Thursday, August 07, 2008

iPod-based Language Learning w/Virtual Characters 

I saw that 9to5 Mac picked up a story on iPods as mobile training devices for soldiers to learn new spoken languages. I immediately recognized this from some demos I'd seen from Carol Wideman of Vcom3D. Fantastic to see that this is in the field, well-received and effective. We'd met several years ago and a NATO training council meeting and this was mostly a concept then.

The story is written up on the Fort Hood 1st Cavalry web site, including some pictures of the ipod with battery and the wearable holder/case. (Note- The webmaster must like the yellow/black Purkinje effect.)

I'm glad to see Vcom3D get well-deserved recognition. Now its time for some forward-thinking corporate trainers to look at off-the-shelf and thinking-outside-the-box solutions like this too. I'm sure there's plenty of time- and cost-effective training applications for virtual characters that model real language and cultural gestures-- and plays back in common digital video and interactive Adobe Flash formats.

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Friday, November 02, 2007

Elearning, Machinima and the Law 

One of the great take-aways of Learning 2006 for me was Machinima. Now there's some IP follow-up that is due for anyone considering using Machinima content for training. I think machinima is a powerful, effective and low cost alternative technique to "from scratch" 2D/3D animation, graphics and video production for e-learning. However, as always, one needs to be respectful of intellectual property (IP). A blog posting that I recently found is a good reminder of that.

But first, a little background. In February of 2007 I posted some information on machinima when I was fortunate enough to snag Tom Crawford as a guest speaker for an Adobe eLuminary web seminar titled Machinima: When Video isn't Video [description at bottom of page here, direct link to recording here (free registration req'd)]. By the way, Tom did the best job I have ever seen of formatting/encoding machinima clips for use inside Adobe Connect, but that may be a whole other seminar topic.

Since then I have been openly wondering about using imagery and recorded screen captures of Flight Simulator X and other tools for training. Hopefully, Microsoft and other vendors will make their IP policies clearer regarding this use case. It seems the use case for the elearning developer is not to use game storyline, but to co-opt it as a graphics or animation generator. I'm really not sure how this plays into their IP policies.

In August of 2007, Mark Methenitis of The Vernon Law Group posted some informative discussion and commentary on Microsoft and machinima on his blog Law of the Game. from the original post, Microsoft's New Content Usage Rules: A Small Step for Machinima

Microsoft has set forth an interesting new content policy, found here, that seems to be giving the non-profit machinimist a break. In fact, I would go as far as to say this is really what needed to be done, but only addresses half of the issue.

The rules boil down to this: You can use the following games:

  • Age of Empires (all versions)
  • Flight Simulator (all versions)
  • Forza Motorsport (all versions)
  • Halo: Combat Evolved, Halo 2, and Halo 3 (when released)
  • Kameo
  • Perfect Dark Zero
  • Project Gotham Racing (all versions)
  • Rise of Nations (all versions)
  • Shadowrun
  • Viva Piñata

to make machinima, provided you put the following disclaimer on it:

[The title of your Item] was created under Microsoft’s “Game Content Usage Rules” using assets from GAMENAME, © Microsoft Corporation.

The blog entry goes on to list the rules Microsoft requires (which you really should read from the Microsoft Xbox.com page), but I prefer Mark's witty Carlin-esque summary.

Consider these the 7 Deadly Sins of Microsoft Machinima. In short, they are:

  1. Hacking
  2. Obscenity
  3. Profit
  4. Audio
  5. Other IP
  6. Fanfiction
  7. Piggybacking

When using machinima techniques, I doubt that corporate trainers will ever intend to hack, cuss, directly profit, pirate audio, abuse IP, craft fan fiction or support derivative works (piggybacking), BUT even the best of intents doesn't mean that use for corporate training is legally acceptable to the IP owners. I hope that Microsoft will clarify the IP issues regarding use of game-generated images or image sequences for non-game corporate training purposes at the upcoming Microsoft DevCon 2007 or the related/co-located AvSim 2007 conference & exhibition.

In an interesting and relevant turn, the AvSim 2007 conference features guest speakers including both Capt. Mark Feuerstein, the Project Pilot for Boeing Commercial Airplanes’ 747-8 program and commercial pilot and flight instructor, Erik Lindbergh– grandson of Charles and Anne Morrow Lindbergh. I wonder what their thoughts on training "fair use" might be.

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Friday, July 27, 2007

Second Life and Wii: Are we ready for the Goldrush, Backlash or both 

That last post on the Wii and SecondLife was supposed to be a quick puff-piece, but as I mulled it over it grew and grew until I split it into two with this opinion post as the second part. Personally, I think something good is brewing with Second Life, but first we're headed for (already in?) a goldrush that will be followed by backlash, similar to the era when companies rushed to establish a presence on dial-in line networks likethe Source, and CompuServe, and Prodigy, and America Online, (and others- anyone remember GEnie or Minitel or ...) . It was relatively cheap and tremendously popular to build-out forums and email lists and knowledge bases there, but it all got eclipsed by the internet + the web. Second Life also just feels too "siloed" for my tastes, with no good way to interact across worlds (yes, I am aware of various SL mash-ups). The virtual worlds and games reek of the multiple ID's problem of the early 90's. I remember when you were really cool if your business card has like 6 email addresses on it. I also agree with folks suspicious of the hype and over-the-top "me-too" crowd it is attracting now, again like the AOL-era landgrabs. Here's some good quotes and interesting data I found on a quick web news search:
More often than not, you'll hear that "Second Life" boasts millions of users. But the truth of the matter is that no one knows how many people are using the service other than Linden Lab, the company that hosts "Second Life."
According to Clay Shirky, a faculty member in the Interactive Telecommunications Program at New York University who's made a four-month study of Second Life's audience, the number of regular users is well under 200,000.
Virtual worlds may indeed play a big role in the future of the Internet. But for the moment, the talk far exceeds the actual worth of these services-- at least in business terms.
If fewer than 200,000 people are regularly using "Second Life," it's not the best marketing tool. And though virtual worlds are certainly a means of long-distance communication, it's yet to be seen whether this makes sense — in the long term — for anything other than fun and games.
So many companies are entering "Second Life" because it's the thing to do, because the press gives virtual worlds so much attention.
Source: Is Corporate Mania for 'Second Life' Just a Lot of Hype? As for the Wii, pretty cool, but then so was the Magnavox Odyssey that Dad brought home in '73 to spoil all 5 of us kids. Does anyone else miss video games that included real dice, poker chips and plastic overlays you had to tape to the screen? We eventually got an Atari 2600, but never bothered with Colecovision, Mattel Intelvision, Sega and the lot that followe-- including the very first PlayStation released about 21 years later. Dang I'm old.

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Wii + Second Life = New Training Simulator 

Interesting thoughts on using a Nintendo Wii and Second Life together, from the Gadgets blog of Wired online

Nintendo games have made the Wii controller a satisfyingly realistic controller for pretend tennis, golf and baseball. But how about using it to practice doing surgery, applying pesticides or operating a nuclear power plant?

It will be interesting to see how this pans out over the next year or so for mainstream corporate training. For edu-tainment, the surgery bit has already happened. In a March Edition of Learning Trends (link followers- scroll to March 5, '07 #434), Elliott Masie mentioned a Wii application called Trauma Center: Second Opinion that is only $49 and lets you perform a varierty of tests and interventions using the simulated environment and the motion-sensitive Wiimote controller.

More from Wired:

One of the attractions of [MIT Research Fellow David E. Stone] Stone's approach is the low cost. In Second Life, it's relatively easy to build chairs, buildings and other objects for avatars to sit on or walk through. Tools like wrenches or manual controls are also easy to build and, with a little tweaking, users can control them with a Wiimote.

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Saturday, March 24, 2007

ACM / eLearn Magazine on Second Life for Learning 

The Association for Computing Machinery (acm) publishes eLearn, an online magazine about Education and Technology. Just a few days ago they published Another Life: Virtual Worlds as Tools for Learning, by Jay Cross, Internet Time Group; Tony O'Driscoll, IBM; and Eilif Trondsen, SRI-Business Intelligence.

Quite a coincidence, since I unknowingly published an entry about that here last month. Given this article and the interest emerging amongst members of the Masie Consortium, I think SL and Virtual Worlds are going to be a big trend this year, and maybe even a big elearning reality. Earlier this week, I learned of a forward thinking bank in Europe that is also looking to Second Life as a means to support its training efforts as it expands. I'll share more on this as it develops.

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Views I express on this weblog are mine, period. My views and opinions do not necessarily reflect the views of my employer, my clients or anyone else for that matter. My opinions are my own.

Copyright © 2004-2008 Tom King

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