Emerging technologies and their potential impact on games, simulations and virtual worlds

Thanks to Andy Petroski for this guest post. Andy is a co-coordinator of LEEF and Director and Assistant Professor of Learning Technologies at Harrisburg University.

The learning field is often influenced by entertainment and communication technologies that can be repurposed from their original intent to impact learning solutions (e.g. video, the web, games, virtual worlds).  The adoption of entertainment and communication technologies for learning is such a prevalent activity that Harrisburg University has created the Center for Advanced Entertainment and Learning Technologies (CAELT) to focus on such opportunities.

In fact, one element of the upcoming Learning and Entertainment Evolution Forum (LEEF) at Harrisburg University on June 17 & 18 is the High Tech Demo area.  The area at LEEF will allow attendees to view and interact with emerging technologies that may have an impact on games, simulations and virtual worlds for learning.

While it’s extremely difficult to predict what technology will be made available to education and training organizations that may impact learning, there are three (3) types of technologies that are gaining traction in the entertainment and communication spaces that I think the learning industry should keep an eye on.

Augmented Reality

In general, augmented reality technology allows virtual information to be “overlayed” or experienced in conjunction with the physical world.  Augmented reality technology has already had an impact on learning solutions for automotive and vehicle repair, especially in the military (http://tiny.cc/cbma3).  But, most of the applications have been in entertainment, retail and advanced mapping (http://tiny.cc/7tsf8).  While more advanced and immersive applications require a “heads-up display” (http://www.vuzix.com/iwear/index.html), augmented reality can also be smart phone- or kiosk-based.  There will be two examples of augmented reality in the High Tech Demo area at LEEF.  Criterion Systems will demonstrate its augmented reality applications for training, including the opportunity to use the Vuzix heads-up display eyewear.  And, Microsoft will be demonstrating Surface technology that allows the tabletop computing device to interact with “tagged” physical items for enhanced shopping, entertainment and asset management experiences.

Immersive Computing

While augmented reality is certainly an immersive computing experience, it is embedded in activity centered in the physical world.  There are applications and devices that suspend a sense of reality and transport the user to a truly immersive and virtual environment.  Two “mainstream” technologies that are having an impact are virtual worlds and 3D viewing (computers and television).  Virtual worlds are a focus of LEEF, including case studies about virtual world training solutions.  The High Tech Demo area at LEEF last year featured 3D monitors that increased the immersion of game play.  And, you currently can’t go through a commercial set today without seeing an ad for 3D TV.  Now that these technologies have gained acceptance as a way to increase the immersion in entertainment, communication and learning what’s on the horizon?

With current technologies, there are boundaries (the monitor) and a lack of feedback other than visual and auditory (and some haptic feedback with peripheral devices).  Future technologies will expand the boundaries of the experience beyond the monitor and include other sensory feedback.  One such technology will be part of the High Tech Demo area at LEEF 2010 on June 17 & 18.  Virtusphere is an interactive, immersive environment that allows the user free-form movement without being tethered to the desktop or monitor (http://science.discovery.com/videos/popscis-future-of-virtusphere.html).  It was developed to enhance the gaming experience, but clearly has application in education, travel and architecture.

Neurofeedback Computing


Congratulations to Mattel for winning 2009 toy of the year for MindFlex !  You play MindFlex by guiding a floating ball through an obstacle course using your brain.  Yes, that’s right!  Awesome – isn’t it!?!  The MindFlex neural headset reads the intensity of your brain waves, based on your level of concentration.  The headset transmits a signal to the game console that controls a fan that moves the ball.  Your level of concentration controls the strength of the fan.  This is a fairly simple application of neurofeedback computing.  More advanced applications for gaming, entertainment, research and (eventually) learning are under development by companies like Emotiv and NeuroSky, who developed the technology behind MindFlex.  I believe there are learning implications for neurofeedback computing in individualized instruction and assessment that could truly change the game for learning in all environments.

Stay tuned to see what impact these technologies have on learning in schools, universities and the workforce.  And, attend LEEF 2010 at Harrisburg University for a sneak peek at augmented reality and immersive computing.

This reflects just one of the topics to be explored at LEEF, the Learning and Entertainment Evolution Forum on June 17-18. LEEF is an interactive professional development event showcasing the convergence of learning and entertainment technologies and exploring the organizational, design and technical challenges for adopting games and simulations for learning.  Join Andy and presenters such as Jerry Heneghan of Applied Research Associates, Mike Cuffe, VP at Farmer’s Insurance, Phaedra Boinodiris of IBM, Koreen Olbrish of Tandem Learning, and more at LEEF this summer! The event will take place in Central Pennsylvania at Harrisburg University.  Go to www.LEEF2010.net to learn more about the program! 

Share and Enjoy:
Please use the #goLEEF hashtag
  • Twitter
  • LinkedIn
  • Facebook
  • Digg
  • Google Bookmarks
  • del.icio.us
  • StumbleUpon
  • Print

Tags: , ,

eLearning June 1st, 2010 LEEF Permalink

One Response to “Emerging technologies and their potential impact on games, simulations and virtual worlds”

Leave a Reply