Second Life as a platform for collaboration and teaching
-
Upload
teemu-surakka -
Category
Education
-
view
1.164 -
download
1
description
Transcript of Second Life as a platform for collaboration and teaching
Second Life as a platform for collaboration and teaching
BIT Research CentreTeemu [email protected]+358 50 381 9787
Presentation held at ECT Forum 09, 23.9.2009 in Helsinki Fair Centre.
Agenda
Background – Vinco project
What kind of Virtual Environments (VEs) we are looking into
Why we chose Second Life
Initial results of the project
Experiences
New trends
Project participants
Research Manager
Anu Sivunen
Researcher
Sami Ahma-aho
Researcher
Teemu Surakka
Professor
Matti Vartiainen
Researcher
Marko Hakonen
Vinco Project
The research project studies how collaboration and communication in global distributed teams and in fully virtual environments can enhance business and innovation.
Virtual environments are 3D environments, where users can change flexibly their avatars = Second Life in this project.
Dynamics of communication and innovative, value-adding collaboration in fully virtual settings beyond computer game research are yet not extensively studied.
This study explores the interfaces between virtual and traditional environments and investigates virtual worlds ascenters for collaboration and business.
What are virtual worlds?
One definition: A synchronous, persistent network of people, represented by avatar, facilitated by computers. -- Mark Bell
Qwaq Forums -> Teleplace 3.0
Teleplace (formerly Qwaq)Source: http://www.teleplace.com/
OpenSim based Virtual Worlds
OpenSim screenshotBy: Sean DagueSource: http://opensimulator.org/wiki/Media
realXtend - Beneath The WavesBy: LudocraftSource: http://www.ludocraft.com/images.html
CryEngine2 based Virtual Worlds
Blue Mars screenshotsBy: Avatar RealitySource: http://www.avatar-reality.com/newsroom/gallery.html
Preview Cry Engine Screenshots By: MindarkSource: http://www.mindark.com/press/image-gallery/
What is Second Life?
A world where anyone can create anything.
A world full of real people.
A world of high emotional bandwidth.
A world shared.
Source: “Virtual World, Real Change”by John Lester (Pathfinder Linden)Community and Education ManagerLinden Lab. Presentation in “Games for Change” conference June 28, 2006.
Collaboration: Four basic notions of the current VE research 1. Scholars tend to assume that real-life behavioral norms of group work
apply also in VEs. How about uniqueness of the new environment?
2. There is a lack of considering VEs as potential platform for distributed work teams.
Search for potential gains for distributed teams.3. The scope on groups in current research has a strong focus on micro-
level phenomena, like personal distance.Why not study also, for instance leadership or trust.
4. There is a lack of covering (meta)theories of group processes.More emphasis on theoretical integration.
Business: Three reasons to do business research in VE1. The social and economic patterns of human interactions seem to
translate to VEs [Castronova 2005] 2. Possibility to research many aspects of business that are difficult or
impossible in real life settings3. Diverse and growing economy
Vinco Project – initial results
Experiences – professional use
Professional use is currently:
Meetings – for example therapeutic sessions for people suffering from Asperger’s Syndrome
Learning and Training – for example StatoilHydro’ssafety training environment
Collaborative Work – focus on reducing travel costs, hopefully not just Powerpoint
Operational Applications – Data visualization and simulation
Experiences – professional use, cont.
Companies are concerned / interested about:
Multiple platforms / interoperabilityConnections to HRM / KM solutionsLow entry barrier for employeesConfidentialityRobust communication
Source: “Strangers In A Strange Land:IBM’s Exploration of Virtual Worlds”by Craig Becker & Jessica Qin / IBM.Presentation in “New Ventures and Leadership in Virtual Worlds”conference 2.4.2009.
Experiences – professional use, cont.
Source: “Overview of Virtual Worlds” by Eilif Trondsen / SRIC-BI.Presentation in Tekes seminar on Virtual Spaces and Places for Work and Learning 19.1.2009
Second Life -> 2.0
Synchronous in-world web browsing
Document sharing
A new enterprise portal
Avatar phone numbers
A new viewer
Mesh imports
Experiences from educational uses – different cultures and role-play
Experiences from educational uses – language teaching
Experiences from educational uses – historical reenactment and immersion
Experiences from educational uses – stigmergy
Source: “Virtual Worlds in Online Education: Are You Ready to Teach in Second Life?” by Cynthia Calongne / Colorado Technical University. Presentation in TELECOOP 2007 April 11-13, 2007
Experiences from educational uses – interactive builds
Source: “Virtual Worlds in Online Education: Are You Ready to Teach in Second Life?” by Cynthia Calongne / Colorado Technical University. Presentation in TELECOOP 2007 April 11-13, 2007
Experiences from educational uses – active community
Source: “Virtual Worlds in Online Education: Are You Ready to Teach in Second Life?” by Cynthia Calongne / Colorado Technical University. Presentation in TELECOOP 2007 April 11-13, 2007
Experiences from educational uses – different viewpoints
Experiences from educational uses – performing arts
Experiences from educational uses – economy
Second Life economySource: https://blogs.secondlife.com/community/features/blog/2009/08/12/the-second-life-economy-second-quarter-2009-in-detail
Experiences from educational uses
Educators are currently concerned about:
Not knowing what we don’t knowBandwidth / firewallsCostsLearning CurveAdults and teens
Source: “Make ‘em a deal!: Making Explicit Learning Bargains with Students Learning in Virtual Worlds” by Sarah “Intellagirl” Robbins, Ball State University.Presentation in “Oppiminen erimaailmoissa” seminar 6.7.2009.
New trends
@ Work
Prototyping and experimentation – for example branding in hotel rooms
Team building and socialization – especially in distributed work
Focus groups
Talent discovery and recruiting – for example TMP Worldwide, Manpower
@ Education
Virtual Business Exercise
Virtual Business Exercise – try your skills as a virtual entrepreneur and compete with your peers – for free!
Do you have a business idea that you want to test in virtual world?
Or do you just want to know what Second Life is really about?
For more information: http://www.vincoproject.net/virtualbusiness/
Final Plans Funeral Home
Final resting place for your avatars that have moved to the next life.Final Plans Funeral Home offers their clientele a place for remembrance and if needed the funeral procedures for the avatar that is passing on.
More information
Public sources used in this presentation:http://www.fredcavazza.net/Qwaq: http://www.qwaq.com/products/qwaq_forums.phpRealXtend: http://www.ludocraft.com/images.htmlOpenSim: http://opensimulator.org/wiki/MediaEntropia Universe: http://www.mindark.com/press/image-gallery/Blue Mars: http://www.avatar-reality.com/newsroom/gallery.htmlSecond Life: http://secondlife.com/ jahttps://blogs.secondlife.com/community/features/blog/2009/08/12/the-second-life-economy--second-quarter-2009-in-detail“Virtual World, Real Change” by John Lester: http://zero.hastypastry.net/pathfinder/“Strangers In A Strange Land: IBM’s Exploration of Virtual Worlds” by Craig Becker: http://www.mccombs.utexas.edu/virtual-worlds-conference/keynotes.asp“Overview of Virtual Worlds” by Eilif Trondsen: http://www.videonet.fi/tekes/20090119/2/“Virtual Worlds in Online Education: Are You Ready to Teach in Second Life?” by Cynthia Calongne: http://www.slideworld.org/viewslides.aspx/Conference-Materials-ppt-115577“Make ‘em a deal!: Making Explicit Learning Bargains with Students Learning in
Virtual Worlds” by Sarah “Intellagirl” Robbins: http://toisessamaailmassa.fi/ohjelma/
http://www.vmwork.net/vinco/