Supporting a suspense of disbelief through the use of external landscapes in virtual reconstructions; a development walkthrough in the use of Blender for creating off-sim mesh terrain surrounds for OpenSimulator environments.
The initial development report from the collaborative Occupational Medicine Research Project between Otago University and myself. An overview of the theoretical considerations of the development so far, a video walk-through of the interactive heads-up display and some relevant technical notes.
Thoughts and reflections on interacting with and developing chatbots and non-player characters for educational purposes in virtual environments.
A discussion on the notion that HUDs (heads-up displays) in virtual environment simulations, given purposeful design and belonging graphically to those environments, support immersion as opposed to detracting from it.
The 2014 Virtual World Best Practices in Education conference was held from the 9th to the 12th of April and, as well as attending a number of excellent presentations, I presented my own workshop titled Creating Immersive Environments. In this post I share some of that presentation, as a set of ideas, images, videos and SLurls, for those who may not have been able to attend.
I really did want a more visual way of presenting rewards so they became something more tangible from the player’s point of view. Now, as well as seeing level gain through the level indicator, players have visual acknowledgement that they have achieved something that will help them progress on their game quest.
There’s so much to deal with freelancing in the educational environment; bureaucracies, politics, egos, funding agencies, etc., etc. But it’s also where the students are and if my work is to make a difference, and I’m passionate about it doing so, that’s where I need to be too. In my view this project will make a difference. So it’s been got on with *smiles.
Notes from the development workshop where I am currently working on a funded project that is researching the possibility of using a virtual world environment to teach literacy skills. This post looks at the terrain, themes and icons and game levels.
Continuing with creating a non-tileable texture from a photograph, here I look at adjusting light levels using gradients and masks and the Dodge and Burn Tools in Photoshop.
Some months ago I had the pleasure of visiting a place called Montsalvat, Australia’s oldest artists’ colony. 150 photos later I now have a huge library of photographs awaiting the metamorphosis into textures. The intent of this and subsequent posts is to share some of the tools and techniques that I use in this process. Enjoy!