Archive for Learning and Training
For Immediate Release
Cranial Tap Creates Psychological Triage and Willingness to Respond Simulations in Disasters for Johns Hopkins University
Funded by the Centers for Disease Control and Prevention, the virtual reality simulation focuses on training in disaster psychological first aid and examines willingness to respond among healthcare personnel.
Round Hill, Va., September 27, 2011 — Cranial Tap, Inc., a leading developer of virtual reality learning and training solutions, announces the development of two simulation programs for Johns Hopkins University. The 3D virtual environments will be used to better understand psychological triage and delivery of psychological first aid following a traumatic workplace event. Those who participate in the simulations will use a three dimensional character to represent themselves as they progress through each directed step.
The Disaster Psychological Triage simulation draws users through a series of interviews with affected virtual characters in a healthcare setting. The Healthcare Worker Willingness to Respond simulation gauges hospital employee reactions to perceived potentially dangerous workplace situations. By leveraging online three dimensional environments, healthcare personnel and students can practice without risk and danger.
Cranial Tap employed several virtual world technologies within these simulations. Some include computer driven bot characters, a learning heads up display and a directed interactive storyline experience. These solutions were embedded within a custom designed 3D virtual hospital that envelops both simulation environments.
Today’s corporations, universities and organizations are using virtual reality solutions at an ever increasing rate. Three dimensional environments are an effective means of connecting dispersed employees, reducing travel costs and the need for physical space. They also result in high rates of subject matter retention over traditional text book learning. Visual training environments provide exposure to variable and unpredictable situations while in a safe environment.
“Johns Hopkins University is pushing the envelope by using virtual environments for this type of psychological study and understanding.” said Dave Levinson, President of Cranial Tap. “These simulations will open to the door to greater human understanding.”
“Virtual environment training is already being incorporated in national level exercises (NLE),” said Ed Hsu, M.D., an Associate Professor in The Johns Hopkins Department of Emergency Medicine and Director of Training at the Johns Hopkins Office of Critical Event Preparedness and Response (CEPAR). “There is exciting potential for directed interactive learning using virtual environments, particularly in the context of disasters or other public health emergencies.”
About Cranial Tap, Inc.
Cranial Tap, Inc. is a leading virtual world development firm located in the metro Washington, DC area. The company supports corporations, universities and organizations in providing cutting edge 3D virtual reality learning and training solutions. The company designs, constructs and programs highly interactive online environments with proven results. More than 500,000 global associates have been trained using Cranial Tap solutions. A selection of Cranial Tap clients includes 1-800-Flowers, AOL, Cognizant, Corbis, CyberWatch, Michigan State University College of Nursing, the National Science Foundation, NIC USA and University of Virginia. Website: CranialTap.com
About Johns Hopkins University
After more than 130 years, Johns Hopkins remains a world leader in both teaching and research. Eminent professors mentor top students in the arts and music, the humanities, the social and natural sciences, engineering, international studies, education, business and the health professions. Those same faculty members, and their research colleagues at the university's Applied Physics Laboratory, have each year since 1979 won Johns Hopkins more federal research and development funding than any other university. Website: www.jhu.edu
About Centers for Disease Control
Preparedness and Emergency Response Research Centers (PEERRC)
The intent of the program for Preparedness and Emergency Response Research Centers (PERRCs) is to use the public health systems research approach to examine the organization, function, capacity, and performance of components in the public health system in preparing for and responding to all potential threats and hazards. In September 2008, OPHPR awarded approximately $10.9 million over five years to seven accredited schools of public health for establishing PERRCs. The research conducted at the PERRCs will address several of the research priorities recommended by the IOM. The findings from these projects will be used to help improve public health practice for preparedness and emergency response planning and policies at the local, state, federal and tribal level.
For Cranial Tap:
For Johns Hopkins University:
For Centers for Disease Control and Prevention:
1600 Clifton Rd
Atlanta, GA 30333
Last month, the New York Times ran a piece outlining one of the many benefits of using virtual worlds; the ability to be in several places at once. The article can be accessed here: www.nytimes.com/2011/04/12/science/12tier.html?_r=2. While many of the points addressed in the article are known to those within the virtual world community, the masses are still being introduced to these benefits.
The article goes into detail regarding various technologies. However, the core benefit is the fact that a professor, for example, can sit on his couch, wear bunny slippers and simultaneously address an international consortium in ten separate locations. His avatar will likely provide the appearance of a buttoned up instructor who engages audiences using smooth demeanor. His physical location, hygiene status and dress hold little value in this case. The component that his audience cares about is his message and intellect.
The contrast between the professor's real environment, and his virtual one, can be likened to the now classic case of bricks and mortar versus an online store. In this case, efficiency is thrown out the window when an instructor is required to drive X number of miles to meet with a limited group of learners, who also must drive to benefit from a discussion. While this is how higher education works today, it no longer needs to.
Imagine a world where learners can earn credits from a dispersed group of virtually located instructors. Colleges and universities could recruit the best instructors based upon their credentials and academic pedigree, rather than physically relocating individuals from one location to another.
The notion of time shifting also comes into play. A weeks worth of instruction can be made available to students using a Tivo-like model. Because virtual world environments are digital, an instructional session can be replayed an infinite number of times while still leveraging the professor's avatar and his message. Further, that same instructor can provide a wealth of interactive materials that specifically relate to the curriculum. The student is capable of offline interaction with these materials to benefit from visual learning. The interactions, hence choices, are recorded for the professor to see and used to gauge the how well the student has learned the material.
The higher education example is only one of several fields that will benefit from using virtual worlds. Other fields may include motivational speaking, customer support, campaigning, law and many others. Whatever the field may be, it is clear that greater efficiency, and effectiveness, can be achieved by using simulated environments to reach greater audiences.
Coupled with these benefits, will be an ever present virtual representation of humans. Our likeness, knowledge and skills can be made available in an online fashion around the clock to a global audience. Online profiles will morph into online presence. This online representation of ourselves will be capable of sophisticated set of capabilities. This online virtual avatar will have the ability to recognize visitors, direct communication, answer questions, reveal real world status and available services. In closing, our online avatars will become a powerful tool used in communicating, conducting routine and tedious tasks and managing communication. In this day and age of a billion things to do, we are spreading ourselves thin. Virtual world environments will allow us to spread ourselves thick.
The 4th annual Virtual Worlds – Better Practices in Education conference, or VWBPE, was held in Second Life last week. Our own Dave Levinson was invited to speak at a round table discussion called "From Here to Where". The round table discussion was hosted by Kevin Feenan, President of Rockcliffe University Consortium. The two other members of the panel included John Lester and David Gibson. John, also known as Pathfinder, worked with Linden Lab for several years supporting various virtual world educational efforts. John is currently the Director of Community Development for ReactionGrid. David Gibson is an Associate Research Professor at Arizona State University. Dr. Gibson's research and publication focus includes the future of learning and simulation for teachers. More information about the VWBPE organization can be found using this link: www.VWBPE.org.
The lively talk covered numerous topics relating to the effects of education provided by using virtual world environments. A clear recurring theme was the fact that new technologies are driving the need for change in higher education. The panel agreed that standard texts, methods of assessment and memory based education needs a serious review, and changes, to allow our society to remain competitive in the coming years. The U.S. is now being challenged by countries such as China and India with a more dedicated student population that leverages new forms of education. While recognizing that visual learning delivers high value, it also drives the need to better assess students to ensure they are learning effectively. New ideas shared in this area included peer based reviews and the act of demonstrating learned concepts through visual demonstration. Whether one agrees with these cutting edge methods, and the need for change, it is certain the virtual online spaces are opening new doors in higher education.
Another volleyed topic of discussion included the use of tablets and smart phones in the educational field. Students are no longer tethered to desks and classrooms as the only vehicles in which education can be accessed. Distance learning, curriculum on-the-go and easy access to social educational forums are driving new ways to learn on a daily basis. These small and powerful platforms are also responsible for changing the way students are being taught. These trends are often being driven by the students themselves, rather than required by the institutions. In summary, it is evident that both technology, and the methods in which students are adopting them, are driving the need for change in higher education. Colleges and universities are scrambling to deliver new services while trying to stay abreast of an ever changing world. It is clear that the younger generation is a driving force in determining their own educational destinies.
A video of this session can be accessed using this link: http://www.livestream.com/metavertv/video?clipId=pla_e63e70ea-e662-4137-81ca-4d7793a074d6. Only the first half of the round table discussion was recorded, but is enough to convey the lively exchange. Cranial Tap appreciates the opportunity to participate in this important round table panel.
Educators, instructional designers and those in the virtual environment developer community have long known about the benefits of using 3D spaces for education. The merits of educating students, both young and old, using immersive environments stand alone and have been written about extensively. While these communities have held these beliefs with the notion that the future of learning will be driven by these merits alone, it may be current economic that propel full validation of these technologies and methods instead.
Over the last number of months many, many news articles have been published demonstrating that improvements in education are required not only for the benefit of our society, but also to the meet the growing demand to reduce costs. While reducing costs is a good goal, educating our younger generation should not suffer due to temporary reductions in spending. It is more important than ever that a society remain competitive, smart and be innovative thinkers.
A simple online search term using virtual education reveals hundreds of articles describing the desire to improve learning with greater efficiency. Schools across the US, and the world, are now using virtual environments to support visual learning. Educating our younger generation using visual learning environments has been shown to improve the retention rates of curriculum to upwards of 85%.
Specific areas of education that are benefiting from using virtual reality environments include design, medical and nurse training, engineering, communication and distance learning. At the highest level, visual environments deliver experiences, while text book learning is quickly representing a more outdated form of education. If a new concept can be touched, set in motion, taken apart and even acted out by virtual bot characters, why would simple reading continue to be the standard? Sure, there are inherent and important skill benefits to reading text books, but we have entered a new world. Reading will always be important. However, technology now supports learning in ways that deliver much better and satisfying results.
Education needs to be tailored to the demands of today's students. The younger generation works and thinks differently. Instant access to friends, media and news are fingertips away. Entertainment now comes in the form of 3D games that are taken for granted, it is the expected form of gaming. To capture the imagination of today's youth, and to propel them forward to leaders of tomorrow, we as a global community needs to stay in sync with the expectation of students. Should we fail this challenge, a better society hangs in the balance. The silly Idiocracy movie is an image that comes to mind should we fail to challenge the learners of today.
In closing, we not only have a duty train our youth in the best manner possible, but also meet the challenges of current economic conditions. The quality of education should not suffer due to temporary setbacks in tax revenue, nor should it. Using virtual 3D environments to meet this goal won't solve every education challenge, but is an effective move forward. The benefits of virtual education, virtual schools and innovative distance learning are all possible using today's technology.
If you would like to learn more about this field, please contact Cranial Tap to learn how your community can benefit.
Cranial Tap is pleased to announce the opening of a publicly accessible virtual world training environment in Second Life. This virtual training demonstration features several of our technical solutions used to train associates effectively in 3D online environments. The theme of this simulation is New Employee Orientation, something many of us can relate to. The Training Gallery page features several images of this new virtual space.
Because most of our client training projects cannot be shown publicly, we created this area. Located on the Cortex region, or sim, visitors can experience first hand many of the technologies embedded into the virtual environments of our clients. If you have a Second Life account, you can visit this location here: maps.secondlife.com/secondlife/Cortex/65/65/48/. Should you not have an account, you will be prompted to create one at no cost.
Upon landing in this virtual location, you will be immersed in a mock consumer electronics store we call Super Buy. The Super Buy virtual retail store features many of the expected product departments including computers, stereos, wireless devices, cameras and televisions. When entering the store, you will be greeted by a computer-driven bot named Jenny. She directs visitors to click on her to receive a training HUD, which will attach to your screen. Detailed instructions can be found on a nearby poster.
The training HUD provides clear instructions relating to orientation of the store and related departments. As visitors proceed through the various steps, a progress bar indicates completed objectives. The compass reveals the location of objectives within the store. Upon completion of training, visitors will have a overview of the store products and their related layout.
Cranial Tap has created similar environments in the areas of medical instruction, safety training and emergency preparedness. The retail theme of this training demonstration was chosen to offer the broadest appeal possible. While a highly technical virtual training environment could have been constructed for public use, this particular theme is readily understood by most people.
Our clients leverage virtual world environments for many reasons, including:
- Reduction of risk to life and property
- Lowering costs associated with physical space
- Allowing remote learners to access training from any location
- Ability to offer self-paced training around the clock
- Groups of students or trainees benefit from shared experiences
- Virtual spaces and equipment are available at significantly lower costs, compared to the real world
- Wear and tear of work related devices and machinery is significantly reduced
- Retention of learning curriculum in virtual environments is considerably higher in visual 3D spaces, as compared to text books
- All employee training actions and choices are captured for management review.
- Full assessment is built into each scenario
- Virtual humans are capable of full interactive dialog and tasks
As companies, institutions and organizations seek to reduce operational costs, they are also struggling with a workforce that is often spread across many geographic regions. As a virtual world developer, Cranial Tap works with these organizations to design and construction highly engaging and effective environments for training and learning. Over the last four years, we've worked hard to create rewarding virtual spaces enjoyed by learners, and managers, alike.
Would your organization like to learn more about the benefits of this rapidly growing field? Feel free to reach out using our Contact page and we'll be happy to schedule a discussion.
This week, and throughout 2010, news stories have surfaced relating to South Korea's use of mechanical teachers geared toward English studies. Several news outlets are reporting that use of such robots have had measurable effect on school children who are responding favorably. It is often easier for children to connect with a character, rather than a human stranger, thereby allowing them to open up and learn better. Historically, the country hires around 20,000 English teachers per year who often come from surrounding places, like the Philippines (hence strangers).
But of course this is more an issue of reducing costs rather than making children open up in the classroom. Operationally, the cost for importing teachers every year adds up quickly when accounting for travel, room and board, meals and salary. This national research effort may very well benefit S. Korea's goal of making the younger generation globally ready and reduce costs while doing so.
Some may find the notion of robotic teachers to be strange. However, we here at Cranial Tap feel they could be doing much more. With the availability of today's virtual world technology, this program could go much further and deliver greater impact.
Virtual 3D characters, or teachers in this case, can appear as humans, animals or anything else. Appearance can be changed dynamically thereby allowing for testing to determine which gains the most attention, hence effectiveness. The Korean robots are plastic molded and feature a video screen for a face, where the broadcast instructor can be seen.
When projecting a virtual learning environment into a classroom, it can be used to visually demonstrate concepts rather than merely discussing them. Learning retention rates dramatically increase when subject matter is presented visually, even with English studies. It has been reported that text book retention rates average between 15% and 25%, compared to visual learning environments that provide upward of 85%.
Virtual teacher characters can be driven by a live instructor from any place on earth, or by an intelligent virtual bot. This flexibility allows various approaches in teaching where some studies may be self paced and others as a group exercise. The former example can support the hiring of the same quality instructor without the high cost of travel and stay. Many of our clients do this today in bringing notable management trainers to geographically remote staff. Virtual bot teachers can follow prescribed pedagogical paths effectively while addressing questions from students using today's artificial intelligence engines.
Another benefit of using 3D virtual world environments for teaching is dynamic access to language and supporting content. Virtual teachers can choose to speak, or interpret, most common languages in real time using today's technology. It is no longer required to be fluent in several languages to communicate globally. For example Google's Translation API service does a fair job of making foreign language accessible to everyone. This API is being used successfully today in virtual world spaces.
Being tied to a mechanical manifestation, updates and wear will continually plague the plastic teacher. The use of virtual characters and environments can be updated quickly, even on the fly. Appearances, virtual learning spaces, AI engines and curriculum can be updated at the server side thereby keeping everything fresh and overhead costs down. In addition, virtually present teachers can demonstrate supporting subject matter on demand; video, web pages, photographs and working 3D models.
It is our belief that educational institutions around the globe will continue to demonstrate interest in this area. Not only driven by the need to reduce spending, but the fact that quality education can be dramatically improved. These recent news stories won't be the time we hear of virtual teachers in the classroom.
International Business Times: http://www.ibtimes.com/articles/95971/20101229/korea-english-teaching-robots-language.htm
Cranial Tap announces today a partnership with Innovative Systems and Human Mosaic Systems. This new venture promises to deliver decades of applied research and cognitive application development to learning in simulated environments. The three firms will combine their expertise to deliver highly interactive and responsive 3D virtual reality environments.
Human Mosaic Systems will provide expertise in the area of human dynamics related to individual learning and group collaboration. Innovative Systems will provide cognitive decision systems to increase the effectiveness of complex training scenarios within 3D environments. Cranial Tap is well known for developing engaging 3D spaces embedded with their learning and training solutions. The combined forces of these three companies will provide new levels of immersive education that results in higher retention rates of subject matter, lowered training costs and the reduction of risk to human life.
Round Hill, Va., November 16, 2010 — Cranial Tap, Inc., a leading developer of virtual world solutions, announces a partnership with Innovative Decisions, Inc. and Human Mosaic Systems. The partnership will bring new capabilities and technologies to the virtual world learning, training and simulation fields.
Backed by proven cognitive decision-making technologies, students and trainees will benefit from critical thinking systems based upon dialog theory. Training no longer needs to be a series of static steps. The new partnership will offer dynamic processes that evolve to reinforce subject judgment. Training variables can dynamically change to accommodate choices made by individuals, and groups. Simulated scenarios can be played out in endless configurations as driven by data, interactions, dialog and choices made. Virtual characters, or bots, will be programmed to interact intelligently and be capable of reason. Through these solutions, trainees will receive a realistic exposure to life situations.
Through the new partnership, a deep understanding of human psychology and social behavior will be applied to virtual learning simulations. Using scientific approaches, learning scenarios will anticipate human behavior to deliver maximum educational benefit. The introduction of the human element into complex training creates a more meaningful and rewarding learning experience for individuals and groups alike.
Global corporations, institutions of higher learning and organizations are using virtual reality systems at an increasing rate. Virtual environments are effective in connecting dispersed team members, reducing travel costs, minimizing the need for physical space and high rates of subject matter retention. Visual learning and training environments allow individuals to experience situations without risk to human life or property.
Examples of learning and training scenarios in virtual world environments include nurse and technician training, commercial safety, group critical thinking exercises, product and facility orientation, scientific and academic research, workplace relationships and emergency preparedness.
“We are excited about this new partnership and the value it will deliver,” said Dave Levinson, President of Cranial Tap. “Organizations are seeking more effective and engaging ways to train their staff and students. This new joint relationship offers deep insight and knowledge that will take learning environments to new levels.”
Dennis Buede, President of Innovative Decisions, added “Our intelligent agent technology can dramatically improve the effectiveness of virtual training and education applications. We are enthusiastic about applying this technology, Dynamic Decision Networks, to the critical task of dramatically increasing the productivity and value of an organization’s most critical resource, its people.”
“Human Mosaic Systems is very excited to be a part of this partnership with Cranial Tap and Innovative Decisions”, said Beverly Gay, President of HMS. “The unique combination of each of our companies’ skills will help to move the field forward in realizing the incredible power and potential of 3D immersive environments, especially with regard to facilitating individual and group learning and interactions.”
About Cranial Tap, Inc.
Cranial Tap, Inc. is a leading virtual world development firm located in the metro Washington, DC area. The company supports corporations, universities and organizations around the world in the development of 3D environments embedded with productive technology solutions. With a focus on virtual learning and training solutions, the company designs and constructs highly interactive spaces with effective results. More than 500,000 people have been trained using their innovative solutions geared specifically to virtual world environments. As denoted by Linden Lab, parent of Second Life, the firms is recognized as a Gold Solution Provider. Cranial Tap’s clients include Corbis, Cognizant, AOL, 1-800-Flowers, Michigan State University College of Nursing, NIC USA, and University of Virginia. Website: cranialtap.com.
About Innovative Decisions, Inc.
IDI specializes in using analytical methods and models to bring insight and closure to decision makers. Our methods include decision and risk analysis, modeling and simulation, systems engineering, performance measurement, and facilitated group decision conferencing. Our Dynamic Decision Network technology has been implemented for dozens of applications associated with the Army’s Future Combat System. IDI’s analysts have decades of successful experience applying these methods to agencies in the Intelligence Community, the services and agencies in the Department of Defense, the Department of Homeland Security, and government contractors. Website:www.innovativedecisions.com.
About Human Mosaic Systems
Human Mosaic Systems facilitates human systems through designing robust 3D immersive environments with the complex dynamics of individuals and groups, their avatars, and the virtual environment in mind. We are architects who understand how individual and group dynamics in the physical world extend into 3D immersive or virtual environments and design spaces and courses/workshops with a deep understanding of how these complex dynamics impact organizations, teams, and individuals. We can help organizational leaders develop greater understanding and abilities to help meet the new challenges facing organizations in today's fast paced complex world. Website: www.humanmosaicsystems.com.
For Cranial Tap:
For Innovative Decisions:
For Human Mosaic Systems:
Beverly Gay McCarter
Cranial Tap's Dave Levinson was recently invited to speak at a Humanities Virtual World Consortium (HVWC) meeting, by faculty from the University of Virginia (UVA) and the University of California, Los Angeles (UCLA). The purpose of the consortium is to complete a proposal, funded by the Andrew W. Mellon Foundation, related to a planning grant. The ultimate goal is to transform and advance research in enabling significant and sustainable humanistic inquiry in virtual worlds.
HVWC explored how the unique characteristics of networked virtual worlds can enable and advance humanistic research while working towards creating a sustainable basis for the mainstreaming of such technology in scholarly circles. The consortium is the collaborative effort of seven institutions constituting the HVWC that is the guiding force behind the consortiums proposal. King's College London, Ohio State University, the Royal Irish Academy, the University of California, Mercer and the University of Virginia.
The HVWC project involves a six month assessment and planning program in which the collaborating institutions will develop the foundation for a multiphase, multiyear program aimed at enabling significant and sustainable humanistic inquiry in virtual worlds.
The overall intent of the HVWC project is to demonstrate how networked virtual worlds can uniquely enable important kinds of research inquiry, and thus contribute to the transformation of scholarly communication in the relevant subject fields and to the field of digital humanities. With this in mind, projects were chosen so that they span multiple disciplines—Archaeology, Art History, Architectural History, Buddhist Studies, Classics, History, Egyptology, Irish Studies, Latin American Studies, Literary Studies, Native American Studies, Tibetan Studies, and so forth—and periods from the ancient past to contemporary times. While the projects explore discipline specific research questions, they share common goals concerning humanities research and scholarly communication in a virtual world environment.
Consortium speaker lineup included:
9:30-11:15: Presentation and discussion of Unity as potential solution led by Lars Kroll Kristensen, Technical director, Unity Studios
11:30-1pm: Presentation/discussion of OpenSim implementation led by Robert Smart, Emerging Technology Specialist, CIO Lab.
1pm-2pm: Lunch and informal discussion of Lars' solutions and Robert's recommendations.
2pm-3:30: Virtual Presentation and discussion led by Dave Levinson, President of Cranial Tap. Focus especially on new developments in Second Life and OpenSim.
4pm-5:30pm: Presentation by Nicole Yankelovich, Executive Director, Open Wonderland Foundation 6pm Jim Packer's public lecture.
Scholars at UCLA were among the first to create scientifically accurate, large scale virtual recreations of historic environments. Over the last fifteen years UCLA centers, labs, and individuals from a wide range of fields have developed substantial expertise in the creation and application of recreated real time virtual environments for research and education.
Dave presented to the London consortium meeting virtually, using his Second Life avatar, from Cranial Tap's northern Virginia offices. He shared marketplace trending, case studies and virtual world solutions offered by Cranial Tap.
Cranial Tap is pleased to announce Michigan State University College of Nursing as their latest client. We feel honored to be supporting MSU and their progressive position on education. While project specifics are not available at this time, the university will be providing students with cutting edge curriculum now, and well into the future. This institution is internationally recognized for their educational nursing and medical programs.
Over the last couple of years, our company has focused heavily on supporting educational institutions around the world. Michigan State University is now included in the growing ranks of educational institutions supported by Cranial Tap. Others include the University of Virginia, Northern Virginia Community College, King Khalid University and the CyberWatch organization.
Cranial Tap, a virtual world developer, offers several solutions geared specifically for immersive 3D platforms in support of learning and training. Our highly interactive environments are embedded with computer-driven characters, or bots. The bot avatars are often customized to meet various cultural, socioeconomic or demographic needs. Bot can support self-based training and aid in replicating real world scenarios. Students and trainees interact with environment components while making decisions along branching story lines. Streaming media can be presented in meaningful ways throughout the training experience. As learning choices are made, the central HUB controller records every action for purpose of assessment.
Often, our clients leverage the Cranial Tap CommTool HUD solution as a means to manage all front-end communication, interactivity, dialog, environment administration, data and curriculum. The HUD is capable of media sharing, dialog support, locating virtual environment points of interest, accessing data from external sources and location based information. This highly successful virtual world solution can be customized to meet nearly any virtual world training and learning scenario. More information about Cranial Tap solutions for virtual worlds can be found on our Solutions page.
About Michigan State University College of Nursing
The College of Nursing at Michigan State University is an international leader in technology-assisted learning for nurses, from entry into practice through professional development, and has responded to the nursing shortage by creating curricula and learning opportunities that facilitate access to higher education. Our graduates are leaders in healthcare who anticipate and respond to the ever-changing needs of a global community.
The mission of Michigan State University's College of Nursing is to enhance the health of the community by providing excellence in nursing education, advancing the profession of nursing and serving as an advocate for optimal health care for all people.
Michigan State University College of Nursing History:
Nursing education has been offered at Michigan State University since 1925 when a five-year program was instituted jointly between the School of Home Economics and the Edward W. Sparrow Hospital School of Nursing in Lansing, Michigan. Since that time the evolution of the program through the current period has reflected the development of nursing nationally and internationally.
Tia is Cranial Tap's virtual receptionist. She works purely in Second Life at the Cranial Tap virtual headquarters on the Cortex region. Her role is to greet visitors as they enter the building to learn more about our company. Virtual computer driven characters work tirelessly around the clock and have no need to call in sick. While today, they cannot replace humans, they do serve a valuable purpose.
Computer driven characters, or bots, serve many purposes in virtual environments today. Aside from the ability to greet humans in personalized ways, bots also provide information, host virtual tours and even relay communications. Backed by an artificial intelligence engine, Tia's abilities are supported by nearly half a million lines of dialog. On a regular basis, our team sorts through captured dialog sessions to identify communication areas that require improvement. This process helps to make future discussions with humans more effective.
You can visit Tia and chat with her using the following SLurl: slurl.com/secondlife/Cortex/27/231/56. A Second Life account is required to visit this location. Upon entering, she will greet you and ask how she may help. Using Chat, you can ask Tia a wide range of questions and she'll do her best to respond in an appropriate manner. She will ask for clarification should she not understand something. She even tells a joke or two upon request.
Computer driven bots can take many forms. Some feature a humanoid appearance while others may be machinery, animals or simply a presence. Offering the ability to interact, educate, provide presence and even train, bots are taking on serious roles in the virtual world realm. Whatever form they take, their effectiveness is seen in terms of trainee satisfaction and the ability to communicate using free-form discussion.
Virtual bots can be embedded into 3D learning and training environments to represent humans that role play in specific situations. A cast of characters can be used to replicate, or re-enact, real life situations. In doing so, an actual staff is not required in support. Trainees gain exposure to highly engaging online scenarios without traveling and risking costly new hire mistakes. Using virtual environments allow trainees to gain familiarity with work processes in complete safety.
Simulated humans can provide walking tours of 3D online spaces. Learning stations can be explored by groups of students or trainees to become familiar with real life environments. These environments can be open around the clock and accessible from anywhere in the world. Providing early access to simulated situations is an effective way to introduce associates to new concepts and surroundings.
The new hire demographic today is often associated with the Millennial generation. Some of our clients pursue use of virtual world environments not only for the inherent benefits, but to draw the attention of this demographic. This younger generation class has grown up alongside the use of technology, gaming and different lifestyles.
Cranial Tap, a virtual world developer, offers many types computer driven bots to meet nearly any learning and training need. Visit our Contact page to ask us how we can reduce your training costs while making them more effective.