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NASA's Exploration of Immersive Environments as Learning Tools.   Daniel Laughlin, Ph.D. NASA Learning Technologies University of Maryland Baltimore County
Immersive Synthetic Environments
ISE Statistics ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Laughlin  November 6, 2007 Third Spaces ,[object Object],[object Object],[object Object],[object Object],[object Object]
Learning Theory ,[object Object],[object Object],[object Object],[object Object]
It starts as real code… ,[object Object],[object Object],lots of code!
The code defines “objects”                                            
The objects exists in computer space, known as the “grid”.
The objects and space combine                                                                              
A “place” is created                                                                
A “world” is created
After awhile, the grid and code becomes obscure, and the “world” maintains focus
Real/Simulated Overlap Simulated Life Real Life Real person Avatar person
Learning Practice ,[object Object],[object Object],[object Object],[object Object]
Laughlin  November 6, 2007 A 21 st  Century Way of Sharing ,[object Object]
Why games? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Choice of Approach ,[object Object],[object Object],[object Object]
NASA eEducation Roadmap The roadmap establishes a coordinated agenda for the funded research and development work of eEducation.  It relies heavily on the application of game technology.  eEducation encourages other parties with an interest in educational technology research and development and games as learning media  to participate and contribute to this agenda.
Roadmap Components ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Approach ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
The Concept and Planning Documents ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
The Contributing Experts and Reviewers ,[object Object],[object Object],[object Object],[object Object]
Slide from “Shift Happens” by Karl Fisch and John Brenman
Slide from “Shift Happens” by Karl Fisch and John Brenman
Slide from “Shift Happens” by Karl Fisch and John Brenman
NASA-based Game Call ,[object Object],[object Object],[object Object],[object Object],[object Object]
Pong, 1972
World of Warcraft, 2006
NASA Immersive Synthetic  Environment Research (NISER) Team ,[object Object],[object Object],[object Object]
Laughlin  November 6, 2007 Contact Information ,[object Object]
 

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NASA' Use of Immersive Environments

  • 1. NASA's Exploration of Immersive Environments as Learning Tools. Daniel Laughlin, Ph.D. NASA Learning Technologies University of Maryland Baltimore County
  • 3.
  • 4.
  • 5.
  • 6.
  • 7. The code defines “objects”                                            
  • 8. The objects exists in computer space, known as the “grid”.
  • 9. The objects and space combine                                                                              
  • 10. A “place” is created                                                                
  • 11. A “world” is created
  • 12. After awhile, the grid and code becomes obscure, and the “world” maintains focus
  • 13. Real/Simulated Overlap Simulated Life Real Life Real person Avatar person
  • 14.
  • 15.
  • 16.
  • 17.
  • 18. NASA eEducation Roadmap The roadmap establishes a coordinated agenda for the funded research and development work of eEducation. It relies heavily on the application of game technology. eEducation encourages other parties with an interest in educational technology research and development and games as learning media to participate and contribute to this agenda.
  • 19.
  • 20.
  • 21.
  • 22.
  • 23. Slide from “Shift Happens” by Karl Fisch and John Brenman
  • 24. Slide from “Shift Happens” by Karl Fisch and John Brenman
  • 25. Slide from “Shift Happens” by Karl Fisch and John Brenman
  • 26.
  • 29.
  • 30.
  • 31.  

Notes de l'éditeur

  1. Ancient Greek orators used one memorization technique so extensively that it became known to their Roman successors as the Ars Memoriae or Art of Memory. This personal application of knowledge management was referred to by the Greeks as the loci method. Later writers have dubbed it the "memory palace" or "cathedral of memory" technique. It short, the loci method of memorization calls on the user to visualize a 3D space they are familiar with and to populate various points in that space with objects as memory triggers. This technique allowed an ancient orator to memorize and deliver a lengthy speech in public my mentally walking through a familiar garden and recalling specific information in order as it was called up by their cues. In a world where depending on written notes when speaking in public was viewed as a sign of a feeble intellect, the loci technique allowed public speakers to deliver oratory on par with (and sometimes surpassing) speeches delivered today only with the support of teleprompters. As a tool for memorizing knowledge, the loci method is excellent; however, when brought to the task of managing knowledge in a social context, the technique has traditionally been very limited. The "memory palace" was constructed entirely within the mind of the speaker. The act of speaking did nothing to transfer the underlying structures. In essence, the speaker can convey information but that does nothing to pass on the underlying structures.