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The Future of Computer Games * in Research, Education and Workforce Development Walt Scacchi Institute for Virtual Environments and Computer Games University of California, Irvine Irvine, CA 92697-3455 USA *(including virtual worlds and virtual reality)

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The Future of Computer Games* in Research, Education and Workforce Development

Walt Scacchi

Institute for Virtual Environments and Computer Games

University of California, Irvine Irvine, CA 92697-3455

USA

*(including virtual worlds and virtual reality)

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Overview

The Future of Computer Games and Virtual Worlds—beyond entertainment.

Informal STEM and Arts education

Adult training in advanced manufacturing

Advanced medical care

Commercialization of Space

Opportunities for action

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Future of Research in Computer Games and Virtual Worlds: NSF Workshop Report

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Modeling and Simulating the design of a Personal Rapid Transit system for Uppsala, Sweden

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Large Group Virtual Research Conference

Image credit: C. Lopes/Diva Canto

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DinoQuest Online: Game-Based Virtual World for Informal Life Science Education

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Informal Classical Music Learning Game Environment:

SFSKids.org

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FabLab: Semiconductor fabrication operations and diagnostics training game world

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Game-based production system for material transfer processes

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Opportunity: create a game for decentralized virtual manufacturing system

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Opportunity: Smart Workers and Augmented Work (with UCI Calit2)

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Game-based simulator interfaces for immersive medical education: low-cost vs realism?

$500 vs. $5000 vs. $50,000 vs. $500,000 vs. $5,000,000

Virtual human in Surgeon Simulator 2014 (iPad/PC game)

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Commercial, virtual medical clinic simulator

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Commercial, high fidelity virtual anatomical training systems

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Opportunity: develop reusable framework for developing interactive “science missions” for government, industry and public.

Sample project: Asteroid Redirection Mission (NASA and Kerbal Space Program) for resource harvesting.

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Planetary science data visualization and “spherecasting” support:

NOAA Science on a Sphere installation in Opensim VW platform

Supporting virtual planetary exploration and near-earth objects (space debris, small satellites, near-earth asteroids)

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Mission Control Room: Vision for Discovery Science Center

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Advanced training center concept using low-cost game-based virtual world technology

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Opportunities for Action

Provide seed funds for meetings and stimulate partnerships between academia, emerging industries, large enterprises, and government agencies.

Provide challenge grants and open competition events that seek to demonstrate new socio-technical and educational capabilities through computer games and virtual reality.

California's economy and workforce have global competitors, yet we can further our lead through computer game technology and culture!

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Research Collaborators

Faculty

– Robert Nideffer (RPI), Thomas Alspaugh, Jill Berg, Yunan Chen, Steve

Cramer, Garnet Hertz (Emily Carr U), Alfred Kobsa, Jung-Ah Lee, Crista

Lopes, Gloria Mark, Bonnie Nardi, David Redmiles, Richard Taylor, and

many others

Research Staff

– Craig Brown (NomNom Games), Yuzo Kanomata (IGB), Kari Nies (ISR),

Alex Szeto (American Honda, ISR), and others

Students

– UCI Video Game Developers Club

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Acknowledgements

– National Science Foundation, grants #0808783, #1041918, #1256593

– Discovery Science Center, Naval Postgraduate School (Center for Edge Power), Intel, Northrop-Grumman, San Francisco Symphony, UCI (School of Medicine) Anatomy & Neurobiology, (School of Biological Sciences) Neurobiology and Behavior.

– Digital Industry Promotion (DIP) Agency, Daegu, South Korea

– UCI Video Game Developers Club

No review, approval, or endorsement implied.

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Additional Information and Resources

The Future of Research in Computer Games and Virtual Worlds: NSF Workshop Report, (August 2012).

Collaborative Game Environments for Informal Science Education: DinoQuest and DinoQuest Online, (with R. Nideffer and J. Adams), IEEE Conf. Collaboration Technology and Systems, (CTS 2008), Irvine, CA 229-236, May 2008.

Game-Based Virtual Worlds as Decentralized Virtual Activity Systems, in W.S. Bainbridge (Ed.), Online Worlds: Convergence of the Real and the Virtual, Springer, New York, 225-236, 2010.

Exploring the Potential of Virtual Worlds for Decentralized Command and Control, (with C. Brown and K. Nies), 17th. Intern. Command and Control Research and Technology Symposium (ICCRTS), Paper-096, Fairfax, VA, June 2012.

VirtualWorldSociety.org (Something New!)