Psychologically-Beneficial Applications of Immersive Environments
- Rationale: Why is the database and 3D exhibit of these applications important to develop?
- Definition: Any application that takes place in an immersive digital environment that is intended to have a positive impact on psychological variables (behavior, social interaction, and subjective experiences of thought and emotion). These applications can be networked (virtual worlds), non-networked or stand-alone (virtual reality), or specialized virtual games.
- Each group will search through Second Life plus one/two other sources: virtual worlds (Blue Mars, OpenSim, IMVU, InWorldz, Project Wonderland, Utherverse); virtual reality (e.g., USC Center for Creative Technology, Defense Department); specialized immersive games. Assignments have been made in the Google Docs course organizer.
- Main features to include in the final write-up and 3D exhibit:
- Why was the application developed? Goals, purpose, concept.
- Describe the application.
- Who is/are the main person/persons or organization that developed the application?
- When did it begin?
- Any assessment/research data or formal references to learn more?
- Links to 3D site (e.g., SLURL) or 2D presentation (e.g., URL for web site, YouTube video, etc.).