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doing cognitive science in Second Life (2007-2008)
What does it take to port collective behavior studies from 2D-based experiments to 3D MUVEs? Technically, is it doable? Behaviorally, what changes?
- part 1, introduction: How I Learned to Stop Worrying and Love LSL (presentation slides, 7.5MB pdf)
- part 2: more LSL examples (slides 2MB pdf, this part has been presented simultaneously in-world as well, with audio stream, group demo and interactive examples with remote audience).
Instructions on how to listen to the audio stream within the Second Life client:
- log in to Second Life and teleport (i.e. the slurl is: http://slurl.com/secondlife/Campus/226/168/25/) to the IU CogSci space on Campus island
- a dialog may appear in SL, asking: Play streaming video when available? Click on <Play media> to be able to listen
- in your SL Preferences for Audio&Video, make sure audio is not muted, and streaming video is enabled. All other settings can be set to minimum if you prefer not to hear SL ambient sounds:

- click on the play icon in the Movies tab which appears at the bottom of the SL interface, it'll turn from
to when playing.
- there may be a few seconds lag in the audio: this is normal since it is a live broadcast through a streaming server (not a two-way audio chat)
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- part 3 and part 4 presented entirely in-world, i.e. within SL on the IU CogSci space on Campus island
- part 5 and part 6 in-world tests, after moving the IU CogSci space on the new Limestone Quarry island (thanks, AVL!)
There's something fascinating about dozens of avatars chasing illuminated tiles:
- updated presentation about research in Second Life,
including Foraging and CPR experiments (presentation slides, 11MB pdf)
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Syllabus, planning and proposal for a 3xx-level course in synthetic worlds / virtual environments. Sample Topics and summary:
- Hands-on approach to learning about interactive 3D graphic worlds, their design, implementation and deployment.
- Practical coursework at dynamic scene-graph level.
- Analysis of existing works of high production quality.
- Scripting/authoring/programming techniques for 3D environments.
Using Second Life as multi-user networked VR engine and for multimedia hosting, for labs, practical assignments and final project.
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