I just want to raise awareness of this free workshop arranged by the Virtual Worlds research group at Roskilde University on October 1st.
“For the next Virtual Worlds Workshop, Augmenting Reality in the Public Domain, we have invited Professor Gunnar Liestol from the Department of Media & Communication, University of Oslo. Gunnar Liestol will present his work on Situated Simulations, a new mobile augmented reality genre. The day will also cover governmental efforts to incorporate virtual worlds in tourism and education in Singapore, a discussion on the concept of engagement, and future plans for reconstructing aspects of the Sea Stallion Journey in an interactive experience platform.
Join us Friday, October 1st 2010, 10:00 to 17:30, room 43.3.29, house 43, at Roskilde University. The workshop is open to all interested. Lunch is included so please register no later than September 24th to firstname.lastname@example.org or phone +45 4674 3813.”
I will be presenting at the workshop together with CarrieLynn Reinhard, who is a postdoc from Roskilde University and the Virtual Worlds project. We were both in Singapore in June, where we met up with some interesting people from the Infocomm Development Authority of Singapore to talk about their interest in educational virtual worlds. CarrieLynn has been writing about the meeting and the launch of the Singapore 2010 Odyssey here.
Ideas/constructions of augmenting/augmentation are very interesting to me. Augmenting/augmentation comes in many forms and arguments (e.g. better education, more real experiences, more fun, greater motivation, immersive learning), and these have been known to lie at the heart of much digital (serious) games and virtual worlds research and development.
One thing is the imagined/envisioned roles of virtual worlds/VLE in education as providers of ‘better alternatives’ . But how are educational augmentations actually enacted with virtual worlds?
I will be talking about educational virtual worlds and the promises and practices of augmentation.
With an outset in actual (empirical) cases, I want to discuss/open up the diversity of what lies in augmented reality experiences. Taking point of departure in different (e.g. Singaporean) enactments of educational virtual worlds I turn to concrete examples of how one educational game / virtual world (Mingoville.com) is developed, marketed and engaged with the ambition of providing better/augmenting opportunities to learn English for people (children) all over the world.
Of course, when I refer to augmented here it is not in the same sense as for example Gunnar Liestol (one of the other presenters).