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NEW!!!
SLCC Education track transcripts now available.
If by any chance you’ve seen last year’s proceedings, then the first thing you’ll notice about this volume is the size – almost three times the size of last year’s.   read more

NECC HIGHLIGHTS EDUCATION IN SECOND LIFE:
Many of the presentations at NECC this year featured
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Latest News from THE Journal: The Teen Grid: Bringing Your School into Second Life Second Life, which offers an virtual world complete with avatars to represent human visitors, has intrigued some educators  

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 Global Kids and the MacArthur Foundation have partnered to announce a new nonprofit and philanthropic theme for the third annual Second Life Community Convention ...
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 GEOWORLD The GeoWorlds Project is an innovative integration of collaborative virtual learning environments and problem-based pedagogy to engage students in ...
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The first annual Second Life Best Practices Conference  was held on Saturday, May 26, 2007 on ISTE Island in Second Life.
                           read more

 NOAA has arrived in Second Life, and they  brought all the fun and excitement you have naturally come to expect from...
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DISCLAIMER: The  creator of this collection is functioning as an agent and therefore is applying Fair Use Regulations to the content described herein.  Copyright applies to organization of content only and the creator makes no claim to ownership of content.


Organization of this content is presented as

Margaret Sheehy's

Final Project,

 Digital Libraries -

ILS-655-S71,

 Prof. Yan Quan Liu, Ph.D
SCSU 7/2007

NASA in Second Life

National Aeronautic Space Association

 

PLEASE NOTE:  Hyperlinks to some resources may take you outside of this collection and you will need to use the "back" button on your browser to navigate back..

NASA in SecondLife: Plans for a Synthetic World in 2007

Greyark Hightower speaks about NASA's plans for a Synthetic World in 2007Greyark Hightower1 talked about his work at today. The office is currently overseeing a prototype NASA game project and is planning to start the development of a science-based synthetic world in 2007. This, of course, was very interesting and I expect that there will be a transcript. You can check up over at the International Spaceflight Museum, I'm not waiting to post.

The general idea is that NASA's Learning Technologies Office got a small amount of funding to start a prototype NASA-based game. They are now working with the America's Army development team and the Federation of American Scientists to make a short(10 to 20 minutes) prototype. They are using the Unreal 3 engine from Epic, so they're hoping for commercial quality results.

The prototype is expected to be an introduction to NASA's Vision for Space Exploration - apparently, NASA is planning to head back to the moon by 2020, and by 2035, a human on Mars is planned. The prototype is expected to introduce the vision and give people a chance to appreciate the experience of being on the International Space Station and on the moon - separately, of course.

When asked about metrics by Poinky Malaprop, Hightower responded:

We are combining the efforts of a commercial game developer, two universities and two NASA mission directorates into the project. If we can't check off all three boxes at the end, then we'll have done a poor job.

Of course, he mentioned physics in the virtual world, which is one of my [many] interests - so I asked if the physics would incorporate known quantum theory2. He responded that the computing demands to work seamlessly between Newtonian and Quantum physics is a little too high on processor requirements at this time. One solution is to allow Quantum theory to work in certain areas, while Newtonian physics works in others.

Overall, it was pretty startling for me to realize what NASA had been up to, and the audience showed it's appreciation while a few members asked Hightower to moonwalk. Instead, Poinky Malaprop showed off his new steamers. Conversations broke out; the talk got some inductive kick in a few minds - including my own.

I took some more pictures of the SecondLife International SpaceFlight Museum which you can see here. It's well worth a visit - here's the SLurl: Spaceport Alpha (115, 145, 22).

The meeting was setup by the Kuurian Expedition. You can find out more about the Kuurian Expedition at Synthetic Worlds Initiative at Indiana University and at Synthetic World News.

1 He identified himself as Daniel Laughlin, Ph.D. project manager for NASA Learning Technologies, and Research Faculty at the University of Maryland Baltimore County, but he works out of Goddard Spaceflight Center in Maryland.
2 The idea I have is one I've been kicking around for about a year. Using Fuzzy Logic, one could mix equations between Newtonian physics and Quantum theory based on the truth values of both. Maybe someone else has thought of that... if it's practical in experimentation, that could be really useful in moving things toward a more unified theory. Or it might not work at all, but...


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NASA Harnesses Power Of Virtual Worlds For Exploration And Outreach
 


Every Tuesday at 1 p.m. Pacific Daylight Time, avatars from NASA, the Second Life International Spaceflight Museum and other science- and space-related organizations and others in Second Life gather at the CoLab meeting space, high above CoLab Island, to plan and organize the use of the island. Everyone is welcome.

by Cheryl Pellerin
Washington (USINFO) Jul 10, 2007
NASA has created two islands in the popular real-time virtual world called Second Life, where anyone interested in space travel or technology can explore, discover and contribute to the space agency's mission. One island, called CoLab, for the Collaborative Space Exploration Laboratory, was established in 2006 by the NASA Ames Research Center in California's Silicon Valley as a virtual learning community with interactive content.

Nearby is Explorer Island, established this year by NASA's Jet Propulsion Laboratory (JPL) at the California Institute of Technology. JPL is the lead U.S. center for robotic exploration of the solar system.

"We at NASA are working hard to create opportunities for what I might call 'participatory exploration,'" Ames Director Simon "Pete" Worden said May 26, simultaneously addressing a live audience at the International Space Development Conference in Houston, and an audience of avatars (virtual world personae) in Second Life. (See related article.)

"We are doing this in a lot of ways," he and his avatar added. "This virtual world, Second Life, is one way."

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One Virtual World
Second Life -- one of many virtual worlds that exist in cyberspace -- opened in 2003, created by Linden Lab, a San Francisco-based company founded in 1999 by Philip Rosedale to create a new form of shared experience.

Its residents -- 7.6 million at last count, from more than 100 real-life countries -- own and build the virtual world's digital infrastructure, including homes, vehicles, universities, museums, nightclubs, stores, landscapes, games, islands, companies, government organizations, libraries and more.

Anyone can sign up for a free membership by registering with Second Life and creating an avatar. This virtual world, says Linden Lab, teems with people, entertainment, experiences and opportunity.

In addition to NASA, a handful of U.S. government agencies have facilities of varying complexity and interaction in Second Life. These include the National Oceanic and Atmospheric Administration, the National Institutes of Health and its National Library of Medicine, the Centers for Disease Control and Prevention, the U.S. Army, the Department of Homeland Security, the U.S. House of Representatives and a growing number of others.

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Outreach And Education
At least in part, NASA's presence in the dynamic Second Life metaverse arose from a 2004 report of the President's Commission on Implementation of U.S. Space Exploration Policy, chaired by Edward "Pete" Aldrich.

The report, A Journey to Inspire, Innovate and Discover, was written a year after the Columbia accident that killed the shuttle's seven-member crew. The report, among other things, sought to guide the space program and inspire young people to study math, science and engineering.

"Video and simulation games are not only a multibillion-dollar industry," the report said, "they are proving to be effective as learning devices for people of all ages." Written before virtual worlds had gained wide popularity, the report addressed the next best thing.

"NASA could collaborate with video game producers to create live-action learning modules," it said, "that give players the chance to experiment with orbital mechanics, the principles of spaceflight and other space-related subjects."

NASA CoLab and JPL's Explorer Island -- with their spacecraft, exhibits, interactive displays, Mars rovers, meeting spaces and public events -- are initial efforts in a fledgling virtual environment whose technology is not yet sophisticated enough for NASA's vision for the future.

"I'm in Second Life to learn lessons about virtual world technology," said JPL design hub system engineer Charles White in a recent USINFO interview. "Second Life may not be the answer in the future, but it's stepping-stone technology. It's going to get us where we need to be, and we need to be where the citizens of the world are."

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Virtual Worlds
Every Tuesday at 1 p.m. Pacific Daylight Time, avatars from NASA, the Second Life International Spaceflight Museum and other science- and space-related organizations and others in Second Life gather at the CoLab meeting space, high above CoLab Island, to plan and organize the use of the island. Everyone is welcome.

"Our primary motivation for going into Second Life," said Jessy Cowan-Sharp, technical platform manager for the Ames CoLab effort, "wasn't so much showing people content, it was creating a sense of community and inspiring people to create their own content."

"Part of the idea is not to make a very hard line between NASA and non-NASA resources, people and projects," said Andrew Hoppin, who works with CoLab through Education Associates, "but rather to make NASA's resources available more broadly to other communities and projects."

As to whether Second Life is sophisticated enough to make participatory exploration work, Daniel Laughlin, assistant research scientist with the Goddard (Space Flight Center) Earth Science and Technology Center, said: "I don't think we know for sure whether the answer is yes or no. In a way, working in Second Life is an experiment."

In future worlds, Cowan-Sharp said, "I'd like to see collaborative, immersive virtual environments where the full range of people are doing their engineering simulations and fundamental research, and people are present for exploration missions when something lands on another planet."

Today, she added, virtual worlds are "the seed of something that's going to be one of the major transformational technologies of our species."

More information about CoLab is available at the NASA Web site.

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  NASA Ames' 'Second Life' Blends Cyberspace with Outer Space
By Leonard David
                                                       
Special Correspondent, SPACE.com                                 
posted: 26 May 2007
03:15 pm ET                                                 

DALLAS, Texas - Taking a step into the new frontier, NASA Ames Research Center, under the direction of Simon "Pete" Worden, has launched an island in Second Life, an online 3-D virtual world created, shaped, and owned by its participants.

If successful, the partnership could offer a powerful new tool to increase global participation in NASA's exploration agenda, one day allowing the public to "take part" in returning to the Moon, future missions to Mars, the asteroids and beyond-all without the need of a spacesuit.

Worden, both in avatar form-known as Simon Pete Raymaker-as well as in person, spoke Saturday at the National Space Society's (NSS) 26th annual International Space Development Conference being held here.

"We at NASA are working hard to create opportunities for what I might call participatory exploration," Worden's avatar told participants at today's panel. An avatar is an out-of-body, Internet representation of herself or himself, alive and well and working within cyberspace.

Second Life

Worden detailed the work of the space agency's CoLab-a Collaborative Space Exploration Laboratory being developed to partner with technologists and the entrepreneurial community. CoLab is an online space where individuals can collaborate in Second Life.

Appearing as an avatar, Worden spoke from a digitized NASA Island to conference attendees, spotlighting a number of future opportunities unfolding in the space agency's vision for space exploration.

Projected onto two giant screens on either side of the podium, conference antendees watched as Worden's avatar simutaneously "addressed" a group of Second Life avatars in their virtual world-citizens with names like Space Pioneer Michael Widget and Space Settler Rocket Sellers. Meanwhile on the other screen, Worden's avatar "spoke" to the real world audience.

"We're using the power of virtual environments to expand our reach," Worden said. "We are looking at how this island can be a portal for all to fly along on space missions. Real data from real missions such as the International Space Station can be ported into virtual environments," he added.

The technology, though, is not without its drawbacks as Worden's avatar crashed several times, forcing the real-life NASA Ames director to come out from the behind the curtain and meet his public.

"We can walk or fly along with a lunar rover as it makes its way over the lunar landscape," Worden said. "Your avatar can explore along with those of scientists and engineers managing the mission."

Worden said that, in this manner, everyone can participate in space exploration. "When the next people step onto the surface of the Moon in a little over a decade, your avatar could be with them," he noted.

Activate opportunity

The use of virtual worlds, Second Life, as well as the development of open source software-called Cosmos Code by Worden, is being championed by NASA in new partnerships with traditional and non-traditional entities, he said.

By matching the attributes of cyberspace with small, inexpensive space probes using micro-satellite technologies, a new world of space exploration is feasible, Worden suggested. "As we expand into and settle the solar system...we'll all be going."

"This is not your father's space program," Worden said. "The new technology of virtual life in cyberspace means we can all participate in the vision for space exploration. The revolution in nanotechnology means we can do pretty surprising things in very small packages too."

Worden told SPACE.com that one of the key objectives of the vision is to activate the private sector to activate opportunity. Using the cyberspace tools and techniques being created via partnerships at Ames Research Center, individuals can design projects, analyze data, "or just go along for the ride," he said.

As for Ames being in the San Francisco/Silicon Valley area-that's been a big assist in stirring up the creative juices, Worden explained. "We start seeing people come over that actually have big wallets as well as big ideas-so that's been helpful."

Following Worden's presentation, NSS executive director George Whitesides announced that the society had also established an island in Second Life adjacent to the NASA Ames virtual domain.

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Last Edited 09/02/2007


 

Certain materials are included under the fair use exemption of the U.S. Copyright Law and have been prepared according to the multimedia fair use guidelines and are restricted from further use.

Creative Commons License
This digital library collection is licensed under a Creative Commons License.


Organization of this content is presented as

Margaret Sheehy's Final Project,

 Digital Libraries - ILS-655-S71,  Professor Yan Quan Liu, Ph.D
SCSU 7/2007


©2007 MetaVersEd Ltd.


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