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	<title>Advanced Distributed Learning Initiative</title>
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	<link>http://www.adlnet.gov</link>
	<description>The Power of Global Collaboration</description>
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		<title>ADL software development projects made available on GitHub</title>
		<link>http://www.adlnet.gov/adl-software-development-projects-made-available-on-github</link>
		<comments>http://www.adlnet.gov/adl-software-development-projects-made-available-on-github#comments</comments>
		<pubDate>Tue, 14 Feb 2012 18:52:07 +0000</pubDate>
		<dc:creator>mvanhorn</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[Next Generation SCORM]]></category>
		<category><![CDATA[Root]]></category>
		<category><![CDATA[SCORM]]></category>
		<category><![CDATA[Search and Retrieval]]></category>

		<guid isPermaLink="false">http://www.adlnet.gov/?p=3549</guid>
		<description><![CDATA[ADL is making its non-sensitive software development projects available on the software sharing site, GitHub. GitHub is a web-based hostlng service for software development projects that use the Git revision control system. Its open development model is well suited for the prototype projects that ADL is currently involved with. Learn more about what this means [...]]]></description>
			<content:encoded><![CDATA[<p>ADL is making its non-sensitive software development projects available on the software sharing site, <a href='https://github.com/' name='GitHub'>GitHub</a>. GitHub is a web-based hostlng service for software development projects that use the Git revision control system. Its open development model is well suited for the prototype projects that ADL is currently involved with. <a href='/adl-on-github-giving-new-meaning-to-the-power-of-global-collaboration' name=''From ADL Team Member… Austin Montoya: ADL on GitHub: Giving New Meaning to ‘The Power of Global Collaboration’>Learn more</a> about what this means for software developers in the ADL community and what software projects are already on GitHub.  You can also participate in the <a href='/from-adl-team-member-jonathan-poltrack-interested-in-open-source-scorm-software' name='From ADL Team Member… Jonathan Poltrack: Interested in Open Source SCORM Software?'>poll</a> to let ADL know what SCORM-related software you would like to have made available as open source.</p>
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		<title>From ADL Team Member&#8230; Austin Montoya: ADL on GitHub: Giving New Meaning to ‘The Power of Global Collaboration’</title>
		<link>http://www.adlnet.gov/adl-on-github-giving-new-meaning-to-the-power-of-global-collaboration</link>
		<comments>http://www.adlnet.gov/adl-on-github-giving-new-meaning-to-the-power-of-global-collaboration#comments</comments>
		<pubDate>Tue, 14 Feb 2012 18:00:13 +0000</pubDate>
		<dc:creator>mvanhorn</dc:creator>
				<category><![CDATA[Blog Post]]></category>
		<category><![CDATA[Next Generation]]></category>
		<category><![CDATA[Next Generation SCORM]]></category>
		<category><![CDATA[SCORM]]></category>
		<category><![CDATA[Search and Retrieval]]></category>

		<guid isPermaLink="false">http://www.adlnet.gov/?p=3515</guid>
		<description><![CDATA[Austin Montoya Austin Montoya is a software engineer who holds a B.S. in Computer Science from the University of Central Florida, and currently focuses on all things web development, from user interface design to web service implementations and database administration. Austin is one of the team members responsible for coordinating the ADL presence on GitHub [...]]]></description>
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</td>
<div class="FADLTMintro">
<h5 class="FADLTMintroName">Austin Montoya</h5>
<p class="FADLTMintoText">
Austin Montoya is a software engineer who holds a B.S. in Computer Science from the University of Central Florida, and currently focuses on all things web development, from user interface design to web service implementations and database administration. Austin is one of the team members responsible for coordinating the ADL presence on GitHub and ensuring that best practices are followed for publicly-released software. Austin Montoya, a contractor with Katmai, provides support to the ADL Initiative. The views expressed are those of the author and do not necessarily represent the views or policies of the ADL.
</p>
</div>
<div>
The Advanced Distributed Learning (ADL) Initiative is proud to announce that all non-sensitive development projects will be hosted publicly on GitHub! We believe that the open development model provided by the site aligns well with the prototypical nature of our upcoming projects, as well as principles outlined by the Open Government Initiative. This post will brief you on where we’ve been, where we are now, and what’s to come in the rapidly-evolving ecosystem of ADL software.</p>
<h2>The Stone Age of Collaboration</h2>
<p>Our goal is to enable developers across the world to leverage the in-house research prototypes we create for building powerful technologies that push the state of distributed learning forward. In the past, however, fractured developer communities and restricted-access version control systems made it difficult for anyone outside of our organization to improve or collaborate on any of the software we put out, including SCORM-related tools. With the exception of the Test Suite, we put the software  out there with plenty of documentation, source code, examples, etc., but once it was there, there was no way for the community to fix it or make it better. </p>
<p>As a developer not working for ADL, to improve our SCORM software you would have to scour the ADL website for the right person’s phone number or the help desk, then use closed communications channels to possibly get the engineers to update the software, which then would require a formal release and all the announcement fanfare that comes with it.  That’s a lot of flaming hoops to jump through. At the end of it all, no public record even existed documenting what had gone on, and releases were slow.  A lot more effort and synchronous communication was made than should have &#8212; from both sides.  That was the &#8220;Stone Age of Collaboration&#8221; because our development model wasn&#8217;t open.  Then we discovered GitHub.</p>
<h2>The Spark</h2>
<p><a href='https://github.com/' name='GitHub'>GitHub</a> fixes many of the problems that previously hindered the open flow of information between ADL developers and the people who use the software we developed. For those unfamiliar with GitHub, it is a an enhanced web-based hosting service for projects using the Git version control system. The site is already extremely popular with the open source community, with millions of users, contributions from big-name tech companies like Facebook and Twitter, and countless projects that, out of the kindness of devs’ hearts, are shared with the public, usually with very permissive licenses. </p>
<p>If we want to find people who are interested in SCORM development, the chances are exponentially higher that they will find our projects on the site and use a version control process already familiar to them (Git) to start hacking away.  For each project, GitHub also provides an easy-to-use issue tracker and wiki that lowers the barrier of entry for reporting bugs/feature requests, or learning more about how a piece of software works. Our developers are notified immediately via email if an issue is reported, and can respond to it in a more direct and asynchronous fashion that meshes with their daily workflow.</p>
<p> And if you like our software, but want your own version, or want to put your own feature into it, you can “fork” the project into your own personal account and make that awesome learning app you’ve always wanted to. No more asking for Subversion usernames and passwords, no more going to the “Help Desk” to find who can help you. And no more wondering whether the next official update to SCORM 2004 4th Edition Test Suite will clash with what you are developing, because now all updates can be seamlessly integrated into a project that references it or on your own fork. So. Much. Simpler. Like. One-word. Sentences. (Okay, so there was a compound in there, you caught me!)</p>
<p>Transparency in our workflow is another great thing that GitHub enables. I’d be willing to bet that many a taxpayer has wondered what all these government folks and contractors are doing in their offices all day.  Well, now we can show you not only the deliverable, but how we got there, who’s working on what, and how often. This data incentivizes developers to be very active on our projects by frequently committing new updates and interacting with the community. We also hope that this encourages developers to be more careful when designing, writing, and testing software, because their professional reputation is on the line and can be positively or negatively affected.</p>
<h2>The Fire to Come</h2>
<p>We already have several of our more recent projects out on our GitHub account:</p>
<ul>
<li><a href='https://github.com/adlnet/3D-Repository' name='3D Repository on GitHub'>3D Repository</a> (3DR) – a repository for storing, converting, and sharing 3D content</li>
<li><a href='https://github.com/adlnet/LR.Net' name= 'LR.Net on GitHub'>LR.Net</a> – a .Net-based client library for the Learning Registry project</li>
<li><a href='https://github.com/adlnet/lr-publisher' name='LR Publisher on GitHub'>LR Publisher</a> – a GUI tool for publishing documents to the Learning Registry</li>
<li><a href='https://github.com/adlnet/lr-data' name='LR Data on GitHub'>LR Data</a> – a utility for pulling data out of Learning Registry nodes into more familiar and easily searchable datastores.</li>
</ul>
<p>Plenty more will follow in the coming months as we begin to work on the next generation of SCORM and consider opening up some of the existing SCORM software for the community (speaking of which, weigh in on this topic <a href='/from-adl-team-member-jonathan-poltrack-interested-in-open-source-scorm-software' name='From ADL Team Member… Jonathan Poltrack: Interested in Open Source SCORM Software?' >here</a>).  We strive to serve as an example of how software development in an open government should be done, and hope that others may follow suit so that we can approach the singularity faster than ever…or maybe just make the world a better place, one line of code at a time. </p>
<p><a href='https://github.com/adlnet' name='ADL on GitHub'>Fork away</a>, my friends.</p>
</div>
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		<title>From ADL Team Member… Jonathan Poltrack: Interested in Open Source SCORM Software?</title>
		<link>http://www.adlnet.gov/from-adl-team-member-jonathan-poltrack-interested-in-open-source-scorm-software</link>
		<comments>http://www.adlnet.gov/from-adl-team-member-jonathan-poltrack-interested-in-open-source-scorm-software#comments</comments>
		<pubDate>Thu, 09 Feb 2012 19:15:09 +0000</pubDate>
		<dc:creator>TechTeam</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[Blog Post]]></category>
		<category><![CDATA[Root]]></category>
		<category><![CDATA[SCORM]]></category>
		<category><![CDATA[SCORM 2004 3rd Edition]]></category>
		<category><![CDATA[SCORM 2004 4th Edition]]></category>
		<category><![CDATA[SCORM Certification]]></category>
		<category><![CDATA[SCORM Version 1.2]]></category>

		<guid isPermaLink="false">http://www.adlnet.gov/?p=3128</guid>
		<description><![CDATA[Jono Poltrack Jonathan Poltrack has been involved with the ADL Initiative since 1999 where he was an early contributor to the SCORM. As a software engineer, he has contributed to many ADL software projects including the SCORM Test Suite, the Sample Run-Time Environment, the ADL SCORM RELOAD Editor and numerous content examples. Recently, Jonathan has [...]]]></description>
			<content:encoded><![CDATA[<div class="FADLTMteammember"><img class="FADLTMimgbrd" src="/wp-content/uploads/2011/07/Jono_Poltrack_C.jpg" style='margin-right: 15px;' alt="Jono Poltrack" /></div>
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<h5 class="FADLTMintroName">Jono Poltrack</h5>
<p class="FADLTMintoText">Jonathan Poltrack has been involved with the ADL Initiative since 1999 where he was an early contributor to the SCORM. As a software engineer, he has contributed to many ADL software projects including the SCORM Test Suite, the Sample Run-Time Environment, the ADL SCORM RELOAD Editor and numerous content examples. Recently, Jonathan has been leading efforts aimed to transition SCORM while specifying a new learning platform to support new types of systems and content. This includes, but is not limited to, coordination with international specification and standardization bodies. Jonathan Poltrack, a contractor with Problem Solutions, provides support to the ADL Initiative. The views expressed are those of the author and do not necessarily represent the views or policies of the ADL.</p>
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<div>
The ADL Initiative is interested in creating open source versions of SCORM-related software. In 2011, ADL renewed its focus on research and development projects. This includes two major research areas: Next Generation Learner and Next Generation Learning Environment. The <a href="http://bit.ly/At9Bqr">Next Generation SCORM</a> project is now a main focus of the ADL Technical Team.</p>
<p>SCORM has been a major success for ADL. As a result, we will continue to support our stakeholders who have invested in SCORM as we move forward on the Next Generation SCORM project. However, support to update SCORM-related software will be restricted. In addition, several highly adopted versions of SCORM have not been maintained for years. For example, the <a href="http://bit.ly/zyb7tY">SCORM Version 1.2 Conformance Test Suite Version 1.2.7</a> has not been updated for almost a decade, but SCORM Version 1.2 is still widely adopted by the e-learning community.</p>
<p>To respond to the needs of the community, ADL is considering the release of certain software products to <a href="/adl-on-github-giving-new-meaning-to-the-power-of-global-collaboration"> our GitHub open source development portal</a>. Although most of the code has been released as part of our software downloads, there has not been a concerted effort to manage updates by the community and roll them into the current release. The following list details the potential open source software releases:</p>
<p><a href="http://bit.ly/zDnizR">SCORM 2004 4th Edition</a></p>
<ul>
<li>ADL SCORM 2004 API Wrapper JavaScript File</li>
<li>SCORM 2004 4th Edition Test Suite Version 1.1.1</li>
<li>SCORM 2004 4th Edition Sample Run-Time Environment</li>
<li>RELOAD Content Packaging Tool</li>
</ul>
<p><a href="http://bit.ly/wQW36n">SCORM 2004 3rd Edition</a></p>
<ul>
<li>SCORM 2004 3rd Edition Test Suite Version 1.0.2</li>
<li>SCORM 2004 3rd Edition Sample Run-Time Environment Version 1.2.2</li>
</ul>
<p><a href="http://bit.ly/zyb7tY">SCORM Version 1.2</a></p>
<ul>
<li>ADL SCORM Version 1.2 API Wrapper JavaScript File</li>
<li>SCORM Version 1.2 Conformance Test Suite Version 1.2.7</li>
<li>SCORM Version 1.2 Sample Run-Time Environment Version 1.2.2</li>
<li>SCORM Version 1.2 to SCORM 2004 API Converter</li>
</ul>
<p>Additional software or content examples may be added to the list if warranted by community interest.</p>
<p>In order to maintain a stable baseline and a clear project scope, the ADL Technical Team will assist with the creation of projects that can be developed by a small number of developers. ADL will assist with testing and merging of branched features into the main software release. Examples of potential projects include:</p>
<ul>
<li>SCORM Version 1.2 Conformance Test Suite – Fix Java-related bugs so that the Test Suite can be built and run on the latest Java Run-Time Environment (JRE)</li>
<li>SCORM (all versions) Test Suite – Add configuration for required data model use. For example, Sharable Content Objects (SCO) must indicate whether or not they are &#8216;completed&#8217; by setting cmi.completion_status</li>
<li>SCORM (all versions) Test Suite – Update to add support for multiple concurrent users which will allow a single web-hosted solution instead of a software download for each user</li>
</ul>
<p>The projects listed above were derived from frequent ADL Help Desk tickets. This is not intended to be a prioritized or complete list. Please indicate your interest in contributing to the proposed projects by responding to the three poll questions below. </p>
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		<title>eLearning and Software for Education Conference in Romania, 26-27 April 2012</title>
		<link>http://www.adlnet.gov/elearning-and-software-for-education-conference-in-romania-26-27-april-2012</link>
		<comments>http://www.adlnet.gov/elearning-and-software-for-education-conference-in-romania-26-27-april-2012#comments</comments>
		<pubDate>Thu, 09 Feb 2012 13:30:17 +0000</pubDate>
		<dc:creator>Heather Walls</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[Root]]></category>

		<guid isPermaLink="false">http://www.adlnet.gov/?p=3334</guid>
		<description><![CDATA[The eLearning and Software for Education (eLSE) 2012 conference will be held 26-27 April in Bucharest, Romania. The Romania ADL Partnership Lab is a supporting organization for this annual international scientific conference that provides a forum for exchange of ideas, research outcomes, business case and technical achievements concerning technology-enhanced learning environments. Registration information and other [...]]]></description>
			<content:encoded><![CDATA[<p>The eLearning and Software for Education (eLSE) 2012 conference will be held 26-27 April in Bucharest, Romania. The <a href="http://www.adlnet.gov/romania-adl-partnership-lab" title="Romania ADL Partnership Lab" target="_blank">Romania ADL Partnership Lab</a> is a supporting organization for this annual international scientific conference that provides a forum for exchange of ideas, research outcomes, business case and technical achievements concerning technology-enhanced learning environments. <a href="http://www.elseconference.eu/else_registration.php" title="eLSE 2012 registration" target="_blank">Registration</a> information and other details are available on the <a href="http://www.elseconference.eu/index.php" title="eLSE 2012 Conference (Romania)" target="_blank">eLSE site</a>.</p>
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		<title>From ADL Team Member&#8230; Peter Berking: A Socratic Method Learning Experience</title>
		<link>http://www.adlnet.gov/from-adl-team-member-peter-berking-a-socratic-method-learning-experience</link>
		<comments>http://www.adlnet.gov/from-adl-team-member-peter-berking-a-socratic-method-learning-experience#comments</comments>
		<pubDate>Tue, 07 Feb 2012 20:00:20 +0000</pubDate>
		<dc:creator>Heather Walls</dc:creator>
				<category><![CDATA[Blog Post]]></category>
		<category><![CDATA[Adaptive Training]]></category>
		<category><![CDATA[Next Generation Learner Research]]></category>
		<category><![CDATA[Socratic Method]]></category>

		<guid isPermaLink="false">http://www.adlnet.gov/?p=3229</guid>
		<description><![CDATA[Peter Berking Peter Berking has an M.A. in Education from UC Berkeley and has led Instructional Design efforts for over 15 years. Peter has designed and developed a wide range of training products, from technology-driven courseware and human performance design systems to instructor-led courses. Peter is a member of the Next Generation Learner Research Team [...]]]></description>
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<div class="FADLTMteammember"><img class="FADLTMimgbrd" src="wp-content/uploads/2012/02/Peter_Berking.jpg" alt="Peter Berking" /></div>
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<div class="FADLTMintro">
<h5 class="FADLTMintroName">Peter Berking</h5>
<p class="FADLTMintoText">
Peter Berking has an M.A. in Education from UC Berkeley and has led Instructional Design efforts for over 15 years. Peter has designed and developed a wide range of training products, from technology-driven courseware and human performance design systems to instructor-led courses. Peter is a member of the Next Generation Learner Research Team currently investigating how a modified Socratic approach may be utilized to foster STEM learning in ADL’s virtual world called the <span style='font-style:normal'>Next Generation Learner Imaginarium</span>. As a contractor with Serco, Peter provides support to the Advanced Distributed Learning (ADL) Initiative. The views expressed are those of the author and do not necessarily represent the views or policies of the ADL.
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<h2>Implications for Group Learning with Intelligent Tutoring Systems</h2>
<p>In the 1980s I taught in an education project called <a href="http://www.projectseed.org/" title="Project SEED" target="_blank">Project SEED</a> which teaches algebra and calculus to elementary school students who are classified as both belonging to a minority and within a poverty-level demographic. If this sounds interesting on its own merit, consider that the project employed a learning paradigm called the <a href="http://wik.ed.uiuc.edu/index.php/Discovery_method" title="Discovery Method" target="_blank">Discovery Method</a>, an approach I would classify as “Socratic Learning.”</p>
<p>The fundamental principle of this method is that students are guided (through carefully-crafted teacher questions) to “invent” the target content themselves. The teacher does not use lecture or materials to didactically convey the subject matter. Advantages of using this method are:</p>
<ul>
<li>Inspiring a deep understanding and thorough retention of subject matter through the experience of “inventing” it</li>
<li>Intrinsically incorporating an active and engaging learning process</li>
<li>Fostering self-confidence in the learners’ capacity to learn, as well as in their general intellectual abilities (especially when they “invent” subject matter that is beyond their grade level, as in the case of Project SEED).</li>
</ul>
<p>This approach is not well suited for factually-oriented subject matter, such as history and foreign languages. In such cases, a mix of rote learning techniques (for the factual material that requires memorization) and Socratic (for the material that can be deduced, reasoned, and inferred through thought process alone) might be used.</p>
<p>The following describes a typical scenario of a Project SEED class taught using Socratic Learning: </p>
<ol>
<li>The teacher asks a question and calls on a student with hand raised, who responds with their answer.</li>
<li>The teacher asks the rest of the class to use hand signals (for example, thumbs-up or thumbs-down) to show whether they agree or disagree with the student’s answer and/or reasoning.</li>
<li>The teacher asks the original responder to choose students who are showing disagreement, to explain why they disagree. The process continues until all different ideas in the class are aired. During this process, the teacher NEVER shows any indication of whether an idea is “right” or “wrong.” All answers/opinions have equal weight and are accepted by the teacher/facilitator.</li>
<li>The teacher facilitates a discussion in which he or she draws students into testing the quality of the reasoning of each idea, asking questions that reduce them to their simplest logical components, expose their underlying assumptions, assess their internal consistency and consistency with previously established knowledge, apply them to example cases, etc. As in the previous step, the teacher is careful to not promote an atmosphere of “right” or “wrong;” instead, encourages a lively debate.</li>
<li>Through skillful facilitation and questioning by the teacher, the class inevitably reaches a consensus on one idea (signaling such with an “I agree” hand signal) due to its compelling logic and intellectual integrity (i.e., the “correct answer”).</li>
<li>The teacher shows students a textbook treatment on the subject that they have invented, validating/ checkpointing their invention and bolstering their confidence in their intellectual abilities.<br />
This scenario example applies to children in a K-12 educational setting. However, the principles and some of the techniques can be applied to adults in an educational or corporate training setting as well.</li>
</ol>
<p>In terms of rendering this approach through technology, an Intelligent Tutoring System (ITS) such as <a href="http://www.autotutor.org/" title="AutoTutor" target="_blank">AutoTutor</a>® already models many elements of Socratic Learning and effectively reproduces the dynamic questioning skills of a Socratic teacher. However, current ITSs are designed only for one-on-one tutoring. </p>
<p>ITSs could be designed for synchronous group learning as well. There are significant advantages for students to learn Socratic style in groups; perhaps most important is that students can get and give feedback to peers, drawing on the greater pool of intelligence and knowledge afforded by a group versus a single student to “invent” the material.</p>
<p>Here is a scenario for how an ITS could operate to support synchronous group learning.</p>
<ol>
<li>Students log in to the ITS at the prescribed time. They are not necessarily co-located (the ITS is a web application)</li>
<li>The ITS announces “what we are going to explore/ investigate today” (i.e., in traditional education-speak, the learning objectives), reminds students of the principles of good participation in Socratic learning (participation is key, there are no wrong answers, etc.), and displays information about who is logged on in this session (through displaying either pictures, avatars, or videos) to personalize the students to each other and promote a sense of teamwork.</li>
<li>The ITS displays each student’s “participation points”, which they have earned in past sessions by giving answers, explaining their disagreement with an answer, etc. These points are strictly based on amount of participation, NOT the content or quality of their ideas, or how popular their ideas were with other students. A gauge shows how close they are to the next milestone/reward level (similar to an online game).</li>
<li>The ITS starts with an open-ended question (e.g., “Now that you know how exponents work from the last session, what do you think a number to the zero power equals?”)</li>
<li>Student operate their ITS terminal controls to indicate that they have an answer.</li>
<li>The ITS randomly selects a student and asks that person to say their answer (privately communicated to the ITS). The ITSs voice recognition module processes it, stores it, and says it back to all students in its synthetic voice, with no attribution. This anonymity is necessary in most situations, where a few bright students would end up dominating the dialogue &#8211; other students tend to get lazy and not participate when they know that the source of the answer is someone who seems to be able to progress the group’s understanding much quicker than others, and therefore “probably has the answer that we will all end up agreeing on”. A system setting on the ITS can override this anonymity of the sources of answers and comments (for some groups it is helpful to identify sources).</li>
<li>The ITS asks (all using synthetic voice &#8211; very little of this scenario involves text on screen &#8211; and avatar appearance that is particularized for each student according to their demographic characteristics) students to indicate agreement or disagreement with the answer.</li>
<li>The responses are compiled and anonymously broadcast. It proceeds at this point sort of like an “idea auction”. “Disagreers” make “bids” by explaining their disagreement/answer, and others hear these explanations and vote among the original answer and the alternative answers. If the group is large, the answers are paraphrased by the ITS and students get to select from a list that appears on the screen to hear the full comment for any of the paraphrased answers. Students can request more explanation from a particular student (anonymous) who has given an answer or registered disagreement. The ITS states it back to the student.</li>
<li>Once a quorum of students has participated through voting on which answer sounds best to them (the original or some other answer with its associated reasoning), the ITS crunches the data and uses its Artificial Intelligence (AI) module to determine the next question to progress the group in higher and higher levels of rigorous investigation of the possibilities.</li>
<li>Students can indicate at any time what they believe their final answer to the original question is (all answers are qualified by students on their terminal as “final” or “temporary”). When a quorum of these is reached (close to 100% asserting the same final answer), the ITS announces that there is a consensus and explains what it is. If the consensus coalesces around the “wrong” answer, the ITS continues to ask questions.</li>
<li>The ITS congratulates everyone and compares their contributions with a Wikipedia or other scholarly entry on the subject, which situates their answer.</li>
</ol>
<p>This manner of teaching and learning describes one approach to recognizing that learners of all ages are not showing up as “blank slates,” but instead bring all manner of previous knowledge and intelligence to bear on their own and others’ learning and are not seen as passive “knowledge receptacles.” Leveraging these notions to effectively meet educational and training objectives on a large scale is an important challenge for next generation education/training technology.</p>
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		<title>ADL to receive award at Enterprise Learning! Summit 2012</title>
		<link>http://www.adlnet.gov/adl-to-receive-award-at-enterprise-learning-summit-2012</link>
		<comments>http://www.adlnet.gov/adl-to-receive-award-at-enterprise-learning-summit-2012#comments</comments>
		<pubDate>Mon, 06 Feb 2012 18:54:13 +0000</pubDate>
		<dc:creator>Heather Walls</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Root]]></category>

		<guid isPermaLink="false">http://www.adlnet.gov/?p=3185</guid>
		<description><![CDATA[ADL will again receive a Learning! 100 award from Elearning! Media Group during the Enterprise Learning! Summit 2012. The Learning! 100 Awards recognize the top 100 organizations for their best-in-class learning and development programs. Dr. Tom Archibald, Director of Operations at the Alexandria Co-Lab, will attend the March 20th Awards Dinner on behalf of ADL. [...]]]></description>
			<content:encoded><![CDATA[<p>ADL will again receive a Learning! 100 award from Elearning! Media Group during the <a href="http://els.2elearning.com/" title="Enterprise Learning! Summit 2012" target="_blank">Enterprise Learning! Summit 2012</a>. The <a href="http://www.2elearning.com/l100/about.htm" title="Learning! 100 Awards" target="_blank">Learning! 100 Awards</a> recognize the top 100 organizations for their best-in-class learning and development programs. Dr. Tom Archibald, Director of Operations at the Alexandria Co-Lab, will attend the March 20th Awards Dinner on behalf of ADL. Dr. Archibald will also participate the following day in a panel discussion on Mobilizing Learning, moderated by Gary Woodill, author “The Mobile Learning Edge: Tools &#038; Technologies for Developing Your Teams”. The Summit is being held in Alexandria, VA, 20-21 March 2012.<a href="http://els.2elearning.com/index.php/els-conference-registration-types.html" title="Registration for Enterprise Learning Summit 2012" target="_blank"> Registration</a> is now open.</p>
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		<title>From ADL Team Member&#8230; Rob Chadwick: 3DR Updates &#8211; February 2012</title>
		<link>http://www.adlnet.gov/from-adl-team-member-rob-chadwick-3dr-updates-february-2012</link>
		<comments>http://www.adlnet.gov/from-adl-team-member-rob-chadwick-3dr-updates-february-2012#comments</comments>
		<pubDate>Mon, 06 Feb 2012 18:35:23 +0000</pubDate>
		<dc:creator>Heather Walls</dc:creator>
				<category><![CDATA[Blog Post]]></category>
		<category><![CDATA[3D Repository]]></category>
		<category><![CDATA[3DR]]></category>
		<category><![CDATA[Search and Retrieval]]></category>

		<guid isPermaLink="false">http://www.adlnet.gov/?p=3164</guid>
		<description><![CDATA[Rob Chadwick Rob Chadwick is a 3D programmer and artist who has been working in the 3D content field for more than ten years. In that time, he has designed custom game engines, managed render farms, and written productivity tools. He has taught entry level video and photo editing, and offered courses on advanced 3D [...]]]></description>
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<h5 class="FADLTMintroName">Rob Chadwick</h5>
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Rob Chadwick is a 3D programmer and artist who has been working in the 3D content field for more than ten years. In that time, he has designed custom game engines, managed render farms, and written productivity tools. He has taught entry level video and photo editing, and offered courses on advanced 3D animation. He has designed simulations for the FBI and the US Navy using custom and off-the-shelf game software, and animated virtual spaces for architecture and interior design companies. Rob Chadwick, a contractor with Katmai, provides support to the Advanced Distributed Learning (ADL) Initiative. The views expressed are those of the author and do not necessarily represent the views or policies of the ADL.</p>
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<h2>Open Source Status</h2>
<p>I am happy to announce a major milestone for the 3D Repository (3DR) project: The ADL 3DR is now completely open source. This means that the community of users and other interested parties are completely free to review the technology and to modify, remix, and improve it. We hope that this step will lead to broader adoption and deeper collaboration between those interested in sharing and reusing digital content. The project is hosted by GitHub, the largest online code hosting service in the world. You can download the source code at: <a href="https://github.com/adlnet/3D-Repository" target="_blank">https://github.com/adlnet/3D-Repository</a>.<br />
You can also file bug reports, read documentation, communicate with the developers, and get copies of the installer files. </p>
<h2>New Feature for 3DR Installer</h2>
<p>A major step in the 3DR development is the first version of the 3DR installer that can update an existing installation without losing previously uploaded content. This important feature is necessary to allow partners to keep up to date with new developments. In the future, you&#8217;ll always be able to download an executable that will upgrade your installation to the most recent version.</p>
<h2>New 3DR Instance</h2>
<p>The U.S. Army Research Laboratory&#8217;s Simulation and Training Technology Center (ARL STTC) has installed a private 3DR instance, with plans to create a public-facing instance sometime in the future.</p>
<h2>Development Report: Stage3D Viewer, Configuration Tools</h2>
<p>We have two major development efforts running simultaneously. First, we&#8217;ll drop support for the Google O3D plugin. This feature has been with us since the very beginning, but the technology behind it has been overcome by events in the web programming world, and is no longer a suitable choice for delivering 3D content to browsers. Removing this feature will streamline the technical architecture under the hood, as we previously relied on deprecated tools no longer supported by Google. We&#8217;ll continue improving the WebGL viewer, and replace O3D with a viewer based on Flash&#8217;s Stage3D. Importantly, this viewer will parse the same JSON representation that WebGL does, further simplifying the server side code. Expect the Stage3D viewer in the next few weeks.  The basic work is complete and simply requires integration.</p>
<p>Second, we&#8217;re continuing work to make setting up and maintaining a copy of the 3DR software easier. The majority of the settings that previously required an administrator to edit config files manually will now be accessible through a web interface. Should configuration errors arise, the system will be smarter about aiding the admin in fixing them &#8211; even going so far as to detect database connection errors, and will fall back to a recovery state that allows configuration changes even when the database is offline. Here&#8217;s a sneak peak at the configuration tools.</p>
<div style='margin-left: 150px; margin-right: auto;'><a href='wp-content/uploads/2012/02/settings.jpg' name='3DR Configuration Tools'><img src='wp-content/uploads/2012/02/settings.jpg' width='500px' style='border:1px solid #021a40;' alt='3DR Configuration Tools' /></a></div>
<p>We hope these new features will continue to make the 3DR valuable to the training community. Please consider becoming a contributor to the project by downloading the source and improving it. As always, please let us know how we can serve you better. </p>
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		<title>ADL Summarizes Next Generation SCORM Requirements</title>
		<link>http://www.adlnet.gov/adl-summarizes-next-generation-scorm-requirements</link>
		<comments>http://www.adlnet.gov/adl-summarizes-next-generation-scorm-requirements#comments</comments>
		<pubDate>Tue, 31 Jan 2012 17:04:10 +0000</pubDate>
		<dc:creator>mvanhorn</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[Android Deployment]]></category>
		<category><![CDATA[CMI 5]]></category>
		<category><![CDATA[Content as a Service]]></category>
		<category><![CDATA[Game Engine Integration]]></category>
		<category><![CDATA[Learning Record Store]]></category>
		<category><![CDATA[Legacy Content Wrapper]]></category>
		<category><![CDATA[Next Generation SCORM]]></category>
		<category><![CDATA[Root]]></category>
		<category><![CDATA[Run-Time Web Service]]></category>
		<category><![CDATA[SCORM]]></category>
		<category><![CDATA[Tin Can]]></category>

		<guid isPermaLink="false">http://www.adlnet.gov/?p=2802</guid>
		<description><![CDATA[ADL, through a Broad Area Announcement (BAA) with Rustici Software, is pleased to present a compilation of the community requirements for the Next Generation SCORM (Sharable Content Object Reference Model). This White Paper translates a variety of technical and non-technical requirements that were collected and voted on as a part of the BAA outreach to [...]]]></description>
			<content:encoded><![CDATA[<p>ADL, through a Broad Area Announcement (BAA) with Rustici Software, is pleased to present a compilation of the community requirements for the Next Generation SCORM (Sharable Content Object Reference Model).  This <a href='http://www.adlnet.gov/wp-content/uploads/2012/01/NEXTGEN-SCORM-requirements-20120130_v1.pdf' name='Next Gen SCORM Requirements'>White Paper</a> translates a variety of technical and non-technical requirements that were collected and voted on as a part of the BAA outreach to the ADL Community.  The result, although somewhat technical in nature, is a unified vision of what Next Generation SCORM should be. ADL, following the community needs, will strive to make the Next Generation SCORM:</p>
<ul>
<li>Track diverse user learning experiences such as social media, mobile learning, games, simulations, and mixed modality exercises.</li>
<li>Move beyond the single-learner model to allow team-based exercises, collaboration, and direct instructor intervention.</li>
<li>Eliminate out-of-date technology practices such as the idea that all content needs to fit into a &#8220;package&#8221;.</li>
<li>Improve or eliminate the content sequencing and ineffective requirements.</li>
<li>Include tools, guides, and best practices to make the learning curve for Next Generation SCORM easier.</li>
<li>Provide clearer instructions and more efficient testing to make content work across systems.</li>
<li>Allow content to function in situations where access to network infrastructure is limited or intermittent.</li>
<li>Provide a means to expose user data to instructors while keeping assessment data secure.</li>
</ul>
<p>We urge you to be involved in the development of Next Generation SCORM by following updates on <a href="http://www.adlnet.gov" name="ADLnet.gov">ADLnet.gov</a> and participating in ADL activities.</p>
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		<title>From eLearning to mLearning: An Honorable Reception</title>
		<link>http://www.adlnet.gov/from-elearning-to-mlearning-an-honorable-reception</link>
		<comments>http://www.adlnet.gov/from-elearning-to-mlearning-an-honorable-reception#comments</comments>
		<pubDate>Sat, 28 Jan 2012 00:40:21 +0000</pubDate>
		<dc:creator>mvanhorn</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[I/ITSEC]]></category>
		<category><![CDATA[mLearning]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Root]]></category>

		<guid isPermaLink="false">http://www.adlnet.gov/?p=2808</guid>
		<description><![CDATA[The Mobile Learning Team recently concluded their research on the effectiveness of mobile course delivery. As a result of this research, ADL published a research paper and was asked to present their findings at the 2011 Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) in December. The title of the paper and presentation is &#8220;From eLearning [...]]]></description>
			<content:encoded><![CDATA[<p>The Mobile Learning Team recently concluded their research on the effectiveness of mobile course delivery.  As a result of this research, ADL published a research paper and was asked to present their findings at the 2011 Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) in December. The title of the paper and presentation is &#8220;From eLearning to mLearning: The Effectiveness of Mobile Course Delivery.&#8221; The paper was awarded Honorable Mention for Best Paper at the conference.</p>
<ul>
<li>Download the <a href='/resources/elearning-to-mlearning?type=presentation' name='eLearning to mLearning'>presentation</a>.(PDF, 5.6MB)</li>
<li>Download the <a href='/resources/from-elearning-to-mlearning-the-effectiveness-of-mobile-course-delivery?type=research_paper' name='eLearning to mLearning Research Paper'>research paper</a>.(PDF, .8MB)</li>
</ul>
<p>The results of this research provided some interesting insights for the training and education community! While it is not anticipated that mobile courses will replace traditional eLearning courses delivered through the desktop web browser, the main goal of this research effort was to determine whether smartphones can provide an acceptable means to deliver mandatory training content.  </p>
<p>Our research plan was to create a mobile version of an online eLearning course, convert it to a mobile form, and have those who took the mobile course then answer some survey questions about taking the course via their smartphone compared with their previous experience with online courses. The population for the study included a wide range of DoD stakeholders with interests in mobile learning who agreed to complete the Trafficking in Persons (TIP) mobile course asynchronously at various remote locations in the U.S. In addition, forty participants at Sheppard Air Force Base in Wichita Falls, Texas completed the TIP mobile course synchronously.</p>
<p>The satisfaction with the mobile course alternative, as revealed by the survey results, was quite impressive:</p>
<ul>
<li>Eighty-five percent of the participants/respondents said they would complete their annual mandatory training on mobile devices if this alternative option were provided.  This response indicates there is definitely a high degree of effectiveness with mobile platforms. This positive response should also begin to help Military education and training stakeholders formulate plans for future research in using mobile devices for delivering courses or other types of learning activities.</li>
<li>Seventy percent of the participants who had previously completed the eLearning course actually preferred the mobile version. Why? Their answers to this question and more can be discovered by reading the complete <a href='/resources/from-elearning-to-mlearning-the-effectiveness-of-mobile-course-delivery?type=research_paper' name='eLearning to mLearning Research Paper'>research paper</a>!</li>
</ul>
<p>One of the most exciting aspects of mobile delivery is, of course, the convenience factor of providing true self-paced opportunities for completion, anytime and anywhere. Another key factor that makes mobile learning activities such as mobile courses or performance support materials even more engaging than desktop-based eLearning is the power of touch interactivity. This is an area of research that we will look at in 2012. In the meantime, the ADL Mobile Team would like to hear about your research efforts that examine the effectiveness of mobile course delivery. Please contact us at adlmobile@adlnet[dot]gov if you have any mLearning research findings to share.</p>
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		<title>From ADL Team Member…Jeff Mills: Helpful Practices for Importing 3D Meshes into Second Life and OpenSim</title>
		<link>http://www.adlnet.gov/from-adl-team-memberjeff-mills-helpful-practices-for-importing-3d-meshes-into-second-life-and-opensim</link>
		<comments>http://www.adlnet.gov/from-adl-team-memberjeff-mills-helpful-practices-for-importing-3d-meshes-into-second-life-and-opensim#comments</comments>
		<pubDate>Thu, 26 Jan 2012 22:55:44 +0000</pubDate>
		<dc:creator>mvanhorn</dc:creator>
				<category><![CDATA[Blog Post]]></category>
		<category><![CDATA[3D graphics]]></category>
		<category><![CDATA[3D Meshes]]></category>
		<category><![CDATA[Emerging Technologies]]></category>
		<category><![CDATA[Meshes]]></category>
		<category><![CDATA[OpenSim]]></category>
		<category><![CDATA[Second Life]]></category>

		<guid isPermaLink="false">http://www.adlnet.gov/?p=2825</guid>
		<description><![CDATA[Jeff Mills Jeffrey Mills serves as ADL’s Project Coordinator for Virtual World Technologies, exploring all facets of virtual worlds and games for advanced distributed learning. As the resident &#8220;Digital Mystic&#8221; for the U.S. Army Simulation &#038; Training Technology Center, Jeff conducted inductive research (otherwise known as play!) while developing content within 3-D space. He says [...]]]></description>
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<div class="FADLTMteammember"><img class="FADLTMimgbrd" title="Team Member Photo" src="http://www.adlnet.gov/wp-content/uploads/2012/01/jeff-mills.png" alt="Jeff Mills" /></div>
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<h5 class="FADLTMintroName">Jeff Mills</h5>
<p class="FADLTMintoText">Jeffrey Mills serves as ADL’s Project Coordinator for Virtual World Technologies, exploring all facets of virtual worlds and games for advanced distributed learning. As the resident &#8220;Digital Mystic&#8221; for the U.S. Army Simulation &#038; Training Technology Center, Jeff conducted inductive research (otherwise known as play!) while developing content within 3-D space. He says his goal is to explore the capabilities of new and emerging technologies to better support our nation’s Warfighters. Jeff Mills, a contractor with Katmai, provides support to the Advanced Distributed Learning (ADL) Initiative. The views expressed are those of the author and do not necessarily represent the views or policies of the ADL.
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After a long anticipated wait, the virtual platforms of Second Life and Open Simulator (OpenSim) now support the much needed function of third-party mesh importation. This has opened the door for new ways of creating virtual environments that do not rely on pesky primitive (prims) limitations only.  For many years, artists and developers alike have desired ways to reuse mesh assets created in 3D modeling software for other projects and repurpose them in Second Life or OpenSim.  Previously, the restriction of only using the built-in primitive toolsets have left many unimpressed with the level of fidelity that can be achieved with these two platforms. But fear not!  The game has changed and now resources available on the web for free or in your own 3D library can be used with ease.  Well, for the most part these models saved in the standard Collaborative Design Activity (COLLADA) file format will allow you to get models into the virtual space but what they look like in the end often times is not the desired look we originally intended.</p>
<p>The ADL 3D Repository has a large amount of assets in the .dae COLLADA file format.  Great lengths were taken to insure that models uploaded from various sources would be parsed and converted properly in many formats.  While technically the models are correct for importation, the way they look is often compromised.  The computer has no way of understanding what is visually pretty and what looks completely wrong to the viewer.  This is based on the way the model was created from the beginning.  The artist may include features and building principles that Second Life and OpenSim do not recognize.<br />
In the remainder of this article, we will cover some of the simple rules to fix these problems. We assume that the reader has basic knowledge of 3D modeling with the software referenced. </p>
<div class="image" style="float: right;">
<a href='http://www.adlnet.gov/wp-content/uploads/2012/01/figure1.png'><img class="imgfix" src='http://www.adlnet.gov/wp-content/uploads/2012/01/figure1.png' alt='Figure 1' /></a></p>
<div class="caption">Figure 1</div>
<p><a href='http://www.adlnet.gov/wp-content/uploads/2012/01/figure2.png'><img  class="imgfix" src='http://www.adlnet.gov/wp-content/uploads/2012/01/figure2.png' alt='Figure 2' /></a></p>
<div class="caption">Figure 2</div>
</div>
<p>
<h2>Sources of 3D Models and Tools</h2>
<p>One of the great benefits to the ADL 3D Repository <strong>(Figure 1)</strong> is that a wide variety of subject matter exists that can help to rapidly build up a virtual environment; however, this is not the only resource.  Purchased models from warehouses like Turbosquid, Square Pyramid and 3D Exchange are perfectly acceptable as long as they are in the COLLADA format.  In order to correct the model, a third-party 3D modeling program is used to check for problems.  Commercial packages such as 3D Studio Max, Maya, and Softimage all offer the ability to modify and correct the mesh and the textures associated with it.</p>
<p>If the commercial products are out of your price range, there are several excellent 3D tools available for free that work very well in this process.  Autodesk offers a version of Softimage XSI <strong>(Figure 2)</strong> that has all the function of the commercial version for modeling.  It can be downloaded from <a href='http://usa.autodesk.com' name='Autodesk'>http://usa.autodesk.com</a>.  <a href='http://www.blender.org/' name='Blender.org'>Blender.org</a> offers an excellent open source 3D software package that is popular with the Second Life community.  For the purposes of this article, Softimage XSI Mod Tool will be used; however, the principles are the same for other 3D packages.</p>
<p>Before we can start, the proper version of the Second Life client or OpenSim must be installed. If you are on the Second Life public grid, the current viewer 3 is available from <a href='http://secondlife.com/' name='Second Life'>Second Life</a>.  Several third-party clients have the mesh importation function as well.  The Firestorm viewer 2 and the Phoenix viewer 1.6.0 are widely used.  They can be downloaded at <a href='http://www.phoenixviewer.com/' name='Phoenixviewer'>http://www.phoenixviewer.com/</a>.  If OpenSim is the preferred platform, the Diva distribution 0.7.2 is the best version of Open Simulator that supports mesh.  It can be found at <a href='http://opensimulator.org' name='OpenSimulartor.org'>http://opensimulator.org</a>.</p>
<p>
<h2>Correcting and Optimizing the Model</h2>
<p>The first step in the process is to download and unzip the COLLADA model of choice and import it into the 3D application.  In the Mod Tool, you import the COLLADA file from the Crosswalk panel.  Other programs may vary in this procedure.  Once the model is loaded we need to check and make sure that the textures associated with it are there. The textures should appear if they were not moved from their original directory in the file folder.  If they are missing, the textures need to be reapplied.</p>
<div class="image" style="float: left;">
<a href='http://www.adlnet.gov/wp-content/uploads/2012/01/figure3.png'><img class="imgfix" src='http://www.adlnet.gov/wp-content/uploads/2012/01/figure3.png' alt='Figure 3' /></a></p>
<div class="caption">Figure 3</div>
<p><a href='http://www.adlnet.gov/wp-content/uploads/2012/01/figure4.png'><img class="imgfix" style='margin-top:5px;' src='http://www.adlnet.gov/wp-content/uploads/2012/01/figure4.png' alt='Figure 4' /></a></p>
<div class="caption" style='margin-bottom:30px;'>Figure 4</div>
</div>
<p>This model looks like it was set up properly.  The textures are in the right place and the geometry has all the polygons facing the right way <strong>(Figure 3)</strong>.  Models that were made for other game engine environments typically have good polygonal reduction and an optimized UV texture setup.  Second Life and OpenSim cannot see two-sided polygons.  This can be a noticeable problem if the model has open surfaces or holes that show through to the inside of the mesh.  These surfaces will render as invisible sides or seams.  </p>
<p>
<h2>Closing Open Edges</h2>
<p>Unless the goal is to model the inside of an object with sides the camera can see, the best solution is to close any open edges and fill in the holes on the surfaces.  <strong>Figure 4</strong> shows the open edges as blue lines on the polygons.  The red line indicates a selected edge welded into one contiguous surface.</p>
<p>In the Mod Tool, welding edges is performed by selecting two open edges and locating the dropdown command from the panel under Modify/Poly.Mesh/Weld Boundary Point/Edges.  This can be a very tedious process but necessary in order to keep unsightly gaps from showing.  Even edges that seem to be at the exact coordinates often times becomes offset inside Second Life.  One contiguous mesh will provide the best result.</p>
<div style='clear:both;'<br />
<h2>Fixing Texture Alignment and Appearance</h2>
<p>The next issue to address concerns the problem of improper texture alignment and appearance.  Second Life and OpenSim are limited to only one UV coordinate map per mesh object.  Many game engines support multiple UV sets and that data is often carried over to the model in some cases.</p>
<p>The image <strong>(Figure 5)</strong> shows proper UV mesh alignment with one texture map per mesh object.  There can be many mesh parts in the overall model but only one texture map per mesh.  If the model has multiple texture maps per mesh, Second Life and OpenSim will not know the order and will apply the first UV set for the entire mesh.  Unsightly texture stretching is typically the result.  The ship model depicted in the image <strong>(Figure 6)</strong> has two mesh objects.  The hull and superstructure form one object and the deck makes up the other.  Each of these parts has only one texture associated with it.  In addition, Second Life and OpenSim use the diffuse color for textures.  Models with specular, ambient, normal maps, etc. will be ignored.  <strong>Figure 6</strong> shows two separate meshes that make up the model with each having their own single texture set.</p>
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<a href='http://www.adlnet.gov/wp-content/uploads/2012/01/figure5.png'><img class="imgfix" style='width:350px;' src='http://www.adlnet.gov/wp-content/uploads/2012/01/figure5.png' alt='Figure 5' /></a></p>
<div class="caption" style='margin-bottom: 0px;' >Figure 5</div>
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<a href='http://www.adlnet.gov/wp-content/uploads/2012/01/figure6.png'><img  class="imgfix" style='width:350px;' src='http://www.adlnet.gov/wp-content/uploads/2012/01/figure6.png' alt='Figure 6' /></a></p>
<div class="caption">Figure 6</div>
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<a href='http://www.adlnet.gov/wp-content/uploads/2012/01/figure7.png'><img class="imgfix" src='http://www.adlnet.gov/wp-content/uploads/2012/01/figure7.png' alt='Figure 7'></a></p>
<div class="caption" style='margin-bottom:0px;'>Figure 7</div>
<p><a href='http://www.adlnet.gov/wp-content/uploads/2012/01/figure8.png'><img class="imgfix" style='margin-top:5px;' src='http://www.adlnet.gov/wp-content/uploads/2012/01/figure8.png' alt='Figure 8' /></a></p>
<div class="caption">Figure 8</div>
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<h2>Preparing the Model for Export</h2>
<p>Once the holes and seams are closed and the textures properly applied the final step in the process is exporting the model as a new optimized COLLADA file.  Softimage XSI Mod Tool uses Autodesk’s plug-in Crosswalk for this process.  The plug-in is part of the interface with no additional installations required.  Other applications have a similar export process but for this example will use the XSI Mod Tool process. </p>
<p>The image above <strong>(Figure 7)</strong> shows the path to the Crosswalk COLLADA export.  It is found under File/Crosswalk/Export.  The dialogue popup will appear and the file type.  Below the File Type is the block for naming the new unique model.  Select only the mesh parts that makes up the model.  The additional scene elements such as lights and cameras are not part of the export.</p>
<p>In the Settings tab, several boxes must be checked.  In the Exported Data field check all except for animation, as this feature is not supported.  In the Exported Polygon Mesh Data field make sure that Polygon Meshes and Convert Meshes To Triangles are checked.  Lastly, check Export XSI Normals.  This feature ensures that each polygon faces the camera correctly.  See <strong>Figure 8</strong> for the correct settings.</p>
<p>The final step is to click the export button in the upper right-hand corner.  Make sure that the destination of the COLLADA mesh is the same folder location where the textures are stored.  This will keep textures from being omitted during import into Second Life and OpenSim. </p>
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<h2>Importing Optimized Models into Second Life and OpenSim</h2>
<p>The model is finally ready for import into Second Life or OpenSim.  In this step, Linden Lab’s Viewer 3 (most current version at this time) is used to import.  The Firestorm or Kirsten’s viewer 2 or any other viewer that supports mesh can also be used for this process.  From the Inventory panel, select the Plus button at the bottom left-hand corner and choose Upload/Model from the breakout.  Please refer to the image <strong>(Figure 9)</strong>.</p>
<div class="image" style="float: left;">
<a href='http://www.adlnet.gov/wp-content/uploads/2012/01/figure9.png'><img class="imgfix" src='http://www.adlnet.gov/wp-content/uploads/2012/01/figure9.png' alt='Figure 9' /></a></p>
<div class="caption">Figure 9</div>
<p><a href='http://www.adlnet.gov/wp-content/uploads/2012/01/figure10.png'><img class="imgfix" src='http://www.adlnet.gov/wp-content/uploads/2012/01/figure10.png' alt='Figure 10' /></a></p>
<div class="caption">Figure 10</div>
<p><a href='http://www.adlnet.gov/wp-content/uploads/2012/01/figure11.png'><img class="imgfix" src='http://www.adlnet.gov/wp-content/uploads/2012/01/figure11.png' alt='Figure 11' /></a></p>
<div class="caption">Figure 11</div>
</div>
<p>Select from the Open panel the model that was just saved as the new .dae file.  Once the model has been selected, the Mesh Import user interface will appear.  The first thing to do is name the model in the Model Name Window.  The first tab is dedicated to the Level of Detail that the model displays at various distances.  Experimentation is required to determine the best settings depending on the computer resources available.  Second Life defaults to auto generate for each incremental level down.  Depending on the complexity of the model, often setting each level to the one above will give the best results visually although performance may suffer <strong>(Figure 10)</strong>.  These settings are subject to the user’s discretion. </p>
<p>In addition, the window on the right-hand side shows the model’s physics hull, number of edges and textures applied depending on the check box selected.  This indicator window will often reveal issues with textures or open surfaces.  This is extremely useful in seeing problems before committing to upload.</p>
<p>The Physics calculation tab is important when it comes to how avatars interact with the object.  The more intricate the interaction, the higher the level of detail needs to be.  Consequently, the higher the physics hull, the more impact the mesh will have on simulator load.  Use this feature carefully.  Usually, unless this model is going to be a physical vehicle, low or lowest settings are appropriate.  The number of polygons a mesh has affects the calculated prim count for the object.  Even physical meshes cannot exceed the 32 prim limit for the Havok 4 physics engine.  If the mesh model is intended for physical vehicle properties, some level of polygon reduction must be done in the 3D software package used to create the final COLLADA file.  This issue does not apply to static models and the steps of Analyze and Simplify can be set to the lowest settings.  For the tuna trawler, a higher level was chosen in order for the avatar to stand correctly on the deck of the ship. </p>
<p>The last step before importing is the Upload Options tab.  This panel is primarily for the scale of the mesh as well as including textures.  The Include Textures box must be checked.  If left unchecked, the model will import with only a material color and without textures <strong>(Figure 11)</strong>.</p>
<p>After all adjustments have been made, the Calculate weights &amp; fee button will determine the cost of upload on the public Second Life grid.  OpenSim models are imported at no additional cost.</p>
<div class="image" style="float: right;">
<a href='http://www.adlnet.gov/wp-content/uploads/2012/01/figure12.png' ><img class="imgfix" src='http://www.adlnet.gov/wp-content/uploads/2012/01/figure12.png' alt='Figure 12' /></a></p>
<div class="caption">Figure 12</div>
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<p>
<h2>Final Checks</h2>
<p>Now it is time to see all the hard work and bring the model in correctly.  From the Inventory window, navigate to the Objects folder and find the tuna trawler.  If the model name was forgotten it defaults to the name geometries_0.  If this is the case, right click on the object and rename <strong>(Figure 12)</strong>.</p>
<p>Finally, drag the model from the Object folder to the ground in-world.  It may take a few seconds to fully render. Depending on the size you can scale it from the build panel in-world just like any other prim.  The Stretch Textures box must be checked in order for the textures to scale appropriately along with the mesh <strong>(Figure 13)</strong>.</p>
<div class="image" style="float: left;">
<a href='http://www.adlnet.gov/wp-content/uploads/2012/01/figure13.png'><img class="imgfix" src='http://www.adlnet.gov/wp-content/uploads/2012/01/figure13.png' alt='Figure 13' /></a></p>
<div class="caption">Figure 13</div>
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<p>The model import is now complete!  </p>
<p>
<h2>Summary</h2>
<p>The steps described above cover the basics of correcting improperly formatted models.  Other variations will occur based on the type of model and the individual who exported it.  Although these variations exist, the approach outlined above is the basis for correcting problems.  Fundamentally the three most important steps to take to correct a 3D model are:<br />
1.	Close open surfaces<br />
2.	Weld open seams<br />
3.	Use only one UV map and texture per mesh object</p>
<p>Making these three simple adjustments will make a big difference in the visual quality of your Second Life and OpenSim projects.
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