Virtual Worlds are digital tools for realising concepts. The sophistication of those concepts can be limited by inadequate skills. As this is our second opportunity in the virtual world it provides a rich opportunity to challenge students to use the liberating energy of technology that delivers a limitless array of options for the imaginative mind to explore.

Students completing this project will have been immersed in a new way of learning, not only in the digital skills it provides but being able to visualize in a 3-D format. Given the growing prominence of 3-D forms in communication, students have a distinct advantage in utilising such concept.

A function of an artwork is to engage an audience. Innovative concepts and images readily attract an audience, measured by its ability to communicate and ignite responses. To this end the WHEN2050 project will reach out to a global audience via the internet as well as draw a real world audience by being exhibited in a major art/design space utilising the latest in 3-D projection.

The learning process for these students is rich and varied culminating in visual imagery that seeks to address perceived issues of the future. This project challenges students to combine the imagination and informed knowledge to deliver creative solutions.

The technology as the tool allows for the realisation of these solutions.