Still Life

With four guide ropes attached to it, the east-side clock face is raised into position. While it didn't seem that windy on the ground on Saturday, Jan. 28, winds higher up were strong, requiring extra guidance to bring the clock face safely to the Old Main bell tower.

Old Main clock faces installed

Ben White of New Vibrations Audio and Video works on a ledge of the Old Main bell tower, to remove the speakers from the old chime system. The company installed a new carillon system today (Jan. 27) that will play a digital recording made of the original Old Main bell that now sits adjacent to Old Main and other bells of comparable sizes.

New carillon, restored clocks being installed

The funeral procession for Joe Paterno made its way past Beaver Stadium and down Porter Road as crowds applauded on Jan. 25. Thousands lined the procession route through the University Park campus and downtown State College to bid a last farewell to Joe Paterno.

Joe Paterno's funeral procession

Coach Joe Paterno was on the field for the first half of the Nittany Lions' football game. Penn State beat the Iowa Hawkeyes 13-3 on Oct. 8, 2011, in front of an enthusiastic crowd at Beaver Stadium.

Joe Paterno through the years

Katie Knobloch and Andrew Adamietz, members of the a capella group Blue in the Face, shared a candle at the vigil held Sunday, Jan. 22, to mourn the death of Penn State football coach Joe Paterno, who passed away earlier in the day. Several thousand members of the Penn State and State College community came out to the Old Main lawn on Penn State's University Park campus for the vigil.

Thousands mourn Paterno's passing

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Virtual world offers new locale for problem solving

Monday, September 29, 2008

University Park, Pa. -- Second Life, a virtual world created in 2003 by Linden Labs, currently boasts more than 12 million users worldwide who go there for everything from college recruiting to shopping. Now, Penn State researchers are investigating how virtual teams can better solve real world problems by collaborating in Second Life.

Nathan McNeese, undergraduate, psychology; Gerry Santoro, assistant professor, and Michael McNeese, professor, information sciences and technology and psychology, all from Penn State; and Mark Pfaff, assistant professor of media arts and sciences, Indiana University-Indianapolis, created an experiment in which students formed teams and were asked to solve a problem, posed by a video, using different meeting styles.

The researchers set up 10 teams to work face-to-face, 10 teams to work through teleconferencing and 12 teams to work as groups of avatars in Second Life. An avatar is a computer user's representation of him- or herself. It is the user's persona inside virtual space.

The assigned task revolved around the video "Rescue at Boones Meadow," an episode of "The Adventures of Jasper Woodbury" series produced by the Vanderbilt University Learning Technology Center that focuses on mathematical problem finding and solving. Participants watched the video individually and then convened to decide how to rescue an injured eagle according to the information given in the video. All groups had to decide which character would rescue the eagle and which methods of transportation would be used, and estimate the time it would take to complete the task.

The groups using Second Life were confined to text-based communication and had to learn how to master the complex keyboard strokes required for avatar movement. These barriers did not deter the groups from completing the assigned task; however, the teams using Second Life took the longest to finish.

The face-to-face teams felt most confident of their performance, yet the Second Life teams provided the most accurate answers in the task.

"Overall, Second Life is a viable option for group work," said Nathan McNeese. "But there's definitely a learning curve with it and accomplishing even basic tasks can be difficult, especially if you've never used it before." He reported their results in September At the Human Factors and Ergonomics Society meeting in New York City.

Some of the participants, college students ranging in ages from 18 to 22, were already familiar with online chat and gaming tools, making them more comfortable working in Second Life. Nathan McNeese, whose own knowledge of Second Life was limited before starting this project, said the research opens the doors to explore more uses of Second Life with different age groups and solving different problems.

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