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9/8/2009 by: Theo Valich - Get more from this author

   

ATIC [Advanced Technology Investment Company], technology investment group from the Government of Abu Dhabi, the majority owner of GlobalFoundries announced that the group is making a bid to acquire Chartered Semiconductor.

 

The move is not entirely unexpected, but rather a consequence of events that had nothing to do with semiconductor industry: Chartered Semiconductor is one of golden eggs in Singaporean's government investment arm [Temasek Holdings Pte], who is feeling the pain of global economy slowdown and the changes in companies owned by Temasek were obvious. As Singapore Airlines went through ownership change [now mostly owned by Temasek] the investment arm needed the cash to complete the transaction and Abu Dhabi's ATIC rode into town.

 

ATIC was interested in buying its competition, but when an opportunity like this arises, there isn't much you can do but to take it. The acquisition of Chartered Semi puts GlobalFoundries in a role of an 800-pound gorilla in the contract manufacturing space. First GlobalFoundries signed the deal to manufacture chips for a chip maker [STMicroelectronics], and now the GF owner is buying one of own largest competitors. In fact, until TSMC gets its SOI production up and running, GlobalFoundries is acquiring its second largest competitor in the SOI space [we take that ATIC does not want to buy IBM... for now].

 

In case you're unfamiliar with Chartered semiconductor manufacturing capabilities, the foundry owns six cleanrooms in a giant fab complex in Singapore, with production based on 200mm and 300mm wafers. Total output of the company is also very interesting:

 

Fab 2: 50,000 200mm WSM 600-350nm

Fab 3: 25,000 200mm WSM 350-180nm

Fab 3E: 34,000 200mm WSM in 250-180nm

Fab 5: 24,000 200mm WSM 350-180nm

Fab 6: 39,000 200mm WSM 180-110nm

Fab7: 45,000 300mm WSM 130-40nm [equal to 101,250 200mm wafers]

So, we have 172,000 WSM [wafer starts per month], or around 2,06 million 200mm wafers per year, plus an additional 540,000 300mm wafers. This manufacturing capacity is nothing short of impressive, even though the majority is in less competitive 200mm wafer space. If you would compare Chartered's Fab7 [300mm2 one] to GlobalFoundries' Fab1 complex in Dresden, you might be surprised at the differences in size, since Fab7 is massive: clean room space is as big as whole Module 2 [ex-Fab30/38] and half of Module 1 [ex-Fab36].

 

Yes, it is true that currently "only" 27,000 wafer starts can be in 40nm, but SOI capacity is quite impressive. Inside this advanced 300mm facility Chartered makes Microsoft's Xbox 360 CPUs, some AMD CPUs and some of IBM's Power chips.

 

Clean room space is also quite impressive - six facilities with a grand total of 773,640 square feet [71,871.15 m2]. If you compare that to current manufacturing facilities in Dresden, Module 1 [14,500 m2 - 156,000 sqft] and currently upgrading Module 2 [16,700 m2 - 180,000 sqft], you can see that GlobalFoundries wants to go from 336,000 sqft [31,214 m2] in 2009 to 1.38 million square feet [128,202 m2] of clean room space in 2012.

Divided by wafer size, GlobalFoundries in 2012 could look like this:

 

300mm2 - 120,000 wafer starts per month, 838,000 sqft [77,850 m2] Class 100 clean room

200mm2 - 172,000 wafer starts per month, 541,640 sqft [50,318 m2] Class 100 clean room

All in all, this is quite a significant jump in manufacturing space, as there aren't exactly many contract manufacturers who can or plan to annually output almost 1.5 million 300mm wafers in 2012-2013 frame. In fact, one could put a question that GlobalFoundries is doing this to attract the heavy weights, Microsoft, Sony, Nintendo - but Qualcomm and nVidia as well.

 

Over the past several months, we featured various articles on upcoming chips, but they all have one thing in common: they have to be built on 300mm wafers in order to be profitable. Qualcomm's quad-core ARM System-on-Chip is quite nice, but the company has to have 300mm wafers available to score a profit. Same thing with the 2010-2011 generation of nVidia's Tegra and Texas Instruments OMAP chips.

 

Thus, a foundry has to position itself aggressively and there is no doubt that this move puts GlobalFoundries on the map of TSMC and Intel challenger. While TSMC still has the overall lead in number of wafers it can produce, the numbers here show that GlobalFoundries is catching up and overtaking in 300mm wafer arena - a worrisome trend.

 

The clock isn't exactly stopping there - if we divide the wafers in SOI and non-SOI flavor, GlobalFoundries will be the largest SOI wafer maker, and with a move to optical interconnects starting in 2012-2013 there isn't exactly any doubt what's on the table. ATIC and AMD both want that GlobalFoundries change the semi playing field for good, and this acquisition only confirms that direction.

 

GlobalFoundries can freely disclose all of its plans and there isn't exactly a lot that other competitors can do but to launch massive FUD campaigns which again, would not stand due to engineering excellence shown by former AMD engineering teams, who saved Microsoft's bacon on Xbox 360 yields, for instance.

 

This move also solves one of major pains for GlobalFoundries exec team - no longer journalists and analysts need to ask "who are your customers?", because with the acquisition of Chartered Semi, that list grew by couple of dozen names, including Microsoft and IBM. You can expect that next GlobalFoundries event to feature numerous existing customers, even if they did not sign directly with GlobalFoundries, rather Chartered Semi.

 

ATIC's next move: Buying a wafer supplier?

We wonder what the next step for GlobalFoundries will be, but personally I would not bet against GF acquiring Soitec, as the largest SOI wafer vendor. Intel invested in the firm in 2007, when it became clear that the future chip interconnects [remember Intel Hybrid Silicon Laser demonstration on SOI wafers during IDF Fall 2006?] will require the use SOI wafers. AMD did not react at the time, but with over a trillion USD for investments alone, Abu Dhabi investment groups can easily flex their muscle and put everything they need under one roof.

   

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Advanced Technology Investment Co., the Abu Dhabi company that owns the majority of GlobalFoundries, plans to acquire chip maker Chartered Semiconductor Manufacturing Ltd.

 

The Singapore-based Chartered Semiconductor would become part of GlobalFoundries, a joint venture with ATIC and Advanced MicroDevices Inc. (NYSE: AMD).

 

GlobalFoundries is building a $4.2 billion manufacturing plant in Malta in Saratoga County. N.Y., about 25 miles north of Albany. It also has operations in Dresden, Germany.

 

It was unclear early Tuesday how the acquisition would affect the Malta operation.

 

ATIC would pay $3.9 billion in cash and debt for the acquisition, the companies said in a joint statement. The transaction is expected to close in late 2009, pending required government and shareholder approvals.

 

GlobalFoundries CEO Doug Grose would head up the combined operations. Chartered (Nasdaq: CHRT) CEO Chia Song Hwee would become chief operating officer and head the integration of both companies, according to the companies.

 

ATIC is a technology investment company wholly owned by the Abu Dhabi government. It owns 66 percent of GlobalFoundries; AMD owns the remaining 34 percent.

 

Singapore’s state-owned investment fund Temasek Holdings owns about 62 percent of Chartered’s shares. The chip maker produces chips for Xbox 360 games and other consoles.

 

“Chartered and GlobalFoundries will be able to draw on each other’s strengths to enable the next generation of semiconductor innovation, utilizing the value of both companies and the intellectual capital of thousands of skilled employees,” said Ibrahim Ajami, CEO of ATIC. GlobalFoundries’ plant in Malta is under construction. It’s expected to employ 1,5000 during the construction phase and 1,6000 permanent and ancillary jobs when it’s running at full capacity in 2010.

 

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The move follows an earlier investment in GlobalFoundries, a joint venture with AMD

John Ribeiro (IDG News Service) 08 September, 2009 06:01:00

Tags: processors, globalfoundries, ATIC, amd

 

Advanced Technology Investment Company (ATIC) of Abu Dhabi has signed a definitive agreement to acquire chip maker Chartered Semiconductor Manufacturing of Singapore in a deal valued at S$5.6 billion (US$3.9 billion) in cash and debt, the companies said on Monday.

 

Chartered, a contract chip maker, will become part of GlobalFoundries, the chip manufacturing venture formed by ATIC and Advanced Micro Devices (AMD).

 

The CEO of GlobalFoundries, Doug Grose, will head up the combined operations, while Chartered CEO Chia Song Hwee will become chief operating officer and head the integration of the businesses, ATIC said in a statement.

 

The transaction is expected to close during the fourth quarter of this year. It will require approval by Chartered shareholders and government regulators.

 

ATIC is a technology investment company wholly owned by the government of Abu Dhabi.

 

The acquisition of Chartered will be its second major investment in the semiconductor industry after the deal with AMD.

 

GlobalFoundries has a manufacturing facility in Dresden, Germany, and another under construction in the state of New York.

 

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ATIC hopes to combine Chartered's customer relationships and capabilities in both 8-inch and 12-inch fabrication with GlobalFoundries' technology expertise, capacity, and global footprint.

 

Singapore state-owned investment fund Temasek Holdings, which owns about 62 percent of Chartered’s shares, fully supports the acquisition and has signed an irrevocable undertaking to vote in support of the transaction, the statement said.

 

Chartered also on Monday revised up its guidance for the third quarter of 2009.

 

The company increased its revenue forecast slightly and narrowed its loss forecast compared to guidance given in July, because of an incremental improvement in business.

  

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Posted: May 28, 2009

Job fair to Help M+W Zander fill 40 project management positions in new chip facility

(Nanowerk News) The College of Nanoscale Science and Engineering ("CNSE") of the University at Albany today announced plans to host a Job Fair to assist M+W Zander in building its project management team to support the construction of GlobalFoundries' computer chip manufacturing facility in Malta.

The Job Fair, to be held on Wednesday, June 10 from 5 to 8 p.m. at CNSE's Albany NanoTech Complex, will help recruit candidates for 40 high-tech design and construction management positions, including electrical and mechanical designers, engineers and estimators; construction and design project managers and coordinators; architectural project managers, planners and interns; and, accounting, purchasing, document control and administrative personnel. The positions carry salaries that range from $40,000 to more than $100,000 annually.

Officials from M+W Zander will be on hand to accept resumes and conduct initial interviews on site, with representatives of CNSE also providing assistance at the event. This marks the fifth high-tech job fair to be held at CNSE in just the past three years, with previous events in May 2006, January 2007, September 2007 and October 2008.

Candidates interested in attending and interviewing at the Job Fair are encouraged to pre-register online by visiting cnse.albany.edu/events/jobfair2009.html.

Assembly Majority Leader Ron Canestrari said, "That still another Job Fair is necessary to fill these high-tech positions is a great testament to the investments made in the rapidly growing nanotechnology sector in the Capital Region and New York State. I hope local residents will take full advantage of this opportunity to learn more about exciting careers in the nanotechnology industry."

Assemblyman John J. McEneny said, "The investments in nanotechnology are once again paying dividends in the form of exciting new high-tech career opportunities for residents of Albany and the Capital Region. It is an enormous source of pride to know that New York State is leading the worldwide nanotechnology revolution, which is creating new jobs and attracting new investments."

Rick Whitney, President and CEO of M+W Zander U.S. Operations said, "It is a pleasure to work in partnership with the UAlbany NanoCollege, the world leader in nanotechnology education, research and development, as M+W Zander builds its construction management team to support GlobalFoundries' world-class computer chip manufacturing facility at the Luther Forest Technology Campus. As a company that works on high-tech projects and facilities around the world, there is no question that the Capital Region and New York are recognized globally as the place to be for nanotechnology."

Dr. Alain E. Kaloyeros, Senior Vice President and Chief Executive Officer of CNSE, said, "With the vision, leadership and support of Speaker Silver, Assembly Majority Leader Canestrari, Assemblyman McEneny and the New York State Assembly, M+W Zander has become a valuable partner in building high-tech facilities that are critical to New York's global leadership in nanotechnology education, research and development, and economic outreach. The UAlbany NanoCollege is pleased to host this Job Fair, which will provide exciting career opportunities for local residents, and ensure that M+W Zander has a highly skilled management team in place to build GlobalFoundries' state-of-the-art computer chip manufacturing plant."

 

With headquarters in Stuttgart, Germany, M+W Zander is one of the world's foremost companies for the design and construction of high-tech buildings and cleanroom facilities for research and development, pilot manufacturing, manufacturing, and assembly and testing operations. M+W Zander's Northeastern U.S. headquarters is located at the Watervliet Arsenal, where it employs more than 250 people.

About M+W Zander

The M+W Zander Group offers its customers worldwide integrated life-cycle solutions for high-tech production plants and infrastructure complexes including all necessary service and modernization support. The customer base focuses primarily on leading electronics, photovoltaic, pharmaceutical, chemical, automobile and communication companies, as well as research institutes and universities. The company ranks among the market leaders in various market sectors which include semiconductors, photo-voltaics and pharmaceuticals. MWZ Group GmbH, Stuttgart, manages the global activities of the group as a holding company. The group has three main divisions based on Facility Solutions, Process Solutions and Product Solutions which together generated 2008 revenues of $2.32 billion with a workforce of approximately 4,500.

 

Source: CNSE

Comments

no3rdw says:

Did you take this photo? I did a photosimulation of the nanotech facility expansion based off this very same photo.

Posted 29 months ago. ( permalink )

aerialphotos21 says:

Yes I did. Who supplied the photo to you? I don't remember anyone calling me about this. Only an architect firm in Albany. Let me know. Chris

Posted 29 months ago. ( permalink )

no3rdw says:

Oops, sorry it took a while to get back to you - I just PM'd you about this :)

Posted 29 months ago. ( permalink )

aerialphotos21 says:

Thanks Chris

Posted 29 months ago. ( permalink )

aerialphotos21 says:

Too Much work to do to enter. Chris

Posted 28 months ago. ( permalink )

aerialphotos21 says:

Thanks

Posted 27 months ago. ( permalink )

Donna62 says:

  

A great image, much admired by Donna62 --,

a "FIRST - THE EARTH!" member - www.flickr.com/groups/first-the-earth/

Posted 24 months ago. ( permalink )

 

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President Barack Obama Visits Luther Forest Technology Campus Malta Saratoga County New york GlobalFoundries Breaks Ground in Malta

GlobalFoundries held a groundbreaking ceremony for Fab 2 in Malta, N.Y. The foundry's goal is to have the first tool move in by October 2011, with qualification coming in early 2012 and commercial production by the second half of 2012. The event marks "a significant shift in momentum" for chip manufacturing in the United States, said Norm Armour, Fab 2 general manager.

David Lammers, News Editor -- Semiconductor International, 7/24/2009

As an Albany, N.Y., taxi driver ferried a visitor to the GlobalFoundries Fab 2 groundbreaking ceremony near the village of Malta, he said, "For three years they've been talking about this, but I never thought they would actually build it."

 

Planning began in June 2006, and it was this year on June 19 that GlobalFoundries began clearing portions of its 230-acre site, located ~24 miles from Albany and seven miles from Saratoga Springs. Fab 2 is expected to be making volume silicon by the second half of 2012, employing 1400 directly and an estimated 5000 indirect workers. The spinoff of Advanced Micro Devices (AMD, Sunnyvale, Calif.) has room for two additional modules at the site.

 

Fab 2 General Manager Norm Armour said he watched manufacturing shift from the United States to Asian foundries during his career at LSI Logic Corp., where he spent a decade managing LSI's fab in Gresham, Ore. "We are on the other side, trying to bring manufacturing back to a U.S. fab," Armour said. "It is a significant momentum shift."

 

That shift was supported by a $6B investment in GlobalFoundries by the Abu Dhabi Investment Co. (ATIC). The money will be spent to build Fab 2 at Malta, expected to cost $4.2B, as well as to expand and upgrade the GlobalFoundries Module 2 in Dresden, Germany. The state of New York is providing an estimated $1.2B in subsidies for Fab 2, and is investing additional funding to expand the University at Albany's nearby College of Nanoscale Science and Engineering (CNSE). AMD contributed its existing manufacturing complex in Dresden as well as other assets, but no cash, providing AMD with access to a new fab without capital outlays.

   

GlobalFoundries Fab 2 will begin production in the second half of 2012.

  

Because the site is not space-constrained, Fab 2 will be a two-level building rather than three-level, said Tom Sonderman, vice president of manufacturing systems technology at GlobalFoundries. All of the wafer production will be on one floor, eliminating the need to move wafers-in-progress (WIP) up and down floors. A "zero footprint storage" approach will put some wafer stockers above the tools, he added. Implant will be located off of the main waffle slab, reducing construction costs, and maintenance shops will be on the upper production floor to further improve efficiencies.

 

Though its labor costs in both Dresden and Malta will be higher than at many Asian fabs, manufacturing innovations will make GlobalFoundries cost-competitive with Taiwan Semiconductor Manufacturing Co. Ltd. (TSMC, Hsinchu, Taiwan), according to Sonderman. GlobalFoundries is investing in the midst of a severe downturn, which also will reduce costs compared with the more expensive 24/7 construction schedules used when fabs are built in a hurry. Armour said it may take 18 months to build Fab 2, which is expected to have a 220,000 sq. ft. cleanroom with an option to expand cleanroom space to 300,000 sq. ft. The goal is to have the first tool move in by October 2011, with qualification coming in early 2012 and commercial production by the second half of 2012, a schedule that could be accelerated somewhat "depending on market conditions," Armour said.

 

Sonderman said construction begins at a time "of a lot of pent-up demand for advanced foundry capacity." Fab 2 will start at 28 nm technology, and then bring up a 22 nm SOI process for CPU production. GlobalFoundries will support AMD's manufacturing needs with the current 45 nm production, moving to 32 and 22 nm production. For foundry customers, however, most of the interest is at the half nodes, including 40 nm bulk technology immediately at Dresden and 28 nm high-k/metal gate technology late next year when 28 nm customer designs start to be accepted.

 

Sonderman said GlobalFoundries is accelerating its effort to support 40 nm bulk production, which he said comes as customers express concerns about yields at TSMC. "We definitely want to be a counterbalance to TSMC," Sonderman said, outlining plans to offer, by 2013, 600,000 wspy at Dresden and 400,000 wspy at Fab 2.

Posted in General, GlobalFoundries, Real estate, Tech Valley, Technology | 2 Comments

RPI spokesman joining GlobalFoundriesApril 2, 2009 at 10:25 am by Larry Rulison

Jason Gorss, the manager of media relations at Rensselaer Polytechnic Institute in Troy, will be joining GlobalFoundries later this month in a communications role.

 

Gorss (right) has been at RPI for several years now. He has a technical and scientific background that helps with his new role with the company, which is building a $4.2 billion computer chip factory in Malta called Fab 2 and owns two others in Dresden, Germany.

 

GlobalFoundries spokesman Jon Carvill said that Gorss’ role will be “more global in nature and focused on our technology.

 

“We will still look to add additional resources specific to Fab 2 in 2009,” Carvill said.

 

The company already has an office in Malta at the Saratoga Technology + Energy Park, which sits within the Luther Forest Technoogy Campus where GlobalFoundries is planning its factory on 222 acres. At least one former General Electric employee is now working there in a human resources position, and additional positions are expected to be filled in the coming months.

 

The new CEO of GlobalFoundries, Doug Grose, is himself an RPI graduate.

 

The Times Union contacted Gorss this morning by e-mail and he confirmed he is taking the job.

 

“My experience at Rensselaer has given me the rare chance to work with incredibly brilliant people on a wide array of fascinating projects. I am going to miss my colleagues here, but I am excited about the new opportunity with GlobalFoundries,” Gorss said. “It is a perfect fit for someone with my background and interests. I am a technophile at heart, and this job will allow me to immerse myself in some of the most advanced technology on the planet.”05/15/2009 10:10 AM EDT)

  

MALTA, N.Y. — It's rare these days in the semiconductor industry to witness the unfolding of a project on a grand scale. Based on what has been proposed so far, the Global Foundries project backed by Advanced Micro Devices and its partner is precisely that.

 

"We want to be the first truly global semiconductor foundry," said Global Foundries CEO Global Doug Grose at a recent event here, where a ground-breaking ceremony will be held in July.

 

Global Foundries has committed up to $6 billion to develop a new fab to produce chips for AMD and new customers. AMD and partner, Abu Dhabi-backed Advanced Technology Investment Co. (ATIC). "This money is for a five- to seven-year stretch. Our investors [are] in this for the long haul," said Grose.

 

According to Jim McGregor, chief technology strategist at market researcher In-Stat, "Everything for the future depends on GlobalFoundries' ability to land new customers. Unfortunately, I can't predict that."

 

Jim Doran, senior vice president and general manager of AMD's Dresden, Germany, operation, said Global Foundries will use a Sunnyvale, Calif., facility for technology development and producing process design kits. The U.S. site also will be used for designing intellectual property and chip testing and validation.

 

Global Foundries also is engaged with neighbors here like the IBM Alliance on submicron research and development.

 

Global Foundries' 300-mm Fab 1 in Dresden includes a Module 1 used for 45-nm silicon-on-insulator (SOI) chips; Module 2 is used for 32-nm and beyond bulk CMOS process technology. Both modules are expected to operate at 25,000 monthly wafer starts at full capacity. Module 2 production will ramp up in late 2009.

  

The $4.5 billion Fab 2, a 300-mm manufacturing facility in Saratoga County, N.Y., is expected to come online in 2012 with 35,000 wafer starts per month at full capacity. Fab 2 is expected to create more than 1,400 jobs along with about 5,000 spin-off jobs.

    

Page 2: Global Foundries' big bet takes shape in upstate New York

  

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Global Foundries breaks ground on long-awaited NY fab.

 

The new 300-mm manufacturing facility is expected to bring 1,400 direct semiconductor manufacturing jobs and billions of dollars in economic development to upstate New York.

 

By Suzanne Deffree, Managing Editor, News -- Electronic News, 7/24/2009

Global Foundries today announced it officially broke ground on the construction of Fab 2, a new semiconductor manufacturing facility located at the Luther Forest Technology Campus in Saratoga County, NY.

 

The construction and ramp-up phases for the new $4.2 billion facility are expected to take approximately three years to complete, with volume production expected in 2012. According to the company, once Fab 2 is completed it will stand as the "most technologically advanced semiconductor manufacturing facility in the world" and the "largest leading-edge semiconductor foundry in the United States."

 

“As today’s chip designers push the boundaries on the next generation of products, there is a growing need for a new approach to design and manufacturing rooted in collaboration and innovation," Hector Ruiz, chairman of Global Foundries, said in a statement. "With Fab 2, Global Foundries moves the semiconductor industry away from the traditional model of isolated regional development and into an era of global hubs of manufacturing and technology expertise.”

 

The new facility is designed to manufacture microprocessors and logic products on 300-mm wafers, Global Foundries said, noting that initial production is expected to ramp at the 28-nm technology node and move to volume manufacturing on the 22-nm node. Fab 2 will work in conjunction with Global Foundries’ Fab 1 facility in Dresden, Germany.

   

Today's ground breaking was long awaited. Indeed, talk of the NY fab began in 2006, years before AMD spun out its manufacturing operations to form Global Foundries in October 2008. AMD saw significant support from the state during its decision and commitment process, including $1.2 billion in incentives. That largest private-public investment in the history of the state included grants, tax credits, and other New York City Empire Zone benefits. In accord with the investment, New York gave AMD a two-year window, from July 2007 to July 2009, to initiate the building of a new 300-mm wafer fabrication facility in Saratoga County, NY.

 

New York's significant support was not unwarranted. New York estimated that the plant will create approximately 1,400 new, direct semiconductor manufacturing jobs at full-scale production, providing an estimated annual payroll of more than $88 million to the upstate region. In addition, the project will create approximately 5,000 new, indirect jobs in the region, offering a sustained estimated total annual payroll of $290 million for all jobs, according to New York's estimates.

 

The state's universities also have several high-tech efforts in play that include AMD and its partners. Most recently, Intel, IBM, and Sematech backed an R&D joint venture with the University at Albany’s College of Nanoscale Science and Engineering center that is expected to add 475 jobs to New York.

 

“New York has worked with Global Foundries for three years to bring this [fab] project to fruition and I am pleased to say that with the groundbreaking of Fab 2, New York and Global Foundries take a lead role in delivering the type of economic growth needed to carry our nation toward sustainable growth,” said Governor David Paterson of New York in the Global Foundries statement. “This initiative not only provides our residents with a source for new jobs, but is integral in positioning New York as a future hub of innovation and an attractive destination for additional investment.”

 

AMD also showed its support at the ground breaking today. "This is an important opportunity to create thousands of jobs and strengthen US competiveness in the high-tech industry," said Dirk Meyer, president and CEO of AMD, in a company statement. “The multi-billion dollar investments in research and development and capacity expansion that Global Foundries is planning strengthen its position as a premier leading-edge semiconductor manufacturing foundry and make it the ideal AMD technology partner to help in bringing our innovative products to market.”

 

Link: www.edn.com/article/CA6672910.html

      

Location and plans:

m + w zander U.S. Operations, Inc. is designing and building the most advanced semiconductor manufacturing complex in the world for GLOBALFOUNDRIES. The Fab 2, Module 1 facility is to be located at the Luther Forest Technology Campus in the Towns of Malta and Stillwater, Saratoga County, New York. The realization of this project will be the crowning achievement in the continued development of New York's Tech Valley as a pre-eminent location for technological breakthroughs not only in the field of semiconductors but in nanotechnology, bio-technology, pharmaceuticals and alternative energy as well.

 

m + w zander is proud to be a leader in this effort and shares this website in order to provide information and the excitement of constructing this most important project with the local and world-wide communities.

 

link: fab2construction.com/

           

--------------------------------------------------------------------------------

Last edited by Buyckske Ruben; December 6th, 2009 at 03:22 PM.

  

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December 6th, 2009, 03:27 PM #2

Buyckske Ruben

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Posts: 1,539 slideshow of construction site:

 

www.flickr.com/photos/aerial-...th/3460543532/

  

Global Foundries' Fab 2: (part 1)

  

all the 3 parts:

    

Link: www.anandtech.com/printarticle.aspx?i=3614

  

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December 13th, 2009, 01:52 PM #3

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Hector Ruiz, the chairman of GlobalFoundries said that the new chip plant is “by far the most significant high-tech investment made in this country in decades.” This plant will produce the most advanced computer chips in the world when it is completed.

      

Having been the construction project manager for AMD’s original Dresden-based fabrication facilities, Globalfoundries has awarded M+W Zander the full turnkey construction contract for Fab 2, currently being built at the Luther Forest Technology Campus in Saratoga County, New York. A departure from pervious fab projects, M+W Zander is also responsible for the architectural aspects of the 4 building project. Previously, AMA Group, based in Italy had been the architectural firm responsible for this aspect of the work. The turnkey project is worth approximately €550 million to M+W Zander over the two-year construction schedule.

 

The Fab 2 complex is more than 130,000 square meters (1.45 million square feet), including a 28,000 square meters (300,000 square feet) Class 100 clean room. A ‘spine’ support building is also being built, along with administrative office building and a central utility building (CUB) along with service yards and small support buildings.

 

M+W Zander will also handle general contracting for all of the technical areas to include the manufacturing spaces, building utilities, central utility building and process systems.

LINK: www.fabtech.org/news/_a/mw_za...undries_fab_2/

   

OKT 2009:

          

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December 13th, 2009, 02:04 PM #4

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Impressions inside the fab:

    

Link: blogs.thenational.ae/beep_bee...abu-dhabi.html

        

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December 13th, 2009, 02:10 PM #5

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Posts: 1,539 YOUTUBE FILM about the concurrent Intel.

 

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Fab 32 - Intel's first high-volume 45nm chip factory:

 

www.youtube.com/watch?v=4FLBtQC0F0c

 

Very impressive!

  

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Category: GlobalFoundries

Customer-centricMay 3, 2009 at 6:00 am by Larry Rulison

 

Talking about customers, GlobalFoundries is making sure that it treats the customers that it does get the right way.

 

The 1.3 million-square-foot factory it will build in Saratoga County features a special entrance for customers, separate from the visitor entrance. Inside, customers will find a nearly half-acre of space devoted to designing chips for them. GlobalFoundries expects its customer base to grow beyond AMD to include graphics chips companies and those that produce chips used in handheld electronics.

  

Posted in GlobalFoundries | 1 Comment

GlobalFoundries site clearing should be soonApril 30, 2009 at 4:05 pm by Larry Rulison

Although the closing on the sale of 222 acres in Malta at the Luther Forest Technology Campus has been in the final stages now for the last couple of weeks, officials with GlobalFoundries Inc. said again today the deal could be done any day now.

 

The deal will also set in motion a number of events, including the awarding of the first contract to clear the site for a $4.2 billion computer chip factory.

 

In fact, right around the time the sale occurs, GlobalFoundries will send its official commitment letter to the state of New York, making it eligible for $650 million in cash incentives for chip fab construction and research and development activities.

 

Around the same time, GlobalFoundries will make the announcement that it has hired a general contractor. Although not official yet, it’s largely expected that M+W Zander, which built Albany NanoTech, will be given the nod. (more…)

 

Posted in Economic development, GlobalFoundries, Tech Valley, Technology | Add a comment

No Malta meeting for GlobalFoundriesApril 28, 2009 at 10:37 am by Larry Rulison

There will be no Malta Planning Board meeting tonight for GlobalFoundries, the company building a $4.2 billion computer chip factory in the town.

 

The town planning board had posted an agenda for the meeting on the town’s Web site, but Town Planning Director Anthony Tozzi said today that the planning board has decided it doesn’t need to meet. It was scheduled to review temporary construction plans for the project.

 

GlobalFoundries is still wrapping up the purchase of 222 acres of land at Luther Forest, and closing is expected later this week or early next week. The planning board doesn’t need to make any approvals until after the closing of that deal, which is why the board decided not to meet.

 

The Malta Planning Board usually meets the third Tuesday of every month, but it has set aside the second and fourth Tuesday of every month for the GlobalFoundries project if needed.

 

Posted in General, GlobalFoundries, Government | Add a comment

AMD posts loss of $416 millionApril 21, 2009 at 4:55 pm by Larry Rulison

Advanced Micro Devices Inc., the only customer of GlobalFoundries Inc., the company building a $4.2 billion computer chip factory in Malta, posted a $416 million loss in the first quarter.

 

Sales totaled $1.177 billion.

 

AMD spun off GlobalFoundries earlier this year and included the results of GlobalFoundries in its consolidated results released today.

 

Those results say GlobalFoundries had sales of $283 million and an operating loss of $141 million.

 

The results also show AMD spent $44 million on the formation of GlobalFoundries during the past two quarters.

 

GlobalFoundries is expected to acquire 222 acres at the Luther Forest Technology Campus any day now and start construction of the chip fab this summer. The plant is expected to start full-scale manufacturing by 2012.

 

Posted in Advanced Micro Devices Inc., General, GlobalFoundries | Add a comment

Malta holding meeting on Luther ForestApril 20, 2009 at 11:48 am by Larry Rulison

The Malta Town Board will hold a workshop and special meeting tonight to make some minor changes to an agreement it has with the Luther Forest Technology Campus.

  

Aerial shows road construction at the Luther Forest site. (Times Union archive)

The meeting comes as it appears that the sale of 222 acres at Luther Forest to GlobalFoundries Inc. for a $4.2 billion computer chip factory could come any day now.

 

It’s unclear if the changes to the agreement with the town, technically a declaration of covenants, conditions and restrictions, are needed so the sale can take place.

 

Malta Supervisor Paul Sausville said this morning that he thought the sale might take place today and he didn’t think the changes – considered minor — had to occur for the sale to go through.

 

Sausville said the document deals with things such as who is responsible for interior roads, sidewalks and lights at the tech park.

 

He said Luther Forest and the town reached an agreement last week, but the town of Stillwater made some minor changes to its version on Thursday, and the two documents have to be identical. The park straddles both towns, although most of the land is located in Malta.

 

GlobalFoundries spokesman Travis Bullard said the Malta meeting is being held just to make minor revisions. He has said the land deal is imminent.

 

Posted in GlobalFoundries, Government | Add a comment

Luther Forest looking for consultantsApril 16, 2009 at 2:47 pm by Larry Rulison

The nonprofit group developing the Luther Forest Technology Campus in Malta is looking for real estate and construction consultants to provide their expertise as it develops the 1,414-acre business park.

 

Computer chip manufacturer GlobalFoudries Inc. is expected to be the first tenant, taking 222 acres. A deal by the Sunnyvale, Calif.-based firm to acquire the land is due any day now.

 

The Luther Forest Technology Campus Economic Development Corp. issued a request for proposals today for consultants it can use on an as-needed basis.

 

The RFPs are due back April 30. The review process will begin in early May, with selection to take place within a few weeks after that.

 

To see the RFP, click here.

 

Posted in General, GlobalFoundries, Real estate, Tech Valley, Technology | 2 Comments

RPI spokesman joining GlobalFoundriesApril 2, 2009 at 10:25 am by Larry Rulison

Jason Gorss, the manager of media relations at Rensselaer Polytechnic Institute in Troy, will be joining GlobalFoundries later this month in a communications role.

 

Gorss (right) has been at RPI for several years now. He has a technical and scientific background that helps with his new role with the company, which is building a $4.2 billion computer chip factory in Malta called Fab 2 and owns two others in Dresden, Germany.

 

GlobalFoundries spokesman Jon Carvill said that Gorss’ role will be “more global in nature and focused on our technology.

 

“We will still look to add additional resources specific to Fab 2 in 2009,” Carvill said.

 

The company already has an office in Malta at the Saratoga Technology + Energy Park, which sits within the Luther Forest Technoogy Campus where GlobalFoundries is planning its factory on 222 acres. At least one former General Electric employee is now working there in a human resources position, and additional positions are expected to be filled in the coming months.

 

The new CEO of GlobalFoundries, Doug Grose, is himself an RPI graduate.

 

The Times Union contacted Gorss this morning by e-mail and he confirmed he is taking the job.

 

“My experience at Rensselaer has given me the rare chance to work with incredibly brilliant people on a wide array of fascinating projects. I am going to miss my colleagues here, but I am excited about the new opportunity with GlobalFoundries,” Gorss said. “It is a perfect fit for someone with my background and interests. I am a technophile at heart, and this job will allow me to immerse myself in some of the most advanced technology on the planet.”

 

Click here to access job opportunities with GlobalFoundries.

 

Posted in Education, GlobalFoundries | 1 Comment

New Fab2 renderings releasedMarch 24, 2009 at 7:41 pm by Larry Rulison

GlobalFoundries Inc. is going to show these new renderings (below) of Fab2 to the Malta Planning Board tonight.

 

GlobalFoundries is planning a $4.2 billion computer-chip factory in the Luther Forest Technology Campus, which sits on land in both Malta and the town of Stillwater.

 

The company is seeking a temporary construction permit tonight after getting approval to start moving soil and trees. That work could begin early next month.

         

Posted in Advanced Micro Devices Inc., GlobalFoundries | Add a comment

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The resources that are available to companies located at the Luther Forest Technology Campus are unparalleled. The Campus is located in the midst of New York’s Tech Valley, a 19-county region in eastern New York that spans from Montreal to New York City. Tech Valley contains more than 1,000 technology companies providing more than 50,000 jobs. Tech Valley companies have a combined economic impact of more than $5 billion and an annual payroll of $2 billion.

 

Located centrally in NY’s Tech Valley, the Luther Forest Technology Campus is the premier site for innovative, high tech companies. The Luther Forest Technology Campus has convenient access to major North American markets, close proximity to industry suppliers, leading universities, and major R&D partners.

  

--------------------------------------------------------------------------------

 

"This area (NY’s Capital Region) is really ripe for development with the combination of educational institutions, people and facilities."

-- Hector Ruiz, Chairman of the Board

GLOBALFOUNDRIES

 

Photo credit: Banner image courtesy of University at Albany's College of Nanoscale Science and Engineering. Lower photo: Aerial view of University at Albany's College of Nanoscale Science and Engineering

            

28 Clinton Street Saratoga Springs, NY 12866 USA

  

went to the community open house at the Globalfoundries Fab2 construction site in Malta, New York this morning. Globalfoundries had a nice tent set up with hot coffee, cookies, donuts, etc. It was a good thing because it was raining pretty hard and the gravel parking lot had a lot of water on it. Globalfoundries and M + W Zander had people on-site to answer questions about the project. They had a few large pictures of the construction site inside the tent as well as artist conceptions of the completed building.

 

The actual construction site could be seen from outside the tent. I took a few of my own pictures that you can see below. Double click on any of the pictures to enlarge them. It is a pretty impressive site. You can’t see the construction site from any of the main roads in the area because it is a few miles deep into The Luther Forest. It is on Stone Break Road off of Route 9 in Malta. I doubt that you can get into the actual construction site except for events like this. (Google Maps can’t locate “Stone Break Road, Malta NY”, unless you include the zip code 12020, but Bing.com can find it without the zip code.)

 

By the time I arrived they had run out of “fact sheets” but I was told to check their website and the information would be updated by Tuesday, October 27th. You can find their website at Globalfoundries.com.

 

Hector Ruiz, the chairman of GlobalFoundries said that the new chip plant is “by far the most significant high-tech investment made in this country in decades.” This plant will produce the most advanced computer chips in the world when it is completed.

 

I wrote a previous article about the chip plant in March. You can read it here: Globalfoundries Chip Plant in Saratoga County New York.

  

The refreshment tent at the Globalfoundries Community Open House

 

The Globalfoundries construction site

 

The Globalfoundries construction site

 

The Globalfoundries construction site

 

The Globalfoundries construction site

The construction and eventual operation of this plant will be an economic boost to Saratoga Springs and the surrounding area for years to come. What do you think about the plant? Leave a comment or send me an email. Thanks.

  

Tags: bing.com, chip plant, fab2, GlobalFoundries, google maps, Hector Ruiz, luther forest, m + w zander, malta ny, saratoga springs

 

General, New York State | John Tedder | October 24, 2009 4:03 pm

 

One Response to “The Globalfoundries Chip Plant in Malta, New York”

Daniel Tagliento says:

October 31, 2009 at 1:50 pmThe local “newspapers” lack of in depth investigative reporting was not at all included in their articles!

What was the reason the entire working platform had to be ‘bulldozed’ flat and devoid of mature stands of trees and other fauna?

Waht is the landscaping of the buildings and parking areas supposed to ‘blend’ into the surrounding topography?

Does this ‘platforming’ necessiate storm water retention ponds?

 

At the completion and occupation of the complex will it be eye friendly?

Note: Parssiphany, New Jersy

Buiding Codes insist that Mega-National type complexes remain ‘hidden’ in park like setting closely resembling the natural forest thy found before construction. Ten Billion of many Corporate Headquarters in ten years were build and remain sucessful but accessible by two lane tree stands lined country lane like entrances with multi-storied parking structures and modest designed multi-storied offices etc, all this surrounded by lawns and fields!

For Your Information the Mayor, who had his hand opefor the entire process was found guilty of 23 or the 24 charges, his hand was returning to his pocket with money he should not have had procession of!

Back to the Chase:Tokyo Electron opening in Malta; part of first wave drawn by chip fab

 

Hello everyone. Thanks for logging in and thanks to the SL Bar Association as well as Kate Fitz for providing respectively the space and CLE accreditation that brings us all here today. We have lots of ground to cover so I think its best that we begin…

 

Avatars are used in a number of ways, but more and more often avatar names are being used as designations of goods and services in virtual environments so it becomes important for us to analyze the existing structures that support their protection, namely as trademarks under both in common law and federal regimes as well as internationally under publicity and privacy statutes. As the Internet has become a common tool of trade and commerce, the use of avatar names as designations of the source of goods and services has become more commonplace. Today we’ll discuss some issues surrounding the use of avatars as graphic characters, as well as existing protection and enforcement mechanisms.

 

Diving right in we’ll begin with AVATAR NAMES AS DOMAINS AND THEN COMMON LAW MARKS

 

Lets consider SEVEN IMPORTANT ISSUES CONCERNING USE OF AVATAR NAMES AND GAINING COMMON LAW TRADEMARK STATUS

 

I relevant terms of service provisions

 

II the theory of territorial protection for common law trademarks, the traditional way of using a mark, and how marks are now being used on the Internet.

 

III how common law mark owners traditionally prove use, and how they would go about proving such use on the Internet.

 

IV the Natural Expansion Doctrine, how it is applied to common law marks, and what impact the Internet might have upon this doctrine.

 

V the Lanham Act, the problems that emerge when a common law mark owner can prove continuous prior use, and how the Internet might affect this issue

 

VI how and why common law trademark territorial rights are likely to be affected as more and more trademark owners place their marks on the Internet and finally

 

VII use in commerce

 

Lets talk about that last issue for a second. Proving a mark’s use requires showing that it has a “Zone of Actual Goodwill”—namely an area in which the mark has come to be identified with its user’s goods or services. Within this zone, courts will afford redress or relief on the grounds that a party has a valuable interest in the goodwill of their trade or business and to the extent that the trademark is adopted to maintain and extend that trade or business. When infringement occurs within that zone, it normally consists of the sale of the goods of one manufacturer or vendor for those of another.

 

The first subpart is the “Zone of Actual Market Penetration.” Here courts have determined that a party should be awarded ownership of a mark in a specific geographic area only when the party’s mark achieves market penetration that is significant enough to pose a real likelihood of confusion among the consumers in that area. To determine market penetration, courts will most often examine a party’s sales, advertising, and reputation in that area.

 

In Natural Footwear, for example, the Third Circuit considered four distinct factors to determine whether a trademark had successfully penetrated an area’s market: 1) the volume of sales of the trademarked product, 2) the growth trends (both positive and negative) in the area, 3) the number of persons actually purchasing the product in relation to the potential number of customers, and 4) the amount of product advertising in the area.

 

The second subpart is the “Zone of Reputation”—that is an area in which a mark’s reputation has been carried by word of mouth and/or by advertisements. This zone can also represent a protectable area for the trademark user.

 

In one case, for example, the Ninth Circuit suggested that it was willing to enjoin an infringing user where the legitimate user’s reputation extended into the infringer’s area at the time the infringer adopted its mark. In most instances, however, the “Zone of Reputation” will not be the sole determinative factor. Theoretically, trademark protection should not extend beyond the area of market penetration.

 

In contrast as a point of comparison, the amount of contact needed within a particular state to prove personal jurisdiction does not really differ from the amount of contact needed to prove market penetration. Assuming that relative quantity is not an issue, the two tests ask many of the same objective questions. In the first instance, the inquiries are made concerning the defendant party. In the other, they are made concerning the mark itself.

 

Since there are no cases on point regarding the market penetration of Internet marks, courts will have the opportunity to make this analogy. Chances are, they will find it quite useful. Thus, a common law trademark owner, after placing his mark on the Internet, could successfully argue that the Internet has facilitated the penetration of his mark into a particular market area. This, accordingly, helps to define his

“Zone of Market Penetration,” and in conjunction, his “Zone of Actual Goodwill.”

 

Theoretically, the owner of a common law Internet mark should be held to the same standard as the parties in Hanover Star. The owner should have to prove 1) continuous use of his mark, and 2) a “Zone of Actual Goodwill” where his mark has come to be identified with his goods and services. If he can do this, his mark should be enforceable in the relevant market area.

 

So, the owner who diligently uses his mark on the Internet (as either a domain name or on his home page) will satisfy requirement (1). In addition, that same owner who can prove substantial contacts with a particular market area (through a customer

base, advertising, and sales volume) should satisfy requirement (2). By doing both, the common law mark owner who lives in Boston, but who now places his mark on the Internet, should be protected in Springfield, as long has he has the necessary contacts there. What if those contacts were not in Springfield, but rather in Connecticut, or even Florida? Shouldn’t that common law Internet mark owner be protected in those places as well? Theoretically, there is no reason why he shouldn’t.

  

REVERSE TRADEMARKS (CYBERMARKS…VIRTUALMARKS)

 

Excerpted from Is there a second life for trademarks in second life®? by Sally m. Abel and Adrienna Wong

 

VI. “USE IN COMMERCE”

 

What Constitutes “Use in Commerce” in Virtual Worlds?

1. In Marvel v. NCSoft, the court granted NCSoft’s motion to strike Marvel’s contributory and vicarious trademark claims for failure to state a claim of infringement. The court stated that because Marvel did not allege that the game users used Marvel’s trademarks names in commerce in connection with any sale or advertising of goods and services, it failed to allege any primary infringement for which NCSoft could then be held contributorily or vicariously liable.

 

2. Business owners who operate their enterprises entirely within Second Life have received recognition of their marks, suggesting that a mark can be used “in commerce,” at least for services, even when all use of the mark occurs within a virtual world.

 

a. The Aimee Weber Avatar Trademark.

On November 11, 2008, the USPTO registered as a design mark the avatar (named Aimee Weber) that registrant Alyssa LaRoche uses in Second Life for her

virtual content creation services (Registration No. 3,531,683; registered for “computer programming services, namely content creation for virtual worlds and three dimensional platforms” (Class 42)). The “specimen of use” provided was an image of an advertisement for content creation services that appeared on a virtual billboard on a virtual building in Second Life.

 

b. The SexGen and DE Design Marks.

(i) The USPTO has granted trademark registration to businesses that use their mark only within Second Life, to sell virtual items. See, e.g., Eros LLC’s SexGen

mark (Registration No. 3,483,253; registered for “providing temporary use of non-downloadablesoftware for animating three – dimensional virtual characters” (Class42)); and Michael Hester’s DE Designs mark (Registration No. 3,222,158; registered for “computer graphics services; graphic art design; graphic design services; graphic illustration services for others” (Class 42)).

 

(ii) Through litigation, Eros has successfully obtained protection of its SexGen mark, used only in businesses conducted entirely in virtual worlds. See Eros LLC v. Leatherwood; Eros LLC v. Simon. In Eros v. Simon, each plaintiff explained its uses of its particular marks, the majority of which occurred within the virtual world:

 

Eros routinely promoted its products in Second Life by “placing advertisements and conducting promotional events within numerous virtual adult/social themed clubs within Second Life.”

 

Pixel Dolls promoted its products throughout Second Life by advertising on in-world forums and on her website. The complaint attached an image of an advertisement displaying the “PixelDolls” mark.

 

RH Designs used its mark to sell virtual home furnishing accent pieces, by “announcing new product offerings in-world and by internet marketing.”

 

DE Designs promoted its virtual clothing by “placing classified advertisements in

Second-Life-oriented publications and at various locations within Second Life.”

 

Le Cadre Network used its mark to sell virtual shoes and boots, “by advertising in Second Life related publications such as Second Style Magazine, on an in-world radio station owned by the Le Cadre Network, and in various Internet forums.”

 

Speaking of verbal trademarks used on the Internet consider the case of domains…

 

As soon as the domain name registry—Network Solutions Inc.—opened

its doors for business in 1993, implementing a “first come, first served” policy, parties were lined up to place trademarks on the Internet. From the beginning, a domain name was one of the easiest ways to use a mark on the Internet.

These people, pioneers they were amazingly enough, were not even the trademark owners themselves—they were pirates, who subsequently became known as “cybersquatters.”

 

Excerpted in part from Brian L. Berlandi, What State Am I In? Common Law

Trademarks on the Internet, 4 Mich. Telecomm. Tech. L. Rev. 105

(1998) available at .

 

REGISTRATION REQUIREMENTS FOR DOMAINS

 

“For a domain name to be registerable before the USPTO, it must be used as a trademark or service mark in a conspicuous manner that identifies the source, origin, sponsorship, or affiliation of a particular set of goods or services.” Gary W. Hamilton, Trademarks on the Internet: Confusion, Collusion, or Dilution?, 4 Tex. Intell. Prop. L.J. 1, 5 n.10 (1995)(citing INTA’s Special Bulletin: Registration of Internet Domain Names in the USPTO, (1995)).

  

Let’s move on to graphic character protection, AVATARS, and PUBLICITY AND IMAGE RIGHTS

 

The publicity right (also known as the "right to likeness") is an extension of the right to privacy, and is defined as "[t]he right to control and to choose whether and how to use an individual's identity for commercial purposes." The statutory right to likeness should be examined in the light of its potential application in the area of massively multiplayer online role-playing games, or MMORPGs-games that "allow players to interact with each other and explore a world in real-time 3-D graphics" while "[e]very player is represented by a customizable character."

 

The issue at the heart of this discussion is whether players can, now or in the future, expect to have publicity rights over their avatars. Avatars not only represent a player's physical presence in a virtual world, but are also a means of tracking and profiling individual patterns of socialization, consumption, and entertainment.

  

Excerpted from Protection of Graphic Characters

© Copyright 1998 Lloyd L. Rich

Therefore, what should the creators do to protect their character? Today, since the best way to protect the character is to use as broad-based a protection policy as possible, the creators should practice "overkill". This means the character should be protected by a combination of copyright, trademark and unfair competition laws.

 

Copyright Protection

In Warner Bros., Inc. v. American Broadcasting Cos.3 the court noted that "in determining whether a character in a second work infringes a cartoon character, courts have generally considered not only the visual resemblance but also the totality of the characters' attributes and traits." A similar result was previously evidenced in Detective Comics, Inc. v. Bruns Publications4 where the court found that the character Superman was infringed in a competing comic book publication featuring the character Wonderman. The court found that the infringing work "appropriated the pictorial and literary details embodied in" the copyrights protecting Superman.

The more recent cartoon cases have been somewhat clearer in finding that the similarity in the graphic depiction of a character alone, without the plot elements, may be sufficient for a finding of copyright infringement, however, there still remains some uncertainty with respect to such a finding. In Walt Disney Prods. v. Air Pirates5 the infringers admitted copying the names and appearances, but placing them in very different situations than those used by Disney, of more than seventeen Disney cartoon characters for use in their adult, counter culture comic books.

The court rejected the defendant's fair use defense, but noted that most of the previous cartoon character infringement cases "have considered the character's personality and other traits in addition to its image". This dictum once again raised the issue of whether similarity of appearance by itself is sufficient for a finding of copyright infringement liability. However, in a number of cases where cartoon characters were reproduced as three-dimensional dolls or figures, copyright infringement was found without any regard to the issue of copying the plot or personality of the character.6 In those instances where copyright infringement was based solely on the appearance of the character, the similarity was "virtually exact".

Copyright law will find that copyright infringement has occurred when someone other than the rightful copyright owner of the character uses that character without permission, especially if such use copies the appearance and unique character traits that distinguishes the particular character.

In order to ascertain whether a graphic character is entitled to copyright protection, the courts usually apply the "character delineation" test. The critical issue in determining if such protection exists is whether the particular character is sufficiently and distinctively delineated so that it warrants protection. Because copyright law does not protect ideas from infringement, but instead only protects the expression of those ideas, courts will not protect character types. Just think about the guy who created a comic character of a kitchen sponge for hire comic as opposed to the one that created Sponge Bob Squarepants who ultimately defeated the earliers copyright claim. The best way to protect a graphic character under copyright law is to ensure that the character's appearance and personality are specific and unique.

Protection Under Trademark and Unfair Competition

Another way to protect the graphic character, even if the character is protected by copyright, is to protect it under trademark and unfair competition law. Federal, state and common law protection will protect the character from being used by another party without authorization when the character functions as a form of identification and commands public acceptance and recognition. This protection could prevent the exact duplication of the trademark owner's character or the imitation of that character where the likely result is to cause public confusion, mistake or deception with regard to source of the products or services that carry the indicia of the character. The scope of protection is usually only a matter of degree regardless of whether character protection arises under federal trademark law (Lanham Act), state common law of trademarks or unfair competition, or those sections of the Lanham Act that protect against false descriptions and designations of origin.

Many are of the opinion that trademark and unfair competition protection for a character is weaker than the protection provided under copyright law, but in actuality trademark and unfair competition protection may be stronger because they could provide the trademark owner with a perpetual monopoly in the use of the trademarked character. A perpetual monopoly could exist because the term of protection might last indefinitely if the use of trademarked character is properly protected and maintained. This differs from protection under the Copyright Act which will only last for a finite time as set by statute, e.g., currently if the character is owned by the individual creator the duration of copyright protection will be the creator's life plus an additional fifty years, but if the character was created as a "work made for hire" protection would only last for seventy-five years. Furthermore, the stronger the trademark for a character becomes, the less willing the owner of the character is allowing uses of the character, such as fair use, that may be permitted under copyright law.

Trademark law will not permit a graphic character to be trademarked solely for its own protection, however, it does permit the character's name and likeness to be trademarked when the function of that trademark is to indicate the source of the products and services bearing that mark.

Trademarks perform a number of functions that are important to the public and include: (1) identifying one's products by permitting the trademark owner to use a mark to distinguish his/her products from those of another party, (2) signifying that all products and services that carry the mark come from one source, (3) signifying that all products and services that carry the trademark have a standard quality level, and (4) serving as the primary advertising and marketing vehicle for selling the products and services that bear the trademark.

There are both advantages and disadvantages to protecting a graphic character as a trademark, however it is my opinion that the advantages far outweigh any disadvantages. On the positive side, to obtain a trademark, a character does not have to include the originality attributes that are required under copyright law. In addition, in order to prove trademark infringement the trademark owner does not need to prove that the infringer had access to the character as is required under copyright law, but only that the mark was used by a party other than the owner of the mark without permission. Finally, the longer term of protection -- potentially perpetual just as long as the registration requirements are fulfilled, the mark is not abandoned, or the mark loses its status as a trademark -- especially for successful and highly marketable graphic characters, such as many of the Disney and Warner Brothers characters.

On the negative side, federal trademark protection for a character may be costly. This will be especially true if the character is extensively used or licensed for use in multiple media formats and in merchandising programs for many different categories of products and/or services. Then, protection may require that the character be registered as a mark in multiple trademark classes since each class represents a different category of goods or services, and registration in each specific trademark class requires an additional fee to be paid. In addition, because trademark protection is territorial, the mark may need to be registered in countries other than just the United States to provide the maximum degree of protection. Further, any changes in the appearance of the graphic character could destroy the original trademark protection and will therefore require additional trademark registrations to ensure that the current appearance of the graphic character remains protected.

Most courts have recognized trademark protection for graphic characters and have found trademark infringement liability under both trademark and unfair competition law. In Fisher v. Star Co.7 the cartoon characters Mutt and Jeff were protected by the court under trademark and unfair competition principles which found the Star Company liable for unauthorized use of the characters.

THE QUESTION OF MACHINIMA

THE RIGHT OF PUBLICITY

 

Excerpted in part from The right of publicity in virtual reality by Woodrow Barfield (2007).

 

The right of publicity prevents the unauthorized commercial use of an individuals name, likeness, or other recognizable aspect of ones persona. It gives an individual the exclusive right to license the use of their identity for commercial promotion. Commercial exploitation can include the use of an identity in advertising (including advertising in virtual reality or services. The scope of the right of publicity varies depending on the particular jurisdiction considering it. For example in the US, not all states have directly adopted a right of publicity law, although in many states a similar right may exist in the states privacy laws. But the right of publicity does exist in some form in Canada, Australia, Hong Kong, and members of the EU. Given that many virtual environments with corresponding avatars can be accessed by the Internet, it is possible that to be subjected to the right of publicity law within a particular jurisdiction even though the person who designed the avatar resides in a country that has no right of publicity claim. So far the right of publicity has been used to protect the persona of well-known people and not well-known avatars. In the case of White v. Samsung, the decision involved a non-human character the courts reasoning begs the question whether it is possible that someday the right of publicity doctrine could be expanded to protect a virtual avatar should the avatar gain fame, particularly when the virtual world is designed for commercial purposes.

 

Personal name and celebrity trademarks

In the UK celebrities, so long as requirements of sections 1,3, and 5 of the Act are met, register their names as trademarks as a personality rights mechanism. Catherine Zeta Jones registered her full name in 2002 to cover entertainment services. Britney Spears has a Community Trade Mark registration covering music recordings and a wide range of non-music areas including inflatable furniture.

 

Trademarks may be a more effective way to protect celebrity interests during a battle of publicity rights where the outcome may not be as predictable as the client or other interested parties would prefer.

 

In the official snapshot and machinima policy of Linden Labs,

(a) Land Owner Consent for Snapshots and Machinima.

If you wish to take a snapshot or capture machinima of content on another Resident’s land, then:

1.For Snapshots, check whether the covenant for the land prohibits snapshots. If it does, then you need special permission from the land owner to take the snapshot. If it allows snapshots or doesn’t address them, then you do not need special permission from the land owner as long as you comply with any terms that may be in the covenant.

2.For Machinima, check whether the covenant for the land allows machinima. If it does not or doesn’t address machinima, then you need special permission from the land owner to capture machinima. If it allows machinima, then you do not need special permission from the land owner as long as you comply with any terms that may be in the covenant.

For Mainland or Linden Homes parcels where Linden Lab is the estate owner, you do not need land owner consent to take snapshots, but you do need special permission from the land owner to capture machinima. The “land owner” is not the estate owner, but the Resident identified as the land owner in the “General” tab under “About Land.” For private islands where Residents are estate owners, you must check the covenant for the private island as provided above.

(b) Avatar Consent for Machinima.

For machinima, you must have the consent of all Residents whose avatars or Second Life names are featured or recognizable in the machinima. This includes avatars who are featured in a shot, avatars whose names are legible, and avatars whose appearance is sufficiently distinctive that they are recognizable by members of the Second Life community. Consent is not required if an avatar is not recognizable and is merely part of a crowd scene or shown in a fleeting background. Consent is not required for any snapshots.

 

A jurisdictional overview of the publicity rights landscape reveals that generally there are two approaches taken to towards the right at law, those protecting the image of the individual under privacy considerations and those giving a tool to public figures and celebrities to control the commercial uses of their image and name. The issue raised by the laws governing publicity in this context concern evidence. Theoretically an avatar identity could become so well known that would be possible to demonstrate fame and evidence of commercial interests of the holder to that likeness, however would that be enough? Would a court be persuaded to recognize these rights simply if evidence of fame existed, and economic interests of an actual individuals rights holder were damaged as a result of the unauthorized use of image, likeness or name?

 

Austria

Unauthorized exploitation of an individuals personality rights can be prevented under Section 78 of the Austrian Copyright Act. The plaintiff will be required to demonstrate that their legitimate interests are being infringed.

 

Belgium

In Belgium “the use of a persons name for the sole purpose of publicity or any other type of exploitation without that person’s authorization constitutes a tortious act.”

 

UK

 

“Irvine v Talksport; It is worth noting that the decision in addition to passing off was also based on the concept of false endorsement, involving implicit celebrity approval and association with the product, as distinct from mere merchandising. To that extent common law passing-off is a still less than fully secure basis for protecting image rights.”

 

“Passing-off” Under English law actionable passing-off requires that:

(1) the claimant has goodwill associated with his name and image;

(2) the defendant has made a misrepresentation likely to confuse the public into associating the defendant's products or services with those of the claimant, and

(3) there is loss or the material prospect of loss to the claimant.”

 

Japan

Japanese courts recognise publicity as an exclusive property right, but the Supreme court of Japan ruled in 2004 that publicity rights do not apply to animals, overturning lower court rulings ordering a video game maker to compensate horse owners for using their steeds' names in games without approval. So the owners of such non-human objects can, at least for now, only protect the names and likenesses under existing Japanese trademark, copyright and other intellectual property laws.

 

China

In BEIJING —

The names of Japanese celebrities, such as pop singer Ayumi Hamasaki, have been registered as trademarks in China by businesspeople trying to take advantage of their fame to boost business.

Japanese actors names (unfair competition claim requirement and does false designation of origin exist there? in the US its Lanham Act 43(a))

www.japantoday.com/category/business/view/many-chinese-se...

 

France

The moral concept of the image right is codified in Article 9 of the French Civil Code. This provision states that any use of an individual’s image requires their permission and has its root in the right of privacy and is therefore also protected by Article 8 of the European Convention on Human Rights.

www.law.harvard.edu/faculty/martin/art_law/image_rights.htm

 

In the Ryanair case, Carla Bruni sought 500, 000 EUR for damages that, according to her, was the commercial value of her image for visual advertising on French territory.

N. Sarkozy v. Sté Ryanair and C. Bruni Tedeschi v Sté Ryanair, TGI Paris, 5 February 2008, JCP 2008, Act. 117.

 

These protections do not address commercial exploitation. That has been afforded status under case law as a descendible right to control commercial use of the image of an individual without authorization.

  

Germany

Europe’s patchwork approach to image rights, Managing Intellectual Property (July/August 2007).

In Germany, the right to exploit ones own image is based upon the protection of the personality as a part of general civil rights. Case law has determined that images may only be distributed or made publicly available if the person shown on the image has consented to such use. Following the death of that individual, any such use requires the consent of their heirs for 10 years after the death in of the person in question. Marlene Dietrich case BGH 1 ZR 49/97 (1 December 1999).

 

In 2003 a Hamburg court ruled that Electronic Arts could no longer sell its FIFA World Cup 2002 game in Germany because the likeness of German goal keeper Oliver Kahn was used without his permission and not covered under negotiated licenses with the European football players’ association (FIFPRO) and the German Bundesleague.

Kahn, Oliver vs. EA Electronics Arts 324. O 381/02 Landgericht Hamburg (25.04.2003).

 

India

In Sourav Ganguly v. Tata Tea ltd, a celebrity of sorts who returned from extended time away from India to discover that Tata Tea Ltd., in which he was employed as a manager, was promoting it's kilo tea package by offering consumers a chance to congratulate Sourav through a postcard placed in each packet of tea. The company thereby intended to promote the sale of its tea packet in the Indian market where Sourav had earned considerable amount of popularity. The court ruled in favour of Sourav by accepting that his fame and popularity is his intellectual property and ordering the tea maker to pay damages.

www.legalserviceindia.com/article/l139-Celebrity-Rights.html

 

In conclusion, when considering virtual characters and branding activities:

 

1. Pay attention to trade mark use requirements in all relevant jurisdictions

 

2. Consider the outlook, purpose and activities of the avatar. Special care should be taken to maintain a uniform outlook of the mark, any changes to the appearance of the avatar must be seriously considered and undergone only if the intention is to re-brand.

 

3. When building a public figure or celebrity avatar keep in mind that an individual will ultimately be required to at least, demonstrate that use of the avatars likeness has commercial value and thus requires compensation for commercial misappropriation of the persona.

 

In conclusion, when considering avatars as trademarks in general:

 

1. The relevant terms of service agreements relating to creation and storage of the avatar as well as

 

2. the interest of account holders in virtual assets, such as avatars, stored on servers hosted by the service and related liability terms included in terms of service and end user license agreements and

 

3. any ownership of copyrightable aspects of an avatar trademark such as rights that may accrue to a body sculptor, or skin maker.

 

In conclusion, when considering machinima:

 

1. The privacy acknowledgements and waivers of all portrayed account holders and,

 

2. copyright clearance or licenses of intellectual property rights implicated by production of the film including those of builders and regulation of copyright ownership of avatar actor or animator performances; basically anything that may be protect able as a separate copyrighted work that is embodied in the film and

 

3. any trademark or publicity rights that may accrue to the individual operating the avatar relating to the commercial appropriation of their likeness and

 

4. copyright license terms offered by the service in connection with respect to authorizations to use and capture images in-world.

 

THANK YOU FOR YOUR ATTENTION.

 

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ABOUT THE SL BAR ASSOCIATION

 

Welcome to the Second Life Bar Association.

 

The Second Life Bar Association is an organization of attorneys and others interested in the nexus of law and virtual communities.

 

Our mission is:

(1) to educate the public and profession concerning legal issues arising from the Second Life virtual world;

 

(2) to study the legal, business, and technical implications of the 3D Internet, including virtual worlds, and the Second Life virtual world in particular;

 

(3) to offer our members opportunities to meet and discuss the association’s interests with professionals from around the world; and

 

(4) to promote justice, professional excellence, and the rule of law in Second Life.

  

Our meetings are held upstairs on the second Saturday of each month. We also hold regular coffee chats and social events; please visit our website at slbarassn.ning.com/ for information.

 

The SL Bar Association Office makes use of many sculpted prims. To enhance your experience here, please open your Advanced menu (Ctrl - Alt - D) and open Debug Settings. In that window, type "rendervolumeLODFactor" and set the value to 4. Prims will render at a higher distance. Thank you!

 

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

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++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

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This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

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Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

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John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

   

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

   

An examination of the Israeli serpent California ATM Corporations feeding US cyber prey to CIA-Mossad:

*********************************************************************************

August 20, 2014

 

The New Gold Rush

Israel’s Most Important Source of Capital: California

by DARWIN BOND-GRAHAM

 

Last Saturday between one and two thousand protesters marched on the Port of Oakland to blockade one of its busy marine terminals and prevent an Israeli ship from docking. After confronting a line of police guarding the waterfront the protesters declared victory; the Zim Lines vessel hovered offshore, afraid to dock, they said, and port workers wouldn’t be unloading its cargo.

 

One protester, looking beyond the line of police guarding the port, explained that the purpose of the action was to “impede the flow of capital.” Stopping one of Zim’s ships—the company’s vessels arrive in Oakland about four times a month, according to Zim’s web site—was a small, but real economic blow against Israel.

 

But if it’s a matter of stopping the flow of capital, the ports are a relatively small conduit of trade between California and Israel. For over 20 years California’s technology industry has been channeling billions of dollars to finance the growth of Israeli tech firms. In that time, tech has become a key sector for Israel’s economy. The flow of capital between California and Israel is digital, transmitted as currency and intellectual property. And this flow of capital occurs mostly through the decisions of a small number private equity firms and perhaps as few as a dozen large corporations. These flows of capital supporting Israel’s economy are less susceptible to social movement pressure.

 

The amount of support of for Israel’s economy originating from Silicon Valley’s private equity firms is especially large. In 2001, during the first year of the Second Intifada, Sequoia Capital Partners, a private equity company headquartered in Menlo Park, raised $150 million to invest in Israeli technology companies. This was Sequoia’s second Israel-focused venture capital fund. Last year Sequoia raised its fifth Israel-dedicated fund, totaling $215 million. Since 1999 Sequoia Capital has injected over $789 million into Israel’s software and electronics industries. Much of this money managed by Sequoia Capital was contributed by California investors, including major tax-exempt institutions like the J. Paul Getty Trust, and the Gordon and Betty Moore Foundation.

 

Accel Venture Partners, another one of the giants of Silicon Valley private equity, set up its first Israel-focused investment vehicle in 2001. Joseph Shoendorf of Accel told the Haaretz newspaper in 2007 that Accel has invested over $200 million in 20 Israeli companies. He added that many of Accel’s investments in Israel are not the run-of-the-mill consumer apps and gadgets that are so popular in the Bay Area’s tech scene. Although Israeli engineers produce plenty of that, Shoendorf said, “the world’s security situation is expected to get worse, and as a result, inventiveness will increase. The armies of the world are seeking solutions to a problem, and will encourage technological answers.” Last March, Accel successfully raised $475 million for a fund that will burn a lot of its powder supporting Israeli tech companies.

 

You’re starting to get the picture. Billions flow from California’s Bay Area into Israel to support chip manufacturers, Internet startups, and telecommunications companies.

 

A lot of California’s venture capital has been exported to Israel to fund military and cybersecurity startups. Israeli society, constantly mobilized for a counter-insurgency war and occupation, creates an environment in which the nation’s hi-tech firms see their main role as contributing to the security of the Jewish state.

 

But the U.S. tech industry is also steeped in surveillance and weapons companies, and even the big consumer and enterprise brands like Google, Microsoft, and Cisco produce militarized software and hardware for use in the “homeland” and abroad. The contributions of Hewlett Packard in creating Israel’s biometric tracking system to control the movements of Palestinians is well known. Hewlett Packard also maintains the Israel Defense Ministry’s server farms, a job IBM previously held. What makes the California-Israel economic connection powerful, however, isn’t so much the nature of the technologies being traded, and the capabilities they provide the Israeli state and military, but more so the sheer economic value of these transactions.

 

According to the Organization for Economic Cooperation and Development (OECD) Israel received $1.846 billion in direct investment from U.S. investors in 2012, the most recent year for which statistics are available. This is about two thirds of the total military aid the U.S. government provided Israel the same year.

 

U.S. investors have built up large positions in Israel’s economy, mostly through ownership of stock in Israeli corporations. In 2012 U.S. investors held a $19.7 billion stake in Israel’s economy, more than double the interest owned by all European countries combined. And corporations registered in the Cayman Islands, a tax shelter where thousands of American investors establish offshore funds, owned another $8.6 billion of Israel’s economy. For example, the Sequoia Capital Partners venture firm of Menlo Park raised $215 million last August to invest entirely in Israel. The legal place of incorporation for this fund? The Cayman Islands.

 

California investors own and manage stakes in Israeli companies like Mellanox Technologies, Ltd.. In 2002 Silicon Valley venture capital firms and several U.S. tech companies provided Mellanox with $64 million in funding. The American investors included three Menlo Park private equity firms, Sequoia Venture Partners, U.S. Venture Partners, and Bessemer Venture Partners, as well as technology giants IBM and Intel. Using this capital, Mellanox, headquartered in Yokneam, Israel, grew from a small company into a transnational technology giant valued today at $1.8 billion. It’s a key supplier of hardware to Hewlett Packard, IBM, and Intel. It’s main office in Yokneam looks like any other tech campus you can see in San Mateo County off the 101 Highway with gleaming glass mid-rise buildings tucked among trees and grass.

 

Yokneam is in the heart of Israel’s Silicon Wadi (“wadi” being a dry stream bed in Arabic, meaning “valley” in colloquial Hebrew). Prior to 1948 Yokneam was called Qira, the site of a Palestinian village and farms, but the area was “depopulated” and occupied by Israeli forces, and later settled and transformed into one of Israel’s most affluent cities.

 

Lots of Silicon Valley venture capital firms have set up offices in Israel. The location of choice for California investors seems to be Herzliya Pituach, a posh ocean side district of the city of Herliya. North of Tel Aviv, Herzliya is named after Theodor Herzl, considered by many to be the intellectual father of Zionism. The Herzliya Pituach is one of the wealthiest spots in all of Israel, home to many of the nation’s elite families. Bessemer Venture Partners’ Israel office is located just a few blocks from the Marinali Marina yacht harbor, and a short drive from million dollar beachfront homes. Sequoia Venture Partners maintain an office on Ramat Yam in one of the high rise towers with views of the azure Mediterranean Sea.

 

The business links between Silicon Valley and Israel aren’t apolitical. Many of California’s venture capital investors and technology executives are staunch supporters of pro-Israel causes. They have established numerous nonprofit organizations to strengthen economic and political ties between California and Israel.

 

The California-Israel Chamber of Commerce, located in Sunnyvale in an office park filled with software firms, is funded by Silicon Valley investors, corporations and law firms including Intel, Paypal, Silicon Valley Bank, and Morrison Foerster. Executives from these companies sit on the Chamber’s board of directors. Their ties to pro-Israel political groups are numerous.

 

Zvi Alon, a director of the California-Israel Chamber, runs a family foundation out of his Los Altos Hills home. Alongside a donation of $9,900 in 2011 to the California-Israel Chamber, Alon also made donations worth $36,000 to the Friends of Israeli Defense Forces. Alon is also credited as being a founder of Israel21C, an “online news magazine offering the single most diverse and reliable source of news and information about 21st century Israel to be found anywhere.”

 

Operating out of offices on Montgomery Street in downtown San Francisco, across the Street from Israel’s consulate, Israel21C produces media promoting Israel’s technology companies. Recent articles published by the group include “20 top tech inventions born of conflict,” and a profile of the “maverick thinker” behind the creation of Israel’s Iron Dome missile defense system. A recent film produced by the organization promotes Tel Aviv as a startup epicenter similar to San Francisco.

 

The General Consul of Israel in San Francisco, Andy David, is a board member of the California-Israel Chamber, as is the president of Silicon Valley Bank.

 

Nir Merry, another board member of the California-Israel Chamber, was born and partly raised in Israel in the Ma’agan Michael kibbutz. His father worked in a hidden underground ammunition factory making armaments used by Jewish commandoes in the battles that created the state of Israel. In a talk to students at the University of California, Santa Barabara, Merry elaborated on the links between Israel’s technology companies and its military.

 

“I volunteered to become a commando. It’s quite related to the topic of innovation,” said Merry. “Because to be a commando we have to be very innovative.”

 

Silicon Valley’s financial and technological assistance to Israel is by no means only a private sector effort. In March of 2014 Governor Jerry Brown signed a memorandum of understanding with Israeli Prime Minister Benjamin Netanyahu promising to promote economic links between California and Israel. The setting for the signing ceremony, Mountain View’s Computer History Museum, underscored the centrality of the tech industry in the agreement.

 

On the same trip Netanyahu visited Apple’s Cupertino headquarters where he was ushered into the executive board room for a chat with the company’s leaders. He also toured Stanford University.

 

Netanyahu’s California appearance was designed to beat back the Palestinian solidarity movement’s boycott, divest and sanction campaigners who, in recent years, have increased pressure on California’s universities and other public institutions to divest from companies that do business with Israel. During the signing ceremony for the MOU that would give Israeli companies access to California’s technology infrastructure, Netanyahu thanked Governor Brown for California’s divestment from Iran. In 2012, California virtually barred insurance companies from owning Iranian assets. Earlier the state passed legislation requiring its pension funds to divest from Iranian companies. As a result of these laws, the state’s teachers retirement fund CalSTRS even consults with the American Israel Public Affairs Committee regarding its investments.

 

Netanyahu also thanked Brown for the economic benefits that California’s giant public employee pension funds, CalPERS and CalSTRS, provide to Israel. Both are major investors in Israel’s economy.

 

The California-Israel MOU originated from California assembly member Bob Blumenfield’s office. Blumenfield, the sponsor and author of several Iran sanctions bills, is now a city council member in Los Angeles. Blumenfield is a staunch ally of Israel, and has used his political offices, from Sacramento to the state’s largest city, to strike back against the boycott, divest, sanction movement aimed against the Israeli military occupation of Palestine. Most recently Blumenfield organized LA’s top elected officials, including mayor Eric Garcetti, to make a public statement in support of Israel.

 

“We stand with Israel against a Hamas regime that terrorizes Israelis from the skies and now, from beneath the ground,” Blumenfield told the public.

 

Mayor Garcetti called Israel “our strongest ally in a tumultuous region.”

 

Palestinian solidarity activists inside Israel’s biggest economic and military partner, the United States, and inside one of its biggest investors, California, have struggled for years to build a boycott, divest and sanction movement. They’ve asked pension funds and universities to divest from companies that do business with the state of Israel, and they’ve asked academics and musicians to boycott Israel by canceling concerts and shunning conferences. They’ve had some success, but as California’s continuing links to Israel show, their task is a difficult one.

 

Their struggle will continue long after Zim’s ship pulls anchor and leaves Oakland’s harbor. Supporters of Israel will be working to strengthen California’s ties to their cause and prevent any economic protest movement from gaining traction. This coming October the California-Israel Chamber of Commerce will be hosting an international business summit at the Microsoft Campus in Mountain View where innovation and investment will be among the topics of discussion. And between now and then another six to eight Israeli vessels will probably also moor along Oakland’s waterfront trading millions in goods.

 

Darwin Bond-Graham is a sociologist and investigative journalist. He is a contributing editor to Counterpunch. His writing appears in the East Bay Express, Village Voice, LA Weekly and other newspapers. He blogs about the political economy of California

P.O. BOX. 1886, MWANZA TANZANIA

Tel. +255 784 799630/784 447669

       

WIRELESS CONNECTIVITY WORKSHOP 20-26 OCTOBER, 2008

REPORT

                       

CONTENTS

   

1.Introduction………….3

 

2.The Workshop………..3

 

3.TTN Board Meeting…5

 

4.Closing Ceremony…..6

 

5.Launch of TTN &WMN.7

 

6.Recommendations…….8

 

7.Conclusion……………….8

                

Introduction

  

In order fo the Tanzania Telecentre Network to meet their vision of a democratic, knowledgeable and prosperous society, it organized a Wireless Connectivity Workshop , which tokk place in Sengerema Mwanza Tanzania on 20-26 October, 2008. The Workshop aimed at equiping technicians with konwledge to manage the wireless Networks and take part in the installation procedures of the Sengerema Wireless Mesh Network to acquire experience for implementation of wireless networks in other telecentres in Tanzania.

The workshop brought National IT-Managers from variuos telecentres and ICT related institutions like, Tanzanaia Communications Regulatory Authority, Commission for Science and Technology and The Dar es salaam Institute of Technology in Tanzania as well as leaders from the central and local government, institutions and Civil Society Organizations.

The launch and closing ceremonies of the workshop attracted a big number of members of the Sengerema community and the press. All activities took place at Sengerema Telecentre.

1.The Workshop

The Workshop started on 20th October, 2008 by introductions of the participants and the technical team followed by installation and configuration of the servers and computers to be used in the training and implementation of the Wireless Mesh Network Project in Sengerema district.

 

Participants from several telecentres in Tanzania and government and public institutions registered their appreciation on the advantages of Wireless networks in terms of affordability and applicability to the communities in the rural and disadvantaged areas. Training was conducted by Consultant of the workshop Mr. Sebastian Buettrich.

 

Training revolved on the financial implications of wired and wireless systems, operationalization, network administration, competition and sustainability of telecentres

 

The second day of the Wireless Connectivity Workshop started by an official opening speech delivered by Hon Elinasi Pallangyo Sengerema District Commissioner.

 

The Guest of Honour’s speech was preceded by an introduction about the workshop. The introduction revealed that TTN decided to host the Workshop at Sengerema telecentre so that IT-Managers From telecentres and ICTs institutions acquire experience from the Wireless Mesh Network project to be implemented during the workshop and underscored the role of Internet as an important tool in achieving success in life for the communities served by Telecentres. It revealed that success has secrets; to get hold of secrets you need keys. Internet is one of the most important tools to access the keys.

 

Also, IICD representative Ms. Bernadette Huizinga elaborated on the objectives of the Workshop. She made it clear that IICD is supporting this event simply because the TTN has an ideal objective of empowering telecentres so that they are able to provide affordable ICTs to the rural and disadvantaged groups

 

The Guest of Hounour complimented IICD for their invaluable support and TTN’s decision to host the workshop in Sengerema. He underscored the importance of ICs in meeting development objectives in this new millennium and beyond. Sited examples like, the government of Tanzania has been advised to allocate at least 1% of the budget in R&D activities which includes ICTs. Also, for the implementation of the programme for connecting the rural communities of Sengerema district to the Internet and piloting the same for other telecentres in the country

 

The Guest of Honour highlighted the importance of addressing language barriers and developing appropriate and sufficient content to meet needs and enable communities to access available information and encourage them to develop information data bases.

 

Implementation of phase I of the programme for connecting the rural areas of Sengerema District started practically on the third day (22, October, 2008) of the workshop.

 

As part of practical training, participants of the Workshop successfully installed Internet connections at two sites namely. The Union of Disabled Association of Tanzania Sengerema District Office and, Sengerema Non-Governmental Network-SENGONET. Both sites have very clear signals. The plan was to connect 10 sites during the Workshop.

 

The training was concluded in each morning and evenings of days 4, 5 and 6 by sharing experiences and challenges in the practical installations of the sites and hands-on experience. of the Wireless Mesh Network Project in Sengerema district.

 

The Workshop successfully connected 8 sites namely, The Union of Disabled Association of Tanzania Sengerema Non-Governmental Network-SENGONET. Sengerema Focal Development College,Sengerema District Office, Tanzania Chamber of Commerce Industries and Commerce Sengerema Branch, UNDP/SLEM Entrepreneurs office, Teachers Resource Centre and, KIMOSA enterprises.. Also, installation of network administration equipment was partly completed but not yet connected to the network. For the Phase I to start the network was connected to a router (Multitech systems router finder) with web management 1.20 having 3 segments ; Wired Segment for LAN at Telecentre, Wireless Canopy System Segment and Wireless Mesh System Segment The rest of the work was left to the Technical Team in collaboration with the consultant to devise the way forward, particularly for a complete installation of network administration equipment and materials such as, web server, mail server, VoIP server, bandwidth manager and other network monitoring and billing systems as well as more training for personnel to administer the network.

 

Two sites remained namely, Tanzania Teachers Association, and St.Carol Education Centre unconnected. However by the time the Workshop was closing there were 11 more applications for connections from, Coca Cola Depot, Sengerema Primary School, Anticorruption squad, Mr. Hassan Nyagani,, District Agricultural Office, Sengerema Elderly group , Sengerema Township Authority, Sengerema Informal Sector Centre, Reaching Souls International Church and Sengerema Information and Communication Women Group.

 

Additionally, two applications from would be Phase II customers have submitted their applications; Kakobe Secondary School (58 km) and Premium Secondary School (70km).

2.Tanzania Telecentre Network Board Meeting

Members of the Tanzania Telecentre Network Board convened on 25th October, 2008 at Sengerema Telecentre to deliberate on; the way forward of TTN with regard to, Secretariat status, plans for 2009, funding issues, Promotion of TTN, Membership, Website of TTN and Dgroup administration. The second item was status of Workshop closing and Launch of TTN and the Wireless Mesh Network Project, thirdly, was the status of the budget and lastly was the way forward of wifi network

 

Resolutions:

a)Sengerema telecentre will take up the secretariat role, which has been handed over by Swopnet for two years during preparation for hired personnel. The volunteer expected from Telecentre.org will support administration works. Discussion between TTN and Tc.org about the volunteer to be carried out during Meddie Mayanja’s visit expected in November 2008.

 

Plans for 2009 were adopted as sent around in the Dgroup in July 2008 i.e. After the Wireless Connectivity Workshop (October 2008), next will be evaluation of the TTN Wireless Mesh Network implemented in October 2008 to take place in April 2009, followed by a knowledge sharing activity in May, 2009 to involve hosting of the 7th East Africa Telecentre Leaders Forum and the ICT4RD Exhibitions and Forums during the Week long cerebrations of the World Communications Society Day (11-17 May 2009), the third activity will be training on radio management to be combined with a multimedia workshop. TTN is working with Dar es salaam Institute of Technology for the possibilities developing Sengerema Telecentre’s idea of mobile phones accessing information from the Knowledge Hub planned to be developed by Sengerema Telecentre with support from UNECA

 

b)TTN works out proposal for Knowledge sharing and innovation activities since IICD has funds available also funds for innovative ICT applications and sustainable energy use

c)The balance of funds from the budget of this workshop will be used for promotion and communication with relevant stakeholders. Follow up should be made to TCRA,DIT and COSTECH. Also, approach TCCIA/CIDA for content and assistance in identifying rural telecentres in the country

d)More efforts on a members data base, new active Board members and finalization of TTN website be put in place and the Dgroup for members only will launched shortly.

e)About the way forward of wifi network, a wireless network expert should be contracted for a few months to do the final configurations. TTN to contact DIT for a student internship. Meanwhile COSTECH advised to send a temporary technical person. Mr.hafidh Fikiri to help deliver the message to COSTECH leadership. TTN leadership will contact COSTECH on the technical personnel issue and increasing the amount of bandwidth to as much as twice the current amount.

f)Internet customers will be charged according to their budget. Installation fee to be Tshs.200,000/- for new comers.

 

3.Closing Ceremony

Closing ceremony of the Workshop took place at Sengerema Telecentre on 26 October, 2008. The Mwanza Regional Commissioner officiated the ceremony. In the message of the Guest of Honour delivered by Ms.Kulindwa on behalf of Hon.Dr.James Ale Msekela (MP) and Mwanza Regional Commissioner The Regional Commissioner underscored the need for appropriate content, well devised sustainability strategies and involvement of target communities from initial stage of planning.

Before closing the workshop, an executive panel involving presentations from the Workshop consultant, IICD Knowledge sharing officer, IICD Technical officer, TCRA, COSTECH and DIT representatives, Tanzania Member of Parliament of the East Africa Leg. Assembly Sengerema government leadership and civil society leaders, Workshop participants, Wireless connectivity technical team, artisans and the press was held

In the panel the audience was enlightened on the best use of the ICTs technologies and tools available for fostering positive development to the communities we serve also informed about government plans on ICTs development especially for communities in the rural areas which is 80% of total population in the country and that the government is working on the installation of communication systems that will enable the communities in the rural to access ICTs technologies and services easily, like the optic fibre initiative to be installed at district level where Telecentres will have the opportunity to provide affordable services. Also that the government has established a universal access fund, from which TTN have an opportunity for support. Furthermore advised that for sustainability purposes, Communities should be mobilized to have ownership

4.Launch of TTN and the Wireless Mesh Network Projec

Tanzania Telecentre Network established in 2007 and registered under the NGOs Act of the Tanzania governement was officially launched on 26 October 2008 The Guest of Honour addressed a multitude of people at Sengerema Telecentre premises while officially Launching The TTN and the Wireless Mesh Network Project encouraged the community to explore advantages of ICTS and potential of telecentres for improving their life standards of living.

The gesture for official launching was to browse the Internet at the people with disabilities office with a newly connected Internet by the Wireless Connectivity Workshop participants, which was part of their training in establishing Wireless Mesh Network The Guest of Honour and the public was amassed by the eagerness of the people with disabilities family to use Internet and the way they were celebrating this breakthrough. The people with disabilities family expressed their gratitude to Sengerema telecentre to involve them in the wheel of ICT development initiatives. In their message they asked to be considered in specialized ICTs equipment and materials like special computers for the blind.

.The launch ceremony was coloured by various kinds of the entertainments like choir with special songs on ICTs and telecentre potentials as well as local dances.. This attracted about 800-1.000 at the Sengerema telecentre premises. Additionally, Radio Sengerema was live on-air from morning mobilizing the community and to inform them what was happening at every stage. Right now the radio covers 400,000 people

 

5.Recommendations:

1.Immediate technical assitance is needed for Network adminstration. It is suggested that COSTECH provides a Temporaly staff for about 3 months to work witk Lismus Julius. DIT provide Interns for the same.

2.The technical team in collaboration with the Project Consultant to provide a technical report about the status of the installations-what done, what left and the way forward on the basis that Phase II will take place shortly.

3.Domestic and International development partners to work with TTN so that wirelss connectivity projects are implemented in most of the rural and marginalized areas of Tanzania

4.The governement of Tanzania to consider TTN in the allocation of the funds from the Universal Access Fund with the aim that TTN will develop programmes that will enable communities in Tanzania to access ICTs in the most efffecient and affordable way.

5.More training on wireless connectivity should be organized and provided.

6.Conclusion:

The Workshop was successful and paved a way for ICT development in the rural marginalized areas. We register our gratitude to the government of Tanzania for its clear policy on ICTs development to improve life standard of its people and availing an enabling environment for local and international development partners to take part.

 

Special appreciation to IICD for their commitment to serve our communities and support to TTN and other development initiatives as revealed during the closing ceremony.

 

We appreciate that participation of TCRA, COSTECH and DIT contributed greatly to the success of the Workshop. It is our humble belief that the relation between TTN and these institutions will be formidable.

 

The commitment of the consultant and his technical team and the eagerness to learn and practice of the Workshop participants was a key to success. They worked tirelessly and long hours, sometimes risking life like climbing up on tall masts. We believe God will bless them by making this kind of project happen at their places of work.

 

The community of Sengerema district deserves thumbs up for their understanding and eagerness to participate in the ICTs initiatives. The way they have aspired to be connected to the Internet through the Project and participation during the closing and launching ceremony was a testimony.

 

The role of Sengerema telecentre staff to the fruition of the events is very much appreciated. Their solidarity enabled the workshop to work according to the schedule. They mobilized and organized the community accordingly.

 

Lastly, indeed we thank the Almighty God for all these might blessings

        

FelicianB.Ncheye

Secretary

 

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

   

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

   

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

   

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

   

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

   

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

   

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

    

The Future of Healthcare in Virtual Worlds

Moderator: Dave Taylor, Imperial College London

SL: Davee Commerce

dave.taylor@imperial.ac.uk

 

Panel:

John Lester (Pathfinder), Linden Lab

Dan Hoch, Neurologist, Massachussets General Hospital

Dr Maurice Slevin, London Oncology Clinic

Shireen Lewis, Strategic Planning and Innovation, Memorial Sloan-Kettering Cancer Center

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Victor Cid, Senior Computer Scientist, National Library of Medicine, NIH, HHS

Randy Hinrichs, CEO 2b3d

James Kinross, Surgeon, Imperial College London

 

+++++++++++++++++++++++++++++++++++

FURTHER DETAILS

++++++++++++

++++++++

James Kinross, Surgeon, Imperial College London

BSST Imperial College

Head of Department: Professor the Lord Darzi of Denham

Programme Lead, Virtual Worlds and Medical Media: Dave Taylor

++++++++

 

The department of Biosurgery and Surgical Technology at Imperial College first entered Second Life in 2007.

 

Initial work focused on the development of social platforms that would inform health policy within London's National Health Service (NHS). The aim was to create health infrastructure and treatment pathways of the future that patients and medical professionals could experience virtually. This quickly expanded into consultation meetings and the creation of the Second Health islands (www.secondhealth.org.uk). As the pace of real world health reform quickened, so did the project. We are now working on creating virtual care networks across a simulated london borough.

 

Surgical simulation and education have formed the basis for much of the research within the department. Therefore, reserachers are now exploring the feasibility of Second Life as an educational platform for training medical professionals. This has initially focused on team training within the operating theatre environment, but it is seeking to explore the unlocked potential of virtual worlds in the fields of patient safety and undergraduate education.

 

++++++++++++

Maria Toro-Troconis, Senior Learning Technologist, Imperial College London

Game-based learning for virtual patients in Second Life

++++++++++++

This project aims to develop an effective model for the delivery of virtual patients following a game-based learning approach in Second Life.

The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.

 

Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life. A pilot was carried out in March 2008 with 43 students. The feedback received has informed the development of Phase II which incorporates a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as Asthma and COPD have been implemented. The same narrative and Activity Model is applied for all these patients including different modes of representation. The learner is asked to make decisions based on current information and acquires new information as a result of different decisions. Phase II will be released in August 2008.

A web world environment has been implemented consisting of a three-tier architecture based on J2EE’s Model View Controller (MVC) design pattern – tier 1: web-server; tier 2: application server; and tier 3: database. This model accommodates the delivery of a one-to-many relationship between the user/student and several virtual patients.

 

For more information please contact Maria Toro-Troconis: m.toro@imperial.ac.uk

www.elearningimperial.com

SLURL: slurl.com/secondlife/Imperial College London/150/86/27/

Demo on YouTube: youtube.com/watch?v=WnPYhSbSABA

 

+++++++++++

Dan Hoch, Neurologist, Massachussets General Hospital

::::Massachusetts General Hospital Relaxation Response Study in Second Life::::

+++++++++++

Do you enjoy using Second Life to communicate with others? Are you interested in learning about stress reduction techniques? Are you able to travel to downtown Boston?

 

We are recruiting healthy people and their Second Life Avatars to take part in a research study. The study involves teaching the Relaxation Response within Second Life. The Relaxation Response is a form of stress reduction therapy.

 

The eight week study comprises 8 training sessions in Second Life, each lasting 60 to 90 minutes. All participants will receive a Razer Piranha headsets to be used in the study and kept after the study ends. Additionally, study participants will be given $25 toward travel expenses to the Massachusetts General Hospital. The study does not involve any medication or blood draws.

If you are interested in participating, please send an email to RRSLStudy@partners.org or call 617-643-6240. You may also IM our in world contact, Halton Alsop.

or check out the study web page at:

www.connected-health.org/programs/second-life/center-for-...

[[Benson-Henry Instituet for Mind Body Medicine -- Center for Connected Health -- Department of Neurology]]

:::::Questions?:::::

Our plot will be staffed by a member of our research team during the following times:

Monday June 30th 9a-5p PST

Tuesday July 1st 9a-5p PST

Wednesday July 2nd 9a-1p PST

Thursday July 3rd 9a-1p PST

Thanks for listening to our principal investigator Dr. Dan Hoch discuss healthcare in virtual worlds during the SL5B speaker series!

 

+++++++++++++

John Lester (Pathfinder)

"Linden Lab's Perspective on Healthcare in Second Life: Cultivating Ecosystems and Strategies for Success"

++++++++++++

Pathfinder Linden (RL: John Lester) currently serves as Linden Lab's Boston Operations Director, coordinating the growth of Linden Lab's East Coast presence. He also leads Linden Lab's Proactive Education and Healthcare Mentoring Program, acting as a mentoring resource and academic evangelist for people using Second Life for teaching, academic and healthcare research, medical education/simulation, and scientific visualization. Pathfinder will talk about Linden Lab's perspective on healthcare applications in Second Life, the critical connection between the healthcare and education communities, and future visions of how healthcare might best leverage virtual worlds.

 

+++++++++++

Randy Hinrichs, CEO 2b3d

+++++++++++

Medipelago and our partners are beginning a new era for professional societies in the digital immersive 21st century. We believe social networking in 3D spaces changes everything. So, we are offering access controlled 3D peer spaces and scalable virtual rentals for your business meetings, research collaborations, and educational courses. We have a simple mission: move photons, not people and use more silicon, and less carbon. It is less costly to meet in an immersive digital world, and its more flexible to use 3D software to make you productive, responsive, and motivated.

 

2b3d offers information services that feature 3d meeting spaces, collaborative environments and virtual real estate rentals to individuals, companies, professional societies or groups. We leverage virtual worlds and social networking to bring professionals together in a single immersive location. Our services help to reduce travel costs and human resource downtime. At 2b3d locations, you meet peers, access current research, hold conferences, working groups and collaborate with people on the leading edge in your field. Our mission is to build robust information service solutions with innovative tools to advance productivity, tell a story and create a rich environment for you to gather with colleagues and partners.

   

 

Hello everyone. Thanks for logging in and thanks to the SL Bar Association as well as Kate Fitz for providing respectively the space and CLE accreditation that brings us all here today. We have lots of ground to cover so I think its best that we begin…

 

Avatars are used in a number of ways, but more and more often avatar names are being used as designations of goods and services in virtual environments so it becomes important for us to analyze the existing structures that support their protection, namely as trademarks under both in common law and federal regimes as well as internationally under publicity and privacy statutes. As the Internet has become a common tool of trade and commerce, the use of avatar names as designations of the source of goods and services has become more commonplace. Today we’ll discuss some issues surrounding the use of avatars as graphic characters, as well as existing protection and enforcement mechanisms.

 

Diving right in we’ll begin with AVATAR NAMES AS DOMAINS AND THEN COMMON LAW MARKS

 

Lets consider SEVEN IMPORTANT ISSUES CONCERNING USE OF AVATAR NAMES AND GAINING COMMON LAW TRADEMARK STATUS

 

I relevant terms of service provisions

 

II the theory of territorial protection for common law trademarks, the traditional way of using a mark, and how marks are now being used on the Internet.

 

III how common law mark owners traditionally prove use, and how they would go about proving such use on the Internet.

 

IV the Natural Expansion Doctrine, how it is applied to common law marks, and what impact the Internet might have upon this doctrine.

 

V the Lanham Act, the problems that emerge when a common law mark owner can prove continuous prior use, and how the Internet might affect this issue

 

VI how and why common law trademark territorial rights are likely to be affected as more and more trademark owners place their marks on the Internet and finally

 

VII use in commerce

 

Lets talk about that last issue for a second. Proving a mark’s use requires showing that it has a “Zone of Actual Goodwill”—namely an area in which the mark has come to be identified with its user’s goods or services. Within this zone, courts will afford redress or relief on the grounds that a party has a valuable interest in the goodwill of their trade or business and to the extent that the trademark is adopted to maintain and extend that trade or business. When infringement occurs within that zone, it normally consists of the sale of the goods of one manufacturer or vendor for those of another.

 

The first subpart is the “Zone of Actual Market Penetration.” Here courts have determined that a party should be awarded ownership of a mark in a specific geographic area only when the party’s mark achieves market penetration that is significant enough to pose a real likelihood of confusion among the consumers in that area. To determine market penetration, courts will most often examine a party’s sales, advertising, and reputation in that area.

 

In Natural Footwear, for example, the Third Circuit considered four distinct factors to determine whether a trademark had successfully penetrated an area’s market: 1) the volume of sales of the trademarked product, 2) the growth trends (both positive and negative) in the area, 3) the number of persons actually purchasing the product in relation to the potential number of customers, and 4) the amount of product advertising in the area.

 

The second subpart is the “Zone of Reputation”—that is an area in which a mark’s reputation has been carried by word of mouth and/or by advertisements. This zone can also represent a protectable area for the trademark user.

 

In one case, for example, the Ninth Circuit suggested that it was willing to enjoin an infringing user where the legitimate user’s reputation extended into the infringer’s area at the time the infringer adopted its mark. In most instances, however, the “Zone of Reputation” will not be the sole determinative factor. Theoretically, trademark protection should not extend beyond the area of market penetration.

 

In contrast as a point of comparison, the amount of contact needed within a particular state to prove personal jurisdiction does not really differ from the amount of contact needed to prove market penetration. Assuming that relative quantity is not an issue, the two tests ask many of the same objective questions. In the first instance, the inquiries are made concerning the defendant party. In the other, they are made concerning the mark itself.

 

Since there are no cases on point regarding the market penetration of Internet marks, courts will have the opportunity to make this analogy. Chances are, they will find it quite useful. Thus, a common law trademark owner, after placing his mark on the Internet, could successfully argue that the Internet has facilitated the penetration of his mark into a particular market area. This, accordingly, helps to define his

“Zone of Market Penetration,” and in conjunction, his “Zone of Actual Goodwill.”

 

Theoretically, the owner of a common law Internet mark should be held to the same standard as the parties in Hanover Star. The owner should have to prove 1) continuous use of his mark, and 2) a “Zone of Actual Goodwill” where his mark has come to be identified with his goods and services. If he can do this, his mark should be enforceable in the relevant market area.

 

So, the owner who diligently uses his mark on the Internet (as either a domain name or on his home page) will satisfy requirement (1). In addition, that same owner who can prove substantial contacts with a particular market area (through a customer

base, advertising, and sales volume) should satisfy requirement (2). By doing both, the common law mark owner who lives in Boston, but who now places his mark on the Internet, should be protected in Springfield, as long has he has the necessary contacts there. What if those contacts were not in Springfield, but rather in Connecticut, or even Florida? Shouldn’t that common law Internet mark owner be protected in those places as well? Theoretically, there is no reason why he shouldn’t.

  

REVERSE TRADEMARKS (CYBERMARKS…VIRTUALMARKS)

 

Excerpted from Is there a second life for trademarks in second life®? by Sally m. Abel and Adrienna Wong

 

VI. “USE IN COMMERCE”

 

What Constitutes “Use in Commerce” in Virtual Worlds?

1. In Marvel v. NCSoft, the court granted NCSoft’s motion to strike Marvel’s contributory and vicarious trademark claims for failure to state a claim of infringement. The court stated that because Marvel did not allege that the game users used Marvel’s trademarks names in commerce in connection with any sale or advertising of goods and services, it failed to allege any primary infringement for which NCSoft could then be held contributorily or vicariously liable.

 

2. Business owners who operate their enterprises entirely within Second Life have received recognition of their marks, suggesting that a mark can be used “in commerce,” at least for services, even when all use of the mark occurs within a virtual world.

 

a. The Aimee Weber Avatar Trademark.

On November 11, 2008, the USPTO registered as a design mark the avatar (named Aimee Weber) that registrant Alyssa LaRoche uses in Second Life for her

virtual content creation services (Registration No. 3,531,683; registered for “computer programming services, namely content creation for virtual worlds and three dimensional platforms” (Class 42)). The “specimen of use” provided was an image of an advertisement for content creation services that appeared on a virtual billboard on a virtual building in Second Life.

 

b. The SexGen and DE Design Marks.

(i) The USPTO has granted trademark registration to businesses that use their mark only within Second Life, to sell virtual items. See, e.g., Eros LLC’s SexGen

mark (Registration No. 3,483,253; registered for “providing temporary use of non-downloadablesoftware for animating three – dimensional virtual characters” (Class42)); and Michael Hester’s DE Designs mark (Registration No. 3,222,158; registered for “computer graphics services; graphic art design; graphic design services; graphic illustration services for others” (Class 42)).

 

(ii) Through litigation, Eros has successfully obtained protection of its SexGen mark, used only in businesses conducted entirely in virtual worlds. See Eros LLC v. Leatherwood; Eros LLC v. Simon. In Eros v. Simon, each plaintiff explained its uses of its particular marks, the majority of which occurred within the virtual world:

 

Eros routinely promoted its products in Second Life by “placing advertisements and conducting promotional events within numerous virtual adult/social themed clubs within Second Life.”

 

Pixel Dolls promoted its products throughout Second Life by advertising on in-world forums and on her website. The complaint attached an image of an advertisement displaying the “PixelDolls” mark.

 

RH Designs used its mark to sell virtual home furnishing accent pieces, by “announcing new product offerings in-world and by internet marketing.”

 

DE Designs promoted its virtual clothing by “placing classified advertisements in

Second-Life-oriented publications and at various locations within Second Life.”

 

Le Cadre Network used its mark to sell virtual shoes and boots, “by advertising in Second Life related publications such as Second Style Magazine, on an in-world radio station owned by the Le Cadre Network, and in various Internet forums.”

 

Speaking of verbal trademarks used on the Internet consider the case of domains…

 

As soon as the domain name registry—Network Solutions Inc.—opened

its doors for business in 1993, implementing a “first come, first served” policy, parties were lined up to place trademarks on the Internet. From the beginning, a domain name was one of the easiest ways to use a mark on the Internet.

These people, pioneers they were amazingly enough, were not even the trademark owners themselves—they were pirates, who subsequently became known as “cybersquatters.”

 

Excerpted in part from Brian L. Berlandi, What State Am I In? Common Law

Trademarks on the Internet, 4 Mich. Telecomm. Tech. L. Rev. 105

(1998) available at .

 

REGISTRATION REQUIREMENTS FOR DOMAINS

 

“For a domain name to be registerable before the USPTO, it must be used as a trademark or service mark in a conspicuous manner that identifies the source, origin, sponsorship, or affiliation of a particular set of goods or services.” Gary W. Hamilton, Trademarks on the Internet: Confusion, Collusion, or Dilution?, 4 Tex. Intell. Prop. L.J. 1, 5 n.10 (1995)(citing INTA’s Special Bulletin: Registration of Internet Domain Names in the USPTO, (1995)).

  

Let’s move on to graphic character protection, AVATARS, and PUBLICITY AND IMAGE RIGHTS

 

The publicity right (also known as the "right to likeness") is an extension of the right to privacy, and is defined as "[t]he right to control and to choose whether and how to use an individual's identity for commercial purposes." The statutory right to likeness should be examined in the light of its potential application in the area of massively multiplayer online role-playing games, or MMORPGs-games that "allow players to interact with each other and explore a world in real-time 3-D graphics" while "[e]very player is represented by a customizable character."

 

The issue at the heart of this discussion is whether players can, now or in the future, expect to have publicity rights over their avatars. Avatars not only represent a player's physical presence in a virtual world, but are also a means of tracking and profiling individual patterns of socialization, consumption, and entertainment.

  

Excerpted from Protection of Graphic Characters

© Copyright 1998 Lloyd L. Rich

Therefore, what should the creators do to protect their character? Today, since the best way to protect the character is to use as broad-based a protection policy as possible, the creators should practice "overkill". This means the character should be protected by a combination of copyright, trademark and unfair competition laws.

 

Copyright Protection

In Warner Bros., Inc. v. American Broadcasting Cos.3 the court noted that "in determining whether a character in a second work infringes a cartoon character, courts have generally considered not only the visual resemblance but also the totality of the characters' attributes and traits." A similar result was previously evidenced in Detective Comics, Inc. v. Bruns Publications4 where the court found that the character Superman was infringed in a competing comic book publication featuring the character Wonderman. The court found that the infringing work "appropriated the pictorial and literary details embodied in" the copyrights protecting Superman.

The more recent cartoon cases have been somewhat clearer in finding that the similarity in the graphic depiction of a character alone, without the plot elements, may be sufficient for a finding of copyright infringement, however, there still remains some uncertainty with respect to such a finding. In Walt Disney Prods. v. Air Pirates5 the infringers admitted copying the names and appearances, but placing them in very different situations than those used by Disney, of more than seventeen Disney cartoon characters for use in their adult, counter culture comic books.

The court rejected the defendant's fair use defense, but noted that most of the previous cartoon character infringement cases "have considered the character's personality and other traits in addition to its image". This dictum once again raised the issue of whether similarity of appearance by itself is sufficient for a finding of copyright infringement liability. However, in a number of cases where cartoon characters were reproduced as three-dimensional dolls or figures, copyright infringement was found without any regard to the issue of copying the plot or personality of the character.6 In those instances where copyright infringement was based solely on the appearance of the character, the similarity was "virtually exact".

Copyright law will find that copyright infringement has occurred when someone other than the rightful copyright owner of the character uses that character without permission, especially if such use copies the appearance and unique character traits that distinguishes the particular character.

In order to ascertain whether a graphic character is entitled to copyright protection, the courts usually apply the "character delineation" test. The critical issue in determining if such protection exists is whether the particular character is sufficiently and distinctively delineated so that it warrants protection. Because copyright law does not protect ideas from infringement, but instead only protects the expression of those ideas, courts will not protect character types. Just think about the guy who created a comic character of a kitchen sponge for hire comic as opposed to the one that created Sponge Bob Squarepants who ultimately defeated the earliers copyright claim. The best way to protect a graphic character under copyright law is to ensure that the character's appearance and personality are specific and unique.

Protection Under Trademark and Unfair Competition

Another way to protect the graphic character, even if the character is protected by copyright, is to protect it under trademark and unfair competition law. Federal, state and common law protection will protect the character from being used by another party without authorization when the character functions as a form of identification and commands public acceptance and recognition. This protection could prevent the exact duplication of the trademark owner's character or the imitation of that character where the likely result is to cause public confusion, mistake or deception with regard to source of the products or services that carry the indicia of the character. The scope of protection is usually only a matter of degree regardless of whether character protection arises under federal trademark law (Lanham Act), state common law of trademarks or unfair competition, or those sections of the Lanham Act that protect against false descriptions and designations of origin.

Many are of the opinion that trademark and unfair competition protection for a character is weaker than the protection provided under copyright law, but in actuality trademark and unfair competition protection may be stronger because they could provide the trademark owner with a perpetual monopoly in the use of the trademarked character. A perpetual monopoly could exist because the term of protection might last indefinitely if the use of trademarked character is properly protected and maintained. This differs from protection under the Copyright Act which will only last for a finite time as set by statute, e.g., currently if the character is owned by the individual creator the duration of copyright protection will be the creator's life plus an additional fifty years, but if the character was created as a "work made for hire" protection would only last for seventy-five years. Furthermore, the stronger the trademark for a character becomes, the less willing the owner of the character is allowing uses of the character, such as fair use, that may be permitted under copyright law.

Trademark law will not permit a graphic character to be trademarked solely for its own protection, however, it does permit the character's name and likeness to be trademarked when the function of that trademark is to indicate the source of the products and services bearing that mark.

Trademarks perform a number of functions that are important to the public and include: (1) identifying one's products by permitting the trademark owner to use a mark to distinguish his/her products from those of another party, (2) signifying that all products and services that carry the mark come from one source, (3) signifying that all products and services that carry the trademark have a standard quality level, and (4) serving as the primary advertising and marketing vehicle for selling the products and services that bear the trademark.

There are both advantages and disadvantages to protecting a graphic character as a trademark, however it is my opinion that the advantages far outweigh any disadvantages. On the positive side, to obtain a trademark, a character does not have to include the originality attributes that are required under copyright law. In addition, in order to prove trademark infringement the trademark owner does not need to prove that the infringer had access to the character as is required under copyright law, but only that the mark was used by a party other than the owner of the mark without permission. Finally, the longer term of protection -- potentially perpetual just as long as the registration requirements are fulfilled, the mark is not abandoned, or the mark loses its status as a trademark -- especially for successful and highly marketable graphic characters, such as many of the Disney and Warner Brothers characters.

On the negative side, federal trademark protection for a character may be costly. This will be especially true if the character is extensively used or licensed for use in multiple media formats and in merchandising programs for many different categories of products and/or services. Then, protection may require that the character be registered as a mark in multiple trademark classes since each class represents a different category of goods or services, and registration in each specific trademark class requires an additional fee to be paid. In addition, because trademark protection is territorial, the mark may need to be registered in countries other than just the United States to provide the maximum degree of protection. Further, any changes in the appearance of the graphic character could destroy the original trademark protection and will therefore require additional trademark registrations to ensure that the current appearance of the graphic character remains protected.

Most courts have recognized trademark protection for graphic characters and have found trademark infringement liability under both trademark and unfair competition law. In Fisher v. Star Co.7 the cartoon characters Mutt and Jeff were protected by the court under trademark and unfair competition principles which found the Star Company liable for unauthorized use of the characters.

THE QUESTION OF MACHINIMA

THE RIGHT OF PUBLICITY

 

Excerpted in part from The right of publicity in virtual reality by Woodrow Barfield (2007).

 

The right of publicity prevents the unauthorized commercial use of an individuals name, likeness, or other recognizable aspect of ones persona. It gives an individual the exclusive right to license the use of their identity for commercial promotion. Commercial exploitation can include the use of an identity in advertising (including advertising in virtual reality or services. The scope of the right of publicity varies depending on the particular jurisdiction considering it. For example in the US, not all states have directly adopted a right of publicity law, although in many states a similar right may exist in the states privacy laws. But the right of publicity does exist in some form in Canada, Australia, Hong Kong, and members of the EU. Given that many virtual environments with corresponding avatars can be accessed by the Internet, it is possible that to be subjected to the right of publicity law within a particular jurisdiction even though the person who designed the avatar resides in a country that has no right of publicity claim. So far the right of publicity has been used to protect the persona of well-known people and not well-known avatars. In the case of White v. Samsung, the decision involved a non-human character the courts reasoning begs the question whether it is possible that someday the right of publicity doctrine could be expanded to protect a virtual avatar should the avatar gain fame, particularly when the virtual world is designed for commercial purposes.

 

Personal name and celebrity trademarks

In the UK celebrities, so long as requirements of sections 1,3, and 5 of the Act are met, register their names as trademarks as a personality rights mechanism. Catherine Zeta Jones registered her full name in 2002 to cover entertainment services. Britney Spears has a Community Trade Mark registration covering music recordings and a wide range of non-music areas including inflatable furniture.

 

Trademarks may be a more effective way to protect celebrity interests during a battle of publicity rights where the outcome may not be as predictable as the client or other interested parties would prefer.

 

In the official snapshot and machinima policy of Linden Labs,

(a) Land Owner Consent for Snapshots and Machinima.

If you wish to take a snapshot or capture machinima of content on another Resident’s land, then:

1.For Snapshots, check whether the covenant for the land prohibits snapshots. If it does, then you need special permission from the land owner to take the snapshot. If it allows snapshots or doesn’t address them, then you do not need special permission from the land owner as long as you comply with any terms that may be in the covenant.

2.For Machinima, check whether the covenant for the land allows machinima. If it does not or doesn’t address machinima, then you need special permission from the land owner to capture machinima. If it allows machinima, then you do not need special permission from the land owner as long as you comply with any terms that may be in the covenant.

For Mainland or Linden Homes parcels where Linden Lab is the estate owner, you do not need land owner consent to take snapshots, but you do need special permission from the land owner to capture machinima. The “land owner” is not the estate owner, but the Resident identified as the land owner in the “General” tab under “About Land.” For private islands where Residents are estate owners, you must check the covenant for the private island as provided above.

(b) Avatar Consent for Machinima.

For machinima, you must have the consent of all Residents whose avatars or Second Life names are featured or recognizable in the machinima. This includes avatars who are featured in a shot, avatars whose names are legible, and avatars whose appearance is sufficiently distinctive that they are recognizable by members of the Second Life community. Consent is not required if an avatar is not recognizable and is merely part of a crowd scene or shown in a fleeting background. Consent is not required for any snapshots.

 

A jurisdictional overview of the publicity rights landscape reveals that generally there are two approaches taken to towards the right at law, those protecting the image of the individual under privacy considerations and those giving a tool to public figures and celebrities to control the commercial uses of their image and name. The issue raised by the laws governing publicity in this context concern evidence. Theoretically an avatar identity could become so well known that would be possible to demonstrate fame and evidence of commercial interests of the holder to that likeness, however would that be enough? Would a court be persuaded to recognize these rights simply if evidence of fame existed, and economic interests of an actual individuals rights holder were damaged as a result of the unauthorized use of image, likeness or name?

 

Austria

Unauthorized exploitation of an individuals personality rights can be prevented under Section 78 of the Austrian Copyright Act. The plaintiff will be required to demonstrate that their legitimate interests are being infringed.

 

Belgium

In Belgium “the use of a persons name for the sole purpose of publicity or any other type of exploitation without that person’s authorization constitutes a tortious act.”

 

UK

 

“Irvine v Talksport; It is worth noting that the decision in addition to passing off was also based on the concept of false endorsement, involving implicit celebrity approval and association with the product, as distinct from mere merchandising. To that extent common law passing-off is a still less than fully secure basis for protecting image rights.”

 

“Passing-off” Under English law actionable passing-off requires that:

(1) the claimant has goodwill associated with his name and image;

(2) the defendant has made a misrepresentation likely to confuse the public into associating the defendant's products or services with those of the claimant, and

(3) there is loss or the material prospect of loss to the claimant.”

 

Japan

Japanese courts recognise publicity as an exclusive property right, but the Supreme court of Japan ruled in 2004 that publicity rights do not apply to animals, overturning lower court rulings ordering a video game maker to compensate horse owners for using their steeds' names in games without approval. So the owners of such non-human objects can, at least for now, only protect the names and likenesses under existing Japanese trademark, copyright and other intellectual property laws.

 

China

In BEIJING —

The names of Japanese celebrities, such as pop singer Ayumi Hamasaki, have been registered as trademarks in China by businesspeople trying to take advantage of their fame to boost business.

Japanese actors names (unfair competition claim requirement and does false designation of origin exist there? in the US its Lanham Act 43(a))

www.japantoday.com/category/business/view/many-chinese-se...

 

France

The moral concept of the image right is codified in Article 9 of the French Civil Code. This provision states that any use of an individual’s image requires their permission and has its root in the right of privacy and is therefore also protected by Article 8 of the European Convention on Human Rights.

www.law.harvard.edu/faculty/martin/art_law/image_rights.htm

 

In the Ryanair case, Carla Bruni sought 500, 000 EUR for damages that, according to her, was the commercial value of her image for visual advertising on French territory.

N. Sarkozy v. Sté Ryanair and C. Bruni Tedeschi v Sté Ryanair, TGI Paris, 5 February 2008, JCP 2008, Act. 117.

 

These protections do not address commercial exploitation. That has been afforded status under case law as a descendible right to control commercial use of the image of an individual without authorization.

  

Germany

Europe’s patchwork approach to image rights, Managing Intellectual Property (July/August 2007).

In Germany, the right to exploit ones own image is based upon the protection of the personality as a part of general civil rights. Case law has determined that images may only be distributed or made publicly available if the person shown on the image has consented to such use. Following the death of that individual, any such use requires the consent of their heirs for 10 years after the death in of the person in question. Marlene Dietrich case BGH 1 ZR 49/97 (1 December 1999).

 

In 2003 a Hamburg court ruled that Electronic Arts could no longer sell its FIFA World Cup 2002 game in Germany because the likeness of German goal keeper Oliver Kahn was used without his permission and not covered under negotiated licenses with the European football players’ association (FIFPRO) and the German Bundesleague.

Kahn, Oliver vs. EA Electronics Arts 324. O 381/02 Landgericht Hamburg (25.04.2003).

 

India

In Sourav Ganguly v. Tata Tea ltd, a celebrity of sorts who returned from extended time away from India to discover that Tata Tea Ltd., in which he was employed as a manager, was promoting it's kilo tea package by offering consumers a chance to congratulate Sourav through a postcard placed in each packet of tea. The company thereby intended to promote the sale of its tea packet in the Indian market where Sourav had earned considerable amount of popularity. The court ruled in favour of Sourav by accepting that his fame and popularity is his intellectual property and ordering the tea maker to pay damages.

www.legalserviceindia.com/article/l139-Celebrity-Rights.html

 

In conclusion, when considering virtual characters and branding activities:

 

1. Pay attention to trade mark use requirements in all relevant jurisdictions

 

2. Consider the outlook, purpose and activities of the avatar. Special care should be taken to maintain a uniform outlook of the mark, any changes to the appearance of the avatar must be seriously considered and undergone only if the intention is to re-brand.

 

3. When building a public figure or celebrity avatar keep in mind that an individual will ultimately be required to at least, demonstrate that use of the avatars likeness has commercial value and thus requires compensation for commercial misappropriation of the persona.

 

In conclusion, when considering avatars as trademarks in general:

 

1. The relevant terms of service agreements relating to creation and storage of the avatar as well as

 

2. the interest of account holders in virtual assets, such as avatars, stored on servers hosted by the service and related liability terms included in terms of service and end user license agreements and

 

3. any ownership of copyrightable aspects of an avatar trademark such as rights that may accrue to a body sculptor, or skin maker.

 

In conclusion, when considering machinima:

 

1. The privacy acknowledgements and waivers of all portrayed account holders and,

 

2. copyright clearance or licenses of intellectual property rights implicated by production of the film including those of builders and regulation of copyright ownership of avatar actor or animator performances; basically anything that may be protect able as a separate copyrighted work that is embodied in the film and

 

3. any trademark or publicity rights that may accrue to the individual operating the avatar relating to the commercial appropriation of their likeness and

 

4. copyright license terms offered by the service in connection with respect to authorizations to use and capture images in-world.

 

THANK YOU FOR YOUR ATTENTION.

 

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ABOUT THE SL BAR ASSOCIATION

 

Welcome to the Second Life Bar Association.

 

The Second Life Bar Association is an organization of attorneys and others interested in the nexus of law and virtual communities.

 

Our mission is:

(1) to educate the public and profession concerning legal issues arising from the Second Life virtual world;

 

(2) to study the legal, business, and technical implications of the 3D Internet, including virtual worlds, and the Second Life virtual world in particular;

 

(3) to offer our members opportunities to meet and discuss the association’s interests with professionals from around the world; and

 

(4) to promote justice, professional excellence, and the rule of law in Second Life.

  

Our meetings are held upstairs on the second Saturday of each month. We also hold regular coffee chats and social events; please visit our website at slbarassn.ning.com/ for information.

 

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