Mar 11

Daniel Livingstone from the UWS gives an update of his and her activities for snapshot #8. Daniel has a blog about virtual worlds, learning and games that’s worth a read.

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At UWS we are continuing to use virtual worlds across teaching and learning and research with limited activity in commercialisation. The SLOODLE project was funded by Eduserv until October 2009 – and I’ve been working on grant proposals since then (waiting to hear back from one currently… fingers crossed.) Current students in my Introduction to Virtual Worlds class include some members of staff, so I’m hopeful that this will make it easier for us to expand our use of virtual worlds in subsequent years – while informal staff workshops have been held in the past, the irregular nature of those made it difficult to sustain interest and growth.

I was disappointed when Metaplace closed at the beginning of the year – as we had used it previously (although not heavily) and it was enjoyed by students. SmallWorlds fills a similar niche – but without the opportunities for content creation. It does seem to have a stronger business model though, so for people looking for isometric, flash based virtual worlds for online discussions and activities, it should do the job. Like Metaplace, it seems to lack some of immersive qualities of a 3D virtual world – but some students do take to it.

Classroom chat

Classroom chat

The new viewer for Second Life (Viewer 2) does look like it will make life easier for newcomers to Second Life. While it has its own issues, I am hopeful that it will help overcome some of the initial challenges. But when it comes to new user experience, Second Life could really learn a lot from SmallWorlds – which is full of ‘quests’ and challenges that introduce users to the worlds and features of the interface. But they have improved a huge amount – including improved lists of recommended locations to visit.

Finally, I am still making good use of Second Life’s ability to bring people together across large distances. I’ll be giving several talks this semester to student and professional audiences worldwide, and have scheduled virtual guest talks for my own students. Students at UWS will also be involved in an online virtual cultural exchange with students at San Jose State University in the US – a programme which is currently in the final stages of planning.

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Mar 09

Comparing Modern and Victorian Immersive Environments: Pompeii in the Sydenham Crystal Palace.

Shelley Hales and Nic Earle from the University of Bristol report on this JISC-funded project for snapshot #8. The project also has a blog, and can be visited in Second Life.

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At the university of Bristol we are currently running a project, ‘Resurrecting the Past: Virtual Antiquities in the Nineteenth Century’ the first phase of which was funded by JISC as part of their ‘Enriching Digital Resources’ theme, a strand of their ‘Digitisation’ programme. The team is Shelley Hales, a Senior Lecturer in the Department of Classics & Ancient History and Nic Earle, University E-learning Co-ordinator from the Education Support Unit. We have built a virtual 3D model in Second Life of the Pompeian Court from the 1854 Sydenham Crystal Palace. The Pompeian Court was a complete life-size model of an ancient house from Pompeii, housing a collection of copies of Roman paintings. Our Model is designed to bring together a digitised collection of the material contained in the Court alongside an archive of material pertaining to it, and we are designing interface techniques to enable researchers, community groups, school and undergraduate students to engage with and use the Model for their own needs.

We have chosen a virtual environment, and Second Life in particular, to rebuild the Sydenham Pompeian Court because it allows us both to recreate and to study a point of comparison with the social and reproductive techniques of the Crystal Palace. Just as the Crystal Palace was considered in 1854, Second Life is both a massive social experiment, bringing together diverse users, and a testing ground for new approaches to education, entertainment and enterprise. The Model takes advantage of the use of avatars both to populate the space and to allow users touring the Court to interact with us, other visitors and the objects on display. It also seems to us that the questions of authenticity and of the responsibility of reconstructors raised by virtual models echo questions faced by the creators of the Pompeian Court in the Crystal Palace. The project allows us to think about the links between content and the mode of its delivery.

Within the university we’ll be mainly using the Model in a third year Classics module on the reception of Pompeii since its rediscovery in 1748. As well as being used in the classroom at Bristol, the Model will allow Bristol students to collaborate with undergraduates studying a similar module in Liverpool. As a teaching tool, the Model offers an opportunity for students to experience the spatial effects of a Roman house and provides an introduction to the ways in which Pompeii has been displayed in museum settings. Most importantly, the Model provides an opportunity for students to assess the ethics of reconstruction and, through physical engagement with the act of reconstruction, to reflect on it both as a conceptual and manufactured process and as a finished product specifically of Victorian England or of 21st Century digital technology.

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Mar 08

Rose Heaney, at the University of East London, sent in her submission for snapshot number 8. And here it is:

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UEL School of Health & Bioscience

I wrote the last report at the end of an intense period of development during which we had worked with an external developer (Gemixin Ltd) on the school’s newly acquired island UEL HABitat to produce more sophisticated versions of an existing laboratory and Crime Scene house and, in particular, to create a new polyclinic for use by a range of healthcare students. We are now in a period of consolidation where the focus is on essential maintenance, creation of learning activities, orientation of staff and students and, most importantly, on more in depth evaluation than has been possible hitherto. We are also looking seriously at the possibilities for sharing our resources with the wider education community as well as collaborating with other institutions on new ventures.

The Second Life laboratory learning activities have been compared to an equivalent Flash version and the conclusion, not surprisingly perhaps, is that students can benefit from either type of application but have a preference for Flash because of its immediacy and straightforward operation. However more work needs to be done in this respect in that a Second Life laboratory may well have learning benefits beyond procedural learning once students are familiar with the operation of Second Life.

Herbal medicine students have been using their area of the polyclinic for a few months as an aid to developing clinical reasoning skills. Feedback is generally positive though some struggle with the environment and quite a few do not have home PCs with the correct graphics spec for SL. The physiotherapy area will be offered to students studying a respiratory module in late April / May once we have completed some necessary revisions to the web based back end editor that enables staff to add cases. It will be subject to formal evaluation during this time – the study has yet to be fully specified but will be focussing on confidence building in students prior to going on clinical placements in intensive care and high dependency units.

We are in early talks with another HE institution to develop the podiatry area of our polyclinic, so watch this space. We are also interested in collaborative arrangements to increase the number of patent cases in all areas of the polyclinic, the creation of good cases being a very resource intensive process.

For further information on UEL HABitat, including slurl, see blog entry:

http://blog.uelconnect.org.uk/hab/2009/11/27/current-state-of-play-on-second-life/

School of Psychology

The school now has conference and tutorial facilities in dedicated buildings on UEL’s main island. Some staff have recently started offering tutorials on a range of topics – take up has been variable but one member of staff managed to attract 23. Plans are in place for a conference later in the year at which third year students will present their final year research projects, subject to successful acceptance of abstracts by a conference committee. In other words, Second Life is being used to give them experience of academic conference processes prior to exposure to the real thing.

A pilot study of Psychology staff perceptions of SL as a teaching medium is currently underway. Participating staff take part in two semi-structured interviews pre and post their SL tutorial session. In the first interview staff are asked broad questions regarding their views of the advantages and disadvantages of using Second Life as a teaching environment and in the second about their actual experiences of teaching in Second Life. The interviews will be transcribed and Interpretative Phenomenological Analysis (IPA) employed to uncover themes within the data.

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Mar 05

Elizabeth Swift, from the University of Worcester, provides todays featured submission to snapshot #8.

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Void, a performance company based at University of Worcester, is exploring how Virtual Worlds are changing the nature of storytelling in a new Second Life library project called The Void Library, that has been built above the University of Worcester Island. Visitors are able to access books, listen to stories and experience narratives appearing out of thin air as their avatars explore the multi-levelled virtual library. The Void Library is based on ideas from a short story by the Argentinean writer, Jorge Luis Borges, called ‘The Library of Babel’. This story tells of an impossibly huge library which contains every book which ever has, or could be, written – the only problem is there is no means of anyone finding any particular book and lifetimes are spent fruitlessly searching for meaningful information among the baffling array of texts.

Inside The Void Library

The Void Library in Second Life explores the difficulty of meaningful choice in an environment of abundant information. It provokes some serious and playful questions about just how stories can be experienced in digital environments where the acts of ‘authoring’ and ‘reception’ are similarly challenged. Visitors are allowed to glimpse real texts, lift books off shelves and sit down to read them on comfy chairs. But The Void Library is also a perilous space and it is quite easy for avatars to fall from the building to the distant ground below, or to get sidetracked into stories that seem to be continually changing in a space that mutates with every visit.

The Void Library project, which has been funded and supported by the University of Worcester, was initially presented at the International Conference on the Arts in Society in Venice last July. It will feature in an article about narrative development in Virtual Worlds to be published later this year in the International Journal of Performance Arts and Digital Media and Performance.

A Reading Room in The Void Library

The Void Library was made by Liz Swift and Peter Ireland . It can be found at http://slurl.com/secondlife/University%20of%20Worcester/192/215/23.

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Mar 04

As you may be aware, Eduserv Research (formerly the Eduserv Foundation) no longer funds virtual world stuff. This isn’t due to any derogatory feeling about virtual worlds, or the research they have funded, on their part, but due to changes in internal policy directions. It’s a pity – Eduserv have funded a nice array of projects, and through conferences (massively over-subscribed) and funding calls (also massively over-subscribed) lifted a lid on a lot of interest, and actual activity, in virtual world use in UK academia. They’ve also pontificated, blogged and disseminated on a wide range of virtual world issues – Art Fossett’s blog has over 300 postings, and the eFoundations blog has some recent reflective material too.

So kudos to Andy, Pete and Ed for their Heineken ethos (i.e. refreshing the projects other funding bodies cannot reach).

So, what next for Virtual World Watch? Well, it’s carrying on through 2010 and 2011, at least. VWW is a part-time service run by one person, so it doesn’t cost megabucks to run. There’s sufficient momentum in the use of virtual worlds within UK academia, and enough interesting things happening (not just technically and academically, but socio-economically) to make it worthwhile. And it fits in with my business plan for the next few years.

Anyway, having previously worked on one too many digital info projects which are gathering dust online, it’s nice to see how long such a project or service can be kept active, useful and relevant for.

Funding and advisory group

To maintain perspective (as opposed to one person going off on his own tangent) and replace the support and steerage Eduserv have given over the years, an advisory group of academics is being formed. These people will, well, advise VWW on what it does and what directions it takes, as well as advise on the political situations that regularly face VWW. Academia. Politics. *sigh*

Funding. The initial temptation was to change the name to the “Bank of Virtual World Watch” and approach HM government for a multi-billion pound bailout. This seems to work for others. Instead, VWW is keen to try different models of funding for this service, so the rest of 2010 and 2011 gives plenty of opportunities for this.

Current snapshot (number #8) and other reports

VWW is currently working on three reports/snapshots in parallel. This is not good :-(

  • Report: “What is virtual world research? What is it not? Hmmm?” The troublesome hangover from the end of last year, which has turned into a reflective piece about the nature of virtual world research. This is (finally) coming out very soon. Thanks especially to contributers who wondered what the heck happened to their submissions.
  • Report: “Swimming to Jerusalem: four years of virtual world trend-spotting.” Partially a “final report” for Eduserv, and partially a reflective piece on the last few years of watching trends and developments. Out at the end of March/start of April.
  • Snapshot #8 of virtual world use in UK higher and further education. Also out at the end of March/start of April, the final snapshot under Eduserv funding.

On that last report. As ever, many people have submitted for snapshot #8, and it’s nice that there are a few new people who have submitted for the first time. Though you’ll have missed the draw for people who got theirs in by the end of February, VWW can still take submissions for this snapshot. The final deadline is the end of Sunday March 14th.

Seoul

Seoul

Future snapshots: 2010 and 2011

After snapshot #8, VWW is settling into a bi-annual approach to snapshots; one at the end of the academic year (June-ish), and one at the end of the calendar year (December-ish). This has the advantage of putting about 6 months between each; one of the main problems with the current compressed cycle is contributers passing as they haven’t had enough time to do significant ’stuff’ since the last snapshot. And they’re probably quietly fed up of being asked every few months.

So, the snapshot schedule for the rest of 2010 and 2011 is:

  • Snapshot #9: June/July 2010
  • Snapshot #10: December 2010
  • Snapshot #11: June/July 2011
  • Snapshot #12: December 2011

Presentations

VWW is out and about doing presentations in the near future:

Want VWW to come and speak to your posse? Here’s some details.

Book

Steady progress is being made on a book about the use of virtual worlds in teaching and learning, based on the last few years experiences in the UK and other research, teaching and use elsewhere. The proofreader and a few reviewers are lined up, and we seem to be pencilled in for a December 2010 release to the masses, just in time for the Christmas book market. Now you know what to get for that aunt who sends you a hand-knitted Rupert Bear jumper every single ******* year, even though you are 41.

Also putting this in writing is another incentive, as I know that if I don’t produce it, there’ll be reminders on public twitter from certain people (hard stare in general direction of Teesside :-) ).

Other stuff

There’s some other stuff that may be produced by VWW, that the advisory group are and will be chewing over; it will be good to reflect on the past few years work first though. Everything, including the book, will go up on, or via, this website.

That’s enough for now. A big thank you to the many UK academics, and other people, who have contributed to the snapshots, Flickr group, and other materials over the last four year. To infinity, and beyond…

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Feb 24

Here’s the submission from Ian Truelove, from Leeds Metropolitan University, for snapshot #8. As with other people who get their accounts of what they have/are doing in by the end of the month, Ian goes into the draw to win a freshly minted ten pound note.

Ian can be followed on Twitter.

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The pressures of running a large undergraduate provision have left little time for virtual worlds lately. However, having ultimate responsibility for the learning of 330 students does tend to focus the mind on the practicalities of scaling up the use of virtual worlds in a real world educational context. Motivated by its potential scalability and configurability, I have redoubled my efforts, and have finally got my OpenSim grid up and running. It’s currently only running behind the University firewall, but it’s working exactly as I had hoped. I can pre-register all of my students, which cuts out the nightmare prospect of a Second Life registration session multiplied by 330. I can get student’s real names floating above their new avatar’s heads, which helps them to make the connection between avatars and their real life puppet masters, and avoids premature fantasy identity overload. I can avoid the complications of noob-learners making fools of themselves in front of rude strangers and, most importantly for design students, I can get them building things straight away.

I see OpenSim as a means to an end, rather than the end itself. It will provide me with a safe training space – a studio space – for my students to mess about in and learn the ropes. I’ll then encourage any intrigued students to venture out into a truly massive multiuser virtual world like Second Life. I don’t think I’ll need to hold their hands in the same way that I did when we all jumped straight into Second Life in the early days. Once acclimatised through fun-time in the OpenSim playground, students should be able to confidently explore Second Life and beyond without a tutor cramping their style. They can always ask for help if they need it, and we will provide guidance and coaching as we do for all our students, but they will be in control. They can go where they like and do what they like, just like in real life. We will encourage them to report back on their discoveries, if they are relevant to their learning. They can show us snapshots of their exploits, and they can quote freely from their chat-logs as they reflect on their learning. They can even log-into our OpenSim studio and discuss their pseudonym’s exploits with their real life virtual friends and tutors.

I am of the opinion that students should have access to a private, institutionally managed virtual world, which is linked to their authentic, accountable, assessable and accredit-able enrolled identity, but should also be free to roam a public virtual space in whichever manner and attire they choose.

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Feb 19

A short update from Mary Hudson and Alison Williams, for the current snapshot, on library developments in Second Life at Southampton Solent University:

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Solent Life 2 is the Library area of the 3 part Solent Life island developed for Southampton Solent University. It was developed by the Business Librarians as part of a funded project. In late 2009 a training session was organised for all interested library staff to learn more about Second Life and Solent Life in particular. 10 attended and our Learning Technologist trainer, took us through Virtual Ability for basic orientation and into Solent Life. As a result we can now offer multi-subject library and information skills support in Second Life and we look forward to meeting and working with a wider range of students and academic staff in there this year.

We hope to arrange follow up meetings and visits to keep everyone’s skills going and to keep interest in the site alive.

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Feb 17

Here’s a submission to the latest snapshot survey, from the University of Ulster, sent in by Kerri McCusker (who goes into the draw to win ten pounds) – thanks:

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Due to the interest in the medical application of Second Life, Kerri McCusker, Research Associate in the Serious Games and Virtual Worlds team, University of Ulster undertook a short project to create a structured learning zone focused on patient education in Second Life focused on autologous stem cell transplantation. This project included a self paced walkthrough in virtual clinics with interactive demos of stems cells, showcase of a hospitals environment and information and links to stem cell transplant resources:

http://slurl.com/secondlife/Ulster%20Magee%202/80/121/23

Additionally a 90 second animation was produced in Second Life which clearly highlights the steps taken during an autologous stem cell transplantation, with particular focus on the actual cells being extracted, stored and subsequently being transfused into the patient again:

http://sgvwtv.ulster.ac.uk/video/103/Second-Lives and
http://www.youtube.com/watch?v=Qe-J59WKkYg

Other developments in the Serious Games and Virtual Worlds team have been the recent national workshop on teaching in virtual worlds. The objective of the event was to raise awareness of the benefits and possible pitfalls of using virtual and immersive worlds in an educational context and provided practical advice and demonstrations from leading educators and industrial experts in this area. It highlighted funding opportunities available in this field and offered tips on how to focus research to maximise your chances of succeeding with applications:

http://learninginvirtualworlds.com/

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Feb 06

A message from Sheila Webber, who is hosting the next event in the series. This is where UK academics, and other folk interested in teaching and learning in virtual worlds, get together for an hour or two in-world (Second Life) to be exact. All are welcome; the debate veers between the serious and the casual, as does the dress code:

I think I was designated the next host for the Second Tuesday meeting, 9th Feb at 8pm UK time, noon SLT:

http://slurl.com/secondlife/Infolit%20iSchool/223/36/28/

Peter/Graham suggested we should take a theme, and my proposal is:

1) Discussing/drafting a proposal for the VW Best Practices in education conference (at the last meeting it was suggested that we put in a “Dance your way through the UK sims” proposal)

AND

2) SL tools for discussion/brainstorming in groups in particular applying 2) to 1)

*However* if it turns out that people now think that doing a VWBPE proposal is a rubbish idea, we could still demo or chat about 2). This does not rule out the usual free-form discussion about life the universe and everything.


Sheila Webber
Senior Lecturer, Department of Information Studies, University of Sheffield,
211 Portobello Street, Sheffield S1 4DP, UK
0114 222 2641
s.webber (@) sheffield.ac.uk
The information literacy weblog – http://information-literacy.blogspot.com/
Sheila Yoshikawa (SL) blog: http://adventuresofyoshikawa.blogspot.com/

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Feb 06

Text below from Jeremy Hunsinger n.b. remember to adjust for your own time zone as appropriate).

After a few years, a few books, and a few special issues and one completed dissertation, “Lessons in Second Life”, the weekly get together of educators and learners interested in just talking and learning from each other without weekly topics is returning. Next week, from 3-5pm eastern time at:

http://slurl.com/secondlife/Aloft%20Nonprofit%20Commons/69/214/24

…the home of GamesforChange.org (with their support and consent) in world.

In the first few weeks, we will be locating and choosing locations with high degrees of learning potential to visit and explore, non-traditional locations are preferred, please come out and join the fun.

For the spring semester, which lasts until May, it will be scheduled for Wednesdays, 3-5pm eastern standard time. Occasionally that may change, or be canceled, but until May, this is the standard schedule.

Jeremy Hunsinger
Center for Digital Discourse and Culture
Virginia Tech
Information Ethics Fellow, Center for Information Policy Research, School of Information Studies, University of Wisconsin-Milwaukee
http://wiki.tmttlt.com
http://www.tmttlt.com

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