This region is part of the Keynote Regions for the OpenSimulator Community Conference.
The OpenSimulator Community Conference is an annual conference that focuses on the developer and user community creating the OpenSimulator software. Organized as a joint production by Core Developers of OpenSimuator and AvaCon, the virtual conference features presentations, workshops, keynote sessions, and social events across diverse sectors of the OpenSimulator user base.
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.
This presentation will showcase the Open Sim project which involved students creating a digital art museum of their Open Sim Creations. We will showcase student works and ways to integrate other digital tools.
Virtual eCommerce: exploring finance, digital & crypto currencies, virtual goods, and marketplaces in OpenSimulator, other virtual / VR environments, and beyond.
Understanding digital literacy is about understanding our relationship to how technology is at once shaped by society and is also influenced by society. Centers of education, including libraries, museums, science centers, and others need to go beyond simply presenting facts and figures. The future of these institutions requires that we broaden the mandate to create a culture of enablement as compared to being passive observers.
Virtual worlds provide high quality learning experiences that are not always easy to find. Join librarians from the Community Virtual Library who are providing groundbreaking library services across the metaverse through the creation of the Virtual Worlds Database. The Metaverse is a collective of virtual shared spaces, including the sum of all virtual worlds, augmented reality, and the Internet (Wikipedia, n.d.). The database includes landmarks for immersive learning simulations across virtual worlds.
We will review our development process for serious games and discuss early prototypes, usability testing, transition/translation to game and elearning platforms and future directions.
Physics engines are expensive in resources, why do we think we need them? There is a list of reasons commonly given, from keeping the avatar's feet on the ground to implementing vehicles. I'm going to go through each of these points, evaluate the need and show why I find few real uses for the physics engine. These thoughts have lead me to an idea for a different type of engine that I think would better serve virtual worlds.
This session will present a case study addressing virtual world design and technology implementation challenges encountered while supporting recent positive technology research. Perspectives will include both researcher and engineer vantages involved in collaboration then present a general recommended guideline for virtual world design supporting research.
Providing secure avatar2avatar communications between platforms, first between SL and OS, then HiFi, Unity3d and Decentraland. We will be presenting the GridFone, the first secure, avatar to avatar (A2A) communications service between multiple platforms in VR/AR/VW as well as with real life. The flaws of the walled garden business model that conflict with principles of network effects will be discussed and how the GridFone will tear down the walls between worlds.
Gather in OSCC Expo Zone 2, to go on a fun Hypergridding trip.
This presentation will highlight two projects that highlight the use of OpenSim virtual environments with literature based learning. We will highlight the Understanding the Holocaust Project that correlates with the Diary of a Young Girl: Anne Frank, and the Westing Mansion Project that correlates with the fictional story The Westing Game.
Dr Carina Girvan / Sleepy Littlething is an academic at Cardiff University and co-editor of the British Journal of Educational Technology (BJET). In this project she brings ther interests together as part of a European Commission funded project on Educational Robotics for STEM (ER4STEM).https://twitter.com/cgirvan to create SLurtles and SLurtle World for K-12 STEM students.
A conversation on bridging worlds and the extension of OpenSimulator content usage.
OpenSim is a vast and often confusing place to navigate. It is full of interesting people, yet it can often be hard to find them. What strategies are needed to consolidate a sense of community in this far flung set of worlds? The secret is appreciation, but how can that be manifest in a virtual hyperverse?
Join a lively presentation on the techniques used to create multi-use case study simulations in an OpenSimulator grid. Also, the early findings from a study -- of the impact of increased out-of-world exposure to virtual simulations on the participation rate for in-world learning activities -- will be discussed. Using course-related case studies, screen capture video clip dramatizations can be created in-world (and made available -- out-of-world -- in online course sites).
We developed OAR Converter, a conversion system to load OpenSimulator Archive (.oar) files into Unity for use in Unity-based projects. This system allows the user to load 3D world data created in OpenSimulator into Unity on a region-by-region basis, and to ultimately output the data from Unity in a variety of formats. These features allow us to treat the pairing of OpenSimulator and Unity as a shared development environment, which simplifies the low-cost creation of 3D virtual worlds.
How suitable is the OpenSim technology to be used in industrial applications now and in the future , what is its current state and what additional capabilities are needed to be adopted by the customers of industrial applications. What areas in industry are suited to use the technology and how does it compare with other virtual reality technologies and applications.
Metaverse Developers THE VESUVIUS GROUP worked with the Arena Stage Mead Center for American Theater in Washington D.C.
The project included a Mixed-Reality event from the Season Preview into the SL "Virtual Arena" and the build-out of a HOLOPRESENCE Studio for Mixed Reality into the Real World. Technical presentation will include knowledge transfer about the building process, production and rapid prototyping that led to the world's first HOLOPRESENCE Mixed Reality for Avatars!
At Spanish Language Learning at Escape, you will find a variety of locations that present authentic language learning opportunities. While strolling through the plaza or investigating the old pyramid, you will encounter NPCs with whom you can casually converse about targeted vocabulary and grammar topics. Learning objects, embedded throughout the environment, take students through the process of attaining knowledge, practicing that knowledge and finally assessing their learning in an engaging and innovative
We will discuss the emergence and some artistic applications of a Motion Capture Dance Library (or bvh database) developed at the Laboratorio Mocap PPGD/UFBA. Particular cross-cultural issues will be addressed.
During the past 15 years or more, we have been conditioned to assume that content creation in 3D virtual worlds is largely an activity only relevant to 3D modelers, programmers, and building or scripting enthusiasts. This limited view of content creation has given rise to growing contemporary movements which emphasize efforts to create entertaining and educational experiences 'for' users as opposed to empowering the latter. We are more interested in enabling casual end users so that they are able to satisfy
The Dreamworld system has thousands of worlds using the standalone hypergrid system - ten times as many as there are 'regular' grids. I'll be introducing a new "DreamGrid", a Windows OpenSimulator with Robust grid capability for home and professional users. DreamGrid has the Gloebits economy module so you can sell items. There are server side bird flocks, easy region expansion, and many more features.
Thirza Ember organizes the OpenSim travel group, HG Safari, which has been promoting the community spirit by arranging weekly group visits to grids all over the OpenSim Hypergrid for the past 3 1/2 years.
Shawn Emerald, John Lester, Crista Lopes
As a result of the tragic collapse of a building In the 5th century BC, Simonides Ceos, a Greek poet discovered the method of loci, which became the most famous visualisation technique todate used by memory contest champions. In this presentation we will describe how this method was deployed with a gist during an English training initiatives carried out in school year 2016-17 with the Italian teachers in edMondo, the educational OpenSim created by INDIRE in Italy.
A moderated panel on interfacing with virtual environments, both OpenSimulator compatible viewers and beyond these viewers to other worlds and interfaces.
What touches the heart and mind within our shared experiences in virtual worlds? How does collaboration in virtual worlds inspire us to greatness? Join us, the Harmony Society, as we present highlights from research colleagues across universities in transcendentalism.
On Virtual Harmony, the Simone de Beauvoir salon recreated in a French village provides a mind space for exploring the innate goodness of humanity, the aesthetics of place, and the need for educational innovation.
In 2016 an immersive interactive art show became part of a real Biennale under the icon IMMERSIVIA. In 2018 the IMMERSIVIA will extend and happen all over the world as the 1st Digital Biennale expanding over 7 continents.
http://1biennale.com
The concept based on Pavilions and on containers inside the Pavilions (Cubes), some artists who already committed to contribute will be mentioned and also their Pavilions (some might be in draft status) will be shown.
4Dialog has developed over 40 city models using open sim technology. Since the start 2008 the landscape for use of virtual simulations and visualizations has changed and evolved dramatically. Today Universities together with both public and private stakeholders are working together in developing better and more advanced tools for visualizing, simulating and not least communicating how the future urban landscape could look like.
Latest data about OpenSim grids, users, and opinion surveys
The Liverpool & Manchester Railway is frequently identified as the first modern railway but dates to 1830 and hence there is no contemporaneous photographic record. OpenSim is being used to model parts of the railway and adjacent areas based on maps, artworks and related information sources. The presentation outlines progress to date and addresses use of non-player characters (NPCs) in adding additional value to the simulation.
No comments yet