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Why Second Life?

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A presentation for Enriching Scholarship 2008 about trends in virtual worlds and applications of Second Life to academic and professional productivity.

A presentation for Enriching Scholarship 2008 about trends in virtual worlds and applications of Second Life to academic and professional productivity.

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  • 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
  • 43.
    • 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.”
  • 44. 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
  • 45. 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/
  • 46. 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
  • 47. 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
  • 48.
    • Want to get started? Come to our next presentation in two days!

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