Virtual Worlds and Web 2.0
Work streams and projects utilise Virtual Worlds such as Second Health
Simultaneous advances in web 2.0 and computer gaming technologies have lead to the wide spread adoption of virtual worlds. These represent a revolutionary new form of shared experience, where individuals jointly inhabit a 3D ‘metaverse’. Through the use of an avatar, which represents each member, it is possible to see and communicate with other users as in the real world. Residents can communicate either by voice (VOIP) or by typing via instant messaging and body gestures. Researchers and inhabitants are also able to model real world scenarios with a high degree of fidelity. This permits abstract concepts and ideas that may be difficult to communicate by the written word or 2D image to be built by its users and shared in the same virtual space.
Virtual worlds therefore present advantages over other e-learning formats as they permit role play, low cost simulation and collaboration which can occur in a visually compelling environment. The Department of Biosurgery and Surgical Technology (BSST) has therefore initiated a number of work streams and projects to utilise Virtual Worlds (http://www.secondhealth.org.uk/). These are broadly encapsulated by the themes of professional and patient education, collaboration and health strategy. In tandem to this, we are developing novel web 2.0 / IT strategies for health which can be integrated into this format.
Polyclinic tour: Here we tour two Polyclinics, a standalone facility catering for a population of around 50,000 and one co-located with a local hospital catering for around 200,000. You can tour the second Polyclinic yourself in Second Life.
For further information, please contact James Kinross at j.kinross@imperial.ac.uk