Environment education via a virtual mine

Virtual Mine is “an educational 3D environment, game, and educational curriculum for teachers, students, and anyone who’d like to learn more about mountain top removal, coal fired power production, alternative energies, and the amazing music and culture in the Appalachian mountains”. Which sounds a little staid on the surface, but the reality is an engaging and immersive education experience. I attended the launch tour this morning alongside around 35 others, mostly educators and developers, to see what was on offer.

Funded by the MacArthur Foundation and the Independent Television Service, the Virtual Mine consist of an entire island in Second Life. After equipping a hard hat and HUD, a series of processes can be controlled and viewed. Whether it’s tree-clearing, the removal of the mountaintop for mining, or balancing the nearby town’s energy needs with the environmental impacts of the mining and cola-fired power station, it’s all covered.

Have a brief look for yourself:

This is the sort of build that tends to shine a very bright spotlight on the opportunities virtual worlds provide for education, including environmental education. That said, one of the tour participants made a humourous comment during the ‘turn off all the unnecessary lights in the town’ exercise, asking that we shut down the region’s server in the process to truly save some power.

Some of my other snaps from the launch tour:

Tree clearing simulation


The blasting begins


Coal-fired power and its town impacts


Turn off the damn lights!

Congratulations to the developers of Virtual Mine and the wider support team. You can find out lots more information on the project here.

[Originally posted over at The Metaverse Journal]

Virtual Mine: environment education at its best

Virtual Mine is “an educational 3D environment, game, and educational curriculum for teachers, students, and anyone who’d like to learn more about mountain top removal, coal fired power production, alternative energies, and the amazing music and culture in the Appalachian mountains”. Which sounds a little staid on the surface, but the reality is an engaging and immersive education experience. I attended the launch tour this morning alongside around 35 others, mostly educators and developers, to see what was on offer.

Funded by the MacArthur Foundation and the Independent Television Service, the Virtual Mine consist of an entire island in Second Life. After equipping a hard hat and HUD, a series of processes can be controlled and viewed. Whether it’s tree-clearing, the removal of the mountaintop for mining, or balancing the nearby town’s energy needs with the environmental impacts of the mining and cola-fired power station, it’s all covered.

Have a brief look for yourself:

This is the sort of build that tends to shine a very bright spotlight on the opportunities virtual worlds provide for education, including environmental education. That said, one of the tour participants made a humourous comment during the ‘turn off all the unnecessary lights in the town’ exercise, asking that we shut down the region’s server in the process to truly save some power.

Some of my other snaps from the launch tour:

Tree clearing simulation


The blasting begins


Coal-fired power and its town impacts


Turn off the damn lights!

Congratulations to the developers of Virtual Mine and the wider support team. You can find out lots more information on the project here.

Second Life economy: flat but steady

Linden Lab have released third-quarter results for the Second Life economy. I use the term ‘released’ loosely, as it still grates on me how little information is released now compared to a couple of years back. That aside, the results show that aside from the 11% drop in overall user hours over the past year, coming mostly from those who spend more than 300 hours a month in Second Life, that things are steady. Or stagnant depending on your perspective. The only stark upside is the lift in web-based purchases for in-world goods (115% growth), although that’s skewed by the conglomeration of purchase options under the Linden Lab umbrella.

One of the most frequent questions I’m still asked when I talk virtual worlds with the uninitiated is: “hasn’t Second Life died?”. These stats again put paid to that misconception, but they also don’t provide much basis for evangelism either.

Cocaine: coming to a bank note near you

For those you thought the portrayal of the cocaine user snorting their stash through bank-notes was a stereotype, then think again. A paper published in the British Royal Society of Chemistry’s journal has revealed every single one of 45 bank notes randomly tested for cocaine came back with a positive result. That compares to a US study previously showing a 65 percent hit rate.

Where’s Miami Vice when you need them?

via [Cosmos]

Mobile devices: a new life for the disabled

It’s really easy in the tech field to look at new products within the prism of the average consumer. Take the iPad for example – it’s a common route to discuss cool apps that have been released and to debate future developments. It’s also easy to forget the enormous benefits these devices can bring. A superb illustration of this is the piece below from the New York Times.

Now, there just needs to be a way of funding the distribution of devices like these to families who can’t otherwise afford them. Perhaps that’s how Steve Jobs could get his name up in lights alongside Bill Gates as a leading philanthropist….

Largest Star Wars model ever?

As a child who spent hundreds of hours playing with Star Wars figures, I still get a little excited when I see them in shops.

In the lead up to Christmas, you can now buy what I believe is one of the largest Star Wars models ever. Straight out of The Empire Strikes Back, the 2-foot high AT-AT holds up to 20 Star Wars figures. What’s not to like?

via [Geek Alerts]

(Mini) Review: Virtual Worlds – Learning in a changing world

Australian educators Judy O’Connell and Dean Groom have collaborated on a tidy tome called Virtual Worlds – Learning in a Changing World. Aimed squarely at educators who haven’t had any extensive experience with virtual worlds, it provides a concise overview of the current state of play, its implications for educators, and a comprehensive set of links for people that want to explore further. It’s a virtual worlds primer for a cohort of professionals who dually need the most insight into the area and who are likely to drive the substantive momentum in the field in coming years. In that aim, this book achieves what it needs to in a way that a lot of other publications in the field could do well to emulate.

You can purchase the book for AU$19.95 from the ACER website. Or – fill in our reader survey and if your name is drawn we’ll send you a copy as your prize – just specify that’s the prize you want in the appropriate section of the survey.

Need to copy a floppy disk?

I still get a warm fuzzy glow of sentimentality when I think of floppy disks. It reminds me of Castle Wolfenstein loading on an Apple II from a 5.25 inch floppy, or backing up MIDI files to a 3.5-inch floppy.They were the super-cool step-up from the cassette drive, and I could carry them anywhere! Ok, I’d better stop now before I start reminiscing about Jupiter Lander on my Vic 20.

Believe it or not, there’s still plenty of people out there wanting to duplicate floppy disks, and with PCs of all flavours not containing floppy drives anymore, it’s a process with some challenges. If you’re really keen, you can use this online service to either buy new disks if you do have a drive, or you can pay them to do the duplication for you.

Of course, before you go to such lengths I’d recommend checking if the application / files you want to duplicate are online anyway – there’s no shortage of applications that have been ported over to Java / Flash etc that make the need for the floppy version redundant.

via [Dan Warne]

iLife 11 announced: iMovie returned to its former glory?

Mr Jobs had another one of his announcement extravaganzas today, announcing a slew of new hardware and software. Australian Macworld have a great wrap on it all (Disclosure: I am a contributing writer for Australian Macworld), but aside from the understandable excitement on the Mac App Store and Mac OSX Lion, I was most taken by the update to the iLife suite.

Like a lot of iMovie users, I loved the 06 version, which was then arguably devolved to iMovie 08. I’ve actually gotten used to the 08 version but it still doesn’t make the grade in a lot of ways. It seems that Apple have actually heeded the outcry, with the 2011 iteration looking a little more like its grandfather. There’s also a bunch of new features such as storyboarding and simple trailer creation that will reflected in thousands of online video uploads.

I’ve got a review copy of iLife 11 on order, so watch this space, and the Apple guff on iLife can be found here.

In the meantime, a prediction: the new Mac App Store will see iMovie, iPhoto and Garageband plugins / add-ons for sale.

Meth apartment in Second Life

This story appeared originally on our sister-site Metaverse Health.

UCLA have undertaken a fascinating study within Second Life, using it as an immersive environment to replicate scenarios around methamphetamine use and the triggers those scenarios provide in relation to cravings and potential for relapse.

Read the full details here, plus there’s a short introduction video here. The preliminary outcomes of the study showed that the simulation is proving more effective for cue exposure than traditional methods such as videos and use of drug paraphernalia such as needles, syringes and preparation implements. There’s planned future research on looking at what treatments work best to reduce cravings, using the simulation as the benchmark measurement.

Aside from the obvious benefits this approach is going to bring for improved treatment interventions, some other key points need to be made:

Simulation is more than hospitals: There tends to be a focus on the use of virtual worlds to simulate hospital and paramedical environments. Those aspects are very important, but being able to replicate community environments where problematic behaviours occur, is an equally rich vein to mine as a health professional.

Virtual can be better than real: One of the preliminary outcomes mentioned was that the simulation demonstrated better cue exposure than just interacting with drug paraphernalia. This seems a little counterintuitive, but with illicit drug use in particular, the environment surrounding the use is a pivotal component, so replicating such an environment, if done authentically, is going to beat a counselling room with syringes and spoons every time. There is an enormous number of health issues where the same applies, meaning that not only can costs of interventions be lowered in some circumstances, but efficacy can also be improved.

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