AITP Keynote on Virtual Worlds
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AITP Keynote on Virtual Worlds



Virtual Worlds Explorations and Implications is a keynote address for the Association for Information Technology Professionals (AITP). These slides discuss business and IT concerns, virtual worlds ...

Virtual Worlds Explorations and Implications is a keynote address for the Association for Information Technology Professionals (AITP). These slides discuss business and IT concerns, virtual worlds statistics and provide visual examples from Second Life.

Content and photos by Cynthia Calongne. Licensed under a Creative Commons Share Alike with Attribution License.



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AITP Keynote on Virtual Worlds AITP Keynote on Virtual Worlds Presentation Transcript

  • Virtual Worlds Explorations and Implications Dr. Cynthia Calongne Institute for Advanced Studies Colorado Technical University Association for Information Technology Professionals February 19, 2009 Licensed under a Creative Commons Share Alike with Attribution License
  • The Future Looms Near 80% of the world’s active Internet users will be in a virtual world by the end of 2011 (Gartner, 2007) Are you ready? Cover slide: An avatar stands on the Statue of Liberty at Ramapo A class meets in Second Life
  • Chart Copyright © 2007 by the Virtual Environments Info Group In April 2008 - over 100 youth-oriented virtual worlds active or in development In Aug 2008 - it grew to over 150 virtual worlds In Jan 2009 - over 200 virtual worlds 59 have microtransactions 57 require subscriptions 46 use advertising From Virtual Worlds Management by Show Initiative
  • Education in Second Life
    • March 2007
      • Over 400 universities
      • Over 4500 educators
    • SL Education Support Faire 2009
      • 3,785 unique visitors
      • from 93 countries
      • 50 displays
      • 50 presentations
    • Top 10 countries
        • USA 2,123
        • UK 364
        • Canada 173
        • Australia 117
        • Germany 112
        • Brazil 91
        • Italy 66
        • Netherlands 56
        • France 53
        • Spain 53
  • Virtual Worlds - Science Fiction or Fact? Using a Tardis at the New Media Consortium Symposium Nov 2008
  • Reality from Science Fiction
    • The teleporter
      • Transports an object to a location in 3D space
    • The holodeck
      • Scenes that appear on demand
      • The scene disappears at a command
    • In Second Life (SL)
      • Avatars teleport to new locations and request/use/delete temporary scenes
  • Why Use Second Life?
    • 3D graphical websites accessed using slurls
    • Users visit the site and see other users
    • Users interact & chat using VoIP and text
    • Grid computing architecture
    • Users can create, own and sell their content
    • Users attend classes, conferences, seminars, concerts and socialize
  • What can you do inside Dr. Who’s Tardis? A navigation map of SL regions in the Tardis Navigating between Second Life’s regions Inside the NMC’s Tardis There are a variety of ways to teleport between SL sites. This Tardis in SL was exhibited at an NMC symposium
  • A Visual Tour
    • Let’s take a tour of Second Life
    • Examine how it is used for education and research
    • Explore how information technology professionals can leverage and support these environments
  • Virtual Training at MyBase Second Life region for AF virtual world projects and game simulations
  • AF Global Learning Forum - Serious Game Simulation - to rescue relief workers
  • Metanomics in Second Life
  • National Physics Laboratory Presentation on the innovations in nanotechnology
  • Lyr explores the Nanotechnology Lab. Interactive objects demonstrate the procedure and give info on notecards Field Trips to Science Sites
  • Science Comes to Life The National Physics Laboratory presents the advances in Nanotechnology Interactive Nano Labs
  • Eric McLuhan in Second Life SLCN machinima October 27, 2007
  • Blended Reality Conferences A MacArthur Foundation panel on games in education answers an avatar’s question. Alternatively, a chat bridge can integrate web and Second Life participants
  • Stepping inside the content during a conference presentation
  • CTU exhibit booth at the NMC Rock the Academy Symposium 2008
  • Meeting Minds in Immersive Literature Roleplay and conflict, an immersive literature experience for teens on the Teen Grid Suffern Middle School students at Ramapo portrayed the roles from the book, Of Mice and Men by John Steinbeck. Imagine living the scenes from literature and history rather than memorizing them. A juror hollers “Boo!” when Curley takes the stand
  • Literature Comes Alive Literary discussion of The Charge of the Light Brigade at Caledon Library
  • Does this look like your office? Meetings in an underwater office. Come on in! The water’s fine!
  • IT in Second Life
    • Self image - avatar
    • Social networks
    • Immersive training
    • SL skills
    • Roleplay
    • Help desk
    • Projects
    • Tool integration
    • Build simulations
    • Sense of presence, identity
    • Attend meetings, conferences
    • Context-sensitive, stimulating
    • Camera, navigation, communicate
    • Team building
    • Office hours, support
    • COTS, custom, data, voice
    • Web 2.0, tools, multimedia
    • Create content & an environment
  • Second Life Basic Skills
    • Self Image
      • Your avatar -- is it your real or ideal self?
    • Avatar movement
      • Using the arrow keys?
      • Do you prefer a Navigation HUD?
    • Camera controls
      • Keyboard or HUD?
    Lyr and her robot avatar
  • Content Creation Ryl mentors an 8th Grade student on the Teen grid as he applies a script to a keyboard override he created with futuristic display textures. It appears when he types and disappears when he is silent. At Ramapo on the Teen Grid
    • Communicating
    • with others
    • in Second Life
    • Left to right
    • Teleport to servers
    • Group notice
    • 2nd row
    • Voice chat ( * )
    • Instant message
    • Embedded URLs
  • Building a Virtual Workplace
    • IT activities
      • Planning
      • Configuration
      • Deployment
      • Operations & support
      • Retirement & disposal
    • Harassment concerns
      • Adult content
      • Abuse and misuse
    • Compliance issues
      • Corporate image
      • Protection of assets
      • Proprietary content
      • Protection of human rights
      • Fair business practices
      • Ethics
    These are only the tip of the iceberg
  • The floating book holds handouts as Lyr prepares for class
  • Content Considerations
    • Virtual environment
      • Public or private?
    • Buy or build
      • Branding
    • Visual content
      • Signs & textures
      • 3D objects
      • Animations
    • Does size matter?
      • Island, parcel or sandbox
    • Context-sensitive scenes
      • Imaginative spaces
    • Build, texture and script
      • Upload textures into SL
      • Scripted behaviors
      • For avatars and objects
  • Modeling in Second Life A self-guided tutorial for building a 20-minute project
  • Budget Concerns
    • Bandwidth ==>
    • Create content?
      • Requires skills & time
    • Buy and use content?
      • Custom design?
      • Visit other sites
    • Successful operations and support
    • 3D graphics, VoIP
    • Own, control & adapt
      • Reuse and share
    • Quality site & brand
      • Professional image
      • Community
    • Site access, cleanup, control and activities
  • How do virtual worlds become successful endeavors? Create good content that reflects your company’s brand. Yet, businesses fail when they create lovely, empty sites. People and interaction makes a site come alive. Visitors share experiences, interact with products, explore services and enjoy virtual world activities. Let’s look at some educational examples.
  • Colorado Tech Island Virtual learning space, alumni center and live music festivals
  • Sharing Educational Content Student projects are displayed on the Boardwalk
  • Experimental Design Classrooms Open spaces where CTU students experiment, explore ideas, create content and learn from their mistakes. Imaginative setting in a class sandbox
  • The Value of Interactivity Human barometer activity Futuring and Innovation students take a stand CTU students shop for academic regalia at the NMC Orientation island
  • Student and instructor robots on a public class space A 3-week course activity with real world, virtual, and 2D robot designs Amusement park of student projects on a private space Students choose the preferred class location
  • CS 672 First day in class Student Projects Monorail and rollercoaster Ferris wheel rotation problem & duck shoot Duck shoot
  • CS 820 Winter 2008 Class Newsstand for low vision users, Electronic Voting Machine Refrigerator for wheelchair use From early ideas to testable projects Students collaborate and work independently
  • Early Skill Development Students new to SL learn to build and texture for class activities
  • Students new to a virtual world create low fidelity interface designs and conduct usability tests in a virtual world
  • Project Prototypes Newsstand for the low vision users; selecting option 4 to hear Refrigerator for wheelchair users; shelves move out and down
  • Interaction and Empirical Testing
    • Observed behavior
      • Test plan
      • Test procedure
      • Roles
      • Volunteers
      • Observation
      • Measurements
      • Analysis
      • Results
    Student interface with objects that render new information when touched
  • Community Collaboration Guests from other schools perform usability tests on student projects TCC Online Worldwide Conference attendees visit to examine student work
  • Are You Ready for the Future? We are at the crossroads, gazing at the future. How do we leverage this capability to our best advantage? Photo: Preparing for An Air Force Global Learning Forum Event at the MyBase region in Second Life, a Huffman Prairie design
  • SL Research Links 1
    • Second Life
      • and
    • Virtual Worlds Comparison Chart
    • Second Life Education Support Faire 2009 statistics
    • Cynthia Calongne’s Classes in Second Life
    • Research in Second Life presentation
    • Artificial Intelligence in SL
  • SL Research Links 2
    • National Public Radio’s Science Friday in SL
    • Virtual Worlds Management
    • NOAA’s Traffic Analysis
    • Best Practices in SL
    • Annotated Bibliograophy of SL Educational Resources
    • Edumuve
      • and
  • SL Research Links 3
    • Second Life as a Virtual Learning Environment
    • An Educational Tour of Second Life
    • A View from Second Life’s Trenches: Are you a Pioneer or a Settler?
    • Leveraging the Affordances, Minimizing the Barriers of Virtual Worlds
    • LearnScope in Second Life
    • NMC Campus Observer
  • SL Research Links 4
    • Using Second Life
    • Beyond Course Management Tools: Second Life
    • Virtual worlds in Online Education: Are You Ready to Teach in Second Life?
    • What Can We Learn from World of Warcraft & Second Life?
    • SL Podcast by Bayne, Walker and Calongne
    • TCC Preconference Wiki -- SL from a Flash drive tips
  • SL Research Links 5
    • Who’s on Second? Educational Podcasts
    • Second Life Development -- VITAL Lab
    • Suffern Middle School in Second Life
    • Second Life Library 2.0
      • and
    • Second Life Education Wiki
    • LSL Wiki -- programming tools
  • SL Research Links 6
    • Secondary Worlds
    • Reuters -- Doors to open on Google Virtual world(s)?
    • SL and Google Earth are Transforming the Idea of Architectural Collaboration
    • Timeline - History of Second Life Wiki
    • UberNoggin: Big Brains - Big Ideas
  • SL Research Links 7 - News
    • Reuters in Second life
    • The SL Newspaper
    • Second Life Herald
    • Metaverse Messenger
    • SLNN
  • SL Research Links 8
    • New Worlds Notes
    • SL A Virtual Universe for Real Engineering
    • Just Virtual
    • Seifert Surface - Math in Second Life
    • Eric McLuhan in Second Life - Playing Media Ecology
  • Virtual Worlds Explorations and Implications Dr. Cynthia Calongne Lyr Lobo in Second Life Twitter Lyrlobo For more information Lyr Lobo For a copy of these slides, visit: