Opensim


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?


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!


16
Apr 11

OpenSim Scripts That Don’t Restart on Reboot

Recently I got very annoyed that several scripts on FleepGrid like sit target scripts and texture animation scripts seemed to not restart when I reboot the sims.  I could manually go around and reset each script individually but I wanted them to reset themselves when the sims came back up.

For anyone else having this problem, I found the answer from a post entitled Scripting Notes for OpenSim Grids – namely to add a little bit of code to the scripts that should reset:

on_rez(integer num)

{

llResetScript();

}

Hope that helps someone else who’s had this problem and many thanks to pseudospace.net!

via http://fleepgrid.com/blog/.


21
Jan 11

Alternative Viewers for Second Life & OpenSim


These slides were presented at the Ohio Learning Network Second Life Monthly Meetup in December, I finally remembered to post them here!


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!