Category: Advanced Simulation Technologies

Virtual Worlds: Not Everyone has a ‘Second Life’

My how time flies… We are quickly approaching the end of 2011 which reminds me that it is once again time to reflect back on a prediction that I have mentioned in past blog entries. Way back in 2007 Gartner predicted that “By the end of 2011, 80 percent of active Internet users (and Fortune 500 enterprises) will have a “second life”, but not necessarily in Second Life“, according to Gartner, Inc. Where do we stand now with this?

Multi-user 3D environments once held so much promise, the idea just may have been ahead of its time. Back in December of last year I wrote about the hype cycle provided by Gartner which shows a timeline of 5 to 10 years for mainstream adoption of public virtual worlds. Funny that three years after the fact of Gartner saying virtual worlds would have 80 percent of all active internet users that just last year they said another 5 to 10 years for mainstream adoption. According to a post on Hypergrid Business Virtual worlds gained 214 million new users in the second quarter of 2011“, according to virtual worlds research firm KZero Worldwide. It was the largest quarterly increase since the company began tracking these numbers in 2008.” Second Life has 27 million registered users, so they say. How many of them have actually logged in within the last 3 months is unknown to most.

I believe that since the growth of mobile computing and the sea of apps that 3D virtual worlds might just once again have a chance. So let’s not completely write them off- perhaps Gartner should extend their prediction and also expand it to include some other popular virtual worlds of today rather than yesterday’s world of Second Life. I believe that 3D virtual worlds (with purpose) still have a lot of unreached potential to capitalize on in the future.

Serious Gaming in the United States Military

In an article featured in the August 2011 issue of Military Training Technology the magazine asked, “What role(s) will your company best fill as the United States military turns more to the use of serious gaming in an effort to reduce the military’s training costs while maintaining the combat readiness of the warfighter?”

Here is what Ed Heinbockel, President of Visual Purple contributed to the article:

“Today’s warfighters have been raised on video games. They learn differently than past generations. By recognizing and leveraging the learning styles appropriate to current trainees, 3-D animated decision-based virtual world training offers instruction that is relevant and effective—with improvement in both motivation to train and knowledge retention—this type of training is proven to be very, very sticky.

Through the use of 3-D animated decision-based serious game training, a platform is presented to today’s warfighter that is immediately recognizable and significantly more palatable than traditional PowerPoint-type ‘page flip’ training. By offering simulation training aimed at individuals rather than large groups, training can take place anytime and anywhere the trainee has access to a computer, while non-virtual training can accommodate only a limited number of instructors and students at any given time. Refinement of training content is a continuing requirement necessary to ensure that warfighters have the latest and most relevant training possible.

One of the many benefits of Visual Purple’s training products is our proven technologies that allow for rapid updates and changes. Unlike some training programs that are difficult to make changes and/or updates to, Visual Purple simulations can easily be ‘remodeled’ later should the need arise. The number of true subject matter experts (SMEs) is limited. By incorporating SMEs’ expertise into learning content, the impact they provide is expanded to cover the entire training audience. Improvements in hardware capability have allowed for significant improvements in graphics and training technologies. More ‘horsepower’ in smaller packages (smartphones, touchpads, tablets, etc.) allows warfighters to train anytime and anywhere. These mission rehearsal modeling tools are aiding in overall military readiness by streamlining training capabilities. One thing is for sure: it beats the so-called BOGSAT (or Bunch of Guys Sitting Around a Table). Emerging technologies are changing the way today’s military trains-up.”

Virtual Worlds for the Defense Sector

The Department of Defense has been in the news on a number of occurrences in past months highlighting the use of virtual worlds by the organization. They are utilizing virtual worlds for a host of different applications, one of which deals with post-traumatic stress in our soldiers, see this story for more details. This project is called The T2 Virtual PTSD Experience and is based in Second Life. By being based in Second Life it does allow an extra layer of interactivity as the player/ trainee is able to interact with anyone else that is experiencing the simulation. It just goes to show that the immersive nature of virtual worlds make them a prime candidate for this type of training and much more!

Another article on the defense.gov website published back in May featured Frank DiGiovianni, the director of training readiness and strategy in the office of the deputy assistant secretary of defense for readiness. As quoted by the article, “Five years from now, if Frank C. DiGiovanni has his way, warfighters from every service will learn aspects of their trade on a world in cyberspace.” Furthermore, “For the DOD virtual world experts are working on “a governance model that makes sense” in which everyone in the world can participate, DiGiovanni said, much like the Constitution allows American citizens to participate in their government.

“A governance model allows you to take all the efforts that are going on and synchronize them, integrate them, so you have a comprehensive whole, and not four separate efforts,” he added.
“I don’t want four separate worlds, I want one world … to be able to leverage all that content building that’s being done by everyone out there,” the director said.

The Strategic Plan for the Next Generation of Training for the Department of Defense, which was published in 2010, features leveraging emerging technologies to enhance the overall DoD training capabilities.

Narration in Training

So you have probably seen us post various tidbits on audio such as Emulating Human Voice-overs with TTS Voices on the blog. While solely utilizing text and graphics in simulations can work, the real question is: Does it really work? Voice talent is a large piece of the puzzle in any narrated simulation. Visual Purple simulations do allow for text (otherwise known as closed captioning) to appear in all of the simulation (not just at the decision points). Thus supporting those that learn better by reading as opposed to listening. Fully narrated scenes definitely enhance the learners’ cognitive processing, thus audio can be very effective for a variety of learning styles.

Trends in Training Survey

The Centre for People Development recently came out with a survey on trends in training… and survey says 73% of participants would prefer less classroom based courses. That’s a pretty high number of participants that are bored with current learning methods presented by their employer. And believe it or not, 87% were in favor of more e-learning/ mobile learning (which I translate into simulations). So there you have it, the trainees have spoken and they want more simulations!

Levels in Simulation Design

According to the Encyclopedia of Educational Technology here are the 5 Levels of Simulation Design. Let’s start at the top…

Level 5: The Full Simulation
The most complex type of simulation design offering the trainee a fully immersive environment with all paths and options available.

Level 4: Multiple Input Paths
A more realistic type of simulation that offers the trainee/ learner the ability to gain a deeper understanding of more complex material presented.

Level 3: Data Input

Data entry or button choices highlight this level of simulation design. This method does offer a higher level of realism.

Level 2: Point and Click
This would be comparable to generic types of E-Learning simulation scenarios, just point and click. Nothing too complicated here folks!

Level 1: Screen Capture
Useful when doing an overview on a specific procedure, no real user interaction takes place on this level.

Simulation Level Levels in Simulation Design

*Image courtesy of the Encyclopedia of Educational Technology

Storytelling Going Digital: Fact or Fiction

Children awe at being read stories from simple books that have textures for them to feel as a baby/ toddler to the grade school history text books. The point is that we are brought up around stories from an early age. Even though adults nowadays may be getting away from the traditional hardcover or paperback types of books, storytelling is still here. It may just reside in iPads and Kindles and the like instead. But what makes stories jump off the page? Well of course you can read a book full of text without pictures, while most of us tend to create specific images in our mind of the different scenarios being played out- is that really enough? By using “digital storytelling” the user is being immersed into a realistic environment that replicates the real world down to a tee.

“Stories are the creative conversion of life itself into a more powerful, clearer, more meaningful experience. They are the currency of human contact.” –Robert McKee

Digital Storytelling1 300x225 Storytelling Going Digital: Fact or Fiction
Digital Storytelling
Digital storytelling is the art utilizing computer-based tools to tell a story. So I consider Visual Purple’s intelligent training simulations to do the same. Although the storyline of a simulation is immersive by itself we pepper it with decision blocks (and yes we do use Hollywood writers to craft our intelligent training simulations). Digital Stories also may encompass audio narration, images/ reference materials, video clips, etc.

Virtual Learning Environments- A New Trend?

Elearning! Magazine recently came out with a report on Virtual Learning Environments: Trends and Insights. The report outlined that virtual learning environments are one of the fastest growing solutions for learning.

According to the report “In a June 2010 study conducted by Elearning! Media Group, 64 percent of all corporate respondents have implemented virtual learning within their organizations, and 18 percent more plan to add them. The same study reports virtual worlds for learning will grow 250 percent over the next year to 21 percent of enterprises. At the same time, social learning and collaboration is exploding, with 77 percent of enterprise using or planning to use these tools for learning.” Let me summarize that for you in case you weren’t paying attention…64 percent of respondents have implemented virtual learning within their organizations!

Elearning magazine highlights four virtual learning solutions: 1) Virtual worlds, 2) Virtual learning environment, 3) Virtual classroom and 4) Web meetings. While all four types do offer a sense of immersion these next generation environments should be chosen carefully to fit within an organization’s specific needs. For instance a huge benefit of virtual world training is that trainees can make mistakes without fear of being embarrassed in front of an entire classroom full of students. The report further breaks down these advantages of VLEs (otherwise known as Virtual Learning Environments):
-Slash training costs
-Extend reach
-Do more with less
-Create a stimulating learning environment
-Provide “always-on” access to content
I would say that all above advantages can also be transposed into a virtual world training environment as well.

What Role are you Looking to Play?

I often take for granted that readers of the blog and our customers know the different types of roles available through Visual Purple’s training simulations. It wasn’t until we re-crafted our website text that I began to realize we had never really spelled it out publicly. So here it is officially on the blog and also showcased on our newly designed website.

An often-overlooked critical aspect of simulation training is the best manner in which to train: individual or collectively. Visual Purple offers three modes:

1) Single Player, Single Role – The trainee will always play one role; synchronous interaction with live players not supported or desirable due to intelligent simulation world.
Available: Decision-Based, Virtual World, Hybrid, Embedded

2) Single Player, Multi-Role– The trainee may select from available roles and play the simulation from the unique perspective afforded by that role; synchronous interaction with live players is not supported or desirable due to intelligent nature of simulation world. Expect longer production time than single player, single role simulations but per role production time and costs will be lower.
Available: Decision-Based, Virtual World, Hybrid, Embedded

3) Multiplayer– Playable by several trainees at the same time with the ability to choose from a variety of different roles. Live interaction supported for collective training but not required through use of intelligent Non-Player Characters (NPCs) that fill-in for trainees that may not be able to participate as expected. In other words, the training can always occur if even only one trainee shows up. Expect increased production costs to craft and support a custom, intelligent persistent virtual world.
Available: Virtual World

Character Development & Interaction in Simulation Design

It’s no mystery that the human race always relates to other people better when they know them or have had more of an introduction to a person. That’s why movies spend quite a bit of time developing the storyline and characters, before jumping in to the “edge of your seat adventure”…well, the same holds true in simulation development. The trainee is better able to relate to the training program when the storyline and character development are presented in an in-depth matter rather than just seeing “Joe Schmoe” walking around the environment. Not only is character development an important factor in simulation design, but also realistic looking and acting characters are crucial to simulations replicating all of the complexities that the real world offers. Believe it or not…When developing simulations each character’s move is purposefully planned out by the developer- a simulation just doesn’t randomly have a person raise their hand for no apparent reason. I believe that the feeling of immersion and realness are the keys to drawing people in and making training stick.

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