Games and MUVES– VLENZ Update, No 182, April 22, 2011

Future Forecasts for Games and Virtual Worlds

Is Rod Humble going to take

 SL back to the desert?

 Seriath sees days of Bohemians and pirates reborn…

 The new CEO of Linden Labs CEO Rod Humble just might have something in common with OpenSim blogger and builder, free content distributor and Hypergrid explorer, Vanish Seriath.

Humble, although talking about gaming specifically, commented recently  ‘let’s go back to the desert’ — because we were better off then”.

Earlier at UC Santa Cruz’s Inventing the Future of Games symposium, according to Christian Nutt in “Gamasutra – the art and business of making games”, he had said that video games developers had made it to the “Promised Land”, as video gaming as an artform was spreading across the Globe.

Rod Humble

Seriath, for his part, in his TGIB blog - published within a similar time frame to that of Gamasutra – quoted Neuromancer (1984) author William Gibson, in his only appearance in Second Life in 2007,  as saying the virtual worlds “I cooked up were always in the backroom of something else, like, in my novel Idoru, there are virtual worlds that kids had broken into abandoned corporate or virtual websites and, in the basements, in the back rooms, they created whole universes of stuff, so they don’t have to pay for it. And that’s a much more appealing fantasy (than SL) to me…”

William Gibson

 Seriath said, “I think … it’s already clear which technology fits Gibson’s description today. We don’t even need to break into abandoned networks, we can run  (OpenSim) in our own basements, backrooms, anywhere. And really, it’s not going to be the corporations, the commercial grids, that will define the culture of this our metaverse, but rather the vibrant and living subculture of bohemians, of pirates, of artists, musicians, coders, builders and explorers, who are running this (a MUVE) on their own machines, out of love, and for the thrill of being there.”

In Seriath’s view – and obviously that of Gibson – the future might not belong to Second Life (TM), although if Humble is able to take the bull by horns and  ”return (Second Life) to the desert” it might once more become as exciting as it ever was – and home to  Seriath’s real bleeding edge bohemians,  pirates, artists, musicians, coders, builders and explorers.

‘Hard to keep track of’

 ”This is the time I’m least certain about the future of games that I’ve ever been in my entire life,” said  Humble at the Santa Cruz conference, as reported  by Gamasutra. ”The way our art form is spreading across the Globe, I find it hard to keep track of.”

However, Humble who has created a number of   successful games, including The Marriage, and is well-known from his time working on The Sims series at EA, believes “games can change human behavior”.

Those who rate games, he said, “treat our medium more seriously than we do. I think we in the game industry have this clown nose on, clown nose off attitude.” We want to be recognized as art, but when criticized, we say “but it’s just a game!”

This may, in fact, be disingenuous, he implied, according to Gamsutra. “I think we can do both at the same time … and take responsibility for it.

 ”I believe that the structure of the game has a meaning and a message that gets through, and seeps into the player’s subconscious, and gets delivered. And whether it can change human behavior or not? I say it does. I believe games can change human behavior.”

 That is not to say that it’s as blatant as some critics suggest. “I’ve played D&D and war games and shooters all my life and I am not violent,” he said. “But I have played games that have entirely changed my outlook, and how I live my life.”

 That said, “I think it’s extremely important to look at it and say how can we take responsibility as game creators. What games should we ethically build? If you are going to be influencing those [players] you have an enormous weight on your shoulders.”

Vanish Seriath

In Humble’s view, game developers should “follow the tact of art forms before. The most noble art to make is one that celebrates nature and human nature.”

And that is just where Humble and Seriath and Gibson might disagree. And so might the Bohemians and pirates and those on the bleeding edge of the virtual world technology and dare I say it, in the virtual world of pornography, where many  MUVE developments are taking place today.

Lost cool edge

In many ways Second Life is being destroyed by the same popularity that  The Saturday Evening Post was in its heyday. Even though not really mainstream Second Life  has lost its cool edge – as Face Book  is now doing through becoming peopled with wrinklies –  and more and more the  dread hand of  corporate Big Brother  appears to want to make Second Life into an homogeneous world that’s is safe, gentle and very  little  different from real life – a safe place for the kids, or suburban Moms and Dads to play in. Like the Saturday Evening Post,  which died through becoming too popular with its circulation mainly among the  small town folk, typified by Norman Rockwell,  the nostalgic, the retired, the unemployed and the  boring, and “widows” and “orphans” who didn’t have the spending power to attract corporate advertisers,  Second Life is no longer at the cutting edge of virtual technology. It appears to have become mundane.

Its  corporate walled garden sometimes seems sanitized and sterile, even though the reality is rather different.

But there is a place where one can do what one likes in one’s own world as well as visiting other worlds in basements around the Globe. That is the OpenSim environment where there really are countries without borders.

Seriath’s bohemians and pirates, albeit in small but growing numbers, are in this OpenSim universe, hypergating or hypergridding between worlds, even though the OpenSim universe is not as good in a software sense as Second life.

As Seriath says, “I’m excited about the metaverse to come, and I love the company I keep. Let’s make some really cool shit in our basements.”
But read the full stories in Gamasutra and TGIB from the links above. 

NZVWGrid Upgrade – VLENZ Update, No 179, January 24, 2011

NZVWGrid  news

Auckland  U Portal ‘upgrades’

OpenSim  hardware

Will host 30-50 sims

The water-driven sawmill on Avalon (akl.nzvwg.org.8002.Avalon 2)

The  “virtual world team” at the University of Auckland will be “productionising” its  Opensim installation – Hypergrid address: akl.nzvwg.org.8002.aotearoa – over the  the next couple of weeks which should see the university’s portal on the New Zealand Virtual World Grid ready to accept more tertiary institutions.

Announcing the move,  Dr Scott Diener (SL: Professor Noarlunga),  the Associate Director, IT Services,  at the University of Auckland, said the university  would now have separate servers for Development, Test and Production.

“The system will have four grunty production servers, which should host 30-50 sims, along with a separate database server for it all,” Dr Diener said. This  would add further stability to the user experience on the opensource OpenSim Version 7, HG 1.5 portal, he added/

The Auckland Portal now has voice working with Freeswitch, but the team is investigating licenses for Vivox as well. It also is investigating the use of the Havok physics engine which when and if implemented should further enhance the NZVWGrid experience, making  it near if not eqaul to the Second Life experience.

Dr Diener said  it  planned to subdivide  sims and “sell for $0 of course” the parcels to individuals  on the Auckland portal, which already includes Auckland University  and Nelson-Marlborough Institute of Technology sites as well as a SLENZ site  which will include the SLENZ Project builds from Second Life. There are also plans for a Virtual Life Education New Zealand  entry point.

The gateway point for Auckland Portal will become the Aotearoa sim which  also includes a Hypergate point to the hundreds of virtual world OpenSim  grids already mounted around the world.

Scott Diener, on Aotearoa, with Combat System sword

Dr Diener has written a gaming system that includes a battle meter and weapons scripts that works well  in Second Life (0n sale at Academe), and appears to work  in the Opensim environment “….not great…but okay,” he said.

“I will be refining that as well, and intend to use it with some of the projects I laid out last year (eg involvement in the Life Games Project), he said, adding he was seeking other interested participants for this project.

Meanwhile the SLENZ project developer and wellknown Second Life builder, Aaron Griffiths (SL: Isa Goodman) has been given a commission to build some facilities for the University of Otago on the Otago portal (www. nzvwg.org) and he has also secured design work with the Manukau Institute of Technology, an orginal participant in the SLENZ Project, which is still determining whether to go with  Second Life, JokadyiaGrid or  the NZVWGrid for its current year foundation education work.

At

 

Academe in SL ... where the Falcon gaming system was developed and is on sale. The Falcon system sale site in SL pictured above.

‘Full Perms?’ – VLENZ Update, No 178, January 18, 2011

p

Arcadia Asylum's Mission ... "free" to do anything with except sell.

Virtual World Commerce and transport

Second Life: where you can

pay through the nose  but

never ‘own’ your skin …

I have never had a real problem with individual creatives who protect the intellectual property in their product: Just with  those who want to regionalise the real world and the virtual worlds so  they can force me to buy things twice or pay through the nose for it a second time in another place.

In the real world this goes for software developers,  record and book publishers, and film producers who have “regionalised” the world and licensed different markets even though with the internet there are no actual trade boundaries any more  … or at least there shouldnt be. I should be able to buy a product (Film, CD.  recording, e.book) anywhere and use it anywhere, without the problem of “regionalised”  playback technologyor other manmade hindrances.  In fact I feel the world’s consumers should boycott anything that prevents  free use creative products  once purchased … but,  by that, I don’t mean illegal “replication” for sale.

I know it is a hobby-horse of mine, but as a writer and a journalist of almost 40 years, I’ve written/worked  so that people will read my work – and hopefully appreciate it  – rather than to make money.  I don’t mind even if  others  use parts of it as their own – in fact,  I would consider it a compliment, in much the same way  16th and 17th Cenutry artists, writers and musicians did.  For me immitation is the sincerest form of flattery. If someone can further an idea I have they  should go for it.  The same goes for my builds in Second Life and other virtual worlds, as meagre as they are. They are free to anyone who asks for them, but they cannot be sold. If I had wanted to be a scam artist selling the same thing over and over again to the same person I could have become a banker.

A number of Second Life residents include in their profiles a parody of the Credit Card ( which shall be nameless) “Priceless” promotion. It goes something like this: Your membership  of Second Life ,  Free;  Your avatar skin and shape, $L5000; Your hair, $L1200; Your shoes, $L1000;  Your avatar’s clothes, houses, boats, planes, animations etc, $L50,000;  Linden Labs and Second Life own all your assets – you own nothing, Priceless!

Yes  that’s right, even though you make use of the pixels in your assets, and have bought and paid for them, you cannot legally take them out of Second Life or do what you like with them, even if they are labelled “full permissions”. You cannot even back them up on your own computer, so you won’t lose them  if Second Life closes down or there are glitches in the Second Life software… and there are plenty of those.

There have been those in Second Life who have fought against  the Linden Terms of Service strictures over the years but most of them have come off second best or worse.

Arcadia Asylum’s credo

The first I knew of was Arcadia Asylum, a clever builder,  now possibly dead in real life, whose works are remembered, adored and used and altered throughout Second Life and a myriad of OpenSim virtual worlds. The have possibly been exported/transported illegally – in the eyes of the Lindens – from Second Life via the reviled SL Copybot or viewers which at one time  allowed export of legally bought full permissions assets. The Lindens have since made sure they have closed these loopholes.

In everything she created  Arcadia Asylum included the note card (see picture above): “All Objects created by me (Arcadia Asylum) are FREE and opensource. you can coppy(sic) and modify and pass around to anyone anywhere, the ONLY stipulation is:  *YOU CAN NOT RESELL ANYTHING WITH MY NAME ON IT FOR EVEN ONE LINDEN DOLLAR* That sed (sic), you may distribute in any way you like, you may use the things anywhere and even blow them to bits if thats your thing. I only don’t want the stuff sold.  As FREEBIES theres no warentees (sic) or product suport (sic).  Thats it, KIS (Keep It Simple) :D

Her  credo lives on in many virtual worlds. In Osgrid for instance Fred Huffhines, of   wardrobe, wardrobe (131, 60, 48), has an enviable collection of Arcadia Asylum works among  his magnificent.multi-storey Freebie Collection. His is  one of the best Arcadia Asylum collections I’ve seen in any virtual world. Others in Osgrid who follow the  Arcadia Asyulum credo, sometimes less, sometimes more, are  those who distribute their wares at Wright Freebie Plaza under Creative Commons license, something I think all virtual world builders should use. There are too many of them to name here.

Klarabella Karamell’s notice at Freebie-Heaven in Dorena’s World

Another who follows the Arcadia Asylum credo is Klarabella Karamell, of Freebie-Heaven, on Dorena’s World (OS vers 7, HG 1.5), who is putting together  what is a burgeoning collection of “orginal” freebies for all virtual world users (picture of sign left) and seeking “original contributions from virtual world builders.

There are others in Second Life today  who  stick  with the Arcadia Asylum credo,  like skin designer Eloh Elliott, who allowed her “$L6 million” products to be “uplifted” via LoL-Iota Heavy Industries, GmbH from the SL online shopping mall and used in any virtual world.  The Lindens, however, have now curbed this activity – the “samples” are no longer freely available for evaluation – and made the task of  distributing full perms freebies  increasingly difficult. I have no doubt they will continue to do so as they attempt to close off their world from competition, particularly now  Blue  Mars looks to be going down the gurgler, and OpenSim activities are surging.

The latest to recognise the inevitably of a myriad of virtual worlds needing transportable creative products that an avatar doesn’t want to buy twice is  longtime, period piece and whimsical  furniture builder and texture creator, Aamiene Despres (she is in the process of setting up websites, http://www.Purplepixiedesigns.com/ for  SL stuff; and http://www. blackcatsgraphics.com/ for her freelance/contract graphic work) of Purple Pixie Designs (formerly known as XoticKreationS).

Aamiene Despres … her textures will travel.

Recognising a “buy once” credo she recently adjusted her Terms of Use for her textures to allow them to be used “in any world or platform you choose … this includes any virtual world and the real world.” She, however, wisely retained her restriction on reselling or giving away or distributing the textures as is, either packaged or separated in any virtual world or platform or in the real world. “They are only to be used in your creations and not sold, given away or distributed in any full perm form as textures,” she said.

My hope is that one day it will be normal  to transport one’s assets between Grids. As I’ve said before I don’t mind paying once. I do mind paying twice or three times for the same item.

MUVE education at NMIT– VLENZ Update, No 176, August 11, 2010

New Zealand  MUVE activity

NMIT launches  course covering

3d immersive environments

Class of 2010: The first NMIT class in 3d immersive environments.

The Nelson Marlborough Institute of Technology  has successfully launched and is into the fourth week of an online course on multi-user three dimensional virtual environments (MUVEs) and their relationships to other multi-user technologies.

The 16 students, enrolled in the course (A&M624, Immersive 3D Environments), based on  the  NMIT Second Life islands  of Koru and Kowhai, are being tutored on-campus by Dr  Clare Atkins  (SL: Arwenna Stardust) and online by former SLENZ developer and New Zealand’s most experienced virtual world builder, Aaron Griffiths (SL: Isa Goodman).

Dr Clare Atkins

The course has been designed to  develop knowledge and understanding of using current generation commercial software as well as providing in-depth knowledge of specialised processes, techniques and media, according to Dr Atkins.

While the course includes explorations of other virtual environments, most of the classes  focus on the use of Second Life.

The course will take 60 hours class time,  with at least  half the classes in a virtual world, mainly Second Life.

Dr Atkins and Griffiths are known in New Zealand for creating and championing the successful $NZ500,00 Second Life Education New Zealand (SLENZ) Project,  which  over an 18-month period created and established two pilot  education programmes, one with Otago Polytechnic in midwifery, and the  other  in Foundation (Bridging) Learning  with Manakau Institute of Technology.  The  Foundation Learning course, under  the leadership of MIT lecturer Merle Lemon (SL: Briarmelle Quintessa), has now become a permanent course within the MIT structure, with a large number of students participating in it.  Otago Polytechnic, however, decided at the conclusion of the pilot programme not to take the midwifery course any further.

Aaron Griffiths

Commenting on the first couple of NMIT classes Griffiths said that although the students  had appeared reluctant at first they had  quickly realised the potential (of Second Life) “… that it’s more than a game” with the student blogs starting to show their realisation of this.

” I am well pleased with this class…. most seem committed to learning ,” he said.   “Building  is slow, of course(and its) a HUGE step for many of them. I guess I am rather passionate about these environment … hopefully that rubs off on some.”

” The hardest part really is the limited time I have with them …  (there is) one hell of a lot to get across in such short spaces of time.”

Griffiths and Atkins  are detailing  the class’ activities  in a  blog, Immersive 3d environments, which also links into the student blogs:   this blog gives an interesting glimpse into how the lessons are constructed and are proceeding as well as student reactions.

Disability and MUVEs – VLENZ Update, No 175, August 10, 2010

“Forget what you can’t do … virtual worlds are about what you can do.”

Disabled can have a new  ‘ real

life’ in  a virtual world …

The entrance to Virtual Ability Island - a new "reality" for the disabled

The ability of virtual worlds such as Second Life to  provide new experiences as well as  “a real life” to those  with disabilities  has to my knowledge not  really been explored in New Zealand  although well publicised overseas. It  also has not been used to make the lives of  the aged, infirm and shut-ins more meaningful, something  that it has almost miraculous possibilities for doing.

But overseas,  particularly in the United States,  the ability to create a cyber version of oneself has been embraced by people with disabilities stemming from arthritis, cerebral palsy, multiple sclerosis, mental illness, autism, wartime injuries and other debilitating conditions,  and their carers. According to a recent issue of the Philadelpia Enquirer the disabled can log on to virtual worlds  to do things they cannot, or are afraid to, do in real life.

Carolyn Davis, an Inquirer Staff Writer, points out that already the disabled can in some ways emulate the feats of  the lead character Jake Sully, the paralysed military veteran in the New Zealand-created, James Cameron-directed movie, Avatar, who uses a virtual body to “live”  in  and infiltrate another “real” world, Pandora.

“Can’t go places without a wheelchair?, “Davis asks, before noting, “In Second Life, you not only can walk, you can fly.

“Is your speech slurred? In Second Life, text chats can let out your inner Shakespeare. “Forget for a minute what you can’t do. In virtual worlds, it’s all about what you can, ” she says. And she is correct. World Second Life can be a boon for those  with physical and even mental limitations.

“I’m building a house on Second Life right now,” she quotes  James Parcher, 85, of West Philadelphia (SL: Huber Grantly), as saying. “For an old guy like me, I can’t get around very well with the arthritis problems I have. On Second Life, you’re young again.”

“People identify in a very intense way with their avatars,”  according to  Sherry Turkle, professor of social studies of science and technology at the Massachusetts Institute of Technology and director of the Initiative on Technology and Self..

Inglis House computer lab coordinator Dawn Waller sets up equipment to let Stu Sanderson, 55, an Inglis House resident, work and play Second Life. Picture: Clem Murray/Philadelphia Enquirer

Noting that disabled players, however, often need adaptive equipment to use a computer and to interact with virtual worlds such as  Second Life, Davis  visited West Philadelphia’s Inglis House, which offers services and housing to people with severe disabilities, and which has a computer lab stocked with such gadgets and is filled with residents using computers for writing, playing games, and sending e-mails.

Her article is worth reading  just to see the possibilities in this area although  a pilot project to see if residents and day-program participants could benefit from Second Life, especially by taking continuing education classes from schools with a presence in the virtual world, has wound down with the participants finding it too hard for too little return.

Davis also details Virtual Ability, a nonprofit group based in Colorado, which  was founded by Alice Krueger, 60, who was diagnosed with multiple sclerosis 10 years ago. Her group’s mission is to help the disabled use Second Life, and its Virtual Ability Island is tailored to welcome disabled players, with tutorials and areas to practice manipulating their avatars.

On the island virtual sandwich boards advertise the ALS Association, the Arthritis Foundation, and the Autism Society (Autism Awareness Centre).

Boon for the aged?

For me the Davis article, along with other articles I have read over the years, points to the boon of virtual worlds  for not only the disabled  but for those who are shut-in (and shut-out of society)  through age or other infirmities but still have all their faculties.

Although  Linden Labs may not see the aged as a lucrative  part of their target market  – the aged not being so hip – I feel that is  one direction in which virtual worlds are going to move with extraordinary vigor once the interface becomes more transparent.

I have met numerous avatars whose creators are over 70 in real life   who appear to be repeating and enjoying  the mistakes of their 20s  without a lot of the anguish and angst associated with  that in their real life. There already is a Silver Fox organisation within  Second Life, whose members, despite the real life age of the membership, still appear to have the fun of youth… doing the things they  possibly can no longer do in real life.

Age is not a barrier in virtual world. In fact it is one place that it is often an asset where life experience can be helpful.

Finally, I see a time when, rather than just sitting staring to space those who inhabit our old people’s homes  or live alone and lonely  will be able to move, interact and socialise in virtual worlds just as easily as they once could in the real world.

I, for one, would rather spend my old age, if I live that long, interacting in a virtual world, than slowly devolving into a vegetative state.

Perhaps a MUVE membership and Broadband access might even become part of a pension cheque.

A better option ...spending old age in a virtual world?

MUVE Research – VLENZ Update, No 173, June 08, 2010

1. ‘Turning’ boys into girls, virtually speaking

Transferring body ownership

to  your virtual avatar …

The real Avatar: body transfer turns men into girls – video 85429678001 – life – 13 May 2010 – New Scientist.

Second Lifers or World of Warcrafters, who have become fully immersed in those environments,  would be unlikely to doubt  that one’s sense of self can be highly malleable and that they can easily believe – for  moments at the very least  if not hours – that their avatar, no matter how different in gender, species or age,  is “really” them.

But people, who have  not experienced MUVE immersibility either in a virtual world like Second Life, or a MMORPG  such as World of Warcraft,  might  be very sceptical about the possibility.

However,  researchers at the University of Barcelona, according to the New Scientist, have now shown that, facilitated by a  “young girl body image” view with virtual-reality headset and some brief arm-stroking, men in their mid-20s can react as if the “avatar” body is their own. They feel that way even when they subsequently move outside the girl’s perspective and watch her being attacked.

Professor Mel Slater, who led the team that carried out the experiment,  told  Wendy Zukerman, of the New Scientist, “This is the first experiment to show that body ownership can be transferred to an entirely virtual body.”

Mel Slater

The finding, Zukerman said,  highlighted how far one’s sense of self and body image could be manipulated, and could lead to therapies for conditions of body-image distortion such as anorexia and might be applied to entertainment – to make video games more immersive, for example –and also to psychology.

On average, the men in the experiment reported medium-strength feelings about the girl’s body being their own, and strong feelings that the woman was touching their body: the researchers recorded physical responses such as increased heart rate when the avatar, they were later viewing as a third person, was slapped.

The experiment demonstrated the strong connection the volunteers felt to their new, virtual bodies,  Slater told Zukerman, suggesting that the familiarity of looking down and seeing one’s own body “is so overwhelming” that even dramatic changes in body won’t override the influence of vision.

Slater’s principal areas of research are  in helping to find out what makes virtual reality work for people – in the sense that they can engage with one another in virtual environments, and also interact with virtual characters. His research, the study of ‘presence’ in virtual environments, is also explored in the context of psychotherapy for social phobia and other related applications.

2. Learning to control your nightmares the vid-gaming way

Nightmares - can you control them?

Video “gaming serves some of the same society functions in today’s world as explicit mythological systems have in indigenous cultures” through meditation-like absorption, according to  Professor Jayne Gackenbach,  of Grant MacEwan University, Edmonton, Canada, and Professor Harry T. Hunt, of  Brock University, St Catherines, Canada, in a paper  on “Video Game Play and Lucid Dreaming as Socially Constructed Meditative Absorption”, presented  at the Science of Consciousness Conference.

Gackenbach,  a  psychologist with the Department of Psychology at Grant MacEwan,  who has focused her research  on the effects of technology, especially video game play, on consciousness, believes video gamers learn through gaming to have more lucid dreams than non-gamers, to control  their dreams and nightmares and dull the stresses of real life.

Her research, which  suggests gamers suffer fewer nightmares and are more likely to turn their nightmares into fun, video-game-like challenges, could aid those who suffer from post-traumatic stress disorder, of which nightmares are a common symptom.

Jayne Gackenbach

Noting in their paper that research has shown that video game players report more lucid dreams than those who rarely game,  Gackenbach and Hunt said, “… gaming serves some of the same societal function in today’s youth as explicit mythological systems have in indigenous cultures … these states experienced in gaming are a spontaneous re-engagement with that level of collectivity from a place of our individual conscious isolation in highly differentiated and pluralistic modern culture.

“… It appears that gaming adds a dimension to the lucid dreams of gamers such that their full potential for focused problem solving is expressed very much like the strategies of video gaming. The enhanced bizarreness of lucid-gamer associated dreams may also serve as a trigger for the emergence of their increased lucidity. The exotic-mythic element of the lucid bizarre dreams of gamers (Gackenbach et al, in press) is similar to previous research on the archetypal content in dreams (Hunt, 1989).”

By comparing the lucid versus non-lucid dreams of gamers, Gackenbach and Hunt concluded that lucidity in gamer’s dreams emphasised the already generally positive dream experience of being lucid in sleep, including the enhanced aggression which facilitated the sense of empowerment also typical in video-game playing. Not only is there more lucidity in gamer’s dreams, but that lucidity seems to be further enhanced by the gaming experience.

“To be absorbed in consciousness, be it in lucid dreams, intense fantasy or meditation is also to be absorbed in the social field more deeply than is available in ordinary consciousness,” they argued. “Since consciousness itself is collective already, and the high absorber is entering the level provided in traditional times by externalised ritual and myth, gaming offers those in contemporary western individualistic society much the same function.

“Specifically it is an externalised absorptive consciousness with provided patterns that are accordingly socially structured, simultaneously shared, and so offering some of the support of tribal societies, which individual high absorbers in the west have lost in their only ostensibly “private” lucid dreams and meditations,” they said.

Gackenbach’s research and views on dreaming,  which  she presented recently at two gaming conferences, Games for Health and Canadian Game Studies, have gone viral on the net with good reason. They are an important adjunct to explaining the ways MUVES – whether in video-gaming or virtual on-line environments – can work in changing both perceptions and  people’s lives and how they can be used.

Harry T. Hunt

Dreams and video games both represent alternate realities,she told LiveScience Senior Writer Jeremy Hsu, noting, however, that dreams arise biologically from the human mind, while video games are technologically driven by computers and gaming consoles.

“If you’re spending hours a day in a virtual reality, if nothing else it’s practice,” she said. “Gamers are used to controlling their game environments, so that can translate into dreams.”

On the question of mastering nightmares,  Gackenbach conducted a 2008 study with 35 males and 63 females, which found that gamers experienced less or even reversed threat simulation (in which the dreamer became the threatening presence), with fewer aggression dreams overall.

“What happens with gamers is that something inexplicable happens,” Gackenbach explained. “They don’t run away, they turn and fight back. They’re more aggressive than the norms.”

SLENZ, VLENZ Update, No 170, April 22, 2010

Latest  SLENZ  Project/NZ VW news

SLENZ Project  may be over but

lecturers still use the builds

Foundation Learning  in use, free builds popular, viewing  by Indian Minister

The Wellington-based  Natraj School of Dance welcomes
the Hon. Minster Sibal and Indian delegates to WelTec.

The Second Life Education New Zealand Project may have been concluded but things are still happening on the  Second Life island of  Kowhai where  the Foundation (Bridging) Learning and Birth Centre builds are  sited.

SLENZ lead educator Merle Lemon, (SL: Briarmelle Quintessa), of the Manukau Institute of Technology, and other lecturers are continuing to use the Foundation Learning build for normal real life classes in interview preparation, practise and assessment as part of that school’s Foundation Learning programme.

And the lead educator for the Midwifery Studies  pilot programme run by Otago Polytechnic, Sarah Stewart (SL: Petal Stransky) has fielded a number of enquiries from British and US academic institutions  interested in making use of the  Birth Unit build as well as the knowledge gained from teaching in it.

At the same time more than 50  free-to-the-public, full permission  Foundation Learning builds and more  than 15 Midwifery Studies’  Birth Unit builds, created by SLENZ Project Lead Developer Aaron Griffiths (SL: Isa Goodman), have been picked up from the Kowhai Island welcome area. Goodman has also begun a series of tutorials and advice on the builds  here and  the first of series of articles looking at scripting of the builds here.

India’s HR Minister views SL

Toddles Lightworker (left), of WelTec, greets guests from New Zealand
and India who attended the  Indian Minister’s WelTec SL “viewing”.

Meanwhile on the neighbouring island of Koru, also run by  Nelson Marlborough Institute of  Technology,  SLENZ developer  and Wellington Institute of Technology (WelTec) lecturer Todd Cochrane (SL: Toddles Lightworker) hosted a  Second Life  ‘viewing’ by  India’s  Hon. Shri Kapil Sibal, Minister of Human Resources Development (India’s equivalent of the NZ Minister of Education) during a visit to the Wellington Institution.

The Minister’s viewing – he asked a question about accessing Second Life from India  as there were  India-based researchers present in Second Life  -  came as part of discussions on collaboration with New Zealand in the area of vocational training and technology. Cochrane has a  special interest in  the use of virtual worlds for vocational training and technology. The meeting was also attended by Arwenna Stardust (RL: SLENZ Project joint leader, Dr Clare Atkins).

During his visit to WelTec the minister spoke about India’s immense demand for education and training with a population of more than 546 million under the age of 25.

WelTec CEO Dr Linda Sissons  said, “India and New Zealand share a special relationship in the fields of vocational education, applied research and innovation … both face unprecedented social and economic challenges and also have tremendous opportunities in co-operation, especially in the technical and vocational education and training sector.

The New Zealand government has also recently reaffirmed its commitment to an international relationship with India. and both nations confirmed their commitment to deepening education cooperation with the resigning of an Education Cooperation Arrangement, which was first signed in 2005.

An SL visitor from Mumbai, Zeus Zetkin, as Ghandi, with the University of Auckland's JudyArx Scribe  at  the WelTech  Sl viewing.

In SL for the “viewing”, Mumbai’s Zeus Zetkin,  (RL: Siddharth Banerjee, of Indusgeeks.com), as Ghandi and
JudyArx Scribe (RL: Judy Cockeram, of the University of Auckland’s School of Architecture).

SLENZ Project, VLENZ Update No 168, March 26, 2010

SLENZ  PROJECT DOES IT AGAIN

Midwifery Studies Build 1.0

available free to public

Much of the SLENZ birth unit featured in this PookyMedia
machinima has been made available free of charge.

The SLENZ Project  announced today that its Midwifery Studies Build Version 1.0, is now available for free pickup from the  Nelson Marlborough Institute of Technology (NMIT)  Second Life  island of Kowhai.

The build is being made available by NMIT, which ran the the New Zealand Government-funded SLENZ Project, under the Creative Commons Attribution Share-Alike License 3.0.

The Midwifery Studies Build is the second to  be made available to  the public. The project has previously made its Foundation (Bridging) Learning Build available under the same criteria.

The full details of  both packages  are available on Lead Developer Aaron Griffiths’  The SLENZ Builds Technical Blog

The  packaging of the builds marks the culmination of the 18-month, $NZ500,000 SLENZ Project, the team members of which have now launched Virtual Life Education New Zealand to continue   their research as well as  to provide advice to virtual world users.

Call for “sharing, collaboration”

“Making the midwifery build available to the public means that the final deliverable for the SLENZ Project is now done,” SLENZ Project joint leader Terry Neal said.

In another sense, however, she said,  it is just the beginning.”

The team was thrilled that scores of  people had picked up the Foundation Build and hoped that the interest in the Midwifery Build would be similar. “Our dream is that learners all around the world can benefit from what we have done,” she said. “We also hope that others will imitate us in making what they develop freely available.

“Development in virtual worlds is not cheap and the more we can share rather than duplicating our efforts, the more we will have  available for all of us.”

Neal said she would love to see educators  all over the world focusing on “how we can design, develop and use virtual environments to significantly improve how all people learn, rather than creating builds for ourselves and locking them away.

“The cost is in creating not sharing,” she said. “However, I know people have to make a living and organisations vary in their commitment to a more sharing approach.”

Neal paid tribute to the Tertiary Education Commission and Nelson Marlborough Institute of Technology for their commitment “to sharing so generously”.

The Midwifery Studies Build (791 prims) contains all the items required for the Normal Birth Scenario developed by the SLENZ team for the SLENZ Project midwifery pilot, including the birthing room, midwives’ office, treatment room and outdoor courtyard.  Ceilings on the rooms have been removed to facilitate camera access.   The SLENZ Midwifery Studies Resource Pack includes the SLENZ Mother Controller (HUDs created by SLENZ Developer Todd Cochrane (SL: Toddles Lightworker).
All package items are full permissions.

The Birthing Unit build, now available free.

The items are provided inside a 24 x 40 metre megaprim base (SLENZ Midwifery Studies Rez Base) and can be rezzed from this base once it is positioned.

Griffiths plans to hold technical discussions which will focus on a users’ first interaction with the Foundation Studies and Midwifery Builds.  It will look at the scripts used to welcome users and offer them introductory information.

He is available for help with the builds  and would appreciate feedback [debnaar@clear.net.nz]. Griffiths is currently investigating the production of OAR files for both builds so they can be used in alternative OpenSim environments.

The Midwifery pilot was conducted in conjunction with Otago Polytechnic and Christchurch Polytechnic Institute of Technology (CPIT).  Midwife Sarah Stewart (SL: Petal Stransky) was the Lead educator on the project.

Pickup your Birth Unit Build from the pyramid right foreground.

SLENZ Build FREE, VLENZ No 167, March 16, 2010

SLENZ Project  Foundation Learning

Build now available FREE

Creative Commons license

The Foundation Learning build, now available FREE, under CC license.

The SLENZ Project’s much-praised Second Life Foundation (Bridging) Learning  Build (Version 1.0) is now available FREE, under a Creative Commons Attribution-Share Alike license, from the Second Life island of Kowhai.

The key section of the  SLENZ Project’s Second Life Midwifery Education Birth Unit build is also to be made available shortly.

The announcement of the availability of the Foundation Learning Build was made today  by the SLENZ Project’s Lead Developer Aaron Griffiths (SL: Isa Goodman) on a newly setup blog, The SLENZ Project Technical Blog, where Griffiths plans to  discuss the ongoing development of the two builds following completion of the SLENZ Project.

Commenting on the announcement, the creator and joint leader of the SLENZ Project, Dr Clare Atkins, of Nelson Marlborough Institute of Technology, said, “We in the SLENZ Project  are delighted that we have been able to  fulfill our original plan of making the  builds available to the public. This is the culmination of our dream.  We hope it will set a benchmark for others involved in education in  Virtual Worlds, not only Second Life.  We also hope that others will extend and enhance our builds and we look forward to seeing the exciting and innovative ways in which they will be put to use.”

Aaron Griffiths, SL builder.

The build, which has been made available for pickup, includes textures, animations and scripts for the Skill Mastery Hyperdome with all rezzable scenes  (including the Stairway of Learning) and the private interview room teleporters. All build items are full permissions except for a few clothing items, some hair provided for the Hyperdome shop, and a few seating animations.

“The build items are provided inside a 60 x 80 metre megaprim base (SLENZ Foundation Studies Rez Base) and can be rezzed from this base once it is positioned.” Griffiths said.

The SLENZ Hyperdome, a holodeck, contains a number of rezzable scenes designed  to help students learn and practise interview techniques as well as prepare for real life job or tertiary study interviews.

The Stairway of Learning is a dual staircase surrounding the Hyperdome and is designed to deliver learning information about interview preparation. The “private interview room” teleporters, placed near the front of the Hyperdome, allow individual, supervisor-configurable, interview rooms to be rezzed on demand for students to practice in.
The SLENZ Project which ran for 18 months was financed by the Tertiary Education Commission of New Zealand. It was designed to determine  whether there were  any benefits from  using Virtual Worlds for education and to  establish how those benefits could be harnessed.

Pickup the Foundation Learning Build free from under the pyramid in the left of the picture. http://slurl.com/secondlife/Kowhai/146/115/32

NZVWG Update, VLENZ No 166, March 14, 2010

NZ Virtual World Grid hosts

international  guests

NZVWG Auckland portal now accepting

‘resident’ avatar applications …

Educause Roundtable meeting on New Zealand Virtual World Grid

The  University of Auckland portal of the New Zealand Virtual World Grid (NZVWG)  has successfully hosted its  first international seminar, attracting  a number of leading MUVE educators and researchers from  around the world.

The meeting coincided with the announcement by Dr Scott Diener (SL: Professor Noarlunga), the virtual meeting host,  that the University of Auckland portal of the grid, although  still in a trial phase,  was now open for  virtual-world users to apply for ‘free’ registration from the Auckland portal.

Dr Scott Diener.

It also coincided with a ‘demonstration’ of just how easy it is to teleport an avatar from the University of Auckland portal MUVE on the NZVWG ‘Hypergrid’ to the MUVE of   the University of Otago and return with inventory intact and retention of all abilities.

The NZVW Grid based on OpenSim software has grown out of the original ONGENS  grid, developed by the University of Otago in concert with the University of Canterbury, and the University of Auckland.   Weltec has also developed a portal for the grid and Nelson Marlborough Institute of Technology has associate status.

Welcoming the 20 plus guests from Educause’s Virtual World Roundtable  to the meeting in the Great Hall of “Kapua Castle” on the island of Kapua 3 in the New Zealand Virtual World Dr Diener said, “This is a really exciting development for us.

“We are stand-alone…we run our own asset server (database) with  the University of  Otago and Canterbury University having  similar setups, which have been linked together.”

Members of the Virtual Worlds Roundtable, who have previously visited a number of other Virtual Worlds  as a group for their meetings to assess and monitor MUVE development around the world praised the  apparent stability of the University of Auckland portal MUVE, the ease of entry, the fact  that it was open source and free, and  the  use of the Hypergrid, which opens up possibilities for easy, transparent connections to tertiary institution   MUVEs around the real world.

“We have found the Hypergrid does work, albeit with problems, “Dr Diener said, explaining that the goal of NZVWG was first to experiment and eventually to link to other grids.

Detailing the  setup of the MUVE, he said, the Auckland University portal is running on two virtual servers (VMware), and has a total capital investment of some $NZ10,000 ($US7000). This compared to an investment of say $US55,000 for signing up for SL Enterprise (previously Nebraska), the Linden Labs’ “behind the firewall” solution for standalone virtual worlds.

The Auckland MUVE is running on two dedicated, virtual machines with one server running a database and six sims. CPU usage has never got above five percent. Freeswitch voice is available on the MUVE but not yet completely activated.

“We can duplicate them (the virtual machines) in about 30 minutes – to scale if necessary,” he said in answer to a question, adding that OAR content was backed up automatically.

A  University of Auckland staff member is assigned one day a week to the MUVE , he said, with most of the work involved with things like getting voice working, and getting the Hypergrid fully functional.

He said the portal had been created out of his own budget as associate director of IT Services at the University of Auckland.

Dr Diener's Kapua Castle where the Roundtable meeting was held in the Geat Hall.

The portal, Dr Diener said, “is focused mostly on proving the concept of Hypergrid.”

“This is how our Writing Center began,” Iggy  Strangeland, of the University of Richmond, observed. “I bought a server out of budget, and then eventually got it supported by our data center. Now they maintain it and I just design content.

“We proved the concept. If it works for 2D Web, it can work for Virtual Worlds,” Strangeland said.

The major current problem with using the NZVWG MUVE for education purposes was the fact that there were as yet few resources “in world” … “all scripts have to be brought in,” Dr Diener said.

Given success for the NZVWG, however,  Dr Diener said, he would be excited to work on connecting  the that portal  with any other university  grid in the world.

Commenting on this, Lindy McKeown, of the University of Southern Queensland, said education.au in Australia was trying to set up a Hypergrid for all Australian universities to join.

Dr Diener, who is also a Lecturer at the University of Auckland, is well-known in Second Life and virtual world education circles around the globe for his and his associates’ creation of successful medicine/nursing/architecture simulations on the three University of Auckland Second Life islands in Second Life, the first of which was “Long White Cloud”.

Dr Diener mentioned that the “very active” New Zealand virtual world  group  VLENZ was represented at the meeting by Nelson Marlborough Institute of Technology  and Second Life Education New Zealand Project founder and joint leader,  Dr Clare Atkins (SL and NZVWG: Arwenna Stardust). Dr Atkins, on behalf of SLENZ and NMIT, operates two islands in Second Life, Koru and Kowhai.

“I think it WILL be a viable alternative (to Second Life) soon,” Dr Atkins said.

Other speakers agreed with Dr Atkins’ view that NZVWG and OpenSim were a good replacement for Second Life: “for me (as an educator) one of the huge benefits to OpenSim is that we can use it with under 18s,” she said.

Visitor Margaret Czart, of the University of Illinois,  said that all of the virtual worlds the Virtual Worlds Roundtable group had visited over time had provided good alternatives to Second Life but, “it is not so much the place but how you run it.”


A sitting room in Kapua Castle.

Dr Atkins’ and Czart’s comments about possible replacements for Second Life followed a remark that the Linden Labs’ position of Second Life education guru Pathfinder Linden had been disestablished and that the Lindens appeared to be showing  less interest in education.

Lindy McKeown foresaw the development of a “Hypergridded federation universe of locally-hosted worlds with some access by others but some private spaces” as appearing to be “a great education alternative for many reasons.”

But, she added, that for these alternative worlds to be successful “we need an SLexchange type (virtual worlds sales) system for other grids since Linden Labs had bought out virtual world goods sales competitors.

Iggy Strangeland replied that http://imnotgoingsideways.blogspot.com/2009/11/alternatives-to-xstreetsl.html was a good source for other sales portals. Lindy McKeown added that one also could buy OAR files full of content one  the net and there were lots of free ones too.

James Abraham (SL: Calisto Encinal  and http://calistoencinal.spaces.live.com/) said he was writing a grant to  “roll out a 10 college zero-cost OpenSim virtual world program for the Maricopa Community College District [James Abraham's Mi Casa Es Su Casa won a prize for full sim builds at the recent SLPro! Conference sponsored by Linden Labs for Second Life content creators.]

On this point AJ Kelton, director of Emerging Instructional Technology at Montclair State University, founder and current leader of the EDUCAUSE Virtual Worlds Constituent Group and Roundtable moderator, agreed with Mirt Tenk who suggested that it would be good for tertiary education providers to share the “stuff  WE have built in Second Life as  open source for OpenSim users. Others agreed with this view, including Dr Atkins who noted that all SLENZ Project builds were free and open source.

Asked how close he thought tertiary educators were to replacing Second Life with other virtual worlds, Dr Diener said, “ I don’t think we ARE close … and in fact, I don’t think that is even the question…I think we need to ask how we can augment our Second Life resources with Virtual World like this.”

There was also a question, raised by Liz Dorland, of Washington University, in St Louis,  and others, of the importance of virtual world students and educators being able to connect with the rest of the world community as they could in Second Life.

Dr Atkins said that she thought the “richness of Second Life and its diversity” would be hard to grow in an OpenSim environment although other speakers noted interoperability between all MUVEs, including Second Life, to get the best of all virtual worlds, was a possibility.

Another "resident's' Castle on the NZVWG portal grid.

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