Web 2.0 and virtual worlds

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Talk to CIOs from New York state university and college CIOs.

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Web 2.0 and virtual worlds

  1. 1. Virtual worlds and Web 2.0 New York State Higher Education CIO Conference Summer 2007
  2. 2. Plan of the talk <ul><li>Introductions </li></ul><ul><li>Web 2.0 </li></ul><ul><li>Virtual worlds </li></ul><ul><li>Pedagogies, practices, issues </li></ul>(Middlebury waterfall, spring 2006)
  3. 3. One theoretical argument <ul><li>How do information technologies change? </li></ul>(Dviga Vertov, Man with Camera (1929)) <ul><li>Janet Murray’s two-step </li></ul><ul><li>Copy and paste </li></ul><ul><li>Intrinsic affordances emerge </li></ul><ul><ul><li>( Hamlet On the Holodeck , 1998) </li></ul></ul>
  4. 4. One metaphor <ul><li>Web 2.0 and education is like gaming and education: awareness is challenging </li></ul><ul><li>Huge, financially and quantitatively successful worlds </li></ul><ul><li>Global and rapidly developing </li></ul><ul><li>Bad anxieties, policies, and media coverage </li></ul><ul><li>Perceived lack of… </li></ul><ul><li>seriousness </li></ul>
  5. 5. One metaphor <ul><li>Web 2.0 and education is like gaming and education: intersections are possible </li></ul><ul><li>Take advantage of preexisting projects </li></ul><ul><li>Mod/warp/hack </li></ul><ul><li>DIY </li></ul><ul><li>Literacy: audience </li></ul>
  6. 6. I. Web 2.0 <ul><li>The term’s history: Tim O’Reilly, 2005 </li></ul><ul><li>Expands “social software” </li></ul><ul><li>Draws on Web history </li></ul>
  7. 7. I. Web 2.0 <ul><li>Microcontent, rather than sites or large documents </li></ul>(Twitter, 2007)
  8. 8. I. Web 2.0 <ul><li>Multiply authored microcontent, rather than sites or large documents </li></ul>
  9. 9. I. Web 2.0 <ul><li>Open content and/or services and/or standards </li></ul>(Pepysblog, 2003-)
  10. 10. I. Web 2.0 <ul><li>Open microcontent + multiple authors = network constructivism </li></ul>(Pepysblog, 2003-)
  11. 11. I. Web 2.0 <ul><li>More simply: user-generated, shareable content </li></ul>(Pepysblog, 2003-)
  12. 12. I. Web 2.0 <ul><li>Data mashups </li></ul>Flickr + Google Maps
  13. 13. I. Web 2.0 <ul><li>Perpetual beta (O’Reilly, now history) </li></ul>Geo-tagging in Flickr
  14. 14. I. Web 2.0 <ul><li>AJAX-based? Also Flash, also database </li></ul>
  15. 15. I. Web 2.0 <ul><li>O’Reilly: platforms for development </li></ul>
  16. 16. I. Web 2.0 <ul><li>What can we learn from this? Ton Zylstra: </li></ul><ul><li>“ In general you could say that both Flickr and delicious work in a triangle: person, picture/bookmark, and tag(s). Or more abstract a person, an object of sociality , and some descriptor...” </li></ul>
  17. 17. I. Web 2.0 <ul><li>“… In every triangle there always needs to be a person and an object of sociality . The third point of the triangle is free to define[,] as it were.” </li></ul><ul><li>- http://www.zylstra.org , 2006 </li></ul><ul><li>(emphases added) </li></ul>
  18. 18. I. Web 2.0 <ul><li>What can we learn from this? </li></ul><ul><li>Jyri Engesrom is succinct: </li></ul><ul><li>“ The fallacy is to think that social networks are just made up of people. They're not; social networks consist of people who are connected by a shared object .” </li></ul><ul><li>- http://www.zengestrom.com/ , 2005 </li></ul>
  19. 19. I. Web 2.0 <ul><li>Collaborative writing platforms: the wiki way </li></ul>
  20. 20. I. Web 2.0 <ul><li>Web 2.0 components, movements </li></ul><ul><li>collaborative writing platforms: the blogosphere </li></ul>
  21. 21. I. Web 2.0 <ul><li>State of the blogosphere </li></ul><ul><li>70 million blogs tracked by Technorati: </li></ul><ul><ul><li>“ Technorati is now tracking over 70 million weblogs, and we're seeing about 120,000 new weblogs being created worldwide each day. That's about 1.4 blogs created every second of every day.” </li></ul></ul><ul><ul><ul><li>(David Sifry, April 2007) </li></ul></ul></ul><ul><ul><li>Chart follows… </li></ul></ul>
  22. 22. I. Web 2.0 <ul><li>Web 2.0 components, movements: social objects </li></ul>http:// flickr.com / <ul><li>Photo sharing: </li></ul><ul><li> Flickr </li></ul>
  23. 23. I. Web 2.0 <ul><li>Components, movements </li></ul><ul><li>Mixing and mashing: </li></ul><ul><li>the RSS feed </li></ul>
  24. 24. I. Web 2.0 <ul><li>-Alex Iskold, The Read/Write Web , April 2007 </li></ul><ul><li>http://www.readwriteweb.com/archives/the_future_of_rss.php </li></ul>“ RSS is basically a filtered push - the user subscribes (pulls in) to channels that he/she likes, and after that content is delivered automatically.”
  25. 25. I. Web 2.0 <ul><li>Social object: the person </li></ul><ul><li>FaceBook </li></ul><ul><li>MySpace </li></ul><ul><li>LinkedIn </li></ul><ul><li>ZoomInfo </li></ul><ul><li>CyWorld </li></ul>
  26. 26. I. Web 2.0 <ul><li>Social news: </li></ul><ul><li>Memeorandum, Tailrank, Digg, TechMeme </li></ul>
  27. 27. I. Web 2.0 <ul><li>Web 2.0 influences rich media </li></ul><ul><li>Podcasting </li></ul>
  28. 28. I. Web 2.0 <ul><li>What’s happened since “podcasting” in 2001? Neologisms: </li></ul><ul><li>godcasting </li></ul><ul><li>nanocasting </li></ul><ul><li>podfading </li></ul><ul><li>podsafe </li></ul><ul><li>podspamming </li></ul><ul><li>podvertising </li></ul><ul><li>porncasting </li></ul>
  29. 29. I. Web 2.0 <ul><li>Web 2.0 influences rich media: audio </li></ul><ul><li>Freesound archive </li></ul><ul><li>DIY copyright </li></ul><ul><li>Social networking values </li></ul>http://freesound.iua.upf.edu/
  30. 30. I. Web 2.0 <ul><li>Web 2.0 influences rich media: video </li></ul>(Gootube? Suetube?)
  31. 31. II. Virtual worlds <ul><li>(Second Life, 2004-present) </li></ul>Wiki approach to other media? -social gaming and Web 2.0 <ul><li>wiki objects </li></ul><ul><li>wiki resources </li></ul>
  32. 32. II. Virtual worlds <ul><li>(LambdaMOO, 1990-present) </li></ul>Antecedents, digital: the MUD, Adventure
  33. 33. II. Virtual worlds <ul><li>(Activeworlds, 1995-present) </li></ul><ul><li>(image via www.virtualworldlets.net) </li></ul>Antecedents, digital: avatar spaces -There -Atmospheres
  34. 34. II. Virtual worlds <ul><li>(from Philippe Codognet, http://webia.lip6.fr/~codognet/) </li></ul>Antecedents, predigital: Theater of Memory
  35. 35. II. Virtual worlds <ul><li>“’ The matrix has its roots in primitive arcade games,’ said the voice-over, &quot;in early graphics programs and military experimentation with cranial jacks.&quot; On the Sony, a two-dimensional space war faded behind a forest of mathematically generated ferns, demonstrating the spatial possibilities of logarithmic spirals; cold blue military footage burned through, lab animals wired into test systems, helmets feeding into fire control circuits of tanks and war planes…’” </li></ul>Antecedents, early digital: science fiction 1984: William Gibson, Neuromancer 1992: Neal Stephenson, Snow Crash
  36. 36. II. Virtual worlds <ul><li>“’ Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts . . . A graphic representation of data abstracted from the banks of every computer in the human system. Unthinkable complexity....’&quot; </li></ul>
  37. 37. II. Virtual worlds <ul><li>“’… Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding…’ </li></ul><ul><li>&quot;What's that?&quot; Molly asked, as he flipped the channel selector. </li></ul><ul><li>&quot;Kid's show.&quot; </li></ul>William Gibson, Neuromancer (1984)
  38. 38. II. Virtual worlds <ul><li>(Club Penguin, 2005-present) </li></ul>New forms 2d-3d worlds -Habbo Hotel -Cyworld -Runescape -VMK
  39. 39. II. Virtual worlds Google Earth -Keyhole DB -2d: KML -3d: Sketchup -reach -Geotagging photos: videos
  40. 40. II. Virtual worlds <ul><li>“ Human Pacman,” Adrian David Cheok, circa 2005 </li></ul>Augmented Reality -mobile devices game players general use tools
  41. 41. II. Virtual worlds <ul><li>Second Life scene, December 2006 </li></ul>Future: Web 3d? -identity as avatar -media platform
  42. 42. III. Pedagogies and issues <ul><li>( Rome: Total War ) </li></ul><ul><li>Pedagogies </li></ul><ul><li>Virtual reality </li></ul><ul><li>Social software </li></ul>
  43. 43. III. Pedagogies and issues <ul><li>Ancient Spaces project, University of British Columbia </li></ul>Virtual reality Machu Picchu, Arts Metaverse, Open Croquet
  44. 44. III. Pedagogies and issues <ul><li>Second Life, </li></ul><ul><li>Bryan Zelmanov </li></ul>Emotional bandwidth (Linden Labs) <ul><li>Social presence </li></ul><ul><li>Self-expression </li></ul>
  45. 45. III. Pedagogies and issues <ul><li>Teaching with Web 2.0: it’s not all new </li></ul><ul><li>-Web 1.0, internet pedagogies </li></ul><ul><li>Hypertext </li></ul><ul><li>Web audience </li></ul><ul><li>Discussion for a </li></ul><ul><li>Collaborative document authoring </li></ul><ul><li>Groupware </li></ul>
  46. 46. III. Pedagogies and issues <ul><li>Teaching with virtual worlds: it’s not all new </li></ul><ul><li>-Web 1.0, internet pedagogies </li></ul><ul><li>Rich media </li></ul><ul><li>Web audience </li></ul><ul><li>Chat </li></ul><ul><li>MUDs/MOOs </li></ul>
  47. 47. III. Pedagogies and issues <ul><li>Teaching with Web 2.0: principles </li></ul><ul><li>Distributed </li></ul><ul><li>conversation </li></ul><ul><li>Collaborative </li></ul><ul><li>writing </li></ul><ul><li>Object-oriented </li></ul><ul><li>discussion </li></ul>http://smarthistory.blogspot.com/
  48. 48. III. Pedagogies and issues <ul><li>Teaching with virtual worlds and Web 2.0: more principles </li></ul><ul><li>Personalization </li></ul><ul><li>Relative ease of entry </li></ul>(Barbara Ganley)
  49. 49. III. Pedagogies and issues <ul><li>Social object pedagogies, virtual worlds and Web 2.0 </li></ul>(from Edugadget, http://www.edugadget.com/2005/05/07/flickr-creative-commons ) <ul><li>Annotate details </li></ul><ul><li>Remix (“Make it mine”) </li></ul>
  50. 50. III. Pedagogies and issues <ul><li>Teaching with the “net.gen”: </li></ul><ul><li>“ [S]tudents… write words on paper, yes— but… also compose words and images and create audio files on Web logs (blogs), in word processors, with video editors and Web editors and in e-mail and on presentation software and in instant messaging and on listservs and on bulletin boards… </li></ul>Kathleen Blake Yancey, &quot;Made Not Only in Words: Composition in a New Key.&quot; CCC 56.2 (2004):297-328.
  51. 51. III. Pedagogies and issues <ul><li>Teaching with the “net.gen”: </li></ul><ul><li>“ — and no doubt in whatever genre will emerge in the next ten minutes </li></ul><ul><li>… Note that no one is making anyone do any of this writing.” </li></ul>Kathleen Blake Yancey, &quot;Made Not Only in Words: Composition in a New Key.&quot; CCC 56.2 (2004):297-328.
  52. 52. III. Pedagogies and issues <ul><li>Strategic choices: hosted or local </li></ul>
  53. 53. III. Pedagogies and issues <ul><li>Strategic choices: vendor or open source? </li></ul>(Open Croquet, 1999-present)
  54. 54. III. Pedagogies and issues <ul><li>Strategic choices: CMS involvement </li></ul>
  55. 55. III. Pedagogies and issues <ul><li>Strategic choices: CMS involvement </li></ul>(Sloodle project, http://www.sloodle.com)
  56. 56. III. Pedagogies and issues <ul><li>Web 2.0 </li></ul><ul><li>Limitations </li></ul><ul><li>Contrary to class safe space (Gary Kornblith) </li></ul><ul><li>Loss of individuality </li></ul><ul><li>Archival problems </li></ul><ul><li>Some responses </li></ul><ul><li>Can block comments and/or readers </li></ul><ul><li>Liberatory moment </li></ul><ul><li>Complement other practices </li></ul>
  57. 57. III. Pedagogies and issues <ul><li>Virtual worlds </li></ul><ul><li>Interoperability </li></ul><ul><li>-no standards body </li></ul><ul><li>-move content between platforms? </li></ul>(Rise of Nations, Microsoft Games)
  58. 58. III. Pedagogies and issues <ul><li>Preservation questions </li></ul><ul><li>-what state? </li></ul><ul><li>-how to cope with vendor dependency? </li></ul>Upcoming Sony PS3 product Wired , March 2007
  59. 59. III. Pedagogies and issues <ul><li>Content worries </li></ul><ul><li>-Sex and/or children </li></ul><ul><li>-Copyright (cf Copybot) </li></ul><ul><li>Support woes </li></ul><ul><li>-Machines </li></ul><ul><li>-Networks </li></ul><ul><li>-Labs </li></ul>(Flyguy, http:// www.trevorvanmeter.com/flyguy/ )
  60. 60. III. Pedagogies and issues <ul><li>Multimedia and audience </li></ul><ul><li>“ Q: Will Web 3D take off? Or is the way we interface with the web perfectly fine at the moment? </li></ul><ul><li>A: Text is very good at conveying information. You don't need a 3D environment to read text, and indeed it could get in the way. Would you want to read what I'm saying here if it were in a 3D setting? Would it help or hinder your ability to follow what was going on?...” </li></ul>
  61. 61. III. Pedagogies and issues <ul><li>“… Also, in an avatar-based virtual world, you're controlling a character. Sometimes, people don't want to control characters, they just want to be themselves. Do I gain anything from having to direct my character to read something I want to read? Or is it an unnecessary level of indirection?” </li></ul><ul><ul><li>Richard Bartle, Guardian interview, July 17 2007 </li></ul></ul>
  62. 62. III. Pedagogies and issues <ul><li>Is there a Wiki approach to other media? </li></ul><ul><li>-video and audio </li></ul><ul><li>not fully yet </li></ul>(Odeo, for Napoleon 101)
  63. 63. III. Pedagogies and issues <ul><li>Wiki approach to other media? </li></ul><ul><li>-video and audio </li></ul><ul><li>experiments </li></ul>(IT Conversations)
  64. 64. III. Pedagogies and issues <ul><li>Wiki approach to other media? </li></ul><ul><li>-images </li></ul>(Gliffy)
  65. 65. III. Pedagogies and issues <ul><li>Virtual worlds applied to Web 2.0? </li></ul>Richer media; greater sense of place Cyworld, South Korea “ Less than four years after its launch, 15 million people, or almost a third of the country's population, are members.” ( BusinessWeek , September 2005)
  66. 66. <ul><li>National Institute for Technology and Liberal Education http:// nitle.org </li></ul><ul><li>NITLE blog http://b2e.nitle.org </li></ul>

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