Worlds http://tinyurl.com/5t85xr Public Diplomacy and Virtual Worlds
My goal in this paper will be to describe how "virtual worlds" can facilitate intercultural dialogue among various groups; how new actors have emerged in and around the scope of virtual worlds that serve to enhance and expand on the intents of public diplomacy. How unintentional public diplomacy efforts, private sector leadership in the form of the virtual world ?Second Life? are redefining the rules and iterations of a 21st Century Public Diplomacy.
Virtual worlds, traditionally, but not exclusively constructed through massively multiplayer online games (MMOGs), function as communication networks in three different ways:?
Journal of Virtual Worlds Research http://jvwresearch.org/ A meta-analysis of the training effectiveness of virtual reality surgical simulators
The increasing use of virtual reality (VR) simulators in surgical training makes it imperative that definitive studies be performed to assess their training effectiveness.
Indeed, in this paper we report the meta-analysis of the efficacy of virtual reality simulators in: 1) the transference of skills from the simulator training environment to the operating room, and 2) their ability to discriminate between the experience levels of their users.
The training effectiveness of virtual reality surgical simulators http://tinyurl.com/589c44 A meta-analysis of the training effectiveness of virtual reality surgical simulators
The increasing use of virtual reality (VR) simulators in surgical training makes it imperative that definitive studies be performed to assess their training effectiveness.
Indeed, in this paper we report the meta-analysis of the efficacy of virtual reality simulators in: 1) the transference of skills from the simulator training environment to the operating room, and 2) their ability to discriminate between the experience levels of their users.