National Highway Institute Using Virtual Worlds for Bridge Training

Although this was posted over on Govloop, I thought I'd repost here because it is so relevant to the public works industry. For some time, we've been advocating for the use of virtual worlds for training, design, and networking in our industry. And now it seems there is finally a sign that the technology is not only being implemented, but also accepted. Although there have been some uses in the past that we've highlighted here in this blog, this time the class is being delivered by the National Highway Institute – a hallmark institution with a long history in the industry. And if the interview embedded below is any indication, it looks like the use of virtual worlds might quickly become a standard training method among engineers and other professionals in the industry. You can also check out and sign up for the NHI classes at this link: http://www.nhi.fhwa.dot.gov/about/innovationseries.aspx. It sounds like the bridge class will be ready to go in the near future.

 

 

Here's a link to the full interview: Meredith Perkins talks Virtual Worlds with Chris Dorobek

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The ADA Toolkit for Local Government in 3D

Most of us working in local government are probably familiar with the ADA Best Practices Toolkit for State and Local Government published online by the U.S. Department of Justice at http://www.ada.gov/pcatoolkit/toolkitmain.htm. The document is well-written and helpful in providing guidance in understanding and complying with regulations related to accessibility. But like most government documents, it is offered in a traditional, conservative format. One of my goals over the years has been to transform a document like the ADA Toolkit into a three dimensional experience.  Not only does a 3D space offer a much more engaging "read," but it can also increase retention of the material. So over the last year or so, I worked on building a 3D version of this toolkit. You can see a quick tour of the result of this work in the video below.

If you are interested in checking out the toolkit, there are several options for doing so. For those of you familiar with virtual environments, you can visit http://www.publicworksgroup.com/ada to learn where I have set up the hosting of the toolkit. One additional grid not yet listed on that site is the MOSES grid which is owned and operated by the U.S. Army. If you are already a member of MOSES, you can find the toolkit there by searching on the map for munigov. Then when the map locates that area, you can teleport over. (I will eventually add the MOSES setup as an option on the website, but because the website and toolkit were entered in the FVWC before I could set the toolkit up on MOSES, I was not sure I could alter the website until after the contest.)

If you want to check out the toolkit, but have never yet entered a virtual environment where you are represented by an avatar, rest assured this will be one of the easiest and least threatening places to visit. And because many people entering a virtual space for the first time are worried about interacting with others, I have set it all up so that you can run and visit the toolkit on your own computer. Just download and unzip the following file and follow the directions on the Readme file (this is a very large download – about 560 MB zipped and just over 1 GB unzipped):

3DADAToolkit.zip

By visiting the toolkit with this method, there will be no else who can enter the toolkit other than you. You can also download and unzip the files onto a USB drive so that you can use them on any computer. 

For those of you interested in my choices of design, I realize I could have chosen many different themes and visualizations. But for this particular document, I decided to remain somewhat conservative and traditional in my 3D representation. This is because people in my field of engineering and public works and even local government are still not yet heavily involved in the use of virtual worlds or 3D technology. So most people in these fields who visit the 3D ADA Toolkit could be entering a virtual environment for the first time. And based on feedback I received over the years from colleagues who attempted to check out virtual environments, I believe that they will have the most positive and successful experience if the virtual space is at least somewhat familiar. This is also the reason that I have set up the environment in several different locations. Those interested in checking out the toolkit can do so not only by visiting it in existing virtual worlds like OSGrid and MOSES, but also on the privacy of their own computer where they can focus on the toolkit and not have to worry about interacting with others.

I'd like to continue to explore transforming government documents into 3D learning environments and sharing them with other government professionals. And over time, as people become more familiar with the learning techniques offered by virtual settings, I would expect to eventually expand the visualizations to become more interesting and non-traditional with even more tools for engagement. Eventually I would also like to try out this transformation using other software such as Unity3D. In the meantime, if you have a particular document you would be interested in seeing transformed into 3D, or are interested in collaborating on creating one, or have feedback or suggestions for improvement, just send me an email or share your information in the comments below. 

 

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Failure: The Key Ingredient to Learning

There's been a lot of talk lately about acceptance of failure. Probably because people are pushing for innovation, and it's difficult to innovate if you're afraid to fail. Thus the numerous posts of encouragement across the Internet assuring all of us that failure is ok. Of course as engineers, failure is not something we want to experience. In some cases, an engineering failure can result in loss of life or property damage. So engineers are very careful about eliminating failure as an option. But I suppose, we could consider acceptance of failure in areas of our lives not involving an engineering design. In other words, we should look for those pockets of opportunity throughout our day where innovation with a risk of failure could be an option.

Of course, our conservative and analytical approach requires us to ask, why? Why should we do this when our carefully planned and well calculated approach to life works just fine? To answer this, let's take a look at how others fail and the impacts they experience due to that failure.

Baby Learning to Crawl and WalkIf you have children, it will be very easy to think of how they fail. And it seems that the younger they are, the more they fail. Children are born with few skills and knowledge, but from the time they begin life on their own, they start to search out and learn as much as they can. But this learning process rarely goes smoothly – how many times does a baby fall before he learns to confidently walk? Some parents stand back allowing a certain amount of failure – these are the parents who will say, "let him go; he needs to learn." Other parents hover over their children waiting to rescue them at the hint of trouble. And this approach continues on until they turn into an adult and perhaps for some parents even later. Although I am not sure the same parent takes the same approach every year of their child's life. The one thing I am sure about is we cannot do everything for our child all the time jumping in before the point of imminent failure and save the day then think at age 18 they magically know everything and can go off merrily on their own. They need to learn, and like it or not, they learn through failure. Or they never become fully independent adults.

Now, the lesson is not to let your kid go off doing everything without resriction and hope they survive thinking that is the only way they will learn. After all some risks must be avoided, and as parents, we need to monitor the risks we allow our children to take. But not allowing risk at all not only removes their chance of learning life skills, it also conditions their adult behavior. Which kind of makes you wonder if engineers with their ultra conservative approach to life were raised by parents who minimized risks. I don't know – that's for the psychologists to figure out.

Now, let's look at what our risk aversion has done to our profession. Yes, it allowed us to continually improve our designs allowing for a much safer and more environmentally friendly world. And that is not something to dismiss – it's an amazing achievement for our society. But could we have done more if we better understood failure and risk and were able to distinguish the "ok to fail" opportunities. We explored the results of not innovating with the rest of the world in the "Does Civil Engineering Have a Next Paradigm?" and in "The Rise and Fall (and Rise Again?) of Engineering Consulting Firms."

3D Plant in Virtual World of Second LifePerhaps this is why I have been so intrigued by games and 3D environments. I don't want to take risks with what I do at work, so while I create successful projects with this approach, I perhaps miss out on insights provided by failures. But what I have quickly learned using games and spending time in virtual worlds is I can fail there all I want, and no one gets hurt including myself. And by doing so, I learn amazing things. We can never tell engineers working on an actual project to just go ahead and try any pipe size just to see what will happen. But we can in a game or in a 3D virtual world. Having a water system or plant set up in a game or virtual world where we could switch out pipe sizes,  or pumps, or fittings and watch what happens to the system would provide a great learning opportunity. How much better and faster a hydraulics or fluids lesson would sink in if we could calculate the result then actually try it out in an environment designed to safely allow for failure. 

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The Lesson of Zork – Successful Training is in the Details

The problem with training material is that usually the people creating these documents know their subject matter inside and out. Now, I realize that most people probably wouldn't really think that's problem. After all, if we are new to a subject and looking for a teacher, we would most certainly seek out a "master" of the task or material. So why in the world would anyone think of full and complete knowledge of a particular subject as a liability for a teacher?

The reason I say this is that when we have mastered something, such as CAD or GIS or any other task we do every day, we end up going through the motions or steps without really thinking about it. So when we decide to teach someone else, it really takes an effort to stop and think of each and every step we need to explain. I came to this realization when I tried to write some guidance to show someone how to use a certain piece of software. I found out you really need to figure out and write down every single thing you do. If you skip one step, particularly a critical one, you risk losing your student. They end up stuck, not able to proceed because they are missing that one key ingredient. And the teacher preparing such a guide might not catch that one omission because while testing it out, it's easy to go on auto-pilot and fill in any missing steps without really thinking about it or noticing the key step is missing.

But had I remembered my earlier experiences playing the text-based game Zork, I would have more quickly understood just what is needed to create a successful training manual. Because just like playing Zork, good training is all in the details. If you've ever played Zork, you will remember how important it was to type out each command in logical order. If you see a bottle of water on the table, you can't just say "drink water." First, you need to pick up the bottle. Then you can issue the "drink water" command. And because it's all text-based, you need to provide your own visualizations of what you have done, where you are, and what you are planning to do. Yes, in a world of video and animation, text can seem boring. But  playing through these old games can help us better identify the basic tools and steps that must be incorporated into training in order for it to be successful. Throwing together a flashy video might engage, but will it teach? If we've left out necessary details, probably not. 

If you are interested in trying out Zork for yourself, you can find it here at this link: http://pot.home.xs4all.nl/infocom/zork1.html

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The Gamification of Public Works

Mastermind - Socialiser Gamer Class Symbol from BrainHexMost people my age have been schooled with the "sit and listen" method. But today's teachers are breaking out of that mold by tailoring lesson plans for different learning styles using gaming ideas and platforms. So to better understand this shift in education, I am taking a summer class offered through Boise State that focuses on this new teaching approach. The course is built on 3D GameLab,  "an online, quest-based platform" that can be used to develop training courses. My purpose in taking the class is to develop education-based skills and to understand how best to leverage a game-based approach to learning. And my goal is to use these skills and this knowledge to develop training resources for professionals in public works and for citizens.

So why are educators embracing gaming as a teaching method, and why do I believe this can be leveraged for professional training? Game developers have figured out some critical elements of human nature. They are leveraging the fact that we can be motivated with the right environment and incentives to complete a set of assigned tasks. And this motivation can be so great that for some it borders on addiction. Imagine how many employers would be interested in learning this secret, particularly because the exchange of money is in the reverse – players are not expecting money to play and instead give up their money to game.

I've embedded a video at the end of this post that explores the effect games have had on our lives. Some of the insights shared in this talk discuss the ability of games to drive or elicit emotion in a player. This is accomplished through the game environment, the framework of the game, the story within the game, and the tasks assigned. Done well, all these elements combine to grab the player, pull him into the game, and drive his emotion. And because the purpose is to keep the player coming back, those emotions are not designed to be negative. Instead they are set up to create the most epic, incredible emotions that can be felt.

To successfully gamify training in our field, we need to capture these components along with elements from our industry and apply them to our courses. The environment and tasks that make up our workplace are probably the easiest to translate into this method. However finding our story and weaving it throughout the training session and into each task is more challenging. The same approach and challenges exist for developing civic courses for citizens. And in each, a successful course will be dependent on the ability to bring the player into the game, encourage them to accept and become a part of the story, and develop the confidence, skills, and engagement necessary to achieve epic wins in the game and in "real life." And have them return for more.

 

 

(The symbol at the beginning of the post is one of many that can be generated at the BrainHex website. Anyone can visit the site and take a quick test to see what gameplay behaviour they exhibit.)

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JISC Releases Serious Virtual Worlds

Virtual worlds are still fairly new to most, and many still view them as games. But there is a growing realization that virtual worlds can offer real value to businesses, government agencies, and educational institutions. A report recently released by JISC presents a comprehensive study of how virtual worlds are being used to enhance learning and training in many industries and institutions. Serious Virtual Worlds presents background information, case studies, glossary, and other resources offering a good read for anyone who has wondered about just what is seriously going on at the moment in virtual worlds.

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