Applied Simulation
Today is our last day so we'll wrap up the semester. I'll collect the Cell Phone papers, then I'll have just a few final words and take a few closing comments. Then you're done! Topics
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Yet another brief day as all we have to do is see Luke's presentation from last week. Topics:
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Today is a very brief day to let you start your Thanksgiving a bit early. Topics:
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I don't think it's possible for the day to get any simpler. Topics:
Scavenger Hunt:
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Today we tackle the issues surrounding the second half of your "final" project. ...among other things...
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No Class in the classroom today. Please take this time to work on your Software Simulation Instructional Design packet. They're due next Thursday!
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Three Real Life Sims: Bobby, Alex, & Brian Topics:
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Oct 2, 2007 No SL Presentations today. Topics:
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Sep 27, 2007 Two Real Life Sim presentations. Bobby & Jesse Topic: Homework:
We begin by checking out the "bling" and see what you've come up with. Then we'll have a Second Life Sim presentation by Brian. After that, we'll visit another couple of locations that I have found.
Scavenger Hunt : A pet of some sort. We'll meet at the Beach House and show them off.
Real Life Simulation Presentation by: Bobby Topics: Homework:
Second Life Sim: Mike Other places by Damian Homework
Real Life Sim: Jerilyn Topics:
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Today we meet in Second Life at 11am.
Here are the topics we will be covering today:
Homework
Sep 4, 2007 Today we meet in Second Life at 11am.
Today we meet in the classroom lab.
Today we meet in Second Life. Homework:
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APPLIED SIMULATION -Ventrilo Information- How a computer game glitch could help to fight off global pandemic(From The Times Online. August 21, 2007. http://technology.timesonline.co.uk/tol/news/tech_and_web/gadgets_and_gaming/article2296354.ece) When it comes to the science of surviving a potentially deadly outbreak, there is one question that has always proved particularly tricky for experts. How do you study the spread of an epidemic, and thus form an emergency plan to ensure the survival of the human race, without putting the population at risk of a real disease? Researchers have now made an unlikely breakthrough, thanks to a glitch in a fantasy computer game. In an online game called World of Warcraft, an unexpected error in the software has provided a ready-made laboratory for studying the effects of an epidemic. The 6.5 million players who control characters in the role-playing game supplied the necessary element of unpredictable human reactions without any risk to the real world. The discovery, revealed in next month’s issue of The Lancet Infectious Diseases journal, has been hailed as a significant step forward in understanding how a deadly virus could break out. “By using these games as an untapped experimental framework, we may be able to gain deeper insight into the incredible complexity of infectious disease epidemiology in social groups,” wrote the authors, Eric Lofgren, of Rutgers University, New Jersey, and Nina Fefferman, of Tufts University, Boston. And it all happened by accident. In September 2005 what was intended as a minor hindrance for a small group of characters spiralled beyond the control of program-makers into a full-blown epidemic. A new villain, a winged serpent called Hakkar, originally designed as a challenge for only the strongest characters, started transmitting its “corrupted blood” virus down the ranks until it affected almost every area and every player in the game. The scientists were able to monitor how quickly the disease spread and where to, while assessing the players’ individual responses to the outbreak. The particular features of the game, such as the many hours players around the world dedicate to it and the emotional investment they put into their online alter egos, offer scientists a tantalisingly close match to real social conditions. As the virus spread, very real challenges emerged, such as the failure of quarantine measures, further transmission by character’s pets and the existence of “immune” characters, who act as carriers, passing the virus to others while failing to succumb to symptoms. Professor Fefferman said that the findings could be of great value to public health officials in developing the best way to manage the flow of information in such a crisis. “If, God forbid, a disease broke out in London, you could see what would happen if people were told immediately of the risk. Would there be panic and chaos, or would it allow them to psychologically accept the danger and act accordingly? What would happen if we made people feel too reassured? “These are all things that have a great impact on the number of people who would be affected. They are also things we just don’t know, so [virtual games] could be of great value in helping us understand what their true emotional responses would be.”
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