Archive for the ‘virtual worlds’ Category

Evaluation SURFnet pilot Active Worlds

October 27, 2008

After a very intense period of finishing projects, I am now recharging my research batteries. As I am travelling and networking a lot, time for my blog is limited. However, I will try to give brief summaries of some of the events I have attended recently, but not written about yet.

SURFnet provides a high-quality network specifically intended for higher education and research in the Netherlands. It is a subsidiary of the SURF organisation, in which Dutch universities, universities for applied sciences and research centres collaborate nationally and internationally on innovative ICT facilities. One of its R&D topics is how to use virtual worlds in higher education.

On October 1, an inspiring evaluation meeting was organized to discuss the results of a pilot using the Active Worlds virtual world environment. Several pilot projects that had been using Active Worlds for educational purposes in the past year presented their results. Interesting was the wide variety of applications, even in only such a small number of pilot projects. Overall, the gist was that virtual worlds can be very useful in education, as the constructivist, collaborative way of working in virtual worlds immerses students to the subjects in a much deeper way than allowed for by traditional textbook learning. However, this immersion comes at a cost, as considerable preparatory and facilitation efforts are required by lecturers for such projects to succeed.

Clearly, more advanced didactic approaches are needed to more effectively and efficiently apply virtual world resources in learning. Developing such innovative ways of using virtual worlds will require testbeds and more trials and (errors) by lecturers and students jointly. Many questions will need to be answered, ranging from which worlds to use (Active Worlds, Second Life, open source based environments?), when to lead and when to let students take the initiative, how to link virtual worlds to other web based resources, which collaborative and communicative workflows to define and support, and so on.

For another impression of this day, see the post by Inge Ploum.

Second Life: Beyond the Hype

March 16, 2008

The hype is over. Whereas only a year ago, Second Life was everywhere in the mainstream media, the mad rush seems over. Then, every major organization seemed to try to establish a presence “in world”, and the virtual sky seemed the limit. Now, the number of active users seems to have stabilized, and many initially over-enthusiasts are disappointed, because their unrealistic expectations have not been met.

However, the dot com bust around the turn of the century did not kill the development of worthwhile applications of the Internet, on the contrary. Similarly, the current stage in the evolution of Second Life from mere vision to serious business, educational, and many other applications is a natural one. Consolidation and reflection on where to go from here is healthy and necessary. Issues to be worked on include tool systems and (workflow) process models.

For a nice glimpse into already existing “useful” applications of Second Life, check out Wagner James Au’s list in his “Second Life: Hype vs. Anti-Hype vs. Anti-Anti Hype” post:

He’d see applications in, for example, retail shopping (as here), online gaming and entertainment (as here and here), data visualization (as here), national security (as here), international relations (as here), non-profit fundraising (as here), architecture (as here), scientific simulation (as here), education (as here and here), and therapy (as here); just ten industries worth billions of dollars, which could potentially impact hundreds of millions of Internet users, quickly culled from my bookmark cache– and that’s not even mentioning the as-yet-unproven applications which have already gained traction, like in-world celebrity appearances (as here), political activism (as here and here), and marketing/brand promotion (as here.)

One particularly interesting use I have experienced myself is as a venue for cyberconferencing.

Virtual worlds are not enough

March 12, 2008

I had an interesting conversation yesterday with Philippe Kerremans, who through his Louis Platini company is implementing Second Life business solutions. We agreed that building virtual worlds in, for example, Second Life is not enough. Additional necessary conditions are an accompanying website in “ordinary cyberspace” and process models that can be used to ensure that available functionalities are actually being used by community members in all their various roles.


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