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VIRTUAL GUIDES:
                                                           A Hybrid Approach
                                                         to Immersive Learning
                                                 David Fliesen       Cynthia Calongne, D.CS
                                                 Sonalysts, Inc.       Colorado Technical
                                                                           University




                                           Abstract

Virtual Guides blend the need for information with feedback and progress checks as learners
perform learning activities within virtual world simulations and serious games. They offer a
hybrid approach to immersive learning with alternatives for delivery and implementation. When
students have a mentor or sensei to guide them along the path of knowledge, they are able to
make decisions with increased confidence and the Virtual Guides provide it within the 3D virtual
learning environment. This use of Virtual Guides has been conducted in multiple virtual worlds
that use Second LifeTM, OpenSim, and Unity3D for serious game and simulation development.
Conclusions and recommendations for future work include assessing the benefits of Virtual
Guides for non-linear games and immersive learning applications.


About the Authors                                  Cynthia Calongne is Chair of Emerging
                                                   Media and Professor of Computer Science at
David Fliesen is a virtual worlds & serious        Colorado Technical University.         Her
games designer with Sonalysts, Inc., where         research     features   100    conference
he has served as principal investigator for        presentations that blend computer science,
Small Business Innovation Research (SBIR)          emerging media, virtual worlds, education,
Phase I contracts for the U.S. Navy on             interaction and game design, robotics, and
Virtual War Games and the Office of the            innovation. Her team won the Federal
Secretary of Defense on Medical Gaming, as         Virtual World Challenge's Grand Prize at
well as project leader for the Navy’s              GameTech 2010 for the Mars Expedition
Massive Multiplayer Online War Game                Strategy Challenge.
Leveraging the Internet (MMOWGLI)
feasibility study. His Sun Tzu automated           Introduction
avatar demo was presented at MODSIM
World 2009 and he was a guest speaker on           As Digital Natives ii(Prensky, 2001), today's
the topic of Virtual Intelligencei at MODSIM       learners comprise the majority of students in
World Canada 2010. He has served as a              classrooms around the world, and they are
futurist for the Department of Defense             restless. Growing up with the Web, online
(DoD) and as a Master Training Specialist          media, and gaming technology since birth,
for the Defense Information School                 they know instinctively how to use it. The
(DINFOS).                                          Internet has always been there for them.
Even young children can pick up an Apple        between theory, exploration, and activity-
iPad or a mobile phone and swipe or touch it    based learning. There are several different
to navigate, often in ways that their parents   models for Virtual Guides to support
have yet to master.                             different learning and interaction styles.
As the French novelist Marcel Proust
illuminated years before the dawn of the
Internet and prior to virtual worlds, "The
real voyage of discovery is not in seeking
new landscapes, but in having new eyesiii."
(Proust, 1993)
But just because many of these students
were born in the X or Y generation does not
mean that they are proficient with that
technology nor are they necessarily
independent learners, ready to set out on
journeys of their own. Familiarity with the
technology does not imply that every student
is a gamer or that she or he is proficient in
the use of virtual worlds.                      Fig. 1. Virtual Guide example from the Mars
                                                Expedition's Learning Center
In training and course development, the
quest is to identify a learning and feedback    An early example of the use of virtual
model that will provide asynchronous and        guides in virtual worlds includes the Mars
synchronous support for technologically         Expedition Strategy Challenge's Learning
sophisticated students given their disparate    Center guide, who greets visitors and gives
preferences, aptitudes, and skill levels.       them a guided tour. During the tour, he
                                                walks around the center and shares the
Virtual Guides                                  information via text chat. The guide wears a
                                                NASA flight suit and a white cowboy hat
One of the challenges in online education is    (see Fig. 1).
to shift the intimacy and quality of learning
experienced in the face-to-face classroom to    Visitors hear a female guide's instructions as
an online learning environment through the      they board the rocket to begin their journey.
use of voice, text, and visual communication    Earlier versions of the Mars Challenge
tools that support the meeting of minds as      included a prototype of HAL on board the
participants share ideas, demonstrate their     Red Lion Deep Space Explorer to explore
understanding, and interact with the course     the use of humor in these interactions.
content.
                                                We All Learn Differently
Virtual Guides provide support as they offer
information, interaction, and feedback          Students have different styles of learning
during the learning process. As a learning      requiring different approaches to help them
guide, they serve as a source of information    master the requisite knowledge, skills, and
and support learners with diverse needs that    abilities (KSA) for learning and retention in
extend beyond auditory/text, visual/spatial,    a multitude of disciplines (i.e. art, history,
and kinesthetic information to gain a balance   math, science, etc.).
A point that immersive training shares in       Student motivation varies depending upon
common       with    traditional  classroom     the level of 3D intuitive design, past
education is that people learn differently.     experience/familiarity with the environment,
Information needs to be presented in            and motivational incentives for learning.
increasing levels of detail and complexity
coupled with activities and opportunities for   Serious games, on the other hand, tend to
interaction to promote comprehension and        provide more of a structured path with
skill development.                              choices at key decision points along the
                                                road. A student’s choices may decide
Some students prefer to LEARN the theory        success or failure with decisions at one point
behind the lesson first to intellectually       influencing other aspects of the game play at
understand what is being taught and why it      another point.       While this provides a
is significant knowledge for them to know.      somewhat more guided approach, it may
                                                feel a bit constrained for some students who
Others prefer to EXPLORE the training
                                                wish to do things differently than the
interactively with guided walkthroughs that
                                                multiple choices presented within the
teach the concepts and skills. This helps
                                                serious game.
them to identify how to apply the knowledge
with skills that they have learned in the
                                                In her book “Reality is Broken: why games
construction of new knowledge.
                                                make us better and how they can change the
Others need to PRACTICE the lesson both         world,"v Jane McGonigal shares the four
through applied learning activities, such as    defining traits that all games share: (1) a
quizzes, and through simulations, to assess     goal; (2) rules; (3) a feedback system; and
their abilities and comprehension.              (4) voluntary participation. The goal is the
                                                focus of the player’s attention and serves as
By blending theory, exploration, and skill      a sense of purpose that orients their
development through applied learning,           participation     throughout     the   game.
students can more effectively learn and         Meanwhile the rules place limitations on the
retain the course material.                     way that players can achieve that goal, often
                                                causing players to have to think more
Learning through Virtual Worlds and             creatively to find solutions. The feedback
Serious Games                                   system provides a method for the player to
                                                know how close they are to the goal. And
Virtual worlds provide an environment with      voluntary participation requires the player
both benefits and challenges to the learning    to take ownership of the goal, the rules, and
process. By students freely choosing their      feedback while also establishing a common
own paths, they take more ownership for         ground for multiplayer interactions and the
their end results.                              ability for the player to leave the game and
                                                resume play at a later time.
But while they can lose themselves for hours
in such immersive spaces without noticing       A Hybrid Approach
the passing of time, that may not be the most
effective use of their time. And as PBS         Through combining aspects of virtual
pointed out in their episode of FRONTLINE       worlds and serious games together, we
entitled “Digital Nation: life on the virtual   discover a hybrid approach to immersive
frontier"iv, such immersive activity can        learning with a Virtual Guide that helps
become quite addictive for some.                students down the path of learning while
still allowing them freedom to make their           The skill levels can be assessed using a
own choices within a virtual environment.           baseline assessment series of questions
                                                    developed with Subject Matter Experts
This Virtual Guide serves as a sensei and           (SMEs) on the training topic. This could be
can come in many forms and behaviors.               provided to the students in simple web
First it may be a scripted, artificially            forms at the start of their first game to
intelligent character that resembles a              identify their game level, and then the
humanoid avatar or has a different somatic          students would level up or down depending
representation (such as an animal, a water          upon their performance within the game.
molecule, or a code fragment).
                                                    Virtual Guides could be used in many
SunTzu (shown in Fig. 2) is one example of          forms: Non-Player Characters (NPCs),
a virtual guide developed by Sonalysts for          Heads-Up Displays (HUDs), automated
U.S. Joint Forces Command in the virtual            avatars, and prim-based 3D bots. Some
world Second LifeTM as part of the Open             examples include: NPCs in commercial
Virtual     Collaboration     Environment           games; Daden Limited’s Automated Avatars
(OpenVCE).                                          in Second LifeTMvi; Sonalysts use of a
                                                    Medical Mentor in a HUD for the
                                                    MEDATAR serious medical game (shown
                                                    in Fig. 3); Staff Duty Office Moleno (A
                                                    Virtual Tour Guide for Virtual Worldsvii)
                                                    from the Institute for Creative Technologies
                                                    in Second LifeTM; and various Second
                                                    LifeTM 3D prim-based bot avatars, such as
                                                    the Shop Assistantsviii from XD Fusion and
                                                    Artificial Avatarsix from Etiq Praga.




                                                !
!
Fig. 2. Artificially intelligent agent SunTzu

A Virtual Guide can also be driven by a
human-in-the-loop who responds to
inquiries and provides progress throughout          Fig. 3. The MEDATAR serious medical
the game or simulation in response to the           game proof-of-concept with medical mentor.
training requirements. Instead of directing         The space time travel game Journeyman
the students, they serve more as a guide            Project 3: Legacy of Timex (1999) provides
along the path and interact differently             a strong example of this concept. This game
depending upon the student’s skill level            has an interesting application of an Artificial
within the game.                                    Intelligence (AI) agent name Arthur, who’s
                                                    embedded into the space suit’s HUD.
Arthur provides comical antics along with                       students feel like they have a real mentor
his knowledge to guide the player along a                       watching over them and helping them, while
journey of exploration within the historic                      allowing them to train when is most
narrative of the storyline, which is filled                     convenient for each of them. This also helps
with challenges to intrigue the player to find                  the school to better manage its training
solutions. Arthur also has a chattiness                         costs. Virtual Guides can be developed to
setting to customize his level of interaction                   understand and respond to the students'
and humor. After hours of play, Arthur                          cognitive and learning needs based on their
seems like a real life character and friend                     individual skill levels and to treat them
that journeys along the player’s side.                          differently depending on those things.
What if that could be brought to training?                      Game designer Jesse Schell talked about a
Students could learn while having fun and                       similar concept with The Future of Virtual
have someone there with them to virtually                       Charactersxi where characters like Mario
guide them along the path of knowledge.                         and Luigi from the Super Mario series of
                                                                video games by NintendoTM would
A Future with Virtual Guides that Know                          accompany people throughout their lives,
You and How You Learn                                           know how they learn, and what they need.
                                                                Schell is a former Disney Imagineer,
Personalization of the learning experience is                   professor at Carnegie Mellon University’s
the key to bringing greater utility to its                      Entertainment Technology Center, author of
application. While online learners like the                     the book The Art of Game Design: A Book
flexibility of asynchronous training, which                     of Lensesxii, and designer of The Mummy
allows students to take training anytime and                    Online MMOG.xiii
anywhere, they may feel lost with traditional
online learning management systems and                          Future work is needed to characterize
prefer to interact with a live mentor.                          alternative feedback mechanisms for use in
                                                                non-linear serious game development and to
While synchronous training models the face-                     assess their benefits over current training
to-face classroom interaction, it requires                      and course delivery methods. The use of
having the students meet at the same time or                    Virtual Guides in non-linear, quest-based
providing instructors 24/7 to provide enough                    games offers great potential for enhancing
instructors for students that are online.                       activity-based learning, competency, and
There are tradeoffs and costs associated with                   skill development to reach an audience of
each of these methods.                                          both the Digital Natives born in a digital
                                                                world and the Digital Immigrants, who have
Virtual Guides can provide a more dynamic
                                                                adapted to the digital world that has evolved
solution with a blended approach where
                                                                around them.

NOTES
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
i
 Virtual Intelligence, MODSIM World Canada 2010: http://prezi.com/bcjqn-zkxvxh/virtual-
intelligence
ii
    !Prensky,
           M. (2001). Digital Natives, Digital Immigrants. From On the Horizon. MCB
university Press, 9:5, October 2001. Retrieved December 29, 2011, from
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
http://www.marcprensky.com/writing/prensky%20-
%20digital%20natives,%20digital%20immigrants%20-%20part1.pdf!
iii
 !Proust, M. (1993). In Search of Lost Time, Vol. V: The Captive. The Fugitive. Modern Library,
Random House: New York.!
iv
      Frontline: life on the virtual frontier: http://www.pbs.org/wgbh/pages/frontline/digitalnation
v
 McGonigal, Jane (2011). Reality is Broken: Why games make use better and how they can
change the world: http://realityisbroken.org
vi
 Daden Limited’s Automated Avatars: http://www.youtube.com/watch?gl=GB&hl=en-
GB&v=9hte2MJ54CA
vii
  Jan, Dusan; Roque, Antonio; Leuski, Anton; Morie, Jacki; and Traum, David (2009). A
Virtual Tour Guide for Virtual Worlds. Institute for Creative Technologies, Marina del Ray,
CA.: http://people.ict.usc.edu/~traum/Papers/SDO.pdf
viii
       Shop Assistants from XD Fusion: http://xdfusion.wordpress.com
ix
      Artificial Avatars: http://www.youtube.com/EtiqPraga
x
 Journeyman Project 3: Legacy of Time (2009):
http://presto.tommyyune.com/presto/journeyman3/mainindex.html
xi
      The Future of Virtual Characters: http://vimeo.com/18407613
xii
       Schell, Jesse (2008). The Art of Game Design: A Book of Lenses. http://artofgamedesign.com
xiii
       The Mummy Online MMOG: http://themummy.bigpoint.com

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Virtual guides: A Hybrid Approach to Immersive Learning

  • 1. VIRTUAL GUIDES: A Hybrid Approach to Immersive Learning David Fliesen Cynthia Calongne, D.CS Sonalysts, Inc. Colorado Technical University Abstract Virtual Guides blend the need for information with feedback and progress checks as learners perform learning activities within virtual world simulations and serious games. They offer a hybrid approach to immersive learning with alternatives for delivery and implementation. When students have a mentor or sensei to guide them along the path of knowledge, they are able to make decisions with increased confidence and the Virtual Guides provide it within the 3D virtual learning environment. This use of Virtual Guides has been conducted in multiple virtual worlds that use Second LifeTM, OpenSim, and Unity3D for serious game and simulation development. Conclusions and recommendations for future work include assessing the benefits of Virtual Guides for non-linear games and immersive learning applications. About the Authors Cynthia Calongne is Chair of Emerging Media and Professor of Computer Science at David Fliesen is a virtual worlds & serious Colorado Technical University. Her games designer with Sonalysts, Inc., where research features 100 conference he has served as principal investigator for presentations that blend computer science, Small Business Innovation Research (SBIR) emerging media, virtual worlds, education, Phase I contracts for the U.S. Navy on interaction and game design, robotics, and Virtual War Games and the Office of the innovation. Her team won the Federal Secretary of Defense on Medical Gaming, as Virtual World Challenge's Grand Prize at well as project leader for the Navy’s GameTech 2010 for the Mars Expedition Massive Multiplayer Online War Game Strategy Challenge. Leveraging the Internet (MMOWGLI) feasibility study. His Sun Tzu automated Introduction avatar demo was presented at MODSIM World 2009 and he was a guest speaker on As Digital Natives ii(Prensky, 2001), today's the topic of Virtual Intelligencei at MODSIM learners comprise the majority of students in World Canada 2010. He has served as a classrooms around the world, and they are futurist for the Department of Defense restless. Growing up with the Web, online (DoD) and as a Master Training Specialist media, and gaming technology since birth, for the Defense Information School they know instinctively how to use it. The (DINFOS). Internet has always been there for them.
  • 2. Even young children can pick up an Apple between theory, exploration, and activity- iPad or a mobile phone and swipe or touch it based learning. There are several different to navigate, often in ways that their parents models for Virtual Guides to support have yet to master. different learning and interaction styles. As the French novelist Marcel Proust illuminated years before the dawn of the Internet and prior to virtual worlds, "The real voyage of discovery is not in seeking new landscapes, but in having new eyesiii." (Proust, 1993) But just because many of these students were born in the X or Y generation does not mean that they are proficient with that technology nor are they necessarily independent learners, ready to set out on journeys of their own. Familiarity with the technology does not imply that every student is a gamer or that she or he is proficient in the use of virtual worlds. Fig. 1. Virtual Guide example from the Mars Expedition's Learning Center In training and course development, the quest is to identify a learning and feedback An early example of the use of virtual model that will provide asynchronous and guides in virtual worlds includes the Mars synchronous support for technologically Expedition Strategy Challenge's Learning sophisticated students given their disparate Center guide, who greets visitors and gives preferences, aptitudes, and skill levels. them a guided tour. During the tour, he walks around the center and shares the Virtual Guides information via text chat. The guide wears a NASA flight suit and a white cowboy hat One of the challenges in online education is (see Fig. 1). to shift the intimacy and quality of learning experienced in the face-to-face classroom to Visitors hear a female guide's instructions as an online learning environment through the they board the rocket to begin their journey. use of voice, text, and visual communication Earlier versions of the Mars Challenge tools that support the meeting of minds as included a prototype of HAL on board the participants share ideas, demonstrate their Red Lion Deep Space Explorer to explore understanding, and interact with the course the use of humor in these interactions. content. We All Learn Differently Virtual Guides provide support as they offer information, interaction, and feedback Students have different styles of learning during the learning process. As a learning requiring different approaches to help them guide, they serve as a source of information master the requisite knowledge, skills, and and support learners with diverse needs that abilities (KSA) for learning and retention in extend beyond auditory/text, visual/spatial, a multitude of disciplines (i.e. art, history, and kinesthetic information to gain a balance math, science, etc.).
  • 3. A point that immersive training shares in Student motivation varies depending upon common with traditional classroom the level of 3D intuitive design, past education is that people learn differently. experience/familiarity with the environment, Information needs to be presented in and motivational incentives for learning. increasing levels of detail and complexity coupled with activities and opportunities for Serious games, on the other hand, tend to interaction to promote comprehension and provide more of a structured path with skill development. choices at key decision points along the road. A student’s choices may decide Some students prefer to LEARN the theory success or failure with decisions at one point behind the lesson first to intellectually influencing other aspects of the game play at understand what is being taught and why it another point. While this provides a is significant knowledge for them to know. somewhat more guided approach, it may feel a bit constrained for some students who Others prefer to EXPLORE the training wish to do things differently than the interactively with guided walkthroughs that multiple choices presented within the teach the concepts and skills. This helps serious game. them to identify how to apply the knowledge with skills that they have learned in the In her book “Reality is Broken: why games construction of new knowledge. make us better and how they can change the Others need to PRACTICE the lesson both world,"v Jane McGonigal shares the four through applied learning activities, such as defining traits that all games share: (1) a quizzes, and through simulations, to assess goal; (2) rules; (3) a feedback system; and their abilities and comprehension. (4) voluntary participation. The goal is the focus of the player’s attention and serves as By blending theory, exploration, and skill a sense of purpose that orients their development through applied learning, participation throughout the game. students can more effectively learn and Meanwhile the rules place limitations on the retain the course material. way that players can achieve that goal, often causing players to have to think more Learning through Virtual Worlds and creatively to find solutions. The feedback Serious Games system provides a method for the player to know how close they are to the goal. And Virtual worlds provide an environment with voluntary participation requires the player both benefits and challenges to the learning to take ownership of the goal, the rules, and process. By students freely choosing their feedback while also establishing a common own paths, they take more ownership for ground for multiplayer interactions and the their end results. ability for the player to leave the game and resume play at a later time. But while they can lose themselves for hours in such immersive spaces without noticing A Hybrid Approach the passing of time, that may not be the most effective use of their time. And as PBS Through combining aspects of virtual pointed out in their episode of FRONTLINE worlds and serious games together, we entitled “Digital Nation: life on the virtual discover a hybrid approach to immersive frontier"iv, such immersive activity can learning with a Virtual Guide that helps become quite addictive for some. students down the path of learning while
  • 4. still allowing them freedom to make their The skill levels can be assessed using a own choices within a virtual environment. baseline assessment series of questions developed with Subject Matter Experts This Virtual Guide serves as a sensei and (SMEs) on the training topic. This could be can come in many forms and behaviors. provided to the students in simple web First it may be a scripted, artificially forms at the start of their first game to intelligent character that resembles a identify their game level, and then the humanoid avatar or has a different somatic students would level up or down depending representation (such as an animal, a water upon their performance within the game. molecule, or a code fragment). Virtual Guides could be used in many SunTzu (shown in Fig. 2) is one example of forms: Non-Player Characters (NPCs), a virtual guide developed by Sonalysts for Heads-Up Displays (HUDs), automated U.S. Joint Forces Command in the virtual avatars, and prim-based 3D bots. Some world Second LifeTM as part of the Open examples include: NPCs in commercial Virtual Collaboration Environment games; Daden Limited’s Automated Avatars (OpenVCE). in Second LifeTMvi; Sonalysts use of a Medical Mentor in a HUD for the MEDATAR serious medical game (shown in Fig. 3); Staff Duty Office Moleno (A Virtual Tour Guide for Virtual Worldsvii) from the Institute for Creative Technologies in Second LifeTM; and various Second LifeTM 3D prim-based bot avatars, such as the Shop Assistantsviii from XD Fusion and Artificial Avatarsix from Etiq Praga. ! ! Fig. 2. Artificially intelligent agent SunTzu A Virtual Guide can also be driven by a human-in-the-loop who responds to inquiries and provides progress throughout Fig. 3. The MEDATAR serious medical the game or simulation in response to the game proof-of-concept with medical mentor. training requirements. Instead of directing The space time travel game Journeyman the students, they serve more as a guide Project 3: Legacy of Timex (1999) provides along the path and interact differently a strong example of this concept. This game depending upon the student’s skill level has an interesting application of an Artificial within the game. Intelligence (AI) agent name Arthur, who’s embedded into the space suit’s HUD.
  • 5. Arthur provides comical antics along with students feel like they have a real mentor his knowledge to guide the player along a watching over them and helping them, while journey of exploration within the historic allowing them to train when is most narrative of the storyline, which is filled convenient for each of them. This also helps with challenges to intrigue the player to find the school to better manage its training solutions. Arthur also has a chattiness costs. Virtual Guides can be developed to setting to customize his level of interaction understand and respond to the students' and humor. After hours of play, Arthur cognitive and learning needs based on their seems like a real life character and friend individual skill levels and to treat them that journeys along the player’s side. differently depending on those things. What if that could be brought to training? Game designer Jesse Schell talked about a Students could learn while having fun and similar concept with The Future of Virtual have someone there with them to virtually Charactersxi where characters like Mario guide them along the path of knowledge. and Luigi from the Super Mario series of video games by NintendoTM would A Future with Virtual Guides that Know accompany people throughout their lives, You and How You Learn know how they learn, and what they need. Schell is a former Disney Imagineer, Personalization of the learning experience is professor at Carnegie Mellon University’s the key to bringing greater utility to its Entertainment Technology Center, author of application. While online learners like the the book The Art of Game Design: A Book flexibility of asynchronous training, which of Lensesxii, and designer of The Mummy allows students to take training anytime and Online MMOG.xiii anywhere, they may feel lost with traditional online learning management systems and Future work is needed to characterize prefer to interact with a live mentor. alternative feedback mechanisms for use in non-linear serious game development and to While synchronous training models the face- assess their benefits over current training to-face classroom interaction, it requires and course delivery methods. The use of having the students meet at the same time or Virtual Guides in non-linear, quest-based providing instructors 24/7 to provide enough games offers great potential for enhancing instructors for students that are online. activity-based learning, competency, and There are tradeoffs and costs associated with skill development to reach an audience of each of these methods. both the Digital Natives born in a digital world and the Digital Immigrants, who have Virtual Guides can provide a more dynamic adapted to the digital world that has evolved solution with a blended approach where around them. NOTES !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! i Virtual Intelligence, MODSIM World Canada 2010: http://prezi.com/bcjqn-zkxvxh/virtual- intelligence ii !Prensky, M. (2001). Digital Natives, Digital Immigrants. From On the Horizon. MCB university Press, 9:5, October 2001. Retrieved December 29, 2011, from
  • 6. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! http://www.marcprensky.com/writing/prensky%20- %20digital%20natives,%20digital%20immigrants%20-%20part1.pdf! iii !Proust, M. (1993). In Search of Lost Time, Vol. V: The Captive. The Fugitive. Modern Library, Random House: New York.! iv Frontline: life on the virtual frontier: http://www.pbs.org/wgbh/pages/frontline/digitalnation v McGonigal, Jane (2011). Reality is Broken: Why games make use better and how they can change the world: http://realityisbroken.org vi Daden Limited’s Automated Avatars: http://www.youtube.com/watch?gl=GB&hl=en- GB&v=9hte2MJ54CA vii Jan, Dusan; Roque, Antonio; Leuski, Anton; Morie, Jacki; and Traum, David (2009). A Virtual Tour Guide for Virtual Worlds. Institute for Creative Technologies, Marina del Ray, CA.: http://people.ict.usc.edu/~traum/Papers/SDO.pdf viii Shop Assistants from XD Fusion: http://xdfusion.wordpress.com ix Artificial Avatars: http://www.youtube.com/EtiqPraga x Journeyman Project 3: Legacy of Time (2009): http://presto.tommyyune.com/presto/journeyman3/mainindex.html xi The Future of Virtual Characters: http://vimeo.com/18407613 xii Schell, Jesse (2008). The Art of Game Design: A Book of Lenses. http://artofgamedesign.com xiii The Mummy Online MMOG: http://themummy.bigpoint.com