SL is not an open platform like the Web and does not currently run on open standards (Linux beta)
Not possible to host your own worlds locally on your own servers
Limit to the number of avatars that can occupy one area simultaneously (60-80)
SL cannot be exported to other virtual worlds
No backup facilities - everything can be lost
Very few tools for importing from other 3D applications
Second Life Challenges: Institutional Issues
Administrative (seen as a game rather than a teaching & learning resource) and technological (security) barriers
Legal issues for institutions - intellectual property rights etc
Authenticity - who is really behind the avatar?
SL is a proprietary service - some educators have issues with this
Exposure to unsuitable content - just like the ‘Net in general
Duty of care for younger students (under 18s)
Privacy and safety concerns
Future of SL at UCD
Continue to publicise and provide access to Library resources.
Continue with presentations and seminars in SL.
Examples of possible future development:
Access control for admission by valid students.
Link with Talis Keystone for access to library account.
Second Life and the Hype Cycle 2003 Launch Summer 2006 Anshe Chung & Business Week Autumn 2008 Reuters withdraws from Second Life
Avatars happy to play but not to pay? Source: http://taterunino.net/
Will there be “A Second Wind for Second Life”?
Second life facing many obstacles:
Technology issues (access, ease of use, reliability, interoperability)
Figuring out what users want
Business community uncommitted
Ambiguous economic and membership metrics
Digital nomads and growing competition
“ Our evidence so far suggests that virtual worlds have great potential…it is not clear that Second Life …is the optimal environment” Dr Peter Twining, Head of Dept of Education, Open University ( Source: A Spring 2008 “snaphot” of UK Higher and Further Education Developments in Second Life) Second Life is “not the only fruit”
Virtual Worlds: A Service Opportunity?
Access to the ‘new’ economy
Opportunity for international co-operation
Another route to ‘hard to reach’ students
Particularly suited to some disciplines
Already estimated 100 million active users of virtual worlds.
StratAG Digital campus – sample building model 1. Terrestrial LiDAR scanning 2. 3D Wireframe model 3. Segregation of unique surfaces 4. Textured, lit and rendered model
Some comments to ponder…
“ Virtual worlds represent the biggest shift forward in learning since the focus on student-centred methods”
Simon Bignell, Centre for Psychological Research in Human Behaviour, University of Derby
“ It has taken about 15 years from the birth of the web for web-based e-learning to become thoroughly institutionalised (with ongoing pockets of resistance throughout academia). The 3D internet could easily take as long”
Dr Daniel Livingstone, School of Computing, University of West Scotland
( Source: The Autumn 2008 “snapshot” of UK Higher and Further Education
Developments in Second Life)
Worth the wait?
Go raibh maith agaibh Cathal McCauley [email_address] Peter Clarke [email_address]