second life as a platform for collaboration and teaching

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Presentation held at ECT Forum 09, 23.9.2009 in Helsinki Fair Centre. The presentation is based on my experiences from VinCo research project funded by MIDE, the Multidisciplinary Institute of Digitalisation and Energy in Helsinki University of Technology.

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Second Life as a platform for collaboration and teaching

BIT Research CentreTeemu Surakkateemu.surakka@tkk.fi+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/

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