Numedeon

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Numedeon, Inc. is a privately held company based in Pasadena, California, that since 1999 has been developing immersive online digital learning technology. Best known for creating the children's educational web site " Whyville ", Numedeon has also developed a number of other immersive online learning environments for other demographics and purposes. Numedeon was founded by Dr. James M. Bower and several of his students and colleagues at the California Institute of Technology.

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"N.I.C.E." The Numedeon Interactive Community Engine

Numedeon's immersive virtual worlds are based on a proprietary online platform developed since 1999 through operation of its immersive learning environments. Core component of this engine are protected by U.S. Patents. [1] N.I.C.E. "runs on a standard web browser, and can be run on a 56K modem". [2]

Whyville

Whyville was launched in 1999 as an educational Internet site geared towards children aged 8–14 to engage its users in learning about a broad range of topics, including science, business, art and geography. Whyville has a registered user base of over 7 million. Its users ("Whyvillians") engage in virtual world simulation-based games and role play sponsored by a wide range of governmental, non-profit and corporate entities. [3]

Educational research based on Whyville has recently been published in the 2013 publication of the book Connected Play: Tweens in a Virtual World, written by Yasmin B. Kafai, Deborah A. Fields, and Mizuko Ito. [4]

Other Immersive Learning Worlds

In addition to Whyville, Numedeon has used its NICE engine to build a number of other virtual immersive learning worlds, including, for example, Humanaville, a virtual world for seniors. [5]

Virtual Worlds IP

In January 2015, Numedeon established Virtual Worlds IP Inc as a subsidiary company specifically to manage Numedeon's accumulated intellectual property and to form joint ventures with Numedeon's partners to launch new products based on Numedeon's technology. [6]

In September 2015, Virtual Worlds IP announced its first joint venture Fundamental Learning LLC as a partnership with Education Development Center in Waltham, Massachusetts. [7]

Related Research Articles

Multimedia is a form of communication that uses a combination of different content forms, such as writing, audio, images, animations, or video, into a single interactive presentation, in contrast to traditional mass media, such as printed material or audio recordings, which feature little to no interaction between users. Popular examples of multimedia include video podcasts, audio slideshows, and animated videos. Multimedia also contains the principles and application of effective interactive communication, such as the building blocks of software, hardware, and other technologies. The five main building blocks of multimedia are text, image, audio, video, and animation. The first building block of multimedia is the image, which dates back 15,000 to 10,000 B.C. with concrete evidence found in the Lascaux caves in France. The second building block of multimedia is writing, which was first scribed in stone or on clay tablets and was mostly about three things. Property, conquest, and religion. Writing was soon abstracted from visual images into symbols that represented the sounds we make with our mouths. Thanks to the Egyptians, writing was evolved and transferred from stone to Papyrus. A cheaper but more fragile canvas derived from strips of the papyrus root grown on the Nile River.

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.

Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games.

<span class="mw-page-title-main">Virtual world</span> Large-scale, interactive computer-simulated environment

A virtual world is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds.

<span class="mw-page-title-main">Mizuko Ito</span> Japanese cultural anthropologist

Mizuko Itō, sometimes known as Mimi Ito, is a Japanese cultural anthropologist. She is Professor in Residence and John D. and Catherine T. MacArthur Chair in Digital Media and Learning, and Director of the Connected Learning Lab in the Department of Informatics, Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her main professional interest is young people's use of media technology. She has explored the ways in which digital media are changing relationships, identities, and communities.

<span class="mw-page-title-main">Scott Fisher (technologist)</span>

Scott Fisher is the Professor and Founding Chair of the Interactive Media Division in the USC School of Cinematic Arts at the University of Southern California, and Director of the Mobile and Environmental Media Lab there. He is an artist and technologist who has worked extensively on virtual reality, including pioneering work at NASA, Atari Research Labs, MIT's Architecture Machine Group and Keio University.

<span class="mw-page-title-main">Interactive media</span> Digital media which make use of moving images, animations, videos and audio

Interactive media normally refers to products and services on digital computer-based systems which respond to the user's actions by presenting content such as text, moving image, animation, video and audio. Since its early conception, various forms of interactive media have emerged with impacts on educational and commercial markets. With the rise of decision-driven media, concerns surround the impacts of cybersecurity and societal distraction.

Digital anthropology is the anthropological study of the relationship between humans and digital-era technology. The field is new, and thus has a variety of names with a variety of emphases. These include techno-anthropology, digital ethnography, cyberanthropology, and virtual anthropology.

<span class="mw-page-title-main">Mitchel Resnick</span> American academic and programmer

Mitchel Resnick is LEGO Papert Professor of Learning Research, Director of the Okawa Center, and Director of the Lifelong Kindergarten group at the Massachusetts Institute of Technology (MIT) Media Lab. As of 2019, Resnick serves as head of the Media Arts and Sciences academic program, which grants master's degrees and Ph.D.s at the MIT Media Lab.

<span class="mw-page-title-main">Immersion (virtual reality)</span> Perception of being physically present in a non-physical world

Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

<span class="mw-page-title-main">Whyville</span> Educational Internet site

Whyville is an educational Internet site geared towards children aged 8–14, founded and managed by Numedeon Inc. Whyville engages its uses in learning about a broad range of topics, including science, business, art and geography. Whyville's users (Whyvillians) engage in virtual world simulation based games and role play sponsored by a wide range of governmental, non-profit, and corporate entities. In 2009, the website had a registered base of more than 7 million users.

<span class="mw-page-title-main">James M. Bower</span> American neuroscientist

James Mason Bower is an American neuroscientist and CEO and chairman of the Board of Numedeon Inc., creator of the Whyville.net educational virtual world. He graduated from McQuaid Jesuit High School in Rochester, New York attending Antioch College and Montana State University as an undergraduate and then received his PhD in neurophysiology from the University of Wisconsin–Madison, U.S. in 1982. From 1984 until 2001, he was a professor at the California Institute of Technology and from 2001 until 2013 he was a professor at the University of Texas Health Science Center at San Antonio. At present he is an affiliate professor of biology at Southern Oregon University.

<span class="mw-page-title-main">Immersive design</span>

Immersive design describes design work which ranges in levels of interaction and leads users to be fully absorbed in an experience. This form of design involves the use of virtual reality (VR), augmented reality (AR), and mixed reality (MR) that creates the illusion that the user is physically interacting with a realistic digital atmosphere.

An instructional simulation, also called an educational simulation, is a simulation of some type of reality but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation. Instructional simulations are typically goal oriented and focus learners on specific facts, concepts, or applications of the system or environment. Today, most universities make lifelong learning possible by offering a virtual learning environment (VLE). Not only can users access learning at different times in their lives, but they can also immerse themselves in learning without physically moving to a learning facility, or interact face to face with an instructor in real time. Such VLEs vary widely in interactivity and scope. For example, there are virtual classes, virtual labs, virtual programs, virtual library, virtual training, etc. Researchers have classified VLE in 4 types:

Virtual worlds are playing an increasingly important role in education, especially in language learning. By March 2007 it was estimated that over 200 universities or academic institutions were involved in Second Life. Joe Miller, Linden Lab Vice President of Platform and Technology Development, claimed in 2009 that "Language learning is the most common education-based activity in Second Life". Many mainstream language institutes and private language schools are now using 3D virtual environments to support language learning.

<span class="mw-page-title-main">Yasmin Kafai</span>

Yasmin B. Kafai is a German American academic who is Professor of Learning Sciences at the University of Pennsylvania Graduate School of Education, with a secondary appointment in Computer and Information Sciences at University of Pennsylvania School of Engineering and Applied Science. She is a past president of the International Society of the Learning Sciences (ISLS), and an executive editor of the Journal of the Learning Sciences.

<i>AVATAR MUD</i> 1991 video game

A.V.A.T.A.R. MUD is a free, online, massively multiplayer, fantasy, text-based role-playing game, set in a real-time virtual environment. It combines elements of role-playing games, hack and slash style computer games, adventure games and social gaming.

Virtual reality (VR) is a computer application which allows users to experience immersive, three dimensional visual and audio simulations. According to Pinho (2004), virtual reality is characterized by immersion in the 3D world, interaction with virtual objects, and involvement in exploring the virtual environment. The feasibility of the virtual reality in education has been debated due to several obstacles such as affordability of VR software and hardware. The psychological effects of virtual reality are also a negative consideration. However, recent technological progress has made VR more viable and promise new learning models and styles for students. These facets of virtual reality have found applications within the primary education sphere in enhancing student learning, increasing engagement, and creating new opportunities for addressing learning preferences.

<span class="mw-page-title-main">Virtual reality applications</span> Overview of the various applications that make use of virtual reality

Virtual reality applications are applications that make use of virtual reality (VR), an immersive sensory experience that digitally simulates a virtual environment. Applications have been developed in a variety of domains, such as education, architectural and urban design, digital marketing and activism, engineering and robotics, entertainment, virtual communities, fine arts, healthcare and clinical therapies, heritage and archaeology, occupational safety, social science and psychology.

Immersive learning is a learning method which students being immersed into a virtual dialogue, the feeling of presence is used as an evidence of getting immersed. The virtual dialogue can be created by two ways, the usage of virtual technics, and the narrative like reading a book. The motivations of using virtual reality (VR) for teaching contain: learning efficiency, time problems, physical inaccessibility, limits due to a dangerous situation and ethical problems.

References

  1. US Patent No. 7925703
  2. Numedeon Inc. (n.d.). "About Us". Numedeon Inc. Website. Archived from the original on September 6, 2007. Retrieved August 6, 2007.
  3. Ash, Katie (April 1, 2011). "Games and Simulations Help Children Access Science". Educational Week.
    - Alda Aki (December 4, 2015). "Why Virtual Whyville Still Inspires". Voice of America.
  4. Yasmin B. Kafai; Deborah A. Fields; Mizuko Ito (2013). Connected Play: Tweens in a Virtual World. The John D and Catherine T. MacArthur Foundation Series on Digital Media and Learning. MIT Press. ISBN   9781461947974 . Retrieved October 11, 2013 via Google Books.
  5. "Humana's virtual world for seniors has San Antonio ties". San Antonio Business Journal. July 15, 2011.
  6. "Dr. James Bower, Founder and CEO Virtual Worlds IP Inc". Digital Kids Summit. September 10, 2015.
  7. "Venturing to Construct a Digital Learning Ecosystem". September 10, 2015.