An investigation into the potential of virtual worlds to assist in understanding ancient sites.
ascilite2015: An opportunity to reconnect with old acquaintances, to update on the current research being carried out in the sector, to discuss and share my own and in others’ particular areas of expertise and to make new connections along the way.
The final report on the Literacy Project game, the Mythical World of Hīnātore, developed in OpenSimulator on the Kitely grid by the author, in collaboration with educator Merle Hearns of the Manukau Institute of Technology.
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.
Interim reporting from the Literacy Project, a research project developed with funding from Ako Aotearoa and the Manukau Institute of Technology and designed to investigate the use of game environments to support the acquisition of literacy skills.
A conversation on a presence of self in virtual world environments, giving specific consideration to the role that the third person perspective might play and reflecting on how that aspect might be employed to support greater immersion in educational spaces.
An introduction to the extended project, my finale for the MA Education in Virtual Worlds. The subject matter of the research is occupational medicine and the project is centred around the use of virtual environments for occupational hazard identification and the clinical assessment of workers.
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.
This critique discusses ethnography as an educational research methodology, considering the researcher as the instrument of research, engaged in a holistic and qualitative approach to inquiry, observing and interpreting emergent phenomena in the context of the complex systems that constitute virtual worlds.