HomeRegistration AgendaDirections Live Event BroadcastUpcoming Events
 

 

Agenda - April 23-25, 2008

Federal Virtual Worlds Expo: Implementing the Future

Wednesday, April 23 - Preconference Workshops

8:30-  9:00

Registration

9:00-12:00

First Steps in Second Life—Sue Singer & John Lester

Advanced Second Life—Aimee Weber

12:30-1:00
Registration
1:00-4:00

First Steps in Second Life—Sue Singer & John Lester

Advanced Second Life—Aimee Weber  

Thursday, April 24

  7:30-  9:00
Registration and Continental Breakfast
  8:30-  8:45

Room 155 (Live Stream)

Welcome, Paulette Robinson—NDU/IRMC

Opening Remarks, Robert Childs—NDU/IRMC

  8:45-  9:45

Room 155 (Live Stream)

Keynote: Larry JohnsonNew Media Consortium-NMC

Thru the Looking Glass: Why virtual worlds matter, where they are heading,
and why we are all here
What is it about virtual worlds that has fueled the tremendous interest we are
seeing through them in education, in government, NGOs, and the commercial sector? Are they a harbringer of the 3D web as some say? Are they games? What is the essential new thing here that is causing such interest? In these remarks, Johnson will share what he has learnt from the extensive NMC Virtual Worlds project portfolio. He will consider the distinctive attributes of a number of platforms as well as look at meta trends that are unfolding in the virtual worlds arena.  Using all of these components, he will frame a discussion about what we can expect in the coming 2-3 years, and why gatherings like this are so critical at this point in the evolution of virtual worlds.

  9:45-10:15

Break/Vendors

10:15-11:30

Track Session 1

EDUCATION

Room 155 (Live Stream)

1a Maj Gen Erwin Lessel—USAF
On Learning:  The Future of Air Force Education and Training
(link to white paper can be found at: http://www.aetc.af.mil/library/whitepaper.asp)
View video archive - part1 (122.4MB)
View video archive - part2 (14.4MB)

1b Col. Bart Howard—Army Cancelled
Utility of Public Virtual Worlds and the US Army
The essence of the Army has always been people. Virtual world 3D internet is an emerging technology that will potentially revolutionalize the way we work, play, create and interact.  Leaders need to become familiar with its capabilities, shrug off cultural bias, and think creatively about its potential.  The time is right for us to explore this technology and gain an understanding of how it can be used to improve the ability for people to reach their full potential.

Room 196

2a Jeanne Holm—NASA
Exploring the Heavens on Earth
NASA's work in virtual worlds holds at its heart the very promise of "virtual" worlds--to be able to walk on another planet without leaving this one.  This presentation will focus on both the strategic directions as well as implementation choices and results we are seeing from our work in this area.  Of particular emphasis will be the mature regions we have built out in Second Life, both in collaboration with others and for our own internal engineering needs.  Come to find more about realizing the promise of virtual worlds in directly supporting the missions of an organization, as well as the excitement of allowing anyone to become an astronaut.

2b Daniel Laughlin—NASA
Playing and Learning with NASA
This presentation will highlight the educational theory behind NASA's use of immersive synthetic environments as educational media.  It addresses NASA's current activities including plans for a NASA-based massively multiplayer online learning game. 

Room 103

3a Glenn Strahs—DOE/Jim Rapp--Cyberstrategies
Department of Energy: Solar Energy in a Virtual World
View .ppt presentation (3.7MB)
This presentation will demonstrate the use of virtual worlds to enable the U.S. Department of Energy (DOE) to engage in solar energy related technology prototyping, consumer-professional education, and collaboration as a means to both publicly and internally carry out its mission. A virtual rendition of a Solar Decathlon home will be visited where discussion will take place on how virtual worlds can play a role in Solar Decathlon 2009 http://www.solardecathlon.org/, as well as joint U.S.- Spain collaboration in anticipation of Solar Decathlon Europe 2010 http://www.energy.gov/news/5645.htm
                       
3b Mary Lou Maher / Willim S. Bainbridge—NSF
Doing and Exploring Scientific Research in Second Life
Second Life provides an opportunity to explore the role of virtual worlds in evaluating, managing, directing, implementing, and communicating scientific research in a virtual world. In 2007, as a grass roots exploration, the Intelligent and Information Systems Division (IIS) at NSF designed a research area for selected research topics in Human Centered Computing. The idea is to provide a place in which people can experience some of the research topics as avatars interacting with 3D objects and other avatars. An experience in Second Life complements image and text presentations of research topics by simulating some aspect of the product of the research in a community environment.

Room 187

4a Sven Brueckner—New Vectors and Allison Brueckner, M.I.S.—cAliCo
Virtual Worlds for Immersive Information Management and Collaboration Support
The presentation addresses how virtual worlds in general and Second Life (SL) in particular provide baseline infrastructure support for immersive information management and collaboration.  The presenters will demonstrate how virtual worlds may supply an immersive informative space as a surrogate form to the traditional physical environment with meeting spaces and domain replication. They  will also provide data based on information gathered within Second Life and statistics from other virtual worlds (e.g., There.com, Whyville, ViOS, ActiveWorlds, Entropia Universe, Utherverse (Redlight Center & more), Openlife Grid) and compare the features and how they might serve different government bodies effectively or not.           
           
4b Ken Hudson—Loyalist College
Loyalist College in Second Life:  Applied Training Strategies in Virtual Worlds
View .ppt presentation (3.4MB)
Loyalist College in Second Life:  Applied Training Strategies in Virtual Worlds Canada's Loyalist College is a leader in designing and developing virtual world experiences that enhance educational opportunities. One such experience had Justice Studies students  participating in a Canadian border simulation, enabling them to practice their future job roles in a true to life environment. Drawing on examples from this, and other Second Life projects, Ken Hudson will illustrate the effectiveness and potentialities of virtual worlds for applied training in an academic context.

SECURITY

Hopper Auditorium (Record Stream)

Security in Virtual Worlds Panel
Rocky Young—IRM College (chair)
Are you SecURE you're ready to jump head first into the Virtual Worlds' Pool?
In this panel session, join a group of security experts from the Federal Government, Industry, DoD and the Educational Community as they discuss the topics/lessons one needs to consider before jumping head first into the community pool of Virtual Worlds (VW). 

As you are standing on the end of that high dive security platform...are you ready for the double back flip requirements of security and risk management in VWs?  Remember once you step off the platform, there is no going back!  All the swimmers in the VW pool must face the risks of getting involved in the virtual community, although these risks are significant and seem insurmountable -- don't let this stop you from testing the water!  May we suggest, maybe just starting with a secure Big Toe or maybe Swimming with a Buddy?  And a few security/swimming lessons couldn't hurt either because ... (danunt, danunt, dun, dun , dun, doo da doo-JAWS) you never know who or what could be lurking below!

We will discuss some warning signs (Rip Tides), our experiences and best practices (Buddy Swimming) and finally some possible safety nets (a Certified Lifeguard).  The risks must not be ignored but don't let them blow you off course.  The possibilities for collaboration and communications in the community we call "Wet & Wild" VWs are waiting for you!

Come on, jump in, the waters fine...or at least we think it is!  Don't forget your security sunscreen...

Topics:  IT Risks, Identity and Access Management, Confidentiality, Reputations and Productivity

LIBRARY

Room 178

6  Library Panel
Laura Bartlett—NIH (Chair/Presenter)
Pat Alderman—National Defense University
Library Opportunities in Virtual Worlds
Several library communities that include local, private and academic institutions have entered the virtual world Second Life to form a community of practice and explore ways to deliver information to users. This presentation will examine how librarians and information professionals can help government content creators identify and integrate government information into virtual worlds by exploring what is currently being done and opportunities and challenges for information implementation in virtual worlds. We will also discuss the information use and needs of our youngest e-government users, those aged 4 to 29 years old, who prefer digital media for obtaining information and education. 

RESEARCH/METRICS

Room 101

7a Jared Freedman—Code4Software, LLC
Virtual World Metrics and Metrics Based In-World Advertising
One of most pressing problems facing virtual world development efforts is gauging the measure of success and return on investment that goes into the creation of these immersive environments. Using virtual world metrics capture and analysis can provide the keys to solving the measurement dilemma.  Showing a practical application of metrics, case studies of metrics based adverting networks within Second Life will demonstrate that in-world advertising can be one of the most cost effective way to reach the distributed audience of a virtual world.

7b Richard Hackathorn—Maya Realities
The weight of an avatar: measuring the virtual to define success
Government may soon face a fundamental change in the way we interact with society. As serious applications of virtual worlds technology continues to grow, business and government alike will be required to measure the impact of their investment in virtual worlds. This talk will overview the budding field of 3-D analytics with specific attention to how government can design effective public spaces in virtual worlds. NOAA's infrastructure in Second Life will be used as a test case.

11:30-  1:00
Lunch and vendors
1:00-  2:00
Room 155

Private Sector Panel - Sandra Kearney—IBM, Chair

3D Internet:  Ecosystem, Enterprise and the Economics of a
Sensory Web

Tammy Johns,  Manpower
David Kralik, Americas Solutions
Randy Hinrichs, 2b3b LLC
Marty Schleiff, Boeing
Rita King, Dancing Ink Productions, LLC
Joshua Fouts, Dancing Ink Productions, LLC

  2:00-  2:15 Break/Vendors
2:15-  3:30

Track Session 2

EDUCATION

Room 155 (Live Stream)

1.  Education Panel
Learning Best Practices: A Live Panel Session from Second Life
In this panel session, join four experts from Second Life who will share best practices in the application of virtual worlds to education, health care, and government. The panel will model a virtual meeting, with participants interacting, showcasing their work, and discussing their projects live from Second Life. The highlighted projects have been chosen for inclusion not only because they have solved many common concerns related to virtual worlds to deliver effective outreach, education, training, and public information, but because they have done so in ways that have really illustrated the potential of these spaces.
View video archive (122.5MB)

Larry Johnson, Chair, The New Media Consortium
Claudia L'Amoreaux, Linden Lab
David Taylor, Imperial College of Medicine, London View .ppt pres. (22.2MB)
Eric Hackathorn, National Oceanographic and Atmospheric Administration

Room 101

2. Lars Ulberg—University of IL,Chicago
CADE Project—Virtual World Preparedness Training
Center for the Advancement of Distance Education (CADE) is located at the University of Illinois, Chicago under the School of Public Health. CADE’s Readiness Training Group was created in 2005 to bring together developers and facilitators with experience in modern learning technologies to create a new kind of preparedness training.  Our continuing goal is to apply the best technology and practices as soon as they are available and affordable to accomplishing public and private sector objectives. In this presentation, you will have a tour of its virtual training locations and present various techniques developed for conducting virtual world exercises,  share its evolving list of insights, best practices, and lessons learned from actual exercises in virtual world and will see examples of data collection and evaluation tools being used in conjunction with virtual world exercises and how these can support performance measures, regulatory compliance, and evidence-based decision-making.

Room 196

3a Brent Smith
Weapons of Mass Instruction: The Emergency Management Nexus
The overarching technical objective of the Emergency Management Nexus is to provide a fully integrated local-to-national training, education and collaboration capability for National Guard leaders and associated civilian emergency management officials. While the National Guard Bureau is the lead agency for EM Nexus, the total requirements and capabilities were developed in concert with the Department of Homeland Security, the Department of Defense, and other Federal agencies concerned with emergency preparedness and response. This discussion will focus on how these requirements, specifications and interfaces were derived to support true interagency interoperability.

3b Lt Col Pickell (National Guard)
EM Nexus and the Integration of Government Workplace Training, Education and Collaboration in the Virtual World
EM Nexus is the first Massive Multiplayer virtual environment specifically designed for use by government personnel.  EM Nexus supports workplace education training and collaboration through the use for virtual classrooms, training facilities and collaborative workspaces. The mission of the EM Nexus capability is two fold:  The capability must enhance worker productivity across government and it must reduced costs relative to conventional workplace methodologies.  It provides educational, training and collaborative support as well as providing a visual intuitive interface. 

Room 187

4. EMS Training Panel
Laura Bartlett, NIH, chair
Michael L. Pack, University of Maryland College Park
Disaster and Emergency Training in Virtual Worlds
This panel presentation will discuss disaster trainings and initiatives that have occurred in virtual worlds. Second Life and Forterra’s OLVIE platform have been used by civilian (non-military) emergency responders to simulate real-life disaster and emergency incidents. The trainings and exercises have included local, state, federal government and specialty fields such as medical and transportation to create small and large scale response from multiple agencies. Federal government funders and participants in virtual preparedness trainings include the Department of Homeland Security, Health and Human Services Office of the Assistant Secretary for Preparedness and Response Services, and the Centers for Disease Control and Prevention. Several state and local agencies within California, Connecticut, Idaho, Illinois, and New Hampshire and Universities and Colleges have also participated in virtual preparedness trainings. Elements of emergency planning and response implemented in these trainings include crisis communication, incident command, resource management, and tabletop exercises.

Room 197

5a  Susan Stucky—IBM
Rehearsal in 3D Virtual Worlds: Approaches and Infrastructure
In this presentation, the presenter will address two kinds of support for rehearsal: the native “affordances” of the virtual world environments (what the virtual world environment provides that can be exploited for learning) and some of the tools and methods useful in providing reliable, scalable, engaging and effective learning experiences.  These kinds of support lead naturally to certain kinds of value that the rehearsal experiences provide. 

5b Scott Overmeyer—Baker College
Bakerville—A Domain for Teaching Software Engineering Concepts & Practices
View .ppt presentation (3.5MB)
This presentation and demonstration is of the capabilities of Baker Island, a private island in Second Life.  This NSF funded project has produced a fully populated college town called Bakerville for the purpose of helping student learn how to perform systems analysis, requirements analysis, task analysis and other early lifecycle system development tasks within a real-world context.  This concept is easily extensible to the domain of teaching system procurement and management practices, using conversational agents as mentors and information sources for new program managers.

Room 178

6 Julie Henderson, Franz Futterknecht, Paul Fishwick, Elinore Fresh,
Benjamin D. Hamilton
—Biosketch
Second Life and Culture: A Model Immersive Cultural Learning Environment
View .ppt presentation (3MB)
International events in recent times have seen overseas operations for US Government personnel increase, spawning a growing emphasis on cultural awareness/competence. Appropriate behavior in a foreign context is often underrated; however, skillful cross-cultural interactions have great potential in diffusing, solving, and avoiding problems, as well as promoting healthy and highly co-operative relationships with local populations.

Prior in-country immersion is rarely feasible predicating the need for adequate alternatives. A model immersive cultural learning environment integrates Second Life and traditional web content optimizing the affordances of both 3D immersion and web content for a robust cultural learning experience. Reflecting principals of situated cognition, appropriate integration of authentic materials, and contextualized learning, the immersive cultural learning environment shows promise in meeting the need for cultural awareness/competence training in an authentic, learner-centered, cost-effective 21st century manner.

SECURITY/EDUCATION

Hopper Auditorium (Record Stream)

7a Shaffer Ramsey—Tech Guard Security
Security, Privacy and Technological Dominance in the Virtual Worlds
HIPIHI is a 3D Virtual World designed and authorized in part by the Chinese government.  It appears to be very similar to Second Life, and is targeted for the 150 million users in China with the intention of becoming the dominant virtual platform for the 3D Internet.  It is widely believed that eventually the two systems, HIPIHI and Second Life, will be merged.  Whatever the US government does in the coming 3D Internet, the largest system will likely be HIPIHI.  Being the largest, with the most users, it will likely drive global standards.  For the first time in the Information Technology field, a foreign country will be setting standards for the US government.  The following points will be covered: 1) How to achieve secure communications in a virtual world; 2) How to maintain privacy in a virtual world; 3) How the US will face the challenges ahead in maintaining technical dominance in virtual environments given the advent of HIPIHI.

7b Jonathan Cabiria—PA Institute of Technology
Jerri Lynn Hogg—Bay Path College
Virtual Worlds:  Immersive Learning Strategies for Overseas Engagements
The use of virtual world activities to enhance governmental objectives continues to evolve as virtual world technologies and communities mature over time.  In fact, virtual world engagement offers limitless potential in many different learning arenas, including diplomacy training, cultural sensitivity, language acquisition, landscape orientation, and countless types of simulations limited only by the imagination.  This presentation will focus on the uses of virtual worlds as a tool to enhance our overseas activities, primarily those activities requiring immersive learning techniques.

LIBRARY/DISABILITIES

Room 242

8a Bonnie Klein—Defense Technical Information Center (DTIC)
Copyright in Virtual Worlds and Elsewhere: A Primer for Government Content Creators and Managers
View .ppt presentation (1MB)
This session will cover Copyright Law basics and touch on the Public Domain and Works of the US Government, Government Data Rights in Contract and Grantee Works, Fair Use and other exceptions for using copyrighted works for Government purposes, and the Rules of Engagement for managing Intellectual Property in virtual communities and other social networks.

8b Alex Koudry / Terry Weaver—Government Services Agency
Section 508 how it applies to Virtual Worlds
View .ppt presentation
(1.5MB)
The government has to comply with Section 508 when building, procuring, or leasing electronic and information technology.   This presentation will review the basic requirements of Section 508 and how they map to the creation of virtual spaces.

3:30-  3:45
Break/Vendors
3:45-  5:00

Room 155 (Live Stream)

Government Panel
The government panel will discuss individual projects, processes, and the future.  In addition, they will share lessons learned in the process.
View video archive (109.7MB)

Paulette Robinson—IRM College/NDU (Chair)
Government Center

View .ppt presentation (640KB)
The IRM College has created a government center which includes a Welcome Center, Orientation, Conference Center and Auditorium.  It has been developed for not only the use of the National Defense University and the IRM College, but it will also be available for interested government organizations to use for small and large meetings.  The presentation will focus on the Center, the process and future directions.

Tim Schmidt—Department of Transportation
Building Senior Management Support for Your Social Networking Initiative

View .ppt presentation
(1.5MB)
Social media programs are good ideas and can add significant business value.  So how do you deliver the proposal to senior leadership to get their buy in?  What is the value proposition?  This is often not a quick, simple sell…

Curtis Conkey—US Navy
Navy World

View .ppt presentation (6.2MB)
The Navy is investigating the use of Virtual World technology for team training applications. Working with the Joint Training Integration and Evaluation Center (JTIEC) Orlando, a Navy VW has been constructed that leverages previous work completed by US Army RDECOM utilizing Forterra's OLIVE platform. There is interest in how to effectively train using these platforms, how to interoperate multiple VW's in Joint Operations, how to interface learning Management Systems with VW's and types of training that are most appropriate to VW's.
                       
William May—Department of State
Public Diplomacy in Cyberspace?: A Good Question

View .ppt presentation (84KB)
Public Diplomacy in Cyberspace?: A Good Question.  To begin answering that question, the State Department  held three pilot public diplomacy events in Second Life, seeking to connect with international communities. What did we learn?  Where next?

5:00-  7:30
Reception—Officer’s Club
Friday, April 25
7:30-  8:30
Registration/Breakfast
8:30-10:00

Room 155 (Live Stream)

International Panel

The international panel will consist of a combined real-world and virtual-world presentation from Washington and Second Life. The panel members will provide a brief description of their projects (past and current) with a focus on lessons learned followed by a question and answer period.
View .ppt presentation (632KB)
View video archive - part 1 (39MB)
View video archive - part 2 (92.2MB)

Brett Christensen—Canadian Defense Academy, facilitator
Stefan Geens—Swedish Institute
David Taylor—Imperial College

10:00-10:15

Break

10:15-11:45

Working Groups

Implementing the Future
This session is designed to give participants the opportunity to form active working groups around particular areas of government interest related to virtual worlds.  These groups will address the purpose of the group as well as the issues and challenges within these areas that they as a group would like to focus beyond the conference.
View video archive - part1 (117.3MB)
View video archive - part2 (35.6MB)

11:45-  1:15
Lunch/Vendors
1:15-  2:45

Room 155 (Live Stream)

Developers Panel
The Developers panel members will briefly introduce a project that they have developed for a government agency. They will each be given pointed questions aimed at defining challenges and best practices for virtual world development efforts within the government space.
View video archive - part1 (106.6MB)
View video archive - part2 (88.8MB)

Michael Piller—IRM College/NDU—chair

Aimee Weber—Aimee Weber Studios
NOAA and NIH in Second Life
Aimee Weber Studio has recently completed NIH's National Library of Medicine's Tox Town which highlights "chemical environmental health concerns and toxic chemicals where you live, work, and play".  We also brought NOAA's Earth System Research Lab into the virtual world by creating a space in Second Life that enables people to experience some of the scientific research center's earth and weather simulators

Laura Kusumoto—Forterra
Training and Simulations with Forterra
View .ppt presentation
(1.5MB)
In 2004, Forterra Systems was awarded an SBIR grant by the US Army TATRC for research into the use of the use of simulation-based training with avatars. The purpose of this program initially was to expand and improve America’s ability to prepare medical first responders to chemical, biological, radiological, nuclear, and high-explosive (CBRNE) events. Now entering its commercialization phase, this program has a wide range of potential applications, both civilian and military, in emergency preparedness and medicine. 

Howard Mall—Engineering and Computer Simulations
Focusing the Emergency Management Nexus
View .ppt presentation (1.5MB)
The Emergency Management Nexus is an initiative funded by the National Guard Bureau and the Department of Homeland Security.  It incorporates many collaborative technologies, not the least of which is a 3-D world where an individual's identity is represented by a realistic avatar. Intended wholly for training, design decisions proved at odds with those made for Massively Multi-player On-line (MMO) entertainment environments.  This talk will discuss the fundamental differences in motivation between training and entertainment and how it effected the design of the Emergency Management Nexus.

Jaque Davison—BAE Systems
Africa InfoSphere in ActiveWorlds
View .ppt presentation
(1.5MB)
The Africa InfoSphere is a virtual reality proof of concept build targeting communities of interest with activities in Africa.   The goal is to provide an open information source allowing users to meet and trade Africa related information as well as a tool for situational awareness and coordination.   The intent is to break down traditional barriers to enhance the flow information between stovepipe organizations.  This talk will discuss the design and implementation of the information rooms.

Summary

2:45-  3:15
Break/Vendors
3:15-  4:00
Closing & Next Steps (Paulette Robinson, IRM College/NDU)