March 09, 2008, 4:00 PM
Real Research in Virtual Worlds
Demonstration & Discussion
Participants: Piet Hut & Karen Sobel Lojeski
Virtual worlds are online, three-dimensional environments that can be accessed over the Internet. Each user is represented by an avatar, a type of animated figure whose movement and behavior are controlled remotely, determining the on-screen view that is presented to other users. While the technology is based on that of online video games, some worlds are not games, but in many ways replicas of the real world, but with additional features. The best known example is Second Life. Other worlds are created for specific purposes, such as academic and business collaborations, with Qwaq being a prime example.
Presenters Piet Hut and Karen Sobel Lojeski will give a brief introduction to their work in virtual worlds, especially in WoK Forums, a Qwaq-based organization focused on Ways of Knowing, seeking to bridge approaches in science and in contemplative studies. The program will include a quick tour of Second Life, and an actual session in Qwaq's WoK Forums, with Karen serving as speaker for a weekly seminar that is held there.
Piet Hut is Professor at the Institute for Advanced Study, where he heads the Program of Interdisciplinary Studies. An astrophysicist with an interest in the history of the Universe and computational science, he is the author of many books and articles that explore these areas.
Karen Sobel Lojeski is Chief Executive Officer of Virtual Distance International and Research Director for the Institute for Innovation and Information Productivity. Karen established Virtual Distance International to help companies with innovation, leadership, and virtual workforce management. Virtual Distance International provides advisory, training, and consulting services to organizations around the world. Karen is also a columnist and contributing editor for CIOInsight Magazine, where she writes on the subject of management and leadership in the changing world of work in the Digital Age. Her groundbreaking work in innovation and productivity has been featured in a number of major business publications including Business Week, The New York Times, and Entrepreneur Magazine.
Discussion Board
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Nehdia Sameen says:
Hi, I really want to attend this event, but I'm not sure I can -- is it going to be filmed and uploaded on Google Video/YouTube like the other events have been?
Philoctetes says:
This event will be recorded and posted on our site as well as on our YouTube channel. In addition, you can watch the event in real-time by logging into our website.
Nehdia Sameen says:
I attended the event today -- I figured I ought to! Despite technical difficulties, I thought we had a thought-provoking discussion. Just to remind anyone who attended who might be reading, I'm the psych student from NYU who asked about the similarities between virtual worlds and dream yoga, and the the use of virtual worlds to treat phobias. I had one other question which I never got time to ask -- maybe someone can post some thoughts on this. To what extent do virtual worlds flip the conventional metaphor used in contemporary cognitive science, i.e. brain/body as hardware, and mind as software? To what extent do minds actually become the driving hardware and the brain/body as the software in virtual worlds? I was thinking of how an immersive virtual environment could actually allow us to change our entire cognitive body schema. Could we swap genders, race, species, and so on, and how would that affect our sense of self? Moreover, what impact do virtual environments have on the plasticity of the body itself? We talked today about how such environments can be used to treat phobias, PTSD, autism/asperger's, and psychosomatic illnesses. What does this bode for the future of mind/body medicine? Does this mean that the mind can use virtual worlds to imprint changes on the body itself? What implications does this have for classical mind/body debates, consciousness, and free will? Okay, that's definitely more than one question! I enjoyed the event today, but the discussion could have gone on endlessly!
Michael Miernik says:
During the discussion, the ability to post PowerPoint presentations was mentioned briefly. While this may seem to be a trivial point, it represents to me, a significant problem with communication that is heavily mediated by technology - the tendency to take shortcuts, summarize, abbreviate and otherwise eviscerate discussions.
While I may not be as anti - PowerPoint as Edward Tufte, far too many people now use this format as their presentation, rather than as a tool to highlight or organize a talk. Consequently, the contents are frequently worthless to individuals who were not there.
There is no doubt in my mind that virtual reality can enhance, enrich and envelop a wider audience than might otherwise be possible. For example, those individuals who sat in the back of a classroom never raising their hand are more likely to participate. However, if these virtual worlds revolve around content compressing technologies such as PowerPoint, texting and so on; they are apt to turn "A little knowledge is a dangerous thing," into a truism.
Maximizing the positive potential of virtual reality and its sibling technologies requires less gushing golly-gee and more aggressive devil's advocate planning.
For those who are interested, the references below describe two potentially exciting uses of virtual reality - the first deals with child behavior, the second with a serious physical ailment.
Public release date: 10-Mar-2008
Contact: Amber Cleveland
clevea@rpi.edu
518-276-2146
Rensselaer Polytechnic Institute
Bringing Second Life to life: Researchers create character with reasoning abilities of a child
Public release date: 10-Mar-2008
Contact: Amir Gilat
agilat@univ.haifa.ac.il
972-482-40092
University of Haifa
Virtual reality and computer technology improve stroke rehabilitation
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