The Magic Circle presentation @ Wharton's Tech-Fast


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These are the slides from the presentation I gave at The Wharton School's Tech-Fast on August 5th, 2011 on the history of virtual worlds, best practices, different options, and the future.

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The Magic Circle presentation @ Wharton's Tech-Fast

  1. 1. The Magic Circle<br />Realistic Expectations for Virtual Worlds<br />
  2. 2. Before We Start (We Move Really Fast):<br />Definitions & Questions<br />Sim(ulator), Region, 16 acres... 4 by 4. 256x256m.65,536sqm. Eight Football Fields.<br />Rez (from Tron, 1982): Resolution; making something.Avatar: Hindu Deity; Ultima IV; BBS; Social Media; SLVirtual Reality: (coined by Jaron Lanier) “Almost” Reality<br />Who here knows they have an avatar?<br />Abstract concept of Avatar? Our concept of the Avatar?<br />What makes an avatar?<br />
  3. 3. What is the Magic Circle?<br />The Regular Rules Do Not Apply<br />
  4. 4. Part I: Evolution & the Avatar<br />
  5. 5. Who are you?<br />Timothy Allen<br />University of PennsylvaniaClass of 1996<br />School of Arts & SciencesIndividualized Major:Combined Psychology &Computer Science<br />...and now...<br />
  6. 6. Who are you?<br />Timothy Allen<br />Wharton Computing<br />Wharton Research<br />Data Services (WRDS)<br />...and virtually...<br />
  7. 7. Who are you?<br />FlipperPA PeregrineFounding Member,Second Life<br />Community Convention<br /><br />
  8. 8. Who are you?<br />FlipperPA PeregrineFounding Member,Second Life<br />Community Convention<br /><br />OCCASIONAL BANANA<br />
  9. 9. Who are you?<br />FlipperPA PeregrineFounding Member,Second Life<br />Community Convention<br /><br />STILL THIN ROCK STAR<br />
  10. 10. The point being...<br />THE AVATAR<br />Ultimate Blank Canvas<br />Self Expression UnleashedA Path to Freedom<br />Safe, Anonymous SelfExploration<br />
  11. 11. Part II: Perception,Participation & Public Space<br />
  12. 12. A Brief History of Avatars & Virtual Worlds:1975 to 1980: All in the Mind<br />Colossal Cave Adventure, Zork & MUDs: Text & ImaginationMUD: Multi-User Dungeon<br />
  13. 13. A Brief History of Avatars & Virtual Worlds:1980 through 1990: @ is for @vatar!<br />Rogue / Hack / NetHack: The Genesis of Visual Representation<br />
  14. 14. A Brief History of Avatars & Virtual Worlds:<br />1990: MOO Bring Persistence; "Not a Game"<br />MOO: Mud, Object-Oriented; Permanently Stored Objects<br />
  15. 15. A Brief History of Avatars & Virtual Worlds:1993: Virtual Places & the Web Revolution<br />Virtual Web Pages; Start of Graphical Revolution<br />
  16. 16. A Brief History of Avatars & Virtual Worlds:1993: The Palace<br />Social Chat: A Virtual Comic Strip, “2.5 Dimensions”<br />
  17. 17. A Brief History of Avatars & Virtual Worlds:1993: WorldsChat Space Station<br />Actual 3-Dimensional Perspective<br />
  18. 18. A Brief History of Avatars & Virtual Worlds:1994: ActiveWorlds<br />The Dawn of UGC: User Generated Content, “E-Motes”<br />
  19. 19. A Brief History of Avatars & Virtual Worlds:<br />1999-2002: Linden Lab Founded; Second Life<br />The Dawn of UGC: User Generated Content, “E-Motes”<br />
  20. 20. A Brief History of Avatars & Virtual Worlds:July, 2003: The Tax Revolt<br />Doing the logical thing, SL Residents set themselves onfire to protest the “prim tax.”<br />
  21. 21. A Brief History of Avatars & Virtual Worlds:November 14th, 2003: IP Rights<br />Linden Lab grants rights of creations to the creator;covered in SlashDot; FlipperPA Peregrine is born.<br />
  22. 22. A Brief History of Avatars & Virtual Worlds:BTW, this WAS before YouTube, Facebook,Flickr, Digg, Twitter & more had traction; infact, SL's users became their early adopters!<br />
  23. 23. A Brief History of Avatars & Virtual Worlds:December, 2003: Avalon & Rivers Run Red<br />London based Rivers Run Red opens the Avalon region;<br />the design and branding firm soon brings Adidas, the BBC,Hermann Miller, Avril Lavigne, and more to virtual worlds.<br />
  24. 24. A Brief History of Avatars & Virtual Worlds:January, 2004: Land and Prim Limits<br />Land “bought” from Linden Lab; more land meant moreprimitives, which meant more detailed content. Fullsimulators (16 acres of space as 1 CPU) begin being sold.<br />
  25. 25. A Brief History of Avatars & Virtual Worlds:January, 2004: The Crompco Virtual Station<br />Crompco Corporation becomes the first company to useSecond Life for corporate training; reduced time ofapprenticeship cycle from nine months to six.<br />
  26. 26. Concepts of virtual space... are *almost* always public.<br />Virtual Starwood == The Shining.Private Space == “Security”...hehe<br />Like privacy in Facebook, Twitter,or the Web, does it really exist?<br />
  27. 27. Part III: Hyperbole & Hysteria<br />
  28. 28. Remember the 2002 map? 16 total regions(also know as “sims”, short for “simulator”)<br />
  29. 29. In 2005, the hype is in full swing...25,000 sims (each being 16 acres)<br />
  30. 30. 2005: The First Second Life CommunityConvention (SLCC): 150 attendees in 1L;1000s more in 2L. “Mixed Reality”<br />
  31. 31. The Gartner Hype Cycle of Technology<br />
  32. 32. The Gartner Hype Cycle of Technology<br />
  33. 33. The Media Blitz: Major Hype<br />
  34. 34. SLCC 2006: 450 attendees...and Mitch Kapor keynoting!<br />
  35. 35. 2007: Peak of the Positive HypeNBC, CBS, and CSI: New York<br />
  36. 36. SLCC 2007: 1000 attendees, lots ofpress, and time for us to retire!<br />
  37. 37. The Fallout: Hype Swings Both Ways<br />Companies didn't engage the SL community.<br />Companies believed their brands were cool enough, peoplewould come flocking to their locations.<br />A community of creative minds isn't easily wooed by marketers.Successful examples: Coca-Cola, Pontiac, IBM, Cisco, IntelBusts: too many to list... but American Apparel was the first.<br />
  38. 38. Simon Stevens: Breaking the Rules<br />Independent Disability Issues<br />Consultant<br />• Cerebral palsy affect speech,balance, hand control<br />• Author of "Normality", a playabout his experiences inmainstream education<br />• Passion, commitment anddetermination<br />
  39. 39. Simon Stevens: Breaking the Rules<br />Founder of Wheelies Dance<br />Club in Second Life<br />• All are welcome!<br />• Fun support center for<br />those with disability issues<br />• Some disabled choose to create avatars with<br />disabilities<br />• Some choose to walk, dance, and fly<br />• ...and some...<br />
  40. 40. Simon Stevens: Breaking the Rules<br />...and some...<br />CHOOSE TO BUILDAWESOME ROCKETPOWERED WHEELCHAIRS THAT CANDANCE AND FLY!<br />
  41. 41. Part IV: So What Works?<br />
  42. 42. The Tech Virtual Museum Workshop<br /><ul><li>Allows museum staff to interact with people, world wide
  43. 43. Includes participation from MIT, Science Center Singapore, Citilab, The Tech Museum in San Francisco, and more
  44. 44. Winner of the Linden Prize for using virtual worlds to improve the human condition
  45. 45. Visit the region “The Tech 2”
  46. 46. Learning Centers
  47. 47. Cultural Institutions
  48. 48. Open Source Concepts
  49. 49. Designs</li></li></ul><li>Campus Collaboration Across the USA<br /><ul><li>Auburn University & Redlands Community College worked on a joint program together
  50. 50. Treated virtual space as a classroom lab
  51. 51. Allowed professors to teach subject topics not available on home campus with help from another University
  52. 52. Subject matter experts 800 miles away collaborated through the use of the tools and connection of VWs</li></li></ul><li>Campus Collaboration Best Practices<br /><ul><li>Don’t throw students in without orientation & practice
  53. 53. Put pedagogy ahead of technology
  54. 54. Target assignments to specific tasks in the VW
  55. 55. Don’t come into VWs just to look at Powerpoints
  56. 56. Mix use of voice & chat; keep one person speaking, while others can communicate via text chat.</li></li></ul><li>SL Capital Exchange: Stock Market<br /><ul><li>Stock Market simulation using actual functioning Second Life businesses
  57. 57. 36 companies currently listed for trading, with more being added each month
  58. 58. Fun way to become familiar with how the stock market works, terminology, and trends
  59. 59. Possibility of turning a profit in L$ (Linden Dollars)
  60. 60. Low risk, as the L$ to US$ ratio is about 260 to 1.</li></li></ul><li>Part V: Platform Choices<br />
  61. 61. Key Choices in Selecting a Platform<br />
  62. 62. Key Choices in Selecting a Platform<br />
  63. 63. The Virtual World Value Chain<br />
  64. 64. Google Apps: Are They Virtual Worlds?<br />Colors as Avatars, Spreadsheet as Space<br />
  65. 65. 2010: Second Life / VWs in the Web Browser:<br />Viewer “in the cloud” and Canvas Appear<br />
  66. 66. OpenSimulator: Free, Open Source Option“Host it Yourself”, Cost-Effective, & Alpha<br />
  67. 67. OpenSimulator vs. Second Life<br />
  68. 68. OpenSimulator vs. Second Life<br />
  69. 69. ...and in conclusion...<br />Unleash your imaginationDo research, but break the rules<br />Avoid the hype<br />Rapid development, embrace change...and most importantly, ENGAGE!<br />
  70. 70. Credits, Thanks, Etc…<br /><ul><li>The Gartner Hype Cycle, Gartner, Inc., 1995
  71. 71. Parks Associates: Virtual Worlds and Social Media
  72. 72. OpenSim Basics, Paul Vigo for PANMA
  73. 73. Second Life: The Official Guide, Linden Lab et al.
  74. 74. Very many blogs, all linked from
  75. 75. The Second Life Community Convention</li></li></ul><li>Feel Free to Contact Me!<br />Timothy Allen – Twitter @FlipperPA<br />Contact Me:<br />FlipperPA Peregrine in SL (FlipperPA in just about every othervirtual world since 1995 out there)<br /><br />http://www.PeregrineSalon.com<br />You'll find me hanging on PANMA and SLED:<br /><br />The Philadelphia Area New Media Association<br /><br />Second Life Educator's Mailing List<br />Slides will be available on!<br />