Metaverse


16
Mar 12

Fleep’s Notes from Virtual Worlds Best Practices in Education 2012

By no means a comprehensive summary since I can only hop in from time to time, but I wanted to jot down notes and interesting information from the Virtual Worlds Best Practices in Education conference going on now in multiple VWs including Second Life, Opensim, World of Warcraft, and others.  The full schedule is here and if for some reason you can’t go in-world to view, many of the sessions are being webcast on Treet.tv too.

Epic Win! Epic Fail! - Marianne Malmstrom (SL: Knowclue Kidd)

An inspiring opening keynote address that highlighted some “epic” projects that bring about “epic” learning.  Links to all the topics discussed available at:  http://knowclue.wikispaces.com/epic

One of the projects I was most interested in was 3D Game LabL http://3dgamelab.org.shivtr.com/

Collaborative Learning, Cognitive Processes, Telerobotic Communication and Japan Recovery in Virtual Spaces - Michael Vallance, Stewart Martin

 

Really fascinating project teLEGOrobotics –  getting students from the UK and Japan to work collaboratively in Opensim to control physical real world robots.  They plan to model a nuclear reactor in a future stage of the project.

 

The Hypergrid is Ready for You Now - Maria Korolov

Maria talked about the Opensim Hypergrid as the new frontier, provided tons of links and resources, including destinations to visit, hosting providers, and two very easy ways to get started trying Opensim – Kitely and New World Studio.

 

How Immersion in Virtual and Augmented Worlds Helps Students in the Real World - Chris Dede

Chris talked broadly about using immersive spaces in education and gave examples from his own research (currently the EcoMUVE project), showed video, talked at length about alternative forms of assessment that can be used with immersive learning, suggested participants download and read the learning section of the National Education Technology Plan, and shared his class syllabi which also includes references and citations for further research into these topics.    This was a really great presentation.

 

Interview with John Lester (Pathfinder)

John Lester (aka Pathfinder Lester), Chief Learning Officer, ReactionGrid Inc. gave a great talk about Jibe as a multiuser 3d virtual world platform accessible via a web browser or standalone client, discussion also covered differences between Unity/Jibe and Opensim, plans for the “ji-way” (unity based hypergrid), keeping in touch with the educational community involved in virtual worlds, and bunches more.  Great talk!  Here are some links I pasted in as the talk was going on:

http://jibemix.com

http://www.scribd.com/doc/81798024/Jibe-Unity-School-Quick-Start-Guide

http://reactiongrid.blogspot.com

http://reactiongrid.deviantart.com

https://play.google.com/store/apps/details?id=com.ReactionGrid.JibeAndroid

http://rutgers.jibemix.com/jibe/

http://metaverseheroes.helpserve.com/

http://groups.google.com/group/jibe-and-unity3d?pli=1

http://www.csmonitor.com/Innovation/Horizons/2012/0223/Google-glasses-due-this-year-turn-seeing-into-searching

Unity offering free licenses for Android and ioS thru April 18, 2012:  https://store.unity3d.com/products

 

Collaboration on Virtual Harmony: STEM Research on the Mars Geothermal, Nonlinear Game Design on Atlantis and Unity3D, and the Migration to MOSES - Cynthia Calongne, Andrew Stricker


Virtual Harmony is a custom virtual environment that spans over 32 simulations to promote exploration and compelling learning experiences for education in Science, Technology, Engineering, and Mathematics (STEM) as well as the study of history, leadership, innovation and military tactics. This paper introduces the current game design activities on Virtual Harmony and in Unity3D, the collaborative activities on the Military Open Simulator Enterprise Strategy (MOSES) project and a research study that evaluated the use of model-based reasoning and somatic computing for evaluating alternatives in avatar morphology to enhance STEM learning experiences within a Mars Geothermal game simulation.  Also discussed Kolb’s Learning Style Inventory.

They also showed a video:  http://gallery.me.com/astricker#100068


19
Nov 11

Fleep’s Interview on the MetaverseTV show “Cross Worlds”

Recently I was invited to join friend and host Malburns Writer on his MetaverseTV talk show called “Cross Worlds”, which focuses on the greater metaverse beyond Second Life.  It was so much fun to talk about Opensim and FleepGrid, and where we think the metaverse is going in a broader sense.  Here’s the interview and super thanks to Malburns and the MetaverseTV crew for the invitation!


CrossWorlds #6 Fleep Tuque from Metaverse TV on Vimeo.

This weeks guest is Fleep Tuque to speak about her own grid FleepGrid, Open Sim, Second Life, the greater Metaverse and much more.

CrossWorlds #6 Fleep Tuque from Metaverse TV on Vimeo.


16
Sep 11

What’s Missing from Governance in Second Life

In the past week or so, two of my favorite thinkers about Second Life have written about governance – Gwyneth Llewelyn’s post Humble Governance is typically lengthy but worth reading, and Prokofy Neva responded on How to Improve Governance in Second Life.

This has long been a topic of interest, I was a polisci undergrad after all, and I’ve been trying my own hand at governance with varying degrees of engagement, success, and failure with the Chilbo Community on the mainland.  In fact, I presented about Chilbo’s model at the Governance in Virtual Worlds conference  back in March 2010, and I’ll never forget the upbraiding I received from a fellow panelist who simply could not believe that governance could exist without constant disagreement and strife, or that any system that didn’t include a parliament or direct democracy could be feasible or representative.  I begged to differ then and now.

Governance in Virtual Worlds 2010: Virtual Self Governance – Fleep Tuque

View more presentations from Fleep Tuque

I’ve never claimed that the Chilbo model of participatory consensus was scalable or feasible for all communities in Second Life – I think our system developed to suit our specific community, our specific geography on mainland rather than private sims, and to suit the personalities of our specific members – but I certainly think it has been a viable model that others might learn from as one example of a long lasting, self-governing community.  We’re coming up on our 5th anniversary, which in Second Life terms is a pretty long time!  But I remain a big believer in the old adage “those who show up make the decisions, those who are willing and actually do the work get to decide how its done” and so long as that is tempered by a fair, open, and transparent input process where those who don’t have the time to show up or do the work get to put their two cents in, we’ve found in Chilbo that it mostly works pretty well.

And even though in the past year or so I’ve been much less active myself, and some of the more administratively heavy processes we had in place have been eliminated or downsized to accommodate people’s changing schedules and time availability, the fact that we continue to iterate, flex, and experiment without carving immutable laws into virtual stone is one of the very reasons I think Chilbo has lasted as long as it has.  From my perspective, the biggest issue with our “real life” political institutions right now is their inability to cope with the rapid pace of change in today’s crazily quickly changing world.  Being flexible and nimble is crucial to ensuring that governance is responsive to actual reality and actual problems rather than continuing to run on auto-pilot addressing problems from previous decades or, at this point, a previous century.  I have come to hate the buzzword “agile” because it’s so overused in the IT industry, but governments need to have the capacity for agility when necessary and neither the real world nor most Second Life government systems I’ve seen in practice have demonstrated that capacity.

In any case, there were several points in Prokofy’s post that absolutely resonated with my experience as a Second Life Resident and community organizer.  My favorite quote was the following:

Governance in SL will do better when it’s a verb, not a noun.

I couldn’t agree more!  Further, Prokofy goes on to say:

What is needed isn’t a parliament, a resident body that the Lindens fete somehow, or self-appointed busy-bodies who want to run *your* land. What’s needed is functionality — the ability to minimize grief in groups and get better traction on mainland complaints revolving around neighbours’ and Governor Linden land.

This is something I’ve been saying for years.  Back in August 2008, I wrote an open letter to Jack Linden when they first proposed changes to the Mainland to deal with litter, griefer objects, ad farms, and the all-too-common abandoned first land plots.  In that letter, I wrote:

Linden Lab has for years claimed that they eventually wanted to put more governance in the hands of residents since they do not have the staff or the time to resolve all disputes. So do it. Where organized communities exist, empower long-term residents with established records of good payment, good stewardship, and good relations to manage the sims instead of Linden Lab. Enforce our community-generated standards or allow us to enforce them. Whether through appointment or elections or petitions or through some other means, give community managers the ability to remove offensive ads, griefer objects, and banlines. Put your money where your mouth has been for the last 5 years.

I absolutely agree with Prokofy that the biggest issue is the need for group and land management tools to better allow us to govern our OWN communities.  I don’t need that argumentative fellow from the Confederation of Democratic Simulators to come and inject his contentious brand of politics into our easy going consensus-based community, what we’ve long needed in Chilbo is better mechanisms to enforce our own community standards – better data, better management tools, better and more flexible group permissions and management – those are the things that would genuinely help our community.

Having said that, I’m not sure I agree with Prokofy that there’s no need for larger governance structures.  While I very much like the concept that participation should be tied to some kind of stake in the grid – if not direct land ownership, then some kind of representation on behalf of those who rent or play on group owned land or systems like Chilbo’s – the fact that we are all at the mercy of a privately held company and have done little to effectively organize ourselves in ways that can leverage our power as customers of Linden Lab has been to our detriment.  As Gwyn rightly pointed out, the forums become a cacophany and the JIRA was never intended to be a voting mechanism, and so we’ve been left to individually or in small groups try to fight for the changes we hope to see with the platform, the interface, or the policies that Linden Lab adopts.

Gwyn wrote:

I think that there was always a need for mechanisms to represent residents’ opinions in a systematic and inclusive way, and that the “fear of corruption and drama” has been just a convenient excuse to avoid a democratic forum. The consequence of this way of thinking is that it’s far easier to blame the Lindens for making the wrong decisions instead of organising a grid-wide method of aiding their decision process.

I think that’s pretty spot-on.  And applicable to more than just Linden Lab and Second Life, in fact, since increasingly more and more of our interactions and civic life is conducted online in virtual spaces that are owned by, “governed” by, and controlled by third party private or publicly owned corporations who are not accountable in a democratic sense to their constituents, er customers, er.. whatever label you call us.  For another example, see the Nymwars with Google.

This is a 21st century problem that we must solve, and it will require 21st century solutions and institutions to do it.  Many of us have long said that Second Life is merely a precursor of the things to come, that in many ways it portends the future of our physical world and other online spaces, and I find myself agreeing with Gwyn that it is time we tackle these issues and stop passing the buck.  If we can find workable solutions for dealing with governance in Second Life, perhaps we’ll find structures and systems that will be useful in dealing with other service providers who forget who they’re serving, too.

So.. where do we start?


14
Jun 11

Down with Gamification! (BOOO) Up with Playful! (YAY)

This might be the best slidedeck I’ve seen all year:

I’ve been thinking and half heartedly blogging about this “gamification” thing for a while now and I’ve seen or read most of the authors he references in the presentation, but I’ve never seen it all tied together quite so nicely before.

For example, I’m generally a fan of Jane McGonigal’s thesis but her stuff is always just a little bit too twee for me and his critique of her “Reality is Broken”finally nailed why – life really is unpredictable and unfair and messy and complex and we can’t whitewash over that no matter how good the design or the intention or how “gamified” we try to make reality.

If you’re at all into game design, or paying attention to the “gamification” trend for online stuff, I think it’s a must see.

Hat tip to Raph Koster (@raphkoster) via twitter, and now following Sebastian Deterding (@dingstweets) too.


26
Apr 11

TeachU Presentation: OpenSim – A New Alternative to Second Life

I gave a TeachU Seminar this afternoon that managed to go on even though I never did get my headset working for some reason (I blame a flash update that I unfortunately installed yesterday AFTER we did the test run).

Here are the slides from the presentation:

Thanks to all the attendees for coming and for putting up with the technical glitches!


21
Apr 11

Leadership Matters – Praise for Rod Humble’s Keynote at Inventing the Future of Games

In early March, I was honored to be a guest moderator for the Virtual Worlds Educator Roundtable, where I got to interview the folks who make the weekly meetings happen.  It was a really great session with lots of reflections about how far we’ve come in terms of using virtual worlds for education, and lots of brainstorming about where this field is going.

But one of the questions I asked the panel kind of stuck in my mind and I’ve been thinking about it ever since.  I asked if the panel had any thoughts about Linden Lab’s new CEO, Rod Humble (SL: Rodvik Linden), and I was surprised to hear several panelists say that they weren’t following the employees of Linden Lab as closely as they had in the past.  To paraphrase, one of the panelists said something like the “the cult of personality phase” of their watching Linden Lab was over.  I can appreciate that, after last year’s downsizing at the Lab, many of the employees I knew and had spent years developing good working relationships with were gone, and it seems from the outside as if we’re almost dealing with an entirely new company.

Rod Humble in his office at Linden Lab.  Image courtesy New World Notes.

Still, I thought about the panelists’ responses and wondered if I was perpetually in some kind of fan-girl stage of watching the leadership at the Lab for clues and omens about the future of the platform.  Having given it some thought, I don’t think so.  Though I have many criticisms of Second Life as a platform, and of Linden Lab as a company, I still see Second Life as the primary consumer platform in the virtual world space – and as such, I think its leadership matters very much.  For good or ill, the philosophy of its CEO and other senior management can and will have a direct impact on my work, and potentially impact the direction the metaverse takes as a whole.

In that sense, I think it matters quite a lot what those leaders think, and as I’ve watched Rod Humble’s tweets and interactions with the Second Life userbase over the past few months, I’ve been more and more pleased that Second Life is being headed up by someone who seems to be, above all, thoughtful about what virtual worlds are, what impact games have on human behavior, and what the end goal is of our virtual lives.  In sharp contrast to the last CEO, who seemed more focused on monetizing and marketing virtual worlds as an economic tool, Humble appears to genuinely reflect on the same kinds of questions that sometimes keep me up at night.  And I find that comforting.

Humble’s Keynote at Inventing the Future of Games

I was having those thoughts about Humble’s leadership of Second Life (so far) even before I saw his recent keynote at the Inventing the Future of Games conference last week, but after watching the video multiple times, I am even more convinced that the Second Life platform is in better hands.

I should note, the audio quality of this video is not so great (part of the reason I had to watch it over and over) but I’m still grateful for the folks who made it available to those of us who couldn’t attend the conference.    If the audio troubles are too much for you, check out this synopsis on Gamasutra.

 

Asking the Right Questions

It pleases me to know that Humble is thinking about this stuff on a very deep level, and is asking the kinds of moral and ethical questions that I worry often get pushed aside in the pursuit of  making money for shareholders and investors.

Perhaps more importantly, I think he’s asking some of the right questions.   He accepts, as I suspect most people reading this blog do, that games and virtual worlds are an art form, and that games and virtual worlds can and do change people’s behavior.   The real question is – to what purpose?  And as designers and developers of virtual spaces, are we thinking about this enough?

I think it’s extremely important to look at it and say how can we take responsibility as game creators. What games should we ethically build? If you are going to be influencing those [players] you have an enormous weight on your shoulders.”   - Rod Humble at the Inventing the Future of Games Conference

Like Humble, I too hope to see virtual worlds and game worlds do more to explore the issues of power, class, and freedom – and what it means to be human in this increasingly virtual “real” world.  And I hope that this can be an ongoing dialogue  between the leadership at the Lab and the community of users who have invested in expressing their own visions of the future through the Second Life platform.

All too often in the past, it felt as if the Lab’s goals were simply to capitalize on the work of its Residents instead of recognizing that beyond earning a living, most of us are living out our digital lives in pursuit of answers to the same profound questions that govern our real lives.

Many cheers for a CEO who is engaged as deeply in those questions as we are.

 


11
Nov 10

Creating an OpenSim Private Sandbox on Your Home PC

Confession:  It’s been so long since I logged into my blog, I momentarily forgot the password.  Yikes!

I’ve had my head buried in work, house repairs/maintenance, family stuff, and when I have spare moments – OpenSim.  I intend to write up my first try at installing OpenSim in grid mode sometime soon (I’ll skip the part about it taking a weekend to rebuild a box to use a server, hello Blue Screen of Death, not nice to see ya so often), but in the meantime, this week I walked a group of educators through the installation of OpenSim on their personal PC to create their own private OpenSim sandbox, and I thought I’d share the slides:


Note that this guide skips all of the networking configuration that would be required for someone else to log into your sim.  This is intended to be an entirely private sandbox for only your own personal use.

Why would you want that?  Well, a couple of reasons.

First, if you’re a virtual worlds or Second Life enthusiast, watching the console and seeing what’s happening on the back end when you’re rezzing a prim or changing clothes or running a script is endlessly fascinating.  It’s like seeing your virtual experience through the Matrix.  It boggles my mind to imagine what that looks like for Second Life, with hundreds of thousands of users and transactions and activity.

Second, anyone who builds or creates content in Second Life really SHOULD be able to save a local copy of their work to their personal machines.  With OpenSim you can do that, indeed, you can back up objects and whole sims, and re-import them wherever you like.  I think from this point forward, I intend not to build a single thing IN Second Life ever again – I’ll do all my creation work on my sandbox and then import it in to Second Life when it’s done.  That way I really DO own my content.

Finally, installing even the most simple instances of OpenSim gives you a new appreciation for the service Linden Lab (and Reaction Grid and InWorldz and all the other grids out there) provides.  This is not trivial stuff, and in the aggregate, it’s important to understand the sheer complexity of what running the Main Grid must be like – running your own OpenSim installation helps give you a sense of that complexity in a way that 7 years of being a Resident did not.

I hope the tutorial is helpful and I’d encourage you to give it a try even if you consider yourself to be a “non-techie” sort.  It’s strange and disorienting to find your poor Ruthed self on a little island all alone, but it’s also.. enchanting and exicting to know it’s your very own world to do whatever you like.

What will you create for yourself?  Go find out!


20
Aug 10

SLCC10: Thoughts on the Other Side

“Are you crazy?”  That was pretty much the sentiment when I told friends in April that I’d decided to help try to pull something, anything, together for this year’s Second Life Community Convention.  The timing, the workload, the politics – for all sorts of reasons it felt like a terrifying commitment.  I’d not attended SLCC in 2009, my grandpa had passed away a few months prior and I didn’t have the heart for it, and my experience as part of the organizing team in Tampa 2008 hadn’t been exactly positive.  But when the phone call came…

Stuffing bags and folding tshirts on Thursday…
Image courtsey Sitearm

The hardest part of organizing something in such a short time frame wasn’t the sleepless nights or ignoring the house cleaning (and friends and family) for weeks on end,  it was the fear that it would all be for nothing.  That no one would show up, that no one would come, or worse that the people who had paid to come would ultimately feel it had been a waste of their time and money.  We stressed about the budget, the program, the venue, the logistics, and all the things that every event planner worries about going wrong, and perhaps even moreso given the shortened time line to nail down all the details.

Conversation the night before the convention over drinks.
What’s Wiz Nordberg saying?  Image courtesy DirkMcKeenan

But more than the logistics, and venue, and schedules, and updating the website and all that .. stuff that goes into making a convention, we were far more worried about something less tangible.  Something invisible that it’s harder to put your finger on, that’s hard to even describe – that amorphous “community spirit” that threads through a diverse group of individual people to weave a sense of belonging together, an identity separate from one’s own that makes you feel a part of something larger.   Was the “community” still out there?  Did they still want to come together in person, and especially after such a difficult roller coaster ride of a year for the platform?

Hanging out with Tomkin Euler, fellow Chilbo resident, and Amulius Lioncourt,
one of the 11th hour in-world builders who did an amazing job.

I can only speak for myself, but I am so thankful that the answer to both questions was “yes” – a resounding, boisterous, defiance in the face of all challenges yes.  Yes, the people who discovered something new about themselves and found each other through this platform called Second Life are still out there, and though many could not come due to timing, cost, or circumstance, enough of us made our way to Boston and engaged in the annual ritual of baring our real life avatars for a weekend of fun, laughter, hopefully some learning, and lots of passionate discussion and debate about the future of the metaverse.  I was too busy to engage in much of it myself, but watching it unfold was a beautiful thing to see..

Stopping by to chat with Olivia Hotshot and AJ Brooks at lunch.
Image courtesy OliviaHotshot

The question I heard so many times over the last few months as we planned the convention is why, if the virtual world is so powerful, do people want to come together in person in the first place?  The answer isn’t so simple, but it has something to do with the fact that those of us living simultaneously in the metaverse and the physical world are living complicated lives.   Life itself has no guidebook, but virtual life has even less of one, and there is something inordinately powerful about being in the presence of hundreds of other pioneers in this space who know on a deep level some of the challenges you yourself have faced.

Laughing hysterically with Beyers Sellers..
Image courtesy Imjsthere4fun

Second Life is a platform, a technology, a tool.   But it gave us a glimpse of the future, and in one way or another has forced all of us who have immersed ourselves deeply to ask fundamental questions with a new perspective – Who am I?  Who is Fleep?  Who do I want to be if I can be anything?  What is real?   What is virtual?  What do all these technological changes mean for the future – for me, for society?  And where is this all going, anyway, this platform called Second Life, and this concept we call the metaverse?  Is it stalling?  Is the vision we shared breaking apart or are we just hitting some stumbling blocks?

AvaCon board meeting at PF Chang’s on Thursday…
Fleep Tuque, Misty Rhodes, Peter Imari, Rhiannon Chatnoir

My personal goal for SLCC was to provide a space for that conversation to take place.  Nothing more, nothing less.  All we needed was a place to sleep, a place to eat, and a place to talk.  It didn’t have to be fancy or out of the box, indeed there wasn’t time for that, and the end result was a very conventional convention with some very unconventionally wonderful people.  I think for this year, that was enough, for us to see each other in the flesh, to know that these deeper questions that drive us to put up with the lag and the deficiencies of the platform are not the result of some madness unique to ourselves, but a madness shared by many to understand what the future holds and hopefully to help shape it.

Hugs from Dirk McKeenan at the Avatar Ball.
Image courtesy Debi Latte

And for all those who helped make the conversation possible this year, in world or in Boston, on the web and in Twitter, I hope you feel as I do on the other side of SLCC10:

The community is as strong as ever.  Second Life, and the people who make it meaningful, aren’t dead by a long shot.

The vagaries of a particular platform are like the vagaries of the weather, something we must deal with but that doesn’t control our destiny unless we let it.

The future of the metaverse is as exciting today as it was five, ten years ago.

I can’t even think too much of next year right now, I’m too tired.  :)    But I hope we can do an even better job facilitating that conversation in 2011.  Thank you to everyone who made it possible and I hope you’ll join us next time around.


3
Jun 10

Web 3.0 Semantic Web (video)

Web 3.0 from Kate Ray on Vimeo.

Thanks to Hey Jude: Learning in an Online World for the tip.


4
May 10

On Tonight Live with Paisley Beebe

Back on April 15th, I was a guest on Tonight Live with Paisley Beebe to speak about governance in virtual worlds and the Chilbo Community that I help run in Second Life.   Paisley is a wonderful host and it was terrific meeting the other guests, thought I’d post the video since it’s up on Treet.tv now.