The Community Virtual Library is building a Hypergrid Resource Library in Avacon and Kitely with the goal of providing resources and tips for navigating across virtual world grids. Alongside CVL's database, the CVL Hypergrid Resource Library will be crowdsourced by educators, artists, and subject area specialists to share best simulations and managed by trained librarians.
James Olmos is a professional songwriter, photographer, and health advocater who finds creative outlets through life's moments. He writes simple songs about complex, real-life moments that help you rediscover your purpose and enlighten you.
Libertybelle Lyric has been singing her whole life. She started in church singing gospel and then later on in life, she sang around town for years. She loves singing country songs and the occasional rock n roll!
As a veteran virtual worlder and musician, DJ Shelenn A
This presentation will highlight opportunities and discuss tips for gaining support for virtual simulation.
Pix-Elated(TM), a virtual space on the Kitely(TM) grid, teaches financial concepts to youth ages 13 and up. It is designed to help individuals build positive money habits by capitalizing on the affordance of the virtual space as an immersive, challenge-based learning environment. Visitors practice navigating real-world decisions using realistic budgeting, planning, spending, saving, and sharing exercises, without real-world risk of failure or consequence. The lessons learned through the practical and fun vi
This will focus on the Gloebit money module, how it can be implemented on OpenSimulator grids, and a primer on contributing to further development of this module.
This presentation will highlight two projects that highlight the use of OpenSim virtual environments with literature based learning in a middle-school setting.
The presentation will focus on the Mocap Dance Library project and its challenges to the research in dance in virtual environments.
Blenderland is the virtual headquarters of the Blender Italia association. It is a virtual place in order to meet, share and make experience. Blenderland is structured on two parts, one of which is dedicated to experimenting and grounding your own creations in Blender, while the other is dedicated to learning and studying Blender thanks to meeting areas such as the Blender virtual headquarters or the country where designated tutors will give lessons for everything related to this 3D opensource software and
Tour an example of what is possible from a multi skilled team - 1 author, 2 actors, 1 audio mixer, 1 builder in opensim, 1 OpenSimulator server owner (all volunteers) to create an innovative experience of reading. The body being embedded - thanks to Opensimulator system - we can augment possibilities for humans to experience feelings through more of their senses.
Techland is an OpenSim based virtual world. It is a group of educational and service islands focused on math and science for middle school students, K6 and K8 degree. Techland evolved from a simple classroom teaching support to collaborative platform for scientific projects, where students improve their building and coding skills, moving from the role of simple users to content and objects creators.
A conversation on bridging worlds and the extension of OpenSimulator content usage.
In the past year, both Infinite Metaverse Alliance (IMA) and Thales Group worked to create new applications in which Open Simulator is used and add to enhanced usability of Open Simulator. The work of IMA and Thales is in general directed toward broader use of the Metaverse for Public, Education, Industry and Government.
The future has to have a foundation in the present, right? That's why the presentation will start with a showinng of the machinima that was created out of the contributions to 1Biennale shown at Santorini Biennale IMMERSIVIA 2018. The video has the title Touching Reality and was made by the Italian videographer WizardOz Chrome. Then the predictions will be made.
ComunicArte is a VR tool for training the ability of public speaking. It shows an environment where the speaker confronts a virtual audience that reacts in real time to the speaker's features, such as voice or gestures, and to his or her biometrics (heart rate or skin conductivity among others). In this talk, we present the first unit of experience of this tool, in which we measure the feelings projected by the speaker’s voice tone and his or her gaze direction.
Panel participants will provide the background on how virtual machine software was used to virtualize Firestorm and Singularity viewers which expanded student and faculty access to the Tulane SoPA Metaverse OpenSimulator virtual world. The resulting virtualized viewer allowed full access to an OpenSimulator virtual world on an early iPad and other mobile devices.
Challenged to set a vision for technology usage and to create a community within 100% online graduate programs at SUNY/Empire State College, several faculty members began working in 2006 within the college’s Second Life islands. In 2013, the college instituted the Master of Arts in Learning and Emerging Technology (MALET) program, however, the institutional support for the Second Life islands was dwindling. Fortunately, the cost-effectiveness and rapidity of development of open-simulator virtual-reality (
Storytelling is an excellent way to engage visitors in a historical region that doubles as a shop for both historical and modern items. One example, Opensimulator, offers a built-in parcel system and parcel streaming audio - both of which can be used to tell a story while setting the historical areas apart from the store. Shop items can help retain the immersion of the historical setting for teaching or entertainment while allowing visitors to enjoy shopping within a story. Another example, Sinespace, makes
Where it's a zombie apocalypse, a realistic simulation of oral surgery or a book come to life, what matters is if the environment allows you to immerse yourself. Our experiences and the research give us numerous constructs to consider immersion. We'll cover immersion, flow, presence, cognitive absorption, suspension of disbelief, embodiment and more . We'll contrast the authentic with NPIRL or not possible in real life to discuss how much immersion or authenticity is really needed.
This panel will present the key take-aways from the December 1, 2018 "Mainstreaming Virtual World Learning Colloquium." More specifically, summaries of the Colloquium findings on different topics/questions will be summarized during the panel, including how educators are currently using virtual world learning simulations and how current educator use of virtual world learning simulations differ from past educator use of virtual world learning simulations. In addition, Colloquium finding summaries will include
We present the current status of our approach which is derived from user interface and product market fit considerations. We demonstrate how our platform has transformed the familiar but laborious virtual world building activity into one that is fast and accessible to end users without requiring traditional specialized knowledge or advanced user interface skills and high manual dexterity.
A panel on interfacing with virtual environments, both OpenSimulator compatible viewers and beyond these viewers to other worlds and interfaces.
Join us as we present a game design in OpenSim that extends our Mars Expedition, a Grand Prize Winner in the Federal Virtual World Challenge. Our Immersive VR game provides challenges that stimulate contemplative practices as players face complicated and complex challenges for life on Mars.
Our research blends physical and virtual models on Mars with a game simulation kit, an AI-augmented mindset for a Semantic Web Ontology Language, and Red Queen processing for studying leadership challenges at Virtual
Dreamgrid has been installed thousands of times for both home computers and datacenters around the world. Fred will present the latest challenges and new features of the open source, AGPL-licensed Dreamworld software, including the modules for Gloebits, Birds, Tides, Partners and Auto-Reboot, Search, Events, Classifieds, and how features such as the Auto-Updating Teleporter works. Presentation will includes his road map of future development possibilities.
OpenSim is great for developing history builds that give a view of a environment at a particular point in time. However, builders may also wish to understand and convey how a particular environment has evolved across multiple timepoints. Accordingly, this presentation discusses possible approaches to representing the passage of time in history builds taking as its subject the iconic early railway stations at Liverpool Crown Street and Lime Street.
George Mason University is combining the experimental study of game theoretic models with the immersive capacity of virtual worlds A Virtual World platform for controlled experiments will be presented where subjects can meet and choose to interact in a multi-person game.
The GUINEVERE Project (Games Used IN Engaging Virtual Environments for Real-time language Education, 2017-2019) aims to demonstrate the potential of digital game-based learning in 3D immersive environments in order to improve teaching.
This presentation gives an overview of how project-based learning principles can guide the design and development of games and activities to supplement language learning in OpenSIM. The presentation arises from the EU funded GUINEVERE project on games in immersived environments.
Tweet Share
Welcome to the 6th annual OpenSimulator Community Conference. This year's event features over 50 presenters across the globe who will be highlighting the user projects and core development work of the OpenSimulator platform. We will kick off #OSCC18 with an overview of the latest OpenSimulator platform statistics by tech journalist and Hypergrid Business editor Maria Korolov.