The Evolution of the Internet: Using "Virtual Worlds" to Enhance Teaching, Learning, and Scholarly Research (movies removed)

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  • + RogerCraig RogerCraig 1 month ago
    In others words, nothing has changed in SL since its launch some five years ago. It’s still raunchy. Still very limited application for teaching and learning. Still a steep learning curve. Still clunky to use. Still raunchy; the adult orientation is just bizarre for a pushed-for learning environment. Why bother is right! Virtual worlds in teaching and learning may work....in the future... but SL ain’t the pony to hitch your cart to.
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The Evolution of the Internet: Using "Virtual Worlds" to Enhance Teaching, Learning, and Scholarly Research (movies removed) - Presentation Transcript

  1. The Evolution of the Internet: Using “Virtual Worlds” to Enhance Teaching, Learning, and Scholarly Research SUNY COCID April 3, 2009
  2. Bret Ingerman Vice President for Computing and Information Services Vassar College [email_address]
  3. Agenda
    • What?
    • Why?
    • Examples
    • Future
    • Concerns
    • Challenges
    • Closing Comments
    • Q&A
  4. What?
    • Is a Virtual World?
  5. What? World : an environment that its inhabitants regard as being self-contained.
    • Is a Virtual World ?
  6. What? World : an environment that its inhabitants regard as being self-contained. Virtual : Real: That which is. Imaginary: That which isn’t. Virtual : That which isn't, having the form or effect of that which is.
    • Is a Virtual World ?
  7. Virtual worlds are places where the imaginary meets the real. Richard Bartle PeachPit Press http://www.peachpit.com/articles/article.asp?p=99703&rl=1 excerpted from Designing Virtual Worlds by Richard A. Bartle (New Riders Publishing, 2003)
  8. Virtual worlds provide a fundamentally social experience in what has traditionally been a solitary medium. Bret Ingerman
    • Goal oriented
    • Limited set of actions / controls
    • Limited ability to modify environment
    • Paying for the environment
    • No specific goals
    • User defined actions and controls
    • User ability to modify the environment
    • Paying for the platform
  9. Why?
    • Evolutionary…
  10. Web 1.0 2.0 3.0
  11. Why?
    • Revolutionary
      • Convergence…
  12.  
  13.  
  14. Why?
    • Exciting
    • Inspiring
    • They are in our future …
    • …but they are in the present of our kids
  15.  
  16.  
  17. Why not the others?
    • Windows only
    • Limited / no development abilities
    • Uploads limited, if at all
    • Acceptable materials defined by others (PG-13)
    • Limited market share
  18. Second Life: Users
    • Over 12.2 million accounts in SL (Jan. ‘08)
      • Probably 1/2 to 2/3 are unique
    • Demographics (Jan. 2008)
      • Age: 35% are 25-34
      • Sex: 65% male, 35% female
      • Location: 35% in USA
    • No recent demographics
      • Possibly due to change in Linden leadership?
      • Best guess: no increase in growth, or small decrease
  19. Second Life: Currency
    • While SL is free…
    • … need $ for many ‘essential’ needs
    • Linden Dollars (L $)
      • USD $1 = L $266 (8/08)
    • LindeX
      • $8,941,800,000 Linden exchanged in 8/08
      • Over $9,500,000 USD exchanged in 8/08
        • 24,757 L$  USD$
        • 300,455 USD$  L$
  20. Second Life: Building & Scripting
    • All objects and scripts created by residents
    • All objects and scripts created by residents
  21.  
  22. (the following movies were removed from presentation)
    • Avatars
    • Moving Around
    • The Amphitheater on Vassar Island
    • Castle Vassar
    • The Virtual Reality Room on Vassar Island
    • Virtual Art Gallery
    • The Ghent Altarpiece
    • The Sistine Chapel on Vassar Island
    • Taylor and Main Hall
    • Ferry House
  23. Teaching and Learning
  24. Media Studies 2007
  25. Media Studies 2007
  26. Media Studies 2009
  27. Women’s Studies
    • Avatar’s in the Curriculum
    • WMST 375 Senior Seminar in Women’s Studies
    • “ Thinking Women’s Bodies”
  28. Avatars
  29. Examples
  30. Examples
  31. Examples
  32. Examples
  33. (movie removed) Sculpture: Doubleday Hall on Vassar Island
  34. (movie removed) Cognitive Science
  35. Research
  36. Cognitive Science Research
  37. Cognitive Science Research
  38. Cognitive Science Research
  39. Cognitive Science Research
  40. Cognitive Science Research
  41. (movie removed) Chemistry: Rhodopsin Molecule
  42. Future Directions
    • Voice
    • Open source
      • Browser now
      • Server ???
    • Realism
      • Images
      • Physics
    • More natural navigation
  43. Concerns
    • Privacy
  44.  
  45. Concern: Commercial
    • Web / Internet also commercial
    • Has driven innovation in SL
      • Just like in RL
  46. Dell Computer Sears NBA Pontiac Sundance Channel Coldwell Banker
  47. Educational vs. Commercial
  48. Educational vs. Commercial
  49. Educational vs. Commercial
  50. Educational vs. Commercial
  51. Educational vs. Commercial
  52. X X X
  53. Concern: Adult Oriented
    • So is the internet
    • So is email
      • Spam
    • Can avoid it just as on Internet
      • Or in RL
    • Education and awareness
    • BTW…
      • Frequently first to make money with new tech.
  54. Islands vs. Parcels (know your neighbors)
  55.  
  56.  
  57.  
  58.  
  59.  
  60.  
  61.  
  62.  
  63.  
  64.  
  65.  
  66.  
  67.  
  68.  
  69. Concern: Social Issues
    • 2 types
      • RL social issues
      • SL social issues
  70.  
  71. Concern: RL Social Issues
    • “… Internet users in all countries spent more time per week socializing with friends than non-users.”
      • From World Internet Project, a project of the UCLA International Institute, February 9, 2004
    • Virtual worlds no diff. than other technologies
  72.  
  73. Concern: RL Social Issues
    • Augment or enhance
      • Not replace
    • Virtual worlds no diff. than other technologies
  74.  
  75. Concern: SL Social Issues
    • Need a code of conduct
    • Virtual worlds no diff. than other technologies
      • Angry email
      • Anonymous blog posts
  76. Media Studies
  77. Media Studies
  78.  
  79. Concern: Cost
    • Compared to?
      • Island: less than USD $2,700 / year
    • Why single out this technology?
      • LMS: $7,500 - $50,000 / year
    • Virtual worlds no diff. than other technologies
  80.  
  81.  
  82. Concern: Why bother?
    • Don’t get hung up on the nomenclature:
    Island / “sim”ulator avatar inventory Linden Labs buildings, cars, etc.
    • “ It’s not real ”
      • Neither is your web site
    • At least try it before you rule it out
    server objects account file storage hosting company
  83. Concern: Why bother?
    • The genre will likely stay
      • Remember Habbo Hotel?
        • 92 million registered users
        • 8.6 million unique visitors each month (36 minutes / session)
        • 90% of users between 13 - 18 years old
        • - http://www. sulake .com/habbo
        • USD $30 million in revenue in 2005
          • From Nielsen Netratings, June 2006 as reported by www.techcrunch.com, July 10, 2006
      • Remember Club Penguin?
        • Founded in October, 2005 (1.5 million)
        • 700,000 paid subscribers at $5.95 / month
        • 4 million unique visitors in January, 2007
          • From “Your Igloo or Mine,” Newsweek, February 23, 2007
        • Disney purchased in August ‘07 for reported $700 million
  84. Challenges
    • Evolving technology
    • Learning curve
      • Can be steep
      • Changing UI
    • Software
      • Frequent upgrades
    • Hardware
      • Graphics intensive
  85. Challenges
    • Tech support
    • Anonymity
    • No local backup
    • Must use SL development tools
      • But this is changing (sculpted prims)
  86. Comments
    • Fix what worked yesterday
    • Find what is needed today
    • Also …
    • Explore & Evaluate new technology
      • See what sticks
  87. Comments
    • Help plan the future
      • Inform
      • Inspire
    • Not just react
      • What fun is that?
  88. Questions?
  89. Thank you!

+ SUNYITSUNYIT, 5 months ago

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