Second Life Research

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By: Shailey Minocha
Presented: Researcher 2.0 10 February 2009
More at: http://cloudworks.ac.uk/node/804

Published in: Education
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Second Life Research

  1. 1. Second Life Research Shailey Garfield
  2. 2. 3-D Virtual Worlds (Second Life) <ul><li>A vatar-based interactions in Second Life </li></ul><ul><li>Real-time (synchronous) interactions [text-chat, Instant-messaging; voice] </li></ul><ul><li>A more 'human' experience than other 2-D environments </li></ul><ul><li>Social setting similar to a F2F setting (variety of locations) </li></ul><ul><li>http://gallery.me.com/shailey.minocha#100016 (Album) </li></ul>
  3. 3. Second Life Research: two aspects <ul><li>Second Life to support research </li></ul><ul><ul><li>r esearch meetings, networking, virtual collaborations </li></ul></ul><ul><ul><li>s eminars, conferences, share resources </li></ul></ul><ul><li>Second life as a platform for conducting research </li></ul><ul><ul><li>c onduct interviews, observations </li></ul></ul><ul><ul><li>e valuate prototypes of concepts and designs </li></ul></ul><ul><ul><li>b ring in real data and develop simulations </li></ul></ul>
  4. 4. PhD supervision meetings and research interviews <ul><li>Regular meetings in Second Life [alongside e-mail dialogue] </li></ul><ul><li>Sense of visual presence and a sense of place: [“ as I have met my tutor” ] </li></ul><ul><li>Large pool of participants for research </li></ul><ul><li>Transcript of the text-conversation; or, audio-record the conversation </li></ul>
  5. 5. Characteristics of Second Life <ul><li>Sense of realism which is hard to match in other online environments </li></ul><ul><li>but </li></ul><ul><li>Steep learning curve for Second Life – it takes less time to learn to use Skype, Elluminate, Flash Meeting </li></ul><ul><li>Demanding system requirements – graphics card, memory, broadband </li></ul>

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