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Kim MacKenzie hits back on negative media coverage of Second Life

Kim MacKenzie, a PhD student from the Queensland University of Technology, completed some research into Second Life that formed the basis for an article that appeared in the Sydney Morning Herald and The Age this week.

Kim has posted a thoughtful response on the post that looked at the SMH article.

It’s worth repeating Kim’s elaboration in full here:

What is it with the Australian media? Why are they focused on slandering Second Life as a failure? I have recently discussed my research findings of commercial activity within Second Life with several journalists, where only minimal quotes have been used out of their original context; in order it seems, to support an obvious negative bias.

This is extremely disappointing as it is not an accurate reflection of the important invaluable opportunity that Second Life has provided pioneering commercial exploration of VR capabilities. Just because some commercial enterprises have pulled out of Second Life does not equate to ‘failure’. Vital 3D avatar immersion lessons have been learnt, modeling and building skills developed, use of digital agents, telepresence, interactive, navigational and communication applications explored, and platform and cultural limitations realised. This is all invaluable experience for commercial frontrunners preparing to invest in a virtual future. Fundamental lessons have been learnt, and these firms will reap the rewards by being well positioned to take informed advantage of future VR developments. And fundamental developments are essential that encompass service delivery stability, ‘in world’ governance and behaviour policing, legal and copyright protection, a shift away from ‘virtual reality is just a game’ consciousness, and mainstream user adoption.

However, even though a pioneering learning curve has been successfully realised by many commercial organisations, my personal views gained from the research study is that organisations are still very limited with their exploration of VR capabilities. Most of the activity was trying to mirror real world offerings. Whilst there is merit in replicating reality using virtual building tools, I believe that the potential of VR technology offers so much more. VR is essentially an extremely powerful visualisation tool. It provides the ability to build visions that users can immerse in and experience, which offers a tremendous opportunity. An inherent human capability is to use visualisation techniques to achieve goals and outcomes. Ask any high achiever, or acclaimed athlete, of how they build success, and I am sure the concept of ‘visualisation’ will be associated. A success vision is created, and the work is done step by step to realize that vision.

My point is this. The visualisation power of VR could be instrumental in shaping visionary goals/outcomes/solutions to all sorts of situations, including humanity’s greatest problems. For example, what would human equality ‘look like’, what would a sustainable earth ‘look like’, what would ‘world peace’ look like? Collectively trying to build a vision of these scenarios using VR capabilities could provide the roadmaps for eventual real world solutions. It also means working together and pooling ideas and resources, not competing as separate entities for individual profit or gain, but rather, collectively gaining some powerful potential to move humanity forward. It’s a big idea I know, and we need ‘vision makers’ to lead the way. It would be great to start a virtual global campaign, called something like ‘Vision Quest’ that unites individuals, communities, educational bodies, United Nations, and corporations, to build visionary solutions for the future. Now that’s a success formula!

Kim’s agreed to an interview on her research, which should appear in the next week or two.

Popularity: 4% [?]

Weekend Whimsy

1. The Queen Anne’s Revenge

2. Amelia Earhart’s airplane in Second Life

3. TEMPLUM EX OBSCURUM

Popularity: 2% [?]

Episode 7 of TMJ Podcast – Feldspar Epstein joins the fray

This episode consists of a discussion between Feldpar Epstein and myself on a range of topics including virtual worlds addiction, Google Lively, education in Second Life and much more.

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For details on how to automatically receive these podcasts, check our podcast page.

Popularity: 5% [?]

Second Life – on the wane for aussies?

Asher Moses from the Sydney Morning Herald has run a story titled ‘Few lives left for Second Life’. It’s based on research undertaken by the Queensland University of Technology’s Kim MacKenzie, who’s completing her honours thesis on Second Life and business.

The research findings aren’t surprising in a lot of respects – there are significant areas of Second Life that are ghost towns and yes the numbers of people on one sim are usually very low at any given time (something I’m quoted on in the article).

A point I did make that didn’t make the final cut was that businesses like Telstra and the ABC had been successful in Second Life because they were aware of the experimental nature of Second Life, particularly where business is involved. The notable failures occur when the business jumps in boots and all expecting true return on investment in the short to medium term. Telstra’s sucess in particular has been its ability to leverage its large presence to provide a breadth of activities including residential options.

The story overall is quite pessimistic but does accurately cite the challenges Linden Lab face. I’ve said it before and I’ll say it again now – 2008 is meant to be the year of bedding down stability for Second Life. Some gains have been made, but time and patience is running out for a lot of people.

What are your views – does Second Life have a few more lives left?

Popularity: 5% [?]

Melbourne Laneways on its last legs

One of Australia’s most striking Second Life locations is Melbourne Laneways on ABC Island.

It was launched in October 2007 as a joint initiative of the ABC and Multimedia Victoria. Unfortunately, its days are numbered, with the build being eliminated in the next week or two according to ABC Admin, Wolfie Rankin.

The upside will be the increased space for new developments on ABC Island but it’s fair to say that Melbourne Laneways will be missed. It will also provide an unfortunate perception that Second Life is continuing to dwindle as a desirable virtual world location.

Some further shots of Melbourne Laneways for posterity:

Check it out in-world while you can.

Popularity: 3% [?]

New Zealand OpenSim grid on the way

I stumbled across a communication from a consortium of New Zealand Universities, who are making a public call for support for their proposal (which is reproduced in full below):

I’ve been asked as a contributor to OpenSim to pass along the following.

There is a bid going on for a new public project in NZ, through the University of Otago, and the principles (researchers at the university) are making a general call for support for their bid.

If you could sign a letter of support for this bid within the end of the week, please forward it to me, and I will pass it on.

“Support” can be any thing of your choosing, and is non-binding. Samples are appended to this email.

I have been authorized to pass along the following excerpt from the application:

Executive Summary

Project Title: National Virtual World Grid

Project overview

Rationale for the project

The National Virtual World Grid (NVWG) project will develop an open access national virtual world grid based and bring together a community of researchers and educators with an interest in playing an innovative role in the development and usage of the next wave of the Internet: Web3.D.

Continual advances in telecommunications bandwidth and computer processing power are already giving users a more multimedia-intensive experience on the Web. Now with the advent of online virtual worlds (e.g. Google Lively, Second Life) we have the harbinger of the next wave of the
Internet: Web3.D, where users inhabit and participate in a 3D Virtual World (VW) by means of their
personal in-world avatars. An IT industry research and advisory company, Gartner, has predicted that by 2011, 80% of all Internet participants will be regular users of Web3.D technology. Already over 500 US universities are offering courses of instruction in Second Life, and major companies are
getting involved too (e.g. Vodafone, IBM, TelstraClear, Sun). The commercial nature of the most widely used Virtual World implementations, such as Second Life, places high financial costs on users who are charged for developing in-world content and for the traffic associated with accessing the remotely located servers.

This proposal describes how through the development of an national virtual world grid based on open
source software deployed on KAREN, and activities to promote the development of an active user
community, NZ tertiary educators and researchers can be given an accelerated opportunity to play an
innovative role in Web3.D development and usage.

Project outline

The National Virtual World Grid (NVWG) project will operate NZ-based computer servers running the OpenSim software (an open-source clone of the core functionality of Second Life) in “grid mode”. This will encourage uptake of Web3.D technology across New Zealand by enabling organisations connected to the Kiwi Advanced Research and Education Network (KAREN) to obtain free and high speed access to virtual world “regions” hosted in our servers, or to interconnect their own “region servers” with those of other institutions in NZ.

By developing, managing, and operating this National Virtual World Grid, and Web-based community
support tools for users, there will be an opportunity for all institutions that are connected to
the KAREN network to:

1) undertake both experimental and routine use of virtual worlds in teaching and research;

2) develop engaging, interactive in-world content customised for New Zealand use; and

3) develop new context-specific plugins enabling interaction with external applications that are
connected to the real (non-virtual) world and external services.

Expected outcome

The project will:

* Promote the establishment, growth and maintenance of a community of NZ users of Web3.D technology for tertiary education and research
* Provide the environment for New Zealand to become an innovator in Web3.D technology at the
international level.
* Facilitate the tertiary education sector to produce graduates ready to exploit Web3.D technology for the economic benefit of New Zealand

Project partners

University of Otago (Department of Information Science): Project leadership and management; grid
development and management of central grid services and Web-based community support tools.

University of Canterbury: deployment and management of Canterbury grid node (SIM); exemplar VW learning environments for two learning application areas.

University of Auckland: deployment and management of Auckland grid node (SIM).

It’s great to see such advocacy coming from New Zealand universities. I’m more than happy to be corrected on this but I’m unaware of such a project underway in Australia. There’s an enormous amount of development going on in the Australian university sector but is there anything as potentially unifying as the New Zealand model?

Thanks to Mo Hax (via Mal Burns) for the heads-up.

Popularity: 6% [?]

Students vs Second Life

Average Gen Xer? Maybe not?

When I started thinking about education in Second Life, and the reactions of students of university/college age to it, I rather naturally turned to think of my own experiences, and of ideas and prejudices I held as a student of approximately the same age. It took me a little time, and the reading of an article by Joe Essid and Lee Carleton, to realize that that particular approach was never going to work. Today’s students are, for the most part, not of my generation (Generation X), which typically includes folks born between 1964 and 1982. Instead, they tend to be those folks born between 1982 and 2002 or thereabouts – the Millennial Generation.

Why make this distinction? Each generation has a tendency to differ greatly from the generation directly preceding it (which is precisely why these otherwise seemingly arbitrary groupings are made). Ideas, political notions, morals and ethics all have a tendency to change, as the younger generation both learns from and rebels against the previous one. As Generation X rebelled against the strictures placed upon the Baby Boomers, so the Millennial Generation rebels in its quiet, refined manner against the excesses of Generation X.

In Second Life, the gap between Generation X and the Millennial Generation comes sharply into focus, in the two ways that I will discuss further:

1. Second Life is primarily filled with Generation X’ers, unintentionally creating a socially unwelcoming environment for Millennials;

2. Generation X’ers know how to play in the freeform manner that Second Life requires, whereas Millennials typically do not display that skill.

First, the social and political atmosphere of Second Life. Statistically, more people from Generation X participate in Second Life than from any other generation. The ramifications of this are two-fold. It’s harder for Millennials to make contact with other Millennials in this scene, since they constitute a minority of the population. Millennials no doubt feel somewhat uncomfortable interacting socially with folk outside their own generation, whether it be because they sense the cultural disconnect between themselves and older folk or for some other reason. Second Life is chock full Generation X’ers, and they have filled it with their own fashion sense, outlooks, learning styles, and politics – what an intimidating world to enter for the Millennials. Generations X’ers are the Millennials’ parents, and also those strangers their parents warned them about. Add to that the fact that the Millennials are much more likely to have many friends with whom they communicate face to face and then organize those friends and their own lives using technological gadgets and the Internet, rather than meeting people over the Internet. Second Life is simply an unfriendly place for you to go, even if you are not a typical, timid Millennial.

Second, Second Life is an environment in which you need to be able to set goals and tasks for yourself in order to get anything out of it – it is a non-directed playground in which to let the imagination run free. The Millennial Generation has not learned to play this way. They are not used to “making their own fun.” Throughout their schooling they have been given regimented tasks, with pre-determined goals; time outside school is often dominated by a flurry of parentally- determined activities. They are more likely to play games that are directed than to come up with their own games – a Millennial is more likely to play Guitar Hero than to spend time noodling about with a guitar.

The Millennial Generation has an overwhelming sense of ‘busyness’ that pervades their lives, so that not only is learning in a directed fashion a habitual thing for them, it’s also a way of doing things more quickly. Targeted exercises speed up the process of transmitting and garnering information. Additionally, students are looking to do close to the minimum of coursework required to pass, in order to spend more time socially with friends, a priority in this generation.

The educator who uses Second Life as a learning tool will be teaching an additional subject – how to play in a freeform way. The concept and practice of freeform or open-ended play was easier for Generation X, in a way – we were rebelling against another world entirely. Difference and imagination was embraced. It was like a little Renaissance. Even though our schooling focused somewhat on directed study, by university age we had hopefully been weaned off it – by the system. The Millennial Generation, however, needs now to be taught to play this way. They need to be drawn out of their risk-averse shells gently – they need to be led, not pushed. They are not bold.

Second Life is a place where the adventurous prosper and creativity is king – and being able to play in an open-ended way is a necessary skill. Educators need to accommodate their students by creating a somewhat directed environment for them to learn in, and then wean them off it and release them into the open.

For further information on this topic, check out “A Playful Pedagogy for Second Life“, Dr Joe Essid and Lee Carleton, 2008, to be published later this year.

Popularity: 8% [?]