The SLENZ Update – No 57, March 12, 2009

EVENT

“Virtual Worlds – Best Practices

in Education” Conference

March 27-29, 2009 in Second Life. Following considerable  SLED list debate on the “future” of  the SL education conference  – especially, apparently, from those MUVE “believers” who who want a  “real life” gabfest experiences that one travels to -  Pathfinder Linden  has posted an interesting interview with Kevin Feenan (pictured, SL: Phelan Corrimal ), the general chair of the conference, which will be held entirely in Second Life, rather than having a real life base. Taking its lead from a number of previous successful conferences  – the Second Life Best Practices in Education Conference in May 2007, the SLCC07 in Chicago, and the SLEDcc in Tampa in 2008 -  the SLEBPE has been  revived under the banner of Virtual Worlds because of the increase in virtual worlds which successfully cater for education, such as OpenSim, IMVU, Club Penguin, WoW, Wonderland, Entropia etc . For all those who complain about the “closed world, commercial” nature of Second Life – and there are a number -  Feenan has a message. corrimal-phelan He sees the future of the conference being “dictated by the way the educational community uses virtual collaborative environments”. “In the short term, definitely a heavy focus on Second Life,” he said. ” However, as avatars are increasingly able to teleport between virtual worlds I see the conference following those changes and perhaps expanding to bridge knowledge gaps that may develop as other virtual communities get established. And to bring back to this environment (SL) solutions that may not be so evident here because we don’t have to overcome the same challenges to get something to work.” For free registration: http://www.vwbpe.org.

Another new kid

ready to debut …

Sirikata Teaser

Stanford University plans to launch Sirikata, a BSD licensed open source platform for virtual worlds, in alpha release soon. The team behind the project which is being done in conjunction with Intel’s Cable Beach Project aims to provide a set of libraries and protocols which can be used to deploy a virtual world, as well as fully featured sample implementations of services for hosting and deploying these worlds. The video-teaser for the project is fascinating, and shows just where OpenSim technology is going. It appears to show a compelling,  easy-to-use virtual world with realistic avatars and movement. For techies the lengthy discussion  about Intel’s efforts in the open virtual world space and getting outside the “walled garden” scenario  between Intel’s John Hurliman, Stanford’s Ewen Cheslack-Postava, Daniel Horn and Henrik Bennetsen provides an interesting background to the project. .  Besides disclosing that Intel is currently working on connectors for all VW worlds, the conversation ranged from the  technical approach to the work and ended with  more general comments. But at 51 minutes it is long and could have done with considerable editing..

Workshop with Intel’s John Hurliman

There is another video in which Cheslack-Postava and Horn give a briefing on Sirikata which, for techies, also is worthwhile.

Meanwhile Nick Wilson (pictured), over at Clever Zebra, has predicted that open source rather than interoperability will drive  the masses to virtual worlds.wilsonnick2 He lists the top three technologies researchers/educators/businesses should be investigating right now as OpenSim, Wonderland and Open Croquet, with Solipsis and Sirikata waiting in the wings.

The SLENZ Update – No 40, January 20, 2009

Birth Centre takes shape

birth1_001The beginning …

The SLENZ project’s “ideal birthing unit” is taking shape quickly with the  basic walls constructed on the  floor plan and already trialed for ease of  avatar use (movement, camera views etc).

The trials were done by  Aaron Griffiths (SL: Isa Goodman), the Lead Developer for the SLENZ Project,  Deborah Davis (Aastra Apfelbaum) of the birthing unit design team and Sarah Stewart (Petal Stransky) (midwifery lead educator).

Griffiths, announcing progress on the build, said, “Consideration has been given to the fact that many of the users will be new to the SL environment. Therefore the overall plans have been scaled up to accommodate this in terms of  ‘room to move around’.

“Doorways have been made wider than they would be normally and the ceiling height extended for the same reason,” he said. “The central corridor, which contacts almost all the rooms has been given semi-transparent walls to allow users to view their surroundings and better orientate themselves, especially on occasions their camera crosses a wall boundary (the “my camera is here but where’s my  avatar” syndrome).

The build is taking place on Kowhai [the sim situated next to Koru(http://slurl.com/secondlife/Koru/156/122/27) ] which has been dedicated to the SLENZ project for both the midwifery and the foundation studies units

Believing the basic layout is now satisfactory the team has started  to “flesh out” the the detailed physical aspects of the build; cupboarding, mantels, furnishings, shelving etc., and the relationship of each object to the design in terms of its assistance of the  birthing process.

birthx_001Progress…

It’s not Google but …

What is claimed to be an unique virtual world search engine has  been developed by a team at the University of Teesside, UK. (http://www.tees.ac.uk/sections/news/pressreleases_story.cfm?story_id=2903&this_issue_title=January%202009&this_issue=188)

Although not yet live Meta-Mole.com (http://www.meta-mole.com/Default.aspx), the Meta-Mole, created by the Centre for Design in the Digital Economy (D-LAB) based within the University’s Institute of Digital Innovation, will ultimately be a dedicated searchable online resource for the 350 plus virtual worlds currently existing on the Internet.mole

‘We were analysing virtual world platforms and realised that there doesn’t appear to be a comprehensive service offering to list and compare key data for major 2D and 3D environments,” Philip McClenaghan, deputy director of D-LAB said. “This surprised us considering the current popularity of virtual worlds. We intend to fill the gap with the Meta-Mole.”

The Meta-Mole has been designed to help both new and experienced users looking for virtual world environments as well as platform developers who want to gauge competition through providing a searchable directory of available platforms, “easily definable according to the need of the user”, according to Dan Riley, a Metaverse Architect at D-LAB. All data contained within the Meta-Mole will be  provided by the platform developers themselves along with official images and videos. The Meta-Mole allows for the sharing and comparing of information and provides access to the latest core, technical and specialist features on current virtual worlds, as well as those in development.

The Meta-Mole will initially be released as a Beta version focusing on 3D virtual world platforms. Forterra, Blink 3D and Twinity are among those who have already uploaded their details.

Watch out for

Watch out for  Virtual World developments at the Uni of Auckland’s, Architecture and Planning School.  Judy Cockeram (JudyArx Scribe), a senior design tutor at the school,  is doing the ground work for a proposed  100-student  virtual world course in and about Architectural Media.

Recipe for success?

forterra-whitepaper

To prepare for the coming hard times in the real world  its worth reading a white paper authored by Chris Badger,VP Marketing, Forterra Systems Inc, entitled “Recipe for Success with Enterprise Virtual Worlds.” http://www.forterrainc.com/images/stories/pdf/recipe_for_success_10509.pdf

He notes that with the slashing of budgets for travel and gabfests, virtual world applications are significantly cheaper than video conferencing, telepresence, and travel, yet represent a more engaging and enjoyable learning medium than Web or audio conferencing and most Web-based learning content.

The study is based on a Masie Center Learning Consortium’s (a think-tank focused on enterprise learning and knowledge)  exploration of   learning use cases in a virtual world through the use of  a virtual world sandbox provided by Forterra and using  Forterra’s On-Line Interactive Virtual Environment(OLIVETM) software platform.

The balance of the white paper describes the use cases for Accenture and ACS Learning Services, the results of their efforts, the lessons learned, and the “recipe for success” going forward for new organisations considering how to convert their interest in virtual worlds to tangible field pilot programs that deliver business results.

Useful links

Links to transcripts of the weekly meeting of the SL Education Roundtable as well as transcripts of the annual EDUCAUSE Virtual Worlds sessions. All transcripts open in a new tab or window. http://homepage.mac.com/jessid/slroundtable/

Good free skins, shapes, hair, clothes etc for the newbies amongst us -

The Free Dove: http://slurl.com/secondlife/Gallii/113/54/33

The Changing Room for Women-Ladies at Noob Island: http://slurl.com/secondlife/NOOBISLAND/245/13/22

FREEBIES STORE of Free Union: http://slurl.com/secondlife/Thinktank/33/23/24

Free clothes etc – men and women in cubes: http://slurl.com/secondlife/Richmond/42/142/23

The SLENZ Update – No 38, January 12, 2009

Full SL instruction ‘pays’

Post-secondary school instructors who conduct classes fully in Second Life are significantly more satisfied than those who use Second Life as only a small supplement to a real-world classes, according to an international research project  from the  University of Florida, reported in the Winter 2009 edition of the International Journal of Humanities and Social Sciences.

westbowersWith respondents from 15 countries and 25 academic disciplines, the research paper, “Assessing the Value of Virtual Worlds for Post-Secondary Instructors: A Survey of Innovators, Early Adopters and the Early Majority in Second Life, was done by PhD student West Bowers (K. Westmoreland Bowers, pictured)  Matthew W. Ragas and Jeffrey C. Neely, of the University of Florida’s  College of Journalism and Mass Communications.

The purpose of this study was to assess the value of Second Life among post-secondary instructors with experience using Second Life as an educational tool. Using Everett Rogers’s diffusion of innovations theory, survey respondents (N = 162), were divided into three adopter categories: innovators, early adopters and the early majority.

The number of respondents from different countries and disciplines, the authors said, indicated the considerable potential  virtual worlds,  such as Second Life, had to be adopted across many different borders and in many areas of academe.

The authors said no significant differences had been  found in the instructors’ levels of satisfaction with Second Life as an educational tool or their perceived effect on student learning across adopter categories even though instructors who conducted classes fully in Second Life were significantly more satisfied than those who used Second Life as only a small supplement to a real-world class.

“Overall, personal interest factors, rather than interpersonal communication factors, most influenced respondents’ decision to adopt Second Life as an educational tool,”  the authors said.

It appeared from the research that the instructors, despite their adopter category, found using Second Life in their curricula to be both satisfying and as having a positive impact on student learning.

“This bodes well for further diffusion and adoption of Second Life or a similar kind of virtual world program as an educational tool,”the authors said. “This is consistent with the fact that a commanding 93.8% of respondents reported they intend to use Second Life as an educational tool again.”

Respondents also had indicated that the more Second Life was integrated into the class structure, the more satisfied they were with it. they said.  Specifically, instructors who conducted classes fully in Second Life were significantly more satisfied than those who used Second Life as only a small supplement to real-world classes. For administrators and instructors considering using Second Life as an educational tool, these results indicated that a fully immersive Second Life experience, rather than isolated experimentation, could be the most rewarding.

The paper goes on to discuss the theoretical implications  of the findings and provides practical advice/suggestions.(For full paper:  http://www.waset.org/ijhss/v3/v3-1-5.pdf)

‘Real’ in WoW is really real

golubalex11Resto Shaman (Alex Golub) in WoW
(Picture WoWInsider.com)

Through studying the MMORPG, World of Warcraft, and other virtual worlds  social scientists have come to realise that “real” and “in the same room” are just not the same thing, according to Alex Golub, a Professor within the Faculty of Anthropology at the University of Hawaii.

Golub, who has previously done “immersive” anthropological research with  the people of Papua New Guinea, similar to that done early last century by Bronislaw Malinowski, has been using the same techniques to study the  culture of raiding in WoW.

“My unique angle is that I am doing anthropological fieldwork in WoW, living and playing with a raiding guild and putting in 20+ hours a week keeping them healed and decursed,”  he told WoWInsider’s Lisa Poisso in a recent interview.
With his main research themes “American cultures of self-control, efficiency, masculinity and success amongst players of WoW,” he said, he is studying how guys behave badly in Vent, and how/why people become emo and/or talk about why other people are emo.

“I’m interested in how you get a group of 25 people to keep calm and collected as they try to do something really emotionally important to them, which requires relying on other people when its difficult to see them face-to-face,” he said.

“… everyone in my (WoW) guild knows each other in “real life,” because real doesn’t mean “physical world” – it means “things that people care about,” or as an anthropologist, I’d say, “things that people in a culture care about,”  he said.  “There is a guy in my guild who works in a cheese factory, turning over 90-pound blocks of cheese all day. I bet I know him better than he knows the guys in the control room measuring cheese temperatures or whatever, even if he sees them every day.”

He expects to publish  a book 0n the culture of raiding in WoW in  2010. ( Full interview: http://www.wowinsider.com/2009/01/06/15-minutes-of-fame-anthropologist-digs-into-wow/

In SL the blind may ‘see’

slblind

It may come as a suprise but IBM is developing a prototype Virtual Worlds User Interface for the Blind.   The prototype “accessible rich Internet application” (ARIA)  gives blind users the ability to participate in many virtual world activities.

According to IBM the interface provides basic navigation, communication, and perception functions using GUI (graphical user interface) elements that are familiar to blind computer users.

As a way of enriching the virtual environment with descriptive semantic information, sighted users contribute annotations of virtual objects and places using a scripted gadget equipped by their avatar. These annotations are then made available to the blind users through the special user interface.

Although this interface for the blind is a GUI and can be used by sighted people, the virtual world space is not rendered pictorially. Instead, all information flowing to the user is text-based in order to allow compliance with ordinary screen-reading technology. Recorded verbal descriptions are also played for the user.

Currently, the application interfaces only with the Second Life platform; however, IBM says, as a long-term goal, it might be possible to make this user interface portable to more than one virtual world implementation. If successful, that portability would enable blind users to learn only one client application that is specifically tailored for their needs rather than learning a separate new application for each virtual world.

Read more at:  http://services.alphaworks.ibm.com/virtualworlds/

Event

January 25-30: Linden Lab’s Inaugural Education Support Faire, in Second Life, at Supporte /151/152/36, designed  to bring together educators, academics, and students to explore the support mechanisms available to residents who use Second Life to enhance real world educational efforts. The venue is designed around a natural atmosphere with trees, rivers, and beaten paths, highlighting the theme of ‘Ecosystems of Support.’ A final list of scheduled events and participating/presenting Resident Support Organizations will be emailed to the SLED mailing list on January 21.

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