The SLENZ Update – No 44, February 4, 2009

Strangers: off to the world

rollo-mike-fiona

UK-born Mike Baker (SL: Rollo Kohime),  a senior lecturer in the Degree in Arts and Media programme in the School of Arts and Media at Nelson-Marlborough Institute of Technology, Nelson, NZ-Aotearoa, has had papers on his Masters project accepted for three national and international conferences in February and June.

The papers will be delivered at intercreateSCANZ Symposium, at New Plymouth, in Taranaki, New Zealand, PSI15 Performance Studies International Conference, in Zagreb, Croatia, and the SDHS Society of Dance History Scholars: Topographies: Sites, Bodies, Technologies, at Stanford University, USA. He has  also been named to an international panel to deliver/discuss the paper of Isabel de Cavadas Valverde: Envisioning virtual cartographies for corporeal interaction: dance and performance convergent applications of Second Life 3D Metaverse social environment, at the SDHS Conference at Stanford.

Baker (pictured above with wife Fiona), who has danced and worked with: BodyCartography Project, (USA/NZ) Wilhemeena Gordon, (NZ) Nancy Stark-Smith, State-of-Flux Dance Co, (Melbourne, Australia) Martin Keogh (USA) jzamal Xanitha (USA) and Catherine Chappell – Touch Compass Dance Trust (NZ), is completing a Masters in Art and Design (majoring in dance and video) with AUT University,  Auckland.

His performance-based Masters project, “Company of Strangers – Negotiating Meetings, Exchanges and Conversations in Urban Spaces”, critically explores both in the real world and Second Life the forces of indeterminacy which he maintains are responsible for the dynamics which create the personna of the ‘stranger’ in encounters between people in urban spaces. He uses interventionist dance strategies to prompt and then interrogate the formation, nature and parameters of encounters in designated public places. The experimental movement frameworks employed are informed by the discipline of Contact Improvisation Dance. The working process is documented using a range of video narrative and internet blogs.

The Second Life portion of Baker’s dance project is based on the NMIT/SLENZ island of Koru. His blog is at: http://hoststranger.blogspot.com

Better SL viewer ahead?

On the face of it the churn rate of “newbies” entering Second Life is probably unacceptable in business terms but 15 percent of those trying out Second Life for the first time, deciding to “settle” in world, to my mind, is nothing to get discouraged about.

Given similar problems to those Second Life has had over the years many five-year-old – old hat? – businesses would be pleased with the on-going, steady retention rate. philip_rosedale

Linden Labs’ executives, Philip Rosedale and Mark Kingdon appear far from discouraged even though they would like to “triple that number,” according to an exclusive report by Ian Lamont, in The Industry Standard. (Story and transcripts http://www.thestandard.com/news/2009/01/30/exclusive-linden-lab-executives-plot-second-life-growth-interface-concerns-persist?page=0%2C0&source=nlt_daily)

Both Rosedale (pictured right) and Kingdon (pictured left) said in the Lamont interview that on-going, significant work to make the user interface less complex would have a huge impact on the retention rate of the virtual world.kingdon2

Singling out search, the user interface and new user orientation as needing major improvements, to up the on-going user retention rate, Rosedale told Lamont, “We need to collapse the orientation experience on learning the interface down to a 30-minute timeframe. We’re not there yet.”

Going on to describe the current interface as “overwhelming,” Rosedale said, “The basic UI of the software also needs to change. “It has too many pixels,” he said referring to the buttons, numbers, and other data presented to users on the screen. “They’re all kind of demanding your attention — your [Linden] dollar balance, your inventory window, all the buttons on the bottom bar, chat and text that are visible in the window, that’s asking something of you, blue pop-ups that are coming up.”

Rosedale said that Second Life had moved beyond an emerging application for technology-savvy users. “There is a lot more diversity in use, demographics and behavior in Second Life today than there was, say, at the end of 2003,” he said.

Kingdon added. “There is a very compelling set of activities that virtual worlds are incredibly powerful for. They erase geographies, they allow for a type of interaction that you can’t get in the real world and they bring with them really interesting economic and business opportunities for users.”

Kingdon detailed localisation projects for countries in Europe, Asia, and South America, and cited in-world training and remote meetings as compelling activities for companies. Both he and Rosedale portrayed Second Life as a competitor to enterprise video conferencing, which they believe is unable to match Second Life’s ability to make people feel comfortable interacting with other remote users.

VW education/meetings do work

lbj_close_talker

On Mark Kingdon’s case (above) for the benefits of holding real world meetings in virtual worlds Metaverse developer Caleb Booker has provided a compelling argument for the use of virtual worlds like Second Life for real world education environments and meeting spaces.( http://www.calebbooker.com/blog/2009/01/27/roi-in-virtual-worlds-1-why-webcams-fail/)

I have to agree with Wagner Au  in New World Notes (http://nwn.blogs.com/) that up until now, “the notion that the professional world should prefer meeting in the metaverse over speakerphones or web cams or other technologies seemed roughly crazy.”

He based this on the assumption that  in-world meetings put on by companies like IBM and Microsoft “were mostly limited to the early adopters already familiar with Second Life.”

However, Au goes on to say, that Booker lays out his reasoning lucidly for why the professional world should change its view through comparing being “close” to  people in an avatar sense to getting the “close-talker” feeling of  being trapped counting the other speaker’s nostril hairs, as in the Lyndon Baines Johnson picture above or a la webcam, and not being able to look away.

Suffice to say, Caleb argues cogently that Virtual space experiences work better than a webcam experience because one can maintain some “personal space”;  whatever learning mode one is in, chances are one will do fine;  and the experience fills one’s field of vision far more readily.

Read Caleb’s article: its one of the best expositions on just why education as opposed to other forms of elearning WILL work in Second Life and other virtual worlds.

Kermit for the third time..

intellagirltully

My final word on the saga of  the believability of Kermit. Intellagirl Tully (real life Sarah Robbins) is recognised as one of the foremost researchers/educators operating in Virtual Worlds. She probably has thought more about academic identity in a non-academic world than most other people. I’m indebted to a SLED list poster for pointing me to her “enjoyable and insightful” piece for the SLCC Education Workshop in 2006 titled, ” ‘Image Slippage’: Navigating the Dichotomies of an Academic Identity in a Non-Academic Virtual World.” You can read it at: http://secondlife.intellagirl.com/SLCC-Robbins.doc

Is the writing on the SL wall?

blumenthal

The on-going debate inside the walls of Linden Lab and among Second Life educators and others on the benefits or not of merging the carefully policed, but poorly-patronised Teen Grid with the well-patronised adult grid, has been brought into sharper focus by MySpace’s decision to remove the profiles of about 90,000 US-registered sex offenders.

The question is not whether Second Life can survive the addition of a teenage group of possible hell-raisers (grin) but whether it can survive the imposition of more stringent controls such as proof of age, identity, location and possible background checks being placed on the general population of Second Life, things which may be required by some US regulators to ensure the safety of the teens.

Personally I’m not a proponent of the Nanny State and think this would be a step too far. I have enjoyed, for better or worse, the “anything goes, frontier” feel of Second Life – even the griefers – for the past four years and hope to continue to be surprised and astounded by the activities/art/works of my fellow residents for years to come, no matter what their real life backgrounds.

Proof of age is currently not mandatory within Second Life and is required only for specific “adult” areas – I’ve only come across one proof-of-age-barred area over many hours of exploration – but given the general in-world penchant for privacy I don’t think the introduction of mandatory proof-of-age on the general grid would be a good thing.

[Interestingly the Linden Lab ban on casinos and sexual age-play among adults has, as predicted, reportedly only served to drive these activities underground.]

The thoughts on this issue were sparked by comments made by Connecticut Attorney-General Richard Blumenthal (pictured above at an unrelated occasion, but appropriate-looking “friend”) who initiated the release of the MySpace figures which were almost double the number that News Corporation-owned MySpace officials originally announced last year. (http://preview.tinyurl.com/c62qqs)

Blumenthal said the “shocking revelation” backed up his campaign to ensure that social networking sites should be barred as “playgrounds for predators”. “

Almost 100,000 convicted sex offenders mixing with children on MySpace is absolutely appalling and totally unacceptable,” he said. “For every one of them, there may be hundreds of others using false names and ages.”

Blumenthal said the new data unmasked what he called MySpace’s “monstrously inadequate counter-measures” and noted he would continue “to fight for reforms and safeguards at MySpace and other social networking sites to protect children, including age and identification verification.

“I urge MySpace and the social networking industry to end their resistance to age and identify verification,” he said.

One wonders how long it will be before he and his fellow travelers look at virtual worlds, now that social networking and virtual worlds are coming together.

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