12
Jun 08

SLEDcc 2008 – Update

Cross-posting from various listservs..

The Second Life Education Community Conference 2008 planning team has been hard at work and we have several important updates for you:

The main SLEDcc 2008 website is now available at:
http://sledcc.wikispaces.com. This will be your one-stop-shop for important information about the SLEDcc conference, in Tampa or in Second Life. Please note: SLEDcc is part of the official Second Life Community Convention (http://slconvention.org). Registration fees cover both the SLEDcc and SLCC events! Conference registration and fees only apply to those going to SLEDcc/SLCC in Tampa, in-world only participants do not need to register or pay any fees.

The Call for Proposals deadline has been extended to June 17, 2008. See the CFP below or view the complete details on the website. Don’t want to do a big paper presentation? No problem! The SLED Sparks and Speed Mentoring formats are designed for rapid information sharing. Can’t go to Tampa? No problem! SLEDcc will have presentations in Second Life as well as real life. You’d really rather show off a great build or project than do a presentation? No problem! “The Sleddies” award competition might be just the thing for you. See the CFP below or the website for more details.

There are many low overhead ways that you can help with the conference, from putting a link/logo to the SLEDcc website from your own blog or webpage, to volunteering for a few hours in Tampa or in Second Life – we can use your help! See the Volunteer Opportunities page and the SLEDcc Social Media page on the website to find out how you can join the team.

In addition to these updates, the website also has more information about “The Sleddies” Award competition, sponsorship information, and much more. Please take a few moments to have a look around and if you have any feedback, let us know.

Thanks for your continued support and we look forward to seeing you in Tampa or in SL this September!

Sincerely,

Chris Collins (SL: Fleep Tuque)
Hilary Mason (SL: Ann Enigma)
Jonathon Richter (SL: Wainbrave Bernal)

Co-Chairs, Second Life Education Community Conference 2008
Member of the Second Life Community Convention 2008
September 5 – 7, 2008 in Tampa, FL and in Second Life
http://sledcc.wikispaces.com
sledcc08@googlegroups.com


22
May 08

4 Questions About Virtual Worlds & Education

I received a request from a colleague I met in Second Life to answer four questions her classmates had about virtual worlds in education. The course is:

University at Albany
State University of New York
ETAP 723: Seminar in Technology, Dr. Peter Shea
Module 5: Pedagogy in a Virtual World – Lorraine Emerick/Speranza Serevi & Kevin Goodman/Raxen Gears
http://www.incubatorisland.com/vworld.htm

They were such great, thought provoking questions that I asked permission to share them on my blog as well, and I’d love to know what YOU think and I’m sure Lorraine/Speranza’s class would as well – please leave a comment and tell me what I got right and where you disagree!

1) What do you see as the benefits and purpose of student socialization (eg. beaches, bars, etc.) in SL higher education courses?

One of the most important benefits of virtual world technology is the ability to “see” when another person is viewing the same content or visiting the same space that you are. In this sense, virtual worlds enable a kind of serendipity, chance encounter, water-cooler effect. If I’ve been assigned a video to watch, I can see when other students in my class are watching the video at the same time, and we can talk about it, discuss it, and form a deeper understanding of the content as well as develop a better network with my classmates. The traditional (or “flat”) web simply doesn’t offer this ability. Social spaces in or near “teaching” spaces in virtual worlds can facilitate this kind of chance encounter and networking effect within the class.

And while traditional students living on-campus are likely to experience the socialization and community aspects of college life, commuter, non-traditional, and distance learning students often miss these important aspects of the university experience. Virtual worlds may enable students with many different lifestyles and schedules to more fully participate in the civic and social life of a university, and perhaps even a greater, more global network than is available on campus, that will have many of the same long term benefits that traditional college networking yields later in one’s career. Having fun and hanging out is an important part of this socialization, one that I don’t think is any different in virtual environments than real ones.

Finally, I think environments like Second Life can change the “teacher-student” dynamic into.. something more akin to a “guide-learner” dynamic, in part because there can be elements of personal expression or social interaction that aren’t generally present in a traditional classroom. The way a person chooses to represent themselves in avatar form can be quite revealing or entertaining, and the ability to create very un-traditional spaces – whether for teaching or socializing – can facilitate a different kind of interaction between instructors and learners. While some may be uncomfortable with this shift, I think the inclusion of social or experimental spaces that don’t resemble what we think of as “classrooms” will be very key elements as we more fully explore the potential of virtual worlds in education.

Besides, who wouldn’t love to be in class by the beach!


2) What do you think distance learning will look like in 5 years? Do you think popular platforms, such as Blackboard, will have a virtual world presence?

One would think that course/learning management systems like Blackboard would be quick to explore this market, but I’ve seen few examples of this to date. Angel does have an island in Second Life, and Blackboard did award a grant (I believe to Ball State University) to explore some cross-over between the LMS and SL, but beyond that I haven’t seen much activity in this regard. I think the virtual worlds market is still in such an early, emerging phase that it doesn’t rank very high on the priority list yet. We’ll have to see greater adoption by educational institutions and more demand from faculty and students (that trickles up to those who make the purchasing decisions) before the major players will jump into the virtual worlds pool. Another factor inhibiting this kind of development is that most virtual world platforms are proprietary and the underlying technical standards that help different systems talk to each other have not yet been developed for virtual worlds. In many cases, this means that existing learning management systems would have to start from scratch in a new market. We may see more LMSs move towards virtual world integration when these platforms begin to adhere to common protocols that can interface with existing LMS systems.

As for distance learning.. I’ve come to dislike the phrase, since the “distance” component may not be the most relevant factor. Traditional and non-traditional students alike seem to be interested in online course options that accommodate flexible scheduling, and whether a student is 50 miles away or around the world, their distance from the institution shouldn’t really matter when we can offer anytime, anywhere student services and learning opportunities on the web. I have great hopes that virtual world technologies will enhance our abilities to provide top-notch service and instruction to students no matter where they live, whether by helping “distance” students feel more connected to others in the course through the sense of co-presence in virtual worlds, or by providing another avenue for students to connect to the institution in a more visually rich and appealing way than the flat web allows.

Having said that, it seems from my experience that what we generally think of as the distance learning student population often has less technical experience and access to fewer high end technology resources than traditional on-campus students, so I think accessibility and digital divide issues will continue to be a significant challenge to overcome since virtual worlds generally require high end computers, graphic cards, and high speed internet access. It’s a sad irony that the very populations who might most benefit from this technology might also be the least likely to have access to it. I don’t imagine those kinds of issues will be resolved in the next 5 years, but I hope that early pilot programs exploring the potential of virtual worlds for distance ed will help provide data that will bolster the arguments for more technology and infrastructure spending throughout our educational and library systems.


3) As the younger generation (today’s users of Webkinz or Club Penquin) age, do you think universities will market virtual world learning to compete for students? Is this happening now?

I have no doubt whatsoever that the “web” will become more spatially oriented in the coming years, and I certainly hope that educational institutions will play a key role in not only developing the technology that will facilitate it, but also leverage its advantages to attract a wider population of students. Based on recent reports I’ve read (there are several good, recent studies from the Pew Internet & American Life Project at http://pewinternet.org/), it certainly seems that students want more technology integration into their academic experiences, so I imagine that institutions who can offer cutting edge services will have a competitive advantage – and certainly in the current climate, anything resembling a video game is probably more appealing than dry boring text on a website.

We see the beginnings of this already with examples like Case Western Reserve’s “Campus Tour in Second Life” program that brings high school students on virtual campus tours (http://admission.case.edu/secondlife.asp) or MITs student “pod design” competition, where students were invited to create their own personalized student spaces. That experience led to some discussions about the possibility of creating virtual dorms that incoming freshmen could decorate and maybe even meet their roommates and fellow residence hall classmates in advance of arriving on campus. I think that’s a pretty creative way to help students transition to college! The incentive is certainly there for universities to offer more engaging and creative ways for potential students to interact with the institution, and students seem to want it, so I think we’ll see even more examples virtual worlds being used as recruitment vehicles in the coming years.

4) Teacher presence in virtual worlds are critical to a successful learning experience. How do teachers in virtual worlds compare with those in more traditional asynchronous distance learning settings? How receptive do you think teachers are to teaching in virtual worlds?

I’m not sure exactly what is meant by teacher presence in the first sentence. Do you mean that successful learning experiences can’t happen without an instructor’s involvement? If so, I would have to respectfully disagree, but I think this question gets at the heart of something that is so crucial to the promise I see in virtual worlds, and yet it is something I also find very hard to articulate. I’ll try to address the other questions and maybe will end up circling back to the first.

It’s almost unfortunate that we talk about and think about virtual worlds as a kind of “technology” application, rather than talking about them like an exciting new laboratory, or as giant sandboxes, or as a way to step into our collective and individual imaginations. Learning new technologies can be stressful, confusing, and scary and particularly when you factor in public hysteria about the dangers of the internet to children, I can see why many teachers would approach something as fantastical as virtual worlds very warily indeed. And yet, it is the educational community in Second Life that has plunged headlong into exploring it most fully (Co-Founder of Second Life Says Academics Are Biggest Trailblazers in Virtual Worlds – http://chronicle.com/wiredcampus/index.php?id=2983&utm_source=wc&utm_medium=en), and from my personal experience, it seems that virtual worlds are attracting _not_ the most tech savvy faculty and staff, but rather the most _collaborative_ faculty and staff.

Many of course do have previous experience with teaching online, and there’s a higher “tech savvy” quotient overall, but despite every conceivable obstacle under the sun – from lack of funding and suitable infrastructure, to skepticism and sometimes outright hostility from administrators, to worries about leading students down a prim-rose path to online addiction, to fears about inappropriate content and intellectual property rights and a general confusion about the legalities of digital content – despite all of these challenges, I see educators from all over the world coming into this environment and becoming fascinated with its potential. There is resistance and fear, but I also see a staunch determination to not let these obstacles and fears stop their exploration of a technology that appears to have so much potential. If anything, I see the teachers involved in virtual worlds today as no different than the instructors who pioneered web based distance learning programs and fought the same battles 10 years ago. I’d like to think that we are all continually seeking ways to improve learning outcomes, regardless of the platform.

And that does bring me back to the first sentence – I hope in our seeking and exploring, that we will be open to the idea of facilitating learning experiences that do _not_ require the presence of a teacher. So much of my experience in Second Life has been entirely self-directed learning, with no formal instruction, no rubrics, and the only assessment was my own – did I do a good job? Do I feel satisfied by how I just spent my time? Do I still have more questions?

I think that our modern educational system is in so many ways completely disconnected from the real world, from authentic experiences, with personally felt repercussions for failures. So many younger students simply don’t see the point, because they don’t feel they have any stake in the outcome. But part of the enchantment of virtual worlds is the ability to _play_, to practice, to pretend, to be creative and imaginative, and to do things that we don’t or can’t or can’t yet do in real life. I’ve come to see virtual worlds as sitting within an ecosystem of web and social media technologies that enable so many different learning styles, so many opportunities for “just in time” information, so many opportunities for self-directed learning, that I hope teachers will learn to leverage this technology in ways that do allow students to learn without them. Knowing when and how to intervene, provide assistance, or develop structures that guide the learning experience while still enabling the kind of personal autonomy that deepens a student’s sense of investment in the outcome is key to helping students become life-long learners รขโ‚ฌโ€œ and isn’t that part of the goal?

Many thanks to Speranza’s class for providing such terrific questions! (Update: Minor edits and corrections.)


08
May 08

Weblins – another transitional step to 3DWeb?

I was hanging out with @malburns and @tarayeats yesterday evening in Chilbo and we were having a wide ranging discussion of all things Second Life, Web 2.0, and virtual worlds more generally, when Malburns mentioned this cute little program at http://weblin.com. He was describing how it gives you a little avatar and you “teleport” from webpage to webpage, but I couldn’t quite grasp what he was saying until I tried it for myself.

Weblin.com homepage

This is a screenshot of the Weblin.com website, and you’ll notice along the bottom of the screen that there are a bunch of little avatars down there. Mine is in the lower right corner and hey presto, it’s actually an image of my Second Life avatar.

So in effect, you download this program and install it (doesn’t work with Macs yet), and then as you browse the web, you are represented by this little avatar and you can see the avatars of any other Weblin user if they happen to be on the same page as you. Which means, of course, that the solitary and isolated experience of browsing the web is transformed into a _social_ experience. I can pop over and see who else is checking out the CNN homepage. I can start a spontaneous conversation. I can add friends and invite them to view the web page I happen to be at. I can hang out on my OWN webpage and see who stops by for a visit and say hi.

I think this is something of a paradigm shift, and another transitional step to the fully immersive 3D Web or whatever you want to call the evolution we see happening with online social networks and virtual worlds technology.

How could this be useful for education? I’m glad you asked!

Weblins at the UC Blackboard page
University of Cincinnati Blackboard homepage, with little Weblins hanging out below.

Imagine students going to their course website to get information about an assignment, but instead of being there “by themselves” they run into a classmate who happens to be there at the same time. The visual representation of an avatar, something that indicates co-presence, opens up all sorts of opportunities for spontaneous dialogue, greater engagement with the course material, and additional network building. Imagine if the instructor popped in and was available to answer questions about the assignment on the spot, or even held “office hours” at the course website at specific times.

But wait, you’re saying, this is already possible with Instant Messenger or an embedded chatroom or any number of other tools, and of course that’s true, but the sense of _co-presence_ we keep talking about in relation to 3D immersive environments is simply not replicated in a text based chatroom environment. I can’t _SEE_ you in a chatroom. I can “see” you with a weblin. Beyond that, the chance encounter aspect, the ability to meet random other people who happen to be, for that moment, reading the same webpage that I am reading, wherever they are in the world, is something that intentional entry into a chatroom can’t replicate.

Co-presence, immersion, deeper engagement, serendipity. These are some of the keys, even if I’m not sure exactly what we’re unlocking.

Want to try it for yourself? Click this link which should take you back to my website, but this time with a little demo Weblin of your own. And maybe I’ll be around here to say hi. ๐Ÿ™‚

(With thanks to twitter friends @iAlja and @iYan for stopping by the UC Blackboard page so I could get a good screen grab!)


02
May 08

MetaTrends, EdTech, and the Changing Role of Educators

I came across a couple of great thought provoking things yesterday, all come from Twitter friends – @gsiemens, @Larry_Pixel, and @lparisi.

First up, George Siemens shared his presentation from the Pacific Northwest Higher Education Teaching & Learning Conference in Spokane, WA. When thinking about where all of this digital connectivity is heading and what it means to teachers, it’s sometimes difficult to grasp just how much information is out there. George’s slides gave some much needed perspective.

And speaking of the Big Picture View, Larry Johnson of the New Media Consortium is seeking our help tagging relevant information about the MetaTrends in technology that they have seen running throughout the Horizon Report series, which takes a look at practices and technologies likely to impact education in the near to mid-term time frame.

Horizon MetaTrends

The data from these reports have shown some emerging metatrends, which Larry lists as:

* communication between humans and machines tags: hzmeta + humanmachine

* the collective sharing and generation of knowledge tags: hzmeta + collectiveknowledge

* games as pedagogical platforms tags: hzmeta + games

* computing in three dimensions tags: hzmeta + 3d

* connecting people via the network tags: hzmeta + connectingpeople

* the shifting of content production to users tags: hzmeta + user_content

* the evolution of a ubiquitous platform tags: hzmeta + ubiquitousplatform

Have a peek at the wiki and start adding your delicious tags to help with this effort.

Finally, Lisa Parisi sent out a tweet last night about a live podcast show called Teachers Are Talking hosted on the EdTechTalk site. I’m a big fan of listening to good podcasts while I’m working, they’ve pretty much replaced live radio these days, and these podcasts are directly related to my work.

(I’m listening to EdTechWeekly#74 as I type this, have a listen..)

Yesterday’s TAT episode had K-12 educators discussing their experiences with using blogs in the classroom, everything from how to implement a safe system to fears and worries that they have, as well as parents and administrators. Since I work in higher ed, it was good to hear the perspective of folks in the K-12 arena. The archive isn’t up yet, but check the Teachers Are Talking feed to subscribe to the podcast.

Thanks to my twitter buds for keeping me thinking…


30
Apr 08

Essayish: Traditional Learning Spaces in Virtual Worlds

What follows are some thoughts that have been percolating since I read Peter Ludlow’s critique of virtual campuses in Second Life (Chronicle article) back in early December (talk about a long tail, eh?) and recently re-sparked by some conversations on the SLED listserv. In any case, the question about traditional learning spaces keeps coming up, so I thought I’d address the issue head on. This is a first draft, any feedback?

Traditional Learning Spaces in Virtual Worlds
by Fleep Tuque

I have been involved with education in virtual worlds for several years now, and at discussions and conferences I often hear the question asked, “Why recreate a classroom with desks and PPT presentations in a world where anything is possible? Why create buildings with roofs and walls in a place where it never rains or gets cold?”

These are good and interesting points to consider, and certainly one of the most exciting aspects of virtual worlds is the sense of limitless possibilities they offer – we could hold class in the clouds, or on a beach, or in an environment imagined and created by the students themselves, for that matter. I think many educators hope that the flexibility and endless creativity available in virtual worlds will help us re-think and re-examine our teaching spaces and practices – not just in the virtual world, but in the real world, too. I count myself in that camp and think rigorous questioning of our teaching methods and learning spaces is very important, particularly in light of the changing landscape of knowledge production, aggregation, publication, and sharing that we’re seeing with Web2.0 technologies.

Having said that, however, I’d like to make the case for why you _shouldn’t_ scoff at the countless university islands in Second Life with traditional buildings containing traditional classrooms with traditional desks and chairs and the ubiquitous PowerPoint slide presenter. I’ll add this caveat: If in 10 years those Second Life islands still contain nothing but traditional buildings with traditional classroom spaces, then you have my permission to scoff and you should. But today, hold your scorn in check, because what you are seeing are the artifacts of learning taking place, and who of us ever gets anything perfect on the first draft?

I’ve personally introduced the concept of virtual worlds and Second Life to hundreds and hundreds of people. From my grandfather to college professors, from personal friends to strangers and students and administrators and geeks and non-geeks alike; I’ve sat through their first tentative steps, encouraged them to explore, and watched as many decided it wasn’t for them or took too much time or wasn’t far enough along yet. I’ve also watched as some smaller percentage become intrigued and stick with it long enough to cross the line into immersion, and I see patterns in what happens next – across gender and age lines, across populations with varied levels of computer and technology access, skill, and know-how, and even across cultural and national identities.

The first step for the majority of folks is to recreate what is familiar. The first spaces they create are meaningful _real world_ symbols that resonate within the context of their engagement with the _virtual world_. Teachers look for classrooms, administrators look for familiar campus landmarks, librarians want to know how to make books. Friends create houses and gardens and look for fancy cars and luxury items they don’t have in real life. My mother looks for virtual replicas of the types of furniture she wants to put in her real life sewing room.

For some people, the transitionary period seems to be much shorter – before long they tire of recreating the familiar and move on to exploring the limits of the platform; instead of recreating their house, they imagine a house in the clouds or skip the concept of a house altogether and begin building fantastic creations that simply are not possible in real life. Given enough time, and the resources and learning communities that speed learning, teachers begin to hold classes around campfires and in tree houses. They might not demolish that first traditional classroom they built, though, not yet anyway, because man that took a lot of work and there is some pride in the accomplishment and some nostalgia in remembering those early days when the virtual world was new and fun and not yet coupled to responsibility or work (for those who begin to use it seriously to teach, believe me, it’s a lot of work!). It’s the equivalent of a child’s crayon drawing that you don’t throw away, but rather hang on the fridge as a reminder of how far they’ve come.

But for others, the transitionary period takes much longer, or perhaps for their own personal reasons never happens at all – they choose to spend their time in and create for themselves spaces that are symbolic replicas of the real world. Maybe with some sparkly floating stars and a few bells and whistles not normally seen on Main Street, but for the most part they stay in spaces that evoke something you might see in the real world. My own Second Life community called Chilbo looks and feels like a small, cosy village, and we like it that way. Who are you to judge if it serves our purposes?

But to bring this back to education in particular, it seems unfairly harsh to criticize the early efforts of individuals and institutions who are exploring virtual worlds for the first time. A recognizable school building _does_ serve a purpose – it says to the newcomer “This space is intended for learning!” A classroom with desks and podium and PowerPoint projector allows a teacher new to virtual worlds to experiment with a new interface while keeping all the other variables the same. And in terms of looking at a campus space, what we see manifested in that space often is not the result of one person’s journey, but the result of a group experience, with laggards and speed demons mixed in with bureaucrats and oversight committees, and relics of past stages of learning that simply haven’t been torn down yet.

There are some imaginative and creative teachers who perhaps never built a classroom in Second Life at all, because they chafe at real life classrooms already. That’s terrific, and I hope that virtual worlds will provide a giant laboratory for us all to experiment and play and explore other possibilities, other configurations. There are some instructional designers who can extrapolate from their experiences with other technologies and immediately seize on using virtual worlds for what they are best at (co-presence, simulation, collaboration, prototyping) and leave the quizzes and notes and document repositories on their course management system, which delivers those types of content better than virtual worlds currently can. That’s terrific too, and probably results in a more effective learning experience for students as a result of their wisdom.

But for every instructor who experiments with delivering a quiz in the virtual world, one of them might stumble upon a method that IS more effective than the course management system. I haven’t seen one in Second Life yet, though the Sloodle chair that moves a student higher up in the air the more questions they answer correctly is a step in that direction, but that doesn’t mean there won’t ever be one. And it doesn’t mean that we shouldn’t _try_ and encourage others to try.

Critiquing our and our institutions’ efforts in virtual worlds is good practice, and it is imperative that we continue to push our own boundaries and not get locked into habits or practices in the virtual world that we don’t even like in the real world (true story, I rarely use PPT in real life presentations, but find myself using them more often than not in presentations I give in the virtual world), but to instantly dismiss every replica of a traditional learning space in a virtual world without understanding the context in which it was created, the purpose and intent with which it was to be used, is not only unproductive, I think it may even be harmful. No one wants their sincere efforts to be mocked, and as teachers and educators, we shouldn’t be engaging in that kind of behavior. We should be showing alternatives, starting conversations, and experimenting with new solutions to stubborn old real world problems that we can share with our colleagues.

I’ll continue to create familiar classroom spaces for faculty who are brave enough to explore these virtual worlds with me, because my goal is to facilitate their learning, and I believe learning should be student centered – don’t you? As far as I can tell, the best way to speed that process isn’t to refuse to build a classroom with a roof, it’s to create a classroom to real life dimensions with roofs and all and let them experience bumping their head every time they try to fly. And some examples of traditional learning spaces, I hope to keep for a very long time to come. I’m very fond of the little one room school house that sits on our virtual campus, complete with desks and chalkboard. It reminds me that learning can happen anywhere, that good teaching can happen anywhere, and that we truly are pioneers in this increasingly digital, computerized, information saturated, complex virtually real world.

One room school house

To be pioneers means that many of our efforts will fail, that the development of virtual learning spaces will be iterative, and that the real world symbols of teaching and learning will take time to morph into something else even in the virtual world. I think we should be patient, take a longer view, and do some very real research into the efficacy of all sorts of learning spaces and teaching models in virtual worlds. And in the meantime, we should let people experiment with teaching and learning in whatever spaces feel the most comfortable for them, because in virtual worlds, we’re all learners – even the teachers.


26
Apr 08

IBM’s Sandra Kearney on 3D Internet & Virtual Business for…


On the third day of the vBusiness Expo in Second Life, IBM’s Sandra Kearney, Global Director for 3D Internet & Virtual Business, speaks about the evolution of internet technology and the potential of virtual worlds for work and collaboration. She sees an ecosystem of technology tools, platforms, and services that are springing up around this 3D Internet concept, from machinima and broadcasting tools, to fully immersive 3D platforms like Second Life. “We are closing the gap between static and real time information, interaction and experience in a cost effective manner,” she said. She also raised questions about developing good governance mechanisms for these environments.
posted by Fleep Tuque on Clever Zebra 3 using a blogHUD : [blogHUD permalink]


19
Apr 08

Testing a Google Map – Virtual/Real Travel

Testing embed code for a Google map I created that shows the real life locations that I have visited to give presentations or learn more about Second Life, virtual worlds, and Web 2.0, and social media. (Hint, they’re all the same thing.) The lighter blue markers are places I traveled to “virtually” to attend or present.


View Larger Map

Does it work?

Update: Ok looks like that worked. The map makes a couple of points clear to me. First, the stereotypical perception that everyone heavily involved in Second Life or virtual worlds or web stuff is a closet shut in geek who never leaves the house clearly isn’t true. I do leave the house, lately more than I’d like to. Which leads me to the second point, that I’m feeling rather unhappy about doing so much flying and driving to talk about virtual world and web based technologies with people face to face. It just doesn’t scale, for one thing, it’s exhausting for another, and even though I’m very grateful my employer sponsors my work related travel, it’s also expensive. Don’t think I can pull a Christian Renaud from Cisco, who told us at the Dr. Dobbs Life 2.0 Summit that he would no longer be giving presentations in the flesh to cut down on needless travel, but I’d definitely like to travel less and still reach my audience. Hm.

Last point maybe the most important though, and that is, if I think back over all the things I’ve attended or presented at, virtually or in person, I think in terms of _content learned_, being on task and not just socializing, but learning about the topic we all reportedly gathered to discuss, the virtual events win hands down. The social networking at real conferences is just as crucial, I think, to one’s professional development and success, but in terms of actual _learning_, I seem to retain more, pay closer attention, and stay on task when attending a virtual conference session as opposed to a real one. Maybe that’s just me, but an interesting thought anyway.

I hope to show this map on Monday when I and some colleagues give another Second Life Bootcamp workshop at the US Distance Learning Association Conference in St. Louis. I think it demonstrates how crucial the discussions about Second Life and other web based technologies have been to my professional development over the last year.

Update2: Last edit, I swear. This is missing a ton of events I’ve attended with real world location counterparts, and another ton that only happened in a virtual world, no idea how to map those. You also have to zoom out to see the ones on other continents. I feel so.. virtual worldly. ๐Ÿ˜‰


10
Apr 08

Sustainable digital living?

I’m poking my head up like Punxsutawney Phil after a week of troubled connectivity due to travel, power supply and video card problems, office relocation, and general chaos following a trip out of town. I’m still about 400 some messages behind on email, most of which aren’t spam per se, and the to-do list appears to be miles long.

Virtual Worlds 2008 was interesting – not fantastic, not exciting – but interesting, and I have pictures and notes and all sorts of things I keep thinking I’ll post about when I catch my breath, and I don’t have time at the moment so I’ll leave it for now. But the last week has me thinking about how absolutely overwhelming all of this digital connection can be. I’m definitely not the first to post about this by a long shot, I know, but I think it’s been a while since I let so much pile up without attending to the daily maintenance and now that I’m trying to dive back in.. good heavens.

Beyond the sheer volume of things I need to click and type and drag and drop and upload and convert and format, I’m also reminded of the sometime tenuous nature of all of this technology. Travel for a few days and be stuck with really flaky and intermittent net access and it’s like being crippled. Power supply fan and video card fan both die on your main box and poof, that’s more like having a limb severed, or at least a chunk of your brain out commission.

After 9 days of limited access, I suddenly came face to face with how much maintenance work all these sites, services, networks, and worlds really are – and though it mostly feels like good, honest work that engages me and enriches my life, I wonder if it’s really sustainable? Is it reasonable? Balanced?

It’s like a treadmill, you’re fine until you miss a step and then, buddy, look out.

This is me stumbling to catch up. Mass apologies if I haven’t responded or replied to something yet, I’m getting there. =)


01
Apr 08

Unedited notes from Congressional Subcommittee hearing on Virtual Worlds (updated)

Rep. Ed Markey presides over the virtual hearing in Second Life

Representative Ed Markey presides over the virtual hearing in Second Life. Photo courtesy Rik Riel.

Update: Alan Levine at the New Media Consortium’s site just posted an audio link of the hearing. Thanks Alan!

TUESDAY, APRIL 1, 2008

Online Virtual Worlds: Applications and Avatars in a User-Generated Medium
Subcommittee on Telecommunications and the Internet Hearing
9:30 a.m. in room 2123 Rayburn House Office Building

Witness List

Larry Johnson (SL: Larry Pixel) of the New Media Consortium’s statement: Mr. Pixel Goes to Washington

Rik Riel watches the virtual hearing in Second Life

Rik Riel watches Philip Rosedale testifying before Congress at the virtual reproduction of the hearing in Second Life. Photo courtesy Rik Riel.

Unedited notes (also un-spellchecked!):

Stearns, FL

– Will be highly regulated, highly competitive worlds
– Some believe will be the future of the internet
– Will be used in innovative ways, can be used as a storefront for real or virtual goods
– SL must protect its users without over regulation

Harman, CA

– Can be used for language training,
– Downside, mention crime and terrorism, press reports say that terrorists are using for online communities
– Should NOT cause us to advocate censorship, but a clear understanding of the potential of virtual worlds is essential for helping us understanding trends in terrorism

Missed this fellow’s name

– Have two teenage sons, they play in a virtual reality game called Runescape
– Word comes from Hindu word for gods, don’t think we’re gods

Eshoo, CA

– Can’t help but think of the phrase “Get a Life” and now we have a Second Life
– The possibilities seem to be endless, transformative nature of the tech allows individuals to connect in new ways, universities creating new ways for students to collaborate and create new environments, businesses using to
– Memorial created for Virginia Tech, created a place for anyone to leave a candle
– Taps into human beings need to connect, there are fun and serious applications

Engel

– Universities and business
– How is the industry ensuring children are protected online? In 2006 held 9 days of hearings on online child safety, nearly 1 in 5 children reported a sexual solicitation on the internet, the anonymity provided by the net and the lightning pace they can change identities to elude law enforcement
– Concerns about addictive nature of these applications

Green (?)

– Philanthropic, universities, etc. Today dozens of elected officials use virtual worlds, in the area of education, University of Houston created entrepreneurial classes to create virtual shops and practice virtual shopkeepers,
– None of these uses are possible without high speed broadband, encourage to continue supporting infrastructure to foster continued innovation

Doyle, PA

– SL isn’t the only virtual world, not the only one with avatars. We have lots of lives
– Autistics.org using online platforms to connect, ability for autism and aspergers

Rosedale, Linden Lab

– Virtual worlds fundamentally altering the way people and organizations are using the internet and changing the nature of communication itself.
– We believe we’re creating a part of the evolution of the internet as a new platform with vast scientific, educational, and commercial potential.
– About 900k used SL in the last month, at any one time 50-60k logged in together
– Servers support 390 square miles of virtual land, 6x the area of DC
– Why does this all matter? Virtual worlds hold great promise for america and our ability to compete globally, as well as how we can work despite geographical distance. Can work together as if you are together. (Voice, IM, chat)
– By making this kind of environment widely accessible, reduce communication cost, increase personal productivity tend to occur exponentially, think it is vital to American interests to lead the charge

Susan Tenby, TechSoup

– Non profits in SL – Second Life helps non-profits engage their communities, revolutionize the way people connect, work, and create.. allows users
– Philanthropic organizations leading the charge
– The Non-Profit commons, mixed reality events, feeding live audio and video into and out of virtual world, connecting the virtual world and

Colum Paris, IBM

– Entered a new era of internet technology, what we call the 3D internet, increase individual and team capacity
– Working with enterprise and government to unlock the business potential of these environments
– Emerging applications can be grouped into commerce, collaboration, training, and product and service management
– Enhanced pre-sale activities such as modeling a kitchen renovation can increase customer satisfaction
– Allow remotely distributed teams to develop and better communicate their needs and reduce speed to market
– The learning effectiveness of simulated environments and shared space

– Widespead adoption hinges on – improving the experience, improving infrastructure, and creating interoperability
– Avoid undue restrictions, allowing private innovation to continue with minimal regulation

Larry Johnson, NMC

[Phone call, missed parts of this]

Question to Rosedale: 70% of the users are outside the US, is there a correlation between the availability of high speed access overseas and its high growth overseas?

Rosedale: Yes, as you suggest the rate of growth of those users within dif marketplaces related to the pervasiveness of broadband and the kind of computers required to run SL, for example in Japan where broadband is universal in urban areas, broadband and 3D computing and social virtual worlds to be used.

What sorts of transactions raise red flags?

A: When users wish to convert SL currency to local currency, anything over $10, patterns of use that are relatively easy with appropriate software and systems, what looks like routine transactions. relatively easy to spot larger transactions, fraud rate on the billing systems a fraction of a percentage.02% thinkw e can act as a model of the type of fraud systems to keep virtual world transactions legitimate

Fraud protection for consumers?

[Had another phone call, missed the rest, sorry! Hope the archive will be available somewhere, will post when I find it.]


23
Mar 08

Henry Jenkins on DIY Media (Video)

Thanks to Howard Rheingold for this video, MIT Prof Henry Jenkins talks about a vision of DIY media and how it may impact democracy and the cultural production of knowledge that thankfully does NOT include the phrase “social media”.