I just got a thick document from NASA - the proceedings from a meeting NASA held a year back. It is a fascinating read. I'm happy to forward on a copy as I don't know where this is available on the Web and am not able to attach it here.
Sent to me by:
Stephanie Langhoff, Chief Scientist
NASA Ames Research Center, Moffett Field, CA
She wrote:
"Enclosed is the final version of the Virtual Worlds workshop report
published as a NASA Conference Proceeding. Thank You for your patience on
this, but I think the report is one of the most interesting and expansive
discussions yet published on virtual worlds and immersive environments.
If you would like to receive a hard copy with the photos printed in high
resolution, please send me your land mail address. The high-resolution
version is 19.9 MB, which exceeds my e-mail limitations."
EXECUTIVE SUMMARY:
(appologies for the line-breaks)
On January 26th and 27th, 2008, NASA Ames Research Center hosted a two-day weekend workshop
entitled Virtual Worlds and Immersive Environments. The purpose of this two-day conference was to
explore where virtual world technology can be taken, and how it can be leveraged in the short and
medium term to support and advance space exploration and settlement. Ideally, it will further NASA’s
goals to facilitate communication and connections both within NASA and with educators, students,
and the public by using immersive environments and virtual worlds.
The workshop was organized around three themes, the first of which is remote exploration or the
ability to create high-fidelity environments rendered from external data so that exploration, design,
and analysis can take place within them. This enables the creation of simulations in virtual worlds
that are valuable for exploring mission concepts such as lunar architectures and human missions to
Near Earth Objects, or for training astronauts to work on the Space Shuttle or International Space
Station (ISS). Two simulations that have already been developed are SimConstellation that runs
various lunar mission scenarios using the new Constellation hardware, and SimStation, which is a
tool that simulates the operation of the ISS with sufficient fidelity to make behavioral trade studies.
Simulations also have considerable potential for education and entertainment. Several educationally
oriented simulations were described at the workshop, such as LUROVA, which is an Apollo lunar
roving vehicle simulation being developed for students.
The ultimate goal is to have all NASA data in immersive interactive virtual worlds. High-resolution
data can significantly improve the fidelity and usefulness of platforms such as Google Earth and
Google Mars. These platforms make NASA’s imagery and geospatial information universally and
easily accessible. The importance of open standards and network interoperability was stressed.
This is a requirement for creating rich media and three-dimensional (3D) graphics, and distributing
that content over a wide range of platforms.
The second theme of the workshop was we all get to go. The focus is on developing new paradigms
for education, outreach, and the conduct of science in society that is truly participatory. While
generations have been fascinated by science fiction through books, magazines, and movies, the
availability of Massively Multiplayer Online (MMO) games offers a new media for engagement.
Will Wright, the creator of “SimCity” and “The Sims” described a new MMO game SporeTM that
allows a player to control the evolution of a species. The game promotes creativity and imagination
and has considerable educational potential. The Lunar Racing Championship MMO created by
Virtue Arts tries to create excitement by racing on the Moon. The game simulates both the reduced
gravity and terrain of the Moon. Another innovative educational approach is the SciFair model
deployed in SciCenter at Cornell University. It leverages the multiplayer game environment to
present educational science content and simulations in a safe social setting. The first step is for the
students to master the technology of virtual worlds, and then secondly to perform a team-based
science project.





Thanks for the information!
Thanks for sharing this informative report. Is it possible to send me a copy?
Thanks for sharing the info on this report
Thanks, Jeremy, for sharing this executive summary. We have been exploring science learning in virtual environments for the past couple of years. It's exciting to see a report like this come out of NASA, and particularly exciting to see that "The focus is on developing new paradigms
for education, outreach, and the conduct of science in society that is truly participatory".
Nicola Marae Martinez
SUNY Empire State College