Why Second Life?

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Why Second Life? - Presentation Transcript

  1. Why Second Life? Patricia F. Anderson, pfa@umich.edu (a.k.a. Perplexity Peccable) Assisted by Marc Stephens (a.k.a. Memetic Projects) © 2008 Regents of the University of Michigan. All rights reserved.
  2. First, Why Virtual Worlds?
    • ROI
      • Economics
      • Skills building / modeling
      • Transferability
    • Access
      • Global
      • Asynchronous
      • Synchronous
  3. Why Virtual Worlds
    • Qualitative
      • Vision
      • Diversity
      • Collaboration
      • Community
    • Future & Current Trends
      • Virtual Worlds for Children & Youth
      • Integration
      • Portability
      • Scalability
  4. Why Virtual Worlds
    • IBM GIO Report: http://domino.watson.ibm.com/comm/www_innovate.nsf/pages/world.gio.gaming.html
  5. Why Virtual Worlds
    • Trondsen, Eilif. Virtual Worlds and Collaborative Work, Survey Results: http://sric-bi.com/news/VWCcollabwksurvey2008-03.pdf
  6. Where are our kids?
    • Gaia: http://www.gaiaonline.com/
  7. Who’s there with our kids?
    • Motherhood is Hell: February 28, 2008: Confessions of a Middle-Aged WebKinz Addict: http://motherhoodishell.blogspot.com/2008/02/confessions-of-middle-aged-webkinz.html
  8. What are our kids learning in virtual worlds?
    • Alice: an Educational software that teaches students computer programming in a 3D environment: http://www.alice.org/
  9. Why should we care if our kids play there?
    • The Affordances of Virtual Worlds and 21st Century Learning Environments (Tuesday 29th April 2008 9:53am): http://spotlight.macfound.org/main/entry/affordances_virtual_worlds/
  10. New developments
    • Naone, Erica. Whole Body Gaming (Monday May 5, 2008): http://www.abcnews.go.com/Technology/GadgetGuide/story?id=4790043&page=1
  11. New developments
    • Emortal, the next generation playground: http://www.emotiv.com/
  12. Important Virtual Worlds Trends
    • MediaGrid
      • Second Life
      • World of Warcraft
      • Wonderland
      • Croquet
    • OpenLife
    • OpenSim
  13. So You’ve Heard About Second Life
    • Screenshot of SecondLife website
    • http://secondlife.com/
  14. So You’ve Heard About Second Life
    • “ Second Life is a 3D online digital world imagined, created, and owned by its residents.”
    • “ Your world. Your imagination.”
    • http://secondlife.com/
  15. So You’ve Heard About Second Life
    • Also known as the Metaverse , a term from Snow Crash , a novel by Neal Stephenson.
    • What does it mean -- “3D online digital world”?
    http://abyss.hubbe.net/fredrik_favs.html
  16. Second Life is a Virtual World With:
    • Doctors, bankers, candlestick makers;
    • Builders, workers, dancers, shirkers;
    • Churches and homes; gardens and domes;
    • Libraries, museums; teachers and beach bums!
  17. Second Life is Growing …
    • From ~2002 to ~2007 …
  18. Who is Already There? Corporate
    • Adidas
    • Apple Inc.
    • Best Buy
    • BMW
    • Cisco Systems
    • Coca Cola
    • Comcast
    • Dell
    • H&R Block
    • IBM
    • NBA (basketball, really)
    • NBC
    • Nissan
    • Pontiac
    • Reuters
    • Sun Microsystems
    • Toyota
    • The Weather Channel
    • Warner Brothers
    • … and many more …
  19. Who is Already There? Businesses
    • Map of corporate presence in Second Life from the Kzero blog. (Second Life Brand Map version 1.6)
    Source: Kzero: Second Life Brand Map: http://www.kzero.co.uk/blog/?page_id=431
  20. Who is Already There? Schools
    • Bowling Green State University
    • Columbia University
    • Duke University
    • Drexel University
    • Harvard University
    • New York University
    • Ohio State University
    • Pennsylvania State University
    • Princeton
    • Stanford University
    • SUNY
    • Temple University
    • UCLA & UC - Berkeley
    • University of Cincinnatti
    • University of Colorado at Denver Medical Center
    • University of Kansas Medical Center
    • University of Texas Medical Branch
    • University of Tennessee College of Medicine
    • Vassar College
    • Virginia Tech
    … and over 100 more. Source: SimTeach: http://tinyurl.com/2fen2s
  21. Who is Already There? Schools
    • Map of colleges and universities with a presence in Second Life from the Kzero blog. (Second Life College Map version 1.6)
    Source: Kzero: Second Life University Map: http://www.kzero.co.uk/blog/?page_id=551
  22. Why Second Life …
    • Be where the students are
    • Engaging our new students
    • Immersive environment (you gotta see it to believe it)
    • Allows interactive distance education on a level previously unimaginable
    • Personal productivity - meetings and more
    • Collaboration & simulation & visualization, oh my …
  23. More Practically …
    • Professional Engagement
    • Economics
    • Discovery
    • Education
    • Productivity
    • Collaboration
    • International / Global
    • Qualitative Reasons
  24. Second Life Now or Later?
    • “ Imagine it’s 1949 and you’re a big brand. Do you NOT participate in TV? Or, it’s 1925. Do you NOT participate in radio?”
    • Tuple vs. Kipple. Value of Measuring Engagement. June 7, 2007.
  25. What’s There? Basilica di San Francesco di Assisi
  26. What’s There? Nanotechnology Island
  27. What’s Happening There? Interacting with Cells
  28. What’s Happening There? Outer Space Simulations
  29. What’s Happening There? Clinical Training
  30. What’s Happening There? Historical Reenactment
  31. Things to Do: Meetings
  32. Things to Do: Concerts
  33. Things to Do: Events
    • Images of presenter with slides in front of a conference audience at the Second Life Best Practices in Education annual meeting.
  34. Things to Do: Information
  35. Things to Do: Outreach / Advocacy
  36. Things to Do: Data Visualization
  37. Things to Do: Collaboration
      • Think wiki-types of functionality in visual and 3D spaces
  38. Things to Do: Healthcare Consumer Communities
  39. Education
    • Ohio University Second Life Campus
    http://www.youtube.com/watch?v=aFuNFRie8wA
  40. Education Ideas
    • Basic sciences
      • Interactive anatomical & cellular models
      • Class or small group interaction with anatomical avatars
    • Communication skills
      • Patient history taking
      • Problem solving
      • Cultural competencies
      • Ethical role-playing
    • Clinical space design & modeling
  41. Education Ideas
    • Guided discovery
      • Treasure hunts
    • Exploration
    • Construction
    • Design
    • 3D modeling
    • Roleplay
    • Meetings
    • Distance learning
    • International teaching
  42. What You Need To Know Beforehand
    • Tech
      • Bandwidth
      • Hardware
      • Screen resolution / Video cards
      • Frequent Downloads / Software Updates
    • Social & Planning
      • The Wednesday Factor
        • (grid is down for upgrades)
      • Small Groups
      • SLURLS
      • Money in SL
    • Go shopping with a muscle man
    • Build a cathedral. Visit with angels, devils, and dragons
    • Build a skeleton for a giant, with a beating heart. Teach others how to help.
    • Scan an Easter Island statue and import it as a 3D object.
    • Explore a coral reef ecosystem -- in high heels.
    • Piggyback a ride on Saturn and take tourist pics of the rest of the solar system.
    “ Your imagination. Your world.”
  43. Starter Resources for Higher Ed SL Education
    • Conklin, Mega S. 101 Uses for Second Life in the College Classroom. http://facstaff.elon.edu/mconklin/pubs/glshandout.pdf
    • Open Sledware (Open Courseware in Second Life): http://opensledware.wikispaces.com/
    • Second Life Educators Archives: https://lists.secondlife.com/pipermail/educators/
    • SimTeach Wiki: http://www.simteach.com/wiki/index.php
  44. Starter Resources for SL Science & Research
    • McConaghy, T. Troy. A Sampler of Science in Second Life. Nature Network: http://network.nature.com/blogs/user/U475C43B9/2007/06/17/a-sampler-of-science-in-second-life
    • Second Life Research: http://secondliferesearch.blogspot.com/
    • Science & Technology in Second Life: http://scilands.wordpress.com/blog/
  45. More Resources Cited in This Presentation
    • The Affordances of Virtual Worlds and 21st Century Learning Environments (Tuesday 29th April 2008 9:53am): http://spotlight.macfound.org/main/entry/affordances_virtual_worlds/
    • Alice: an Educational software that teaches students computer programming in a 3D environment: http://www.alice.org/
    • Gaia: http://www.gaiaonline.com
    • IBM GIO Report: http://domino.watson.ibm.com/comm/www_innovate.nsf/pages/world.gio.gaming.html
    • Motherhood is Hell: February 28, 2008: Confessions of a Middle-Aged WebKinz Addict: http://motherhoodishell.blogspot.com/2008/02/confessions-of-middle-aged-webkinz.html
    • Naone, Erica. Whole Body Gaming (Monday May 5, 2008): http://www.abcnews.go.com/Technology/GadgetGuide/story?id=4790043&page=1
    • Trondsen, Eilif. Virtual Worlds and Collaborative Work, Survey Results: http://sric-bi.com/news/VWCcollabwksurvey2008-03.pdf
  46. More Resources Cited in This Presentation
    • Kzero: Second Life University Map: http://www.kzero.co.uk/blog/?page_id=551
    • Kzero: Second Life Brand Map: http://www.kzero.co.uk/blog/?page_id=431
    • Brandon, John. The 8 Top Corporate Sites in Second Life. Computerworld May 2,2007. http://tinyurl.com/3yzzgk
    • Second Life Research: Brand Entry Timeline for the Automotive Industry. http://secondliferesearch.blogspot.com/2007/06/brand-entry-timeline-for-automotive.html
    • Tuple vs. Kipple. Value of Measuring Engagement. June 7, 2007. http://blogs.electricsheepcompany.com/joel/?p=21
    • Want to get started? Come to our next presentation in two days!

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