When we're learning online from training material using avatars to increase user-friendliness, how much do we want them to look (and act) like us? It's complicated, a study finds
In context of Professor Dede's comment from last class about the "Proteus Effect"...some punchlines from Professor Jeremy Bailenson about the power avatars can exert on their creators.
Jeremy Bailenson from the Virtual Human Interaction Lab (Stanford) talks at the Berkman Center about how the use of avatars fundamentally alters communication styles both in virtual and real world settings. (Includes video and slides)
Augmented reality is dazzling when used appropriately. The Science Museum in London's exhibit on the Making of the Modern World looks to be a wonderfully educational experience about how specific technologies have propelled human history forward.
First off, I really stopped playing the major video game titles after I beat Super Mario Bros. II. It took me like 4 months to best Bowser, but once I did and the world pretty much remained the same I lost interest. Still, I cannot say all the new games that have come out recently don't peak my interest. The problem, I have been out of the gaming loop for so long now that I am at a serious disadvantage whenever I play. The controllers have become so complkicated and sensative that I spend most of the initial induction just trying to figure out what the hell I am supposed to do, and what combonation of clicks and toggles prompts the desired effect. Nintendo's Wii however seemingly streamined the learning curve as my body was the primary controller. Sony is now prepping to launch an entirely new controller protocol that uses the functions of the handheld even less. It might even eliminate the need for a controler all together...all body, all movement are calibrated and support the players avatar.
when children interact without the guidance of an authority figure — is when children experiment with the relationship styles they will have as adults,
parents should teach social skills with the same tone they use for teaching long division or proper hygiene
Children who cannot pick up context and facial cues from peers more likely to face social isolation.
I wonder if social gaming environments using avatars as virtual selves help or hinder a child's ability to pick up such social cues.
After Second Life took the world by storm in 2005 and 2006, introducing many to a 3D environment in which they could create nearly anything they wanted, there hasn't been a major next step forward.
One could argue that virtual worlds have even taken a technological step backward, as most of the energy in the space these days is being put into building 2D Flash worlds for kids, or Facebook games played by the masses. It's big business, but hardly cutting edge.
The biggest danger at the moment for those who want to see rich, 3D virtual worlds take off right away is the massive popularity of social networks like Facebook and Twitter.
Touting how addictive a video game can become for players is an interesting selling point. I am thinking it means, fast highs, quick death (of avatar, etc) and replayability.
I would describe THE MORON TEST available on iTunes as having those addictive qualities.
"The new study runs counter to the conventional idea that success in an unfamiliar, changing environment comes from a mixture of innovation and copying others."
EducationUSA just released a virtual simulation on their Facebook page. They state that it is the "World's first game-based adventure for international students to learn about opportunities in the United States of America." A short YouTube video is linked below. I would love to get your thoughts on this application. Can creating an avatar effectively teach (and prepare) international students for the U.S. college experience?
http://www.youtube.com/watch?v=_Fj01uSj4L4&feature=youtu.be