The Magic Circle presentation @ Wharton's Tech-Fast
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The Magic Circle presentation @ Wharton's Tech-Fast

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These are the slides from the presentation I gave at The Wharton School's Tech-Fast on August 5th, 2011 on the history of virtual worlds, best practices, different options, and the future.

These are the slides from the presentation I gave at The Wharton School's Tech-Fast on August 5th, 2011 on the history of virtual worlds, best practices, different options, and the future.

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The Magic Circle presentation @ Wharton's Tech-Fast Presentation Transcript

  • 1. The Magic Circle
    Realistic Expectations for Virtual Worlds
  • 2. Before We Start (We Move Really Fast):
    Definitions & Questions
    Sim(ulator), Region, 16 acres... 4 by 4. 256x256m.65,536sqm. Eight Football Fields.
    Rez (from Tron, 1982): Resolution; making something.Avatar: Hindu Deity; Ultima IV; BBS; Social Media; SLVirtual Reality: (coined by Jaron Lanier) “Almost” Reality
    Who here knows they have an avatar?
    Abstract concept of Avatar? Our concept of the Avatar?
    What makes an avatar?
  • 3. What is the Magic Circle?
    The Regular Rules Do Not Apply
  • 4. Part I: Evolution & the Avatar
  • 5. Who are you?
    Timothy Allen
    University of PennsylvaniaClass of 1996
    School of Arts & SciencesIndividualized Major:Combined Psychology &Computer Science
    ...and now...
  • 6. Who are you?
    Timothy Allen
    Wharton Computing
    Wharton Research
    Data Services (WRDS)
    ...and virtually...
  • 7. Who are you?
    FlipperPA PeregrineFounding Member,Second Life
    Community Convention
    SLBoutique.com
  • 8. Who are you?
    FlipperPA PeregrineFounding Member,Second Life
    Community Convention
    SLBoutique.com
    OCCASIONAL BANANA
  • 9. Who are you?
    FlipperPA PeregrineFounding Member,Second Life
    Community Convention
    SLBoutique.com
    STILL THIN ROCK STAR
  • 10. The point being...
    THE AVATAR
    Ultimate Blank Canvas
    Self Expression UnleashedA Path to Freedom
    Safe, Anonymous SelfExploration
  • 11. Part II: Perception,Participation & Public Space
  • 12. A Brief History of Avatars & Virtual Worlds:1975 to 1980: All in the Mind
    Colossal Cave Adventure, Zork & MUDs: Text & ImaginationMUD: Multi-User Dungeon
  • 13. A Brief History of Avatars & Virtual Worlds:1980 through 1990: @ is for @vatar!
    Rogue / Hack / NetHack: The Genesis of Visual Representation
  • 14. A Brief History of Avatars & Virtual Worlds:
    1990: MOO Bring Persistence; "Not a Game"
    MOO: Mud, Object-Oriented; Permanently Stored Objects
  • 15. A Brief History of Avatars & Virtual Worlds:1993: Virtual Places & the Web Revolution
    Virtual Web Pages; Start of Graphical Revolution
  • 16. A Brief History of Avatars & Virtual Worlds:1993: The Palace
    Social Chat: A Virtual Comic Strip, “2.5 Dimensions”
  • 17. A Brief History of Avatars & Virtual Worlds:1993: WorldsChat Space Station
    Actual 3-Dimensional Perspective
  • 18. A Brief History of Avatars & Virtual Worlds:1994: ActiveWorlds
    The Dawn of UGC: User Generated Content, “E-Motes”
  • 19. A Brief History of Avatars & Virtual Worlds:
    1999-2002: Linden Lab Founded; Second Life
    The Dawn of UGC: User Generated Content, “E-Motes”
  • 20. A Brief History of Avatars & Virtual Worlds:July, 2003: The Tax Revolt
    Doing the logical thing, SL Residents set themselves onfire to protest the “prim tax.”
  • 21. A Brief History of Avatars & Virtual Worlds:November 14th, 2003: IP Rights
    Linden Lab grants rights of creations to the creator;covered in SlashDot; FlipperPA Peregrine is born.
  • 22. A Brief History of Avatars & Virtual Worlds:BTW, this WAS before YouTube, Facebook,Flickr, Digg, Twitter & more had traction; infact, SL's users became their early adopters!
  • 23. A Brief History of Avatars & Virtual Worlds:December, 2003: Avalon & Rivers Run Red
    London based Rivers Run Red opens the Avalon region;
    the design and branding firm soon brings Adidas, the BBC,Hermann Miller, Avril Lavigne, and more to virtual worlds.
  • 24. A Brief History of Avatars & Virtual Worlds:January, 2004: Land and Prim Limits
    Land “bought” from Linden Lab; more land meant moreprimitives, which meant more detailed content. Fullsimulators (16 acres of space as 1 CPU) begin being sold.
  • 25. A Brief History of Avatars & Virtual Worlds:January, 2004: The Crompco Virtual Station
    Crompco Corporation becomes the first company to useSecond Life for corporate training; reduced time ofapprenticeship cycle from nine months to six.
  • 26. Concepts of virtual space... are *almost* always public.
    Virtual Starwood == The Shining.Private Space == “Security”...hehe
    Like privacy in Facebook, Twitter,or the Web, does it really exist?
  • 27. Part III: Hyperbole & Hysteria
  • 28. Remember the 2002 map? 16 total regions(also know as “sims”, short for “simulator”)
  • 29. In 2005, the hype is in full swing...25,000 sims (each being 16 acres)
  • 30. 2005: The First Second Life CommunityConvention (SLCC): 150 attendees in 1L;1000s more in 2L. “Mixed Reality”
  • 31. The Gartner Hype Cycle of Technology
  • 32. The Gartner Hype Cycle of Technology
  • 33. The Media Blitz: Major Hype
  • 34. SLCC 2006: 450 attendees...and Mitch Kapor keynoting!
  • 35. 2007: Peak of the Positive HypeNBC, CBS, and CSI: New York
  • 36. SLCC 2007: 1000 attendees, lots ofpress, and time for us to retire!
  • 37. The Fallout: Hype Swings Both Ways
    Companies didn't engage the SL community.
    Companies believed their brands were cool enough, peoplewould come flocking to their locations.
    A community of creative minds isn't easily wooed by marketers.Successful examples: Coca-Cola, Pontiac, IBM, Cisco, IntelBusts: too many to list... but American Apparel was the first.
  • 38. Simon Stevens: Breaking the Rules
    Independent Disability Issues
    Consultant
    • Cerebral palsy affect speech,balance, hand control
    • Author of "Normality", a playabout his experiences inmainstream education
    • Passion, commitment anddetermination
  • 39. Simon Stevens: Breaking the Rules
    Founder of Wheelies Dance
    Club in Second Life
    • All are welcome!
    • Fun support center for
    those with disability issues
    • Some disabled choose to create avatars with
    disabilities
    • Some choose to walk, dance, and fly
    • ...and some...
  • 40. Simon Stevens: Breaking the Rules
    ...and some...
    CHOOSE TO BUILDAWESOME ROCKETPOWERED WHEELCHAIRS THAT CANDANCE AND FLY!
  • 41. Part IV: So What Works?
  • 42. The Tech Virtual Museum Workshop
    • Allows museum staff to interact with people, world wide
    • 43. Includes participation from MIT, Science Center Singapore, Citilab, The Tech Museum in San Francisco, and more
    • 44. Winner of the Linden Prize for using virtual worlds to improve the human condition
    • 45. Visit the region “The Tech 2”
    • 46. Learning Centers
    • 47. Cultural Institutions
    • 48. Open Source Concepts
    • 49. Designs
  • Campus Collaboration Across the USA
    • Auburn University & Redlands Community College worked on a joint program together
    • 50. Treated virtual space as a classroom lab
    • 51. Allowed professors to teach subject topics not available on home campus with help from another University
    • 52. Subject matter experts 800 miles away collaborated through the use of the tools and connection of VWs
  • Campus Collaboration Best Practices
    • Don’t throw students in without orientation & practice
    • 53. Put pedagogy ahead of technology
    • 54. Target assignments to specific tasks in the VW
    • 55. Don’t come into VWs just to look at Powerpoints
    • 56. Mix use of voice & chat; keep one person speaking, while others can communicate via text chat.
  • SL Capital Exchange: Stock Market
    • Stock Market simulation using actual functioning Second Life businesses
    • 57. 36 companies currently listed for trading, with more being added each month
    • 58. Fun way to become familiar with how the stock market works, terminology, and trends
    • 59. Possibility of turning a profit in L$ (Linden Dollars)
    • 60. Low risk, as the L$ to US$ ratio is about 260 to 1.
  • Part V: Platform Choices
  • 61. Key Choices in Selecting a Platform
  • 62. Key Choices in Selecting a Platform
  • 63. The Virtual World Value Chain
  • 64. Google Apps: Are They Virtual Worlds?
    Colors as Avatars, Spreadsheet as Space
  • 65. 2010: Second Life / VWs in the Web Browser:
    Viewer “in the cloud” and Canvas Appear
  • 66. OpenSimulator: Free, Open Source Option“Host it Yourself”, Cost-Effective, & Alpha
  • 67. OpenSimulator vs. Second Life
  • 68. OpenSimulator vs. Second Life
  • 69. ...and in conclusion...
    Unleash your imaginationDo research, but break the rules
    Avoid the hype
    Rapid development, embrace change...and most importantly, ENGAGE!
  • 70. Credits, Thanks, Etc…
    • The Gartner Hype Cycle, Gartner, Inc., 1995
    • 71. Parks Associates: Virtual Worlds and Social Media
    • 72. OpenSim Basics, Paul Vigo for PANMA
    • 73. Second Life: The Official Guide, Linden Lab et al.
    • 74. Very many blogs, all linked from www.PeregrineSalon.com
    • 75. The Second Life Community Convention www.SLConvention.org
  • Feel Free to Contact Me!
    Timothy Allen – Twitter @FlipperPA
    Contact Me:
    FlipperPA Peregrine in SL (FlipperPA in just about every othervirtual world since 1995 out there)
    tallen@wharton.upenn.edu
    http://www.PeregrineSalon.comhttp://wrds.wharton.upenn.edu
    You'll find me hanging on PANMA and SLED:
    http://www.PANMA.org
    The Philadelphia Area New Media Association
    https://lists.secondlife.com/cgi-bin/mailman/listinfo/educators
    Second Life Educator's Mailing List
    Slides will be available on PeregrineSalon.com!