[Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

Kay McLennan mclennan.kay at gmail.com
Tue Jul 22 14:59:50 UTC 2014


*On Mon, Jul 21, 2014 at 10:43 AM, Wade <wade.schuette at gmail.com
<wade.schuette at gmail.com>> wrote:*


> *This discussion has been the most enlightening  I've seen in a long time!
>   **Thank you everyone!*


*I couldn't agree more and further, cannot seem to disengage from this
fascinating discussion!*

*On Mon, Jul 21, 2014 at 6:08 AM, DrDoug Pennell <drdoug.pennell at gmail.com
<drdoug.pennell at gmail.com>> wrote:*


> *These folks have done some interesting work on creating characters that
> can be used in Unity.**https://vhtoolkit.ict.usc.edu/
> <https://vhtoolkit.ict.usc.edu/>*


The "virtual humans" in the Virtual Humans Toolkit are fabulous!  In turn, *I
wonder if it would it be possible to use the Virtual Humans Toolkit in
OpenSim (?)*.

*On Mon, Jul 21, 2014 at 8:02 AM, Fleep Tuque <fleep513 at gmail.com
<fleep513 at gmail.com>> wrote:*

*... it's clear to me that the vast majority of faculty can't or don't want
> to use [OpenSim] in its current format.  Even if they have a use case that
> might take advantage of the platform's capabilities, the learning curve and
> support overhead is still just way, way too darned high...*


I have observed the same [college-level] faculty disinterest when it comes
to using (SL- or OS-like) virtual worlds in online instruction.  Still, I
fear I [possibly stubbornly or even unrealistically] am not ready to “throw
out the baby with the bath water.”  That is, I see alternative explanations
for why faculty have not embraced virtual world use (see below).

   - Virtual world use makes the biggest contribution to online instruction
   and online instruction remains a subset of traditional face-to-face college
   instruction.  In other words, most [not-for-profit] colleges and
   universities remain "chalk and talk" enterprises.
   - The majority of [college level] faculty are either adjunct or tenure
   track and lack both the time and career-related motivations to actively
   participate in the “early days” of virtual world use.  Conversely, the
   category of college-level instructor -- full time faculty, with a primary
   focus on teaching and a secondary focus on research (coincidentally like
   me!) -- are in the minority.  In other words, the "deck is stacked" against
   faculty use.
   - I envision a “tipping-point” moment for virtual world use for all
   categories of instructors IF some of the “ease of use” issues are solved.
    In other words, once virtual world use gains some traction, I think it
   will become more mainstream.
   - I am still of the mindset that all categories of faculty would become
   more interested if they had access to more "turn key" simulation examples.
    Most of the virtual world builds I tour do not include supporting
   materials, lesson plans, etc.
   - I am convinced more work needs to be done on finding "the right
   formula" for maximizing student learning outcomes.  In other words, we are
   in the early days when it comes to studying which types of virtual world
   educational simulations are the most effective.

*...The programming and scene creation tools [in Unity] are much more
> powerful (one word - PREFABS*), we can deploy it in web browsers, on
> tablets, or as standalone programs, and the technical support costs are
> much, MUCH lower for my team...*


I am intrigued (by lower costs)!  Accordingly, at a minimum, I need to keep
an eye on the showcase examples of educational simulations created in Unity!

*On Mon, Jul 21, 2014 at 6:48 PM, Justin Clark-Casey
<jjustincc at googlemail.com <jjustincc at googlemail.com>> wrote:*

*...I think there is vast scope for the OpenSimulator ecosystem to continue
> to evolve with features such as template objects, multi-level linksets,
> more intuitive viewers and to adapt to technological evolution as embodied
> by new hardware such as the Oculus Rift...*


I agree with the need for more evolution in the above [OpenSimulator
ecosystem] items.  Still, as I mentioned above, I would similarly like to
see more “turn key” educational simulations showcased and even made
available to the community.  [Note:  I am working on assembling my own
“turn key” simulation to give away.]

*On Mon, Jul 21, 2014 at 10:38 PM, Wade Schuette <wade.schuette at gmail.com
<wade.schuette at gmail.com>> wrote:*

*...if your own team or department does NOT currently prefer to meet in
> virtual reality over face-to-face,   let's focus on what we can change to
> improve things for THAT sub-population,  because any improvements there
> will pay off with massively compounded interest...*


I second Wade's challenge!  Also, my [college level] students continue to
show the most interest in virtual world use (and accordingly are decidedly
“up for the challenge”).  However, when it comes to the [higher education]
administrators and faculty I work with, like Tom suggested, I would get a
better response from suggesting all the administrators and faculty have
B.O.! (smile)

*On Tue, Jul 22, 2014 at 3:14 AM, Tom Willans <tom.willans at bessacarr.com
<tom.willans at bessacarr.com>> wrote:*

*...Is it time to pull together these strands about what will make a better
> OpenSim?*


YES!  Again, I hope my [soon to be released] contribution will be a “turn
key” educational simulation give away.  Yet, what I think is really needed
is a [lightweight] user centered viewer.

Finally (in response to Tom's mention of motion sickness), *has anyone
tried over-the-counter and/or prescription motion sickness medicine when
using their Oculus Rift? * [Or is my question naive (as I wait for my
Oculus Rift headset to arrive in the mail this month)?]

Best,
Kay
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