AJCU-DACE Virtual Worlds


Published on

Published in: Education, Technology
1 Like
  • Be the first to comment

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide

AJCU-DACE Virtual Worlds

  1. 1. Virtual Worlds & Immersive Learning Vicki Rosen University of San Francisco AJCU DACE Fordham 10.23.08
  2. 2. Immersive digital environment: an artificial, interactive, computer-created scene or "world" within which a user can immerse themselves.
  3. 3. Virtual Worlds: <ul><li>the 3D Web </li></ul>
  4. 4. Cyberpunk novels 1990s: concept of the Metaverse with avatars.
  5. 5. A computer-based simulated environment where the user interacts with the space using a character or AVATAR. Virtual Worlds
  6. 6. Avatar The virtual simulation of the human form or fantastic representationof a person's self
  7. 7. Wilde Cunningham Shared avatar of nine physically challenged adults. “ We can fly & walk & run & drive & basically experience everything life has to offer.” Avatar examples from: Robbie Cooper’s Alter Ego: Avatars and their creators
  8. 9. MUVE: M ulti- U ser V irtual E nvironment
  9. 10. <ul><li>3D graphics </li></ul><ul><li>Accessed over the internet </li></ul><ul><li>Allow for dozens of simultaneous users to interact </li></ul><ul><li>Represent a persistent virtual world </li></ul>MUVEs
  10. 11. Designed to evoke in the user a sense of virtual presence . MUVEs
  11. 12. Presence: The sensation of being in another place while visiting a virtual environment
  12. 13. Is it a game? MMORPG : M assively M ultiplayer O nline R ole- P laying G ame
  13. 14. World of Warcraft: real life creators & their avatars
  14. 15. Categorizing Virtual worlds General Purpose Specific Function Public Use Private use Donald Welch, Merit Network: EDUCAUSE Sept/Oct 2008 World of Warcraft Military simulations Second Life Active Worlds There Whyville Forterra Systems Project Wonderland (Sun)
  15. 16. Educause Review Sept/Oct 2008 “ Back to Virtual School ”
  16. 17. Predication: By 2011, 80% of all active internet users will have a second life style virtual experience , most likely not Second Life. Gartner Inc. 2007
  17. 18. Metanomics.net : business and policy in the metaverse <ul><li>Metanomics : </li></ul><ul><li>metaverse + economics </li></ul>
  18. 19. <ul><li>Executives of real-world enterprises </li></ul><ul><li>using virtual worlds to achieve their real-world strategic goals </li></ul><ul><li>Virtual entrepreneurs </li></ul><ul><li>serving both real-world and virtual-world clienteles </li></ul><ul><li>World developers and policy-makers </li></ul><ul><li>shaping the virtual world industry </li></ul><ul><li>Academics </li></ul><ul><li>studying and educating these communities, </li></ul><ul><li>and using virtual worlds as research laboratories </li></ul>Metanomics.net features weekly online interviews with:
  19. 20. Are you “inworld”? Is someone you know “inworld”? Which world?
  20. 21. Whyville <ul><li>Educational </li></ul><ul><li>Geared to </li></ul><ul><li>preteens & </li></ul><ul><li>children </li></ul><ul><li>Player base </li></ul><ul><li>of 3 million - </li></ul><ul><li>2/3 girls </li></ul>
  21. 22. <ul><li>Games and roleplay sponsored by a wide range of governmental, non-profit, and corporate entities </li></ul><ul><li>Founded by faculty & students from California Institute of Technology </li></ul>Whyville
  22. 23. Sun’s Project Wonderland: MPK20
  23. 24. <ul><li>On any given day, </li></ul><ul><li>over 50% of Sun's workforce is remote. </li></ul><ul><ul><ul><li>“ In this 3D world, employees can accomplish </li></ul></ul></ul><ul><li>their real work, share documents, </li></ul><ul><li>and meet with colleagues </li></ul><ul><li>using natural voice communication. </li></ul><ul><ul><ul><li>Just like on Sun's physical Menlo Park campus &quot;MPK” inhabitants … can work together in planned meetings, or talk informally in unplanned encounters… </li></ul></ul></ul><ul><li>without the constraints of physical location.” </li></ul>
  24. 25. <ul><li>Forterra </li></ul><ul><li>&quot;Innovation in Virtual Worlds for Enterprise&quot; </li></ul><ul><li>Award winner </li></ul><ul><li> September 11, 2008 </li></ul><ul><li> Industry experts cite innovative collaboration </li></ul><ul><li> and learning features </li></ul>
  25. 26. Forterra ”… we are the leading provider of private virtual world environments that enable you to rapidly create your own secure, high fidelity 3D Internet solutions.”
  26. 27. <ul><li>Second Life </li></ul><ul><li>Active Worlds </li></ul><ul><li>There </li></ul>3 most popular Virtual Worlds for higher education
  27. 28. <ul><li>“ The Educational Universe </li></ul><ul><li>is an entire </li></ul><ul><li>Active Worlds Universe </li></ul><ul><li>dedicated </li></ul><ul><li>to exploring the educational applications </li></ul><ul><li>of the Active Worlds Technology .” </li></ul><ul><li>(Windows only) </li></ul>Active Worlds
  28. 29. There Business model: PG13, brand protection, and accessibility (runs on any pc).
  29. 30. Second Life <ul><li>Oct. 17,2008 </li></ul><ul><li>1,256,119 </li></ul><ul><li>residents </li></ul><ul><li>logged in the </li></ul><ul><li>last 60 days. </li></ul><ul><li>61,559: </li></ul><ul><li>Online at 3 pm </li></ul>
  30. 31. <ul><li>Second Life </li></ul><ul><li>Started 2003 </li></ul><ul><li>by Linden Research, Inc. </li></ul><ul><li>in San Francisco, </li></ul><ul><li>better known as Linden Labs. </li></ul><ul><li>Linden Street, the original location. </li></ul><ul><li>Author & CEO Philip Rosedale </li></ul><ul><li>says his work predates Snow Crash . </li></ul>
  31. 32. <ul><li>Second Life </li></ul><ul><li>The largest virtual world </li></ul><ul><li>Tens of millions of square meters of virtual lands </li></ul><ul><li>More than 13 million registered users </li></ul><ul><li>Thriving economy: 250 Linden dollars = $1.00 </li></ul>
  32. 33. Second Life activites <ul><li>Buy, sell and advertise </li></ul><ul><li>virtual & real life goods and services </li></ul><ul><li>Design environments and objects using “prims” </li></ul><ul><li>Participate in live events </li></ul><ul><li>Build communities, including learners’ communities </li></ul>
  33. 34. <ul><li>Professionals See Their Future </li></ul><ul><li>in Second Life </li></ul><ul><li> 10/06/08 Metanomics.net </li></ul><ul><li>The Social Research Foundation created a panel of about 11,000 Second Life® residents for the 1st public survey on: </li></ul><ul><li>why the panel members are in Second Life </li></ul><ul><li>what they are doing there </li></ul><ul><li>how their activities are changing </li></ul>
  34. 35. <ul><li>” People who are using Second Life primarily for professional reasons </li></ul><ul><li>predict that they will be </li></ul><ul><li>using Second Life </li></ul><ul><li>more in 2009 than they are in 2008. </li></ul><ul><li>Among professionals, </li></ul><ul><li>those seeing </li></ul><ul><li>increased use outnumber </li></ul><ul><li>those seeing decreased use </li></ul><ul><li>by 4.4 to 1 , </li></ul><ul><li>compared to … 2.6 to 1 </li></ul><ul><li>for personal users.&quot; </li></ul>
  35. 36. <ul><li>The major professional activities people listed: (in order) </li></ul><ul><li>Teaching & Learning </li></ul><ul><li>2. Collaboration </li></ul><ul><li>3. Meetings </li></ul><ul><li>4. 3-D Visualization </li></ul>
  36. 38. <ul><li>Second Life </li></ul><ul><li>Who’s there? </li></ul><ul><li>Governments with virtual embassies </li></ul><ul><li>(Sweden, Maldives, Estonia) </li></ul><ul><li>Entrepreneurs </li></ul><ul><li>Nonprofits (New Media Consortium) </li></ul><ul><li>Source: EDUCAUSE </li></ul>
  37. 39. <ul><li>Second Life </li></ul><ul><li>Who’s there? </li></ul><ul><li>Artists exhibit in galleries </li></ul><ul><li>Musicians give concerts </li></ul><ul><li>Authors read their works </li></ul><ul><li>Churches hold services </li></ul><ul><li>Therapists conduct counseling sessions </li></ul>
  38. 40. <ul><li>Second Life </li></ul><ul><li>Who’s there? </li></ul><ul><li>Colleges & Universities: </li></ul><ul><li>Santa Clara University </li></ul><ul><li>San Jose State University, </li></ul><ul><li>School of Library & Information Studies </li></ul><ul><li>Ohio University </li></ul>
  39. 42. Plus, you can fly…
  40. 43. <ul><li>… and teleport to new locations. </li></ul>
  41. 44. CATHOLIC missionaries have always trekked to dangerous parts of the Earth to spread the word of God - now they are being encouraged to go into the virtual realm of Second Life to save virtual souls. In an article in Rome-based Jesuit journal La Civilta Cattolica, academic Antonio Spadaro urged fellow Catholics not to be scared of entering the virtual world which may be fertile ground for new converts wishing to better themselves. … Jesuits take word of God to Second Life July 28, 2007 The Daily Telegraph
  42. 45. Second Life - The down side: <ul><li>Technical: </li></ul><ul><li>Bandwidth, video card, RAM </li></ul><ul><li>Chat/voice chat </li></ul><ul><li>Interoperability </li></ul><ul><li>Similar to early internet (Mosaic) </li></ul>
  43. 46. <ul><li>User “ramp-up”: </li></ul><ul><li>Time demands </li></ul><ul><li>Avatar creation </li></ul><ul><li>Movement/communication skills </li></ul><ul><li>Disorientation </li></ul>Second Life - the down side:
  44. 47. <ul><li>Economic </li></ul><ul><li>Buy or rent land </li></ul><ul><li>Hire graphic designers/programmers </li></ul><ul><li>Clothes, skins, accessories </li></ul>Second Life - the down side:
  45. 48. <ul><li>Social: </li></ul><ul><li> </li></ul><ul><li>Mature grid (18+) vs. Teen grid (13-18) </li></ul><ul><li>Sleaze factor </li></ul><ul><li>“ Griefing” - harassment and/or assault </li></ul>Second Life - the down side:
  46. 49. <ul><li>Second Life Community Standards </li></ul><ul><li>Big Six behaviors resulting in suspension: </li></ul><ul><li>Intolerance </li></ul><ul><li>Harassment </li></ul><ul><li>Assault </li></ul><ul><li>Disclosure </li></ul><ul><li>Indecency </li></ul><ul><li>Disturbing the peace </li></ul>
  47. 50. Linden Lab Terms of Service Agreement <ul><li>“ You acknowledge … Linden Lab </li></ul><ul><li>is a service provider … [and] … </li></ul><ul><li>has very limited control, if any, </li></ul><ul><li>over the quality, safety, morality, </li></ul><ul><li>legality, truthfulness or accuracy of </li></ul><ul><li>various aspects of Service.” </li></ul>
  48. 51. <ul><li>“ You agree to abide by </li></ul><ul><li>certain rules of conduct, </li></ul><ul><li>including the Community Standards </li></ul><ul><li>and other rules prohibiting illegal </li></ul><ul><li>and other practices </li></ul><ul><li>that Linden Lab deems harmful.” </li></ul>Linden Lab Terms of Service Agreement
  49. 52. Second Life - the up side: <ul><li>Technology will improve </li></ul><ul><li>Avatars becoming more professional </li></ul><ul><li>Private educational islands & </li></ul><ul><li>virtual worlds increasing </li></ul><ul><li>Social/intellectual/educational opportunities </li></ul><ul><li>for distance learning </li></ul><ul><li>Fascinating & creative </li></ul>
  50. 53. A taste of the Second Life experience: “ Vicki Rexen” attends Stepping into Health Virtual Workshop Sponsored by Alliance Library Systems and Learning Times
  51. 65. Questions? Comments? Thank you