Second Life


2
Apr 12

Recreating Traditional Learning Spaces in Virtual Worlds

[Note:  This post was originally published in May 2008, but I thought I'd reprise it since it's been on my mind lately.  I'm not sure my thoughts on the topic have changed much since then - have yours?]

I have been involved with education in virtual worlds for several years now, and at discussions and conferences I often hear the question asked, “Why recreate a classroom with desks and PPT presentations in a world where anything is possible? Why create buildings with roofs and walls in a place where it never rains or gets cold?”

These are good and interesting points to consider, and certainly one of the most exciting aspects of virtual worlds is the sense of limitless possibilities they offer – we could hold class in the clouds, or on a beach, or in an environment imagined and created by the students themselves, for that matter. I think many educators hope that the flexibility and endless creativity available in virtual worlds will help us re-think and re-examine our teaching spaces and practices – not just in the virtual world, but in the real world, too. I count myself in that camp and think rigorous questioning of our teaching methods and learning spaces is very important, particularly in light of the changing landscape of knowledge production, aggregation, publication, and sharing that we’re seeing with Web2.0 technologies.

Having said that, however, I’d like to make the case for why you _shouldn’t_ scoff at the countless university islands in Second Life with traditional buildings containing traditional classrooms with traditional desks and chairs and the ubiquitous PowerPoint slide presenter. I’ll add this caveat: If in 10 years those Second Life islands still contain nothing but traditional buildings with traditional classroom spaces, then you have my permission to scoff and you should. But today, hold your scorn in check, because what you are seeing are the artifacts of learning taking place, and who of us ever gets anything perfect on the first draft?

I’ve personally introduced the concept of virtual worlds and Second Life to hundreds and hundreds of people. From my grandfather to college professors, from personal friends to strangers and students and administrators and geeks and non-geeks alike; I’ve sat through their first tentative steps, encouraged them to explore, and watched as many decided it wasn’t for them or took too much time or wasn’t far enough along yet. I’ve also watched as some smaller percentage become intrigued and stick with it long enough to cross the line into immersion, and I see patterns in what happens next – across gender and age lines, across populations with varied levels of computer and technology access, skill, and know-how, and even across cultural and national identities.

The first step for the majority of folks is to recreate what is familiar. The first spaces they create are meaningful _real world_ symbols that resonate within the context of their engagement with the _virtual world_. Teachers look for classrooms, administrators look for familiar campus landmarks, librarians want to know how to make books. Friends create houses and gardens and look for fancy cars and luxury items they don’t have in real life. My mother looks for virtual replicas of the types of furniture she wants to put in her real life sewing room.

For some people, the transitionary period seems to be much shorter – before long they tire of recreating the familiar and move on to exploring the limits of the platform; instead of recreating their house, they imagine a house in the clouds or skip the concept of a house altogether and begin building fantastic creations that simply are not possible in real life. Given enough time, and the resources and learning communities that speed learning, teachers begin to hold classes around campfires and in tree houses. They might not demolish that first traditional classroom they built, though, not yet anyway, because man that took a lot of work and there is some pride in the accomplishment and some nostalgia in remembering those early days when the virtual world was new and fun and not yet coupled to responsibility or work (for those who begin to use it seriously to teach, believe me, it’s a lot of work!). It’s the equivalent of a child’s crayon drawing that you don’t throw away, but rather hang on the fridge as a reminder of how far they’ve come.

But for others, the transitionary period takes much longer, or perhaps for their own personal reasons never happens at all – they choose to spend their time in and create for themselves spaces that are symbolic replicas of the real world. Maybe with some sparkly floating stars and a few bells and whistles not normally seen on Main Street, but for the most part they stay in spaces that evoke something you might see in the real world. My own Second Life community called Chilbo looks and feels like a small, cosy village, and we like it that way. Who are you to judge if it serves our purposes?

But to bring this back to education in particular, it seems unfairly harsh to criticize the early efforts of individuals and institutions who are exploring virtual worlds for the first time. A recognizable school building _does_ serve a purpose – it says to the newcomer “This space is intended for learning!” A classroom with desks and podium and PowerPoint projector allows a teacher new to virtual worlds to experiment with a new interface while keeping all the other variables the same. And in terms of looking at a campus space, what we see manifested in that space often is not the result of one person’s journey, but the result of a group experience, with laggards and speed demons mixed in with bureaucrats and oversight committees, and relics of past stages of learning that simply haven’t been torn down yet.

There are some imaginative and creative teachers who perhaps never built a classroom in Second Life at all, because they chafe at real life classrooms already. That’s terrific, and I hope that virtual worlds will provide a giant laboratory for us all to experiment and play and explore other possibilities, other configurations. There are some instructional designers who can extrapolate from their experiences with other technologies and immediately seize on using virtual worlds for what they are best at (co-presence, simulation, collaboration, prototyping) and leave the quizzes and notes and document repositories on their course management system, which delivers those types of content better than virtual worlds currently can. That’s terrific too, and probably results in a more effective learning experience for students as a result of their wisdom.

But for every instructor who experiments with delivering a quiz in the virtual world, one of them might stumble upon a method that IS more effective than the course management system. I haven’t seen one in Second Life yet, though the Sloodle chair that moves a student higher up in the air the more questions they answer correctly is a step in that direction, but that doesn’t mean there won’t ever be one. And it doesn’t mean that we shouldn’t _try_ and encourage others to try.

Critiquing our and our institutions’ efforts in virtual worlds is good practice, and it is imperative that we continue to push our own boundaries and not get locked into habits or practices in the virtual world that we don’t even like in the real world (true story, I rarely use PPT in real life presentations, but find myself using them more often than not in presentations I give in the virtual world), but to instantly dismiss every replica of a traditional learning space in a virtual world without understanding the context in which it was created, the purpose and intent with which it was to be used, is not only unproductive, I think it may even be harmful. No one wants their sincere efforts to be mocked, and as teachers and educators, we shouldn’t be engaging in that kind of behavior. We should be showing alternatives, starting conversations, and experimenting with new solutions to stubborn old real world problems that we can share with our colleagues.

I’ll continue to create familiar classroom spaces for faculty who are brave enough to explore these virtual worlds with me, because my goal is to facilitate their learning, and I believe learning should be student centered – don’t you? As far as I can tell, the best way to speed that process isn’t to refuse to build a classroom with a roof, it’s to create a classroom to real life dimensions with roofs and all and let them experience bumping their head every time they try to fly. And some examples of traditional learning spaces, I hope to keep for a very long time to come. I’m very fond of the little one room school house that sits on our virtual campus, complete with desks and chalkboard. It reminds me that learning can happen anywhere, that good teaching can happen anywhere, and that we truly are pioneers in this increasingly digital, computerized, information saturated, complex virtually real world.

To be pioneers means that many of our efforts will fail, that the development of virtual learning spaces will be iterative, and that the real world symbols of teaching and learning will take time to morph into something else even in the virtual world. I think we should be patient, take a longer view, and do some very real research into the efficacy of all sorts of learning spaces and teaching models in virtual worlds. And in the meantime, we should let people experiment with teaching and learning in whatever spaces feel the most comfortable for them, because in virtual worlds, we’re all learners – even the teachers.

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.


15
Oct 11

Second Life Flashback: Fleep’s First 30 Days

Note:  This article was originally submitted to the Metavese Messenger, a now defunct Second Life newspaper, on November 18, 2005.

Fleep’s first avatar…

The First 30 Days

by Fleep Tuque

In October, a friend of mine posted on her Live Journal asking if anyone had heard of this Second Life thing and I remembered having an account in the beta, but due to lag I didn’t really play with it. Then I came home that evening and saw Second Life profiled in Newsweek magazine and thought, “I should check this out!” And on October 11, 2005, Fleep Tuque was born, in all her Barbie doll body glory.

On the very first day, I spent two hours trying to customize my face so that I didn’t resemble a freak. Then some friendly neighbors took me to a number of interesting places; the Prim Library, a public sandbox, and the Blue Stone theatre. As we settled in to watch a movie, I marveled at the ease with which I was able to view this streaming media in an online environment that looked and felt and sounded just like a theatre.

I work at a large state university in Ohio, teaching faculty how to use technology to enhance teaching and learning both inside and outside the classroom. I spend hours on the phone, helping distance learning students watch short video clips from as far away as Germany, and I thought about how sterile and visually unappealing the online format is for those videos when compared with the gorgeous textures and interactive environment that is Second Life. Already I’ve given virtual tours of Second Life to people in my department and it has sparked a new and exciting conversation about the future of distance learning and gaming as an educational tool for our students.

I also purchased one of the first few plots of First Land in Acontia, but within days, the land was snapped up by enterprising young noobs and before I knew it, a large revolving “JESUS IS LORD” sign was floating near my little prefab house and structures dotted the landscape. I had contacted a number of people from my online communities and dragged them over kicking and screaming to come experience this great new thing I had discovered, and together we managed to purchase, finagle and trade up for a sizable chunk of land with which to practice our fledgling building abilities. The Church of Starship, Eschwa Welcome Center, and the Temple of Eschwa now decorate our land, welcoming other new members and residents to explore their creativity.

I’m fascinated by this place. I’m fascinated by the possibilities, by the people, by the creativity I’ve seen, and the enterprising spirit that seems to have taken hold here. I’m also somewhat disappointed to find so much commercialism and pornography. Give people a blank slate, a blank new world in which they can be anything and build anything, and it’s sad to discover how many of them choose to replicate some of the most negative aspects of real life – unequal and demeaning sexual relationships, anything-for-a-buck capitalism, and seemingly endless strip malls and what looks like for all the world to be urban sprawl with little attention paid to creating a peaceful and soothing environment.

Fortunately, I’ve also found places of respite from those aspects of Second Life which seem depressing to me. I stumbled onto the Brainiacs and promptly signed up for the Brainiac Education Exchange Program (BEEP) and took my first scripting lesson. I discovered the memorial for the victims of Hurricane Katrina and was touched by the outpouring of emotion I saw there. And I’ve worked with residents in my sim to form the Acontia Neighborhood Association so that we can collaborate and work with each other to make our little noob sim an interesting and exciting place.

In the future, I plan to learn more about the stories of those residents who have managed to impact the development of this world for all of us, and watch closely as the economy and political activity on Second Life continues to evolve. After only a month, I see potential and promise here and I finally can fly around without banging into walls and landing on my face too often. My next task is to understand the players and people who have shaped Second Life, for better or worse, so look for upcoming profiles of the famous (or infamous) residents who have made their mark in the next issue of the Metaverse Messenger.


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?


5
Sep 11

How an Online Conference 5 Years Ago Led Me to Share #CookieLove with my Grandma

The opening keynote at SLBPE 2007 – Look at all that bad system hair!!  
Image courtesy: Rosefirerising

Back in 2007 when Second Life was still at the peak of its hype cycle, I and a few others who had been working to explore how virtual worlds could be used for education decided to hold a conference in Second Life to discuss it with other educators.  I know, it doesn’t sound very novel now, but it was the first time it had been done and the Second Life Best Practices in Education Conference was born, with over 1400 unique avatars in one 24 hour period talking about the cutting edge of education.

One of the people I met through that conference had the cutest dog avatar I’d ever seen and on a day when I was so stressed out I hadn’t slept literally in three days and was panic stricken that horrible things would go wrong and the whole conference would be a disaster, this cute canine avatar named CDB Barkley was cheering us up a storm and helping us go with the flow.  At the end of the conference when it was all over and I felt like passing out from fatigue, there was this magical moment where all of the organizers and the real trooper attendees who had stuck it out to the very last session all congregated, and I very clearly remember CDB telling us what a great job we had done and I cried right there on the spot in gratitude.

Five years later, it’s still going strong (though now called Virtual Worlds Best Practices in Education to account for other platforms), and many of the connections I made at that first virtual conference have become the kind of net friends every gal should hope to have – great professional colleagues, many of whom I’ve since met in person, and great life friends, sharing stories about their experiences not just with technology but also life in general.

Fleep hanging out with Alan and Joanna at NMC Summer Conference 2007.
Image courtesy: J0 anna 

CDB Barkley, otherwise known as CogDog (or Alan Levine if you’re Google+ and demand to know his real name), was one of those people.  He worked at the New Media Consortium and was one of the early and tireless supporters for those of us trying to start our own campus projects in virtual worlds, and over the years became one of the bright stars in my online universe – tons of great links, resources, thoughtful blog posts – but also plenty of humorous tidbits, loveable crankiness about this or that, and just plain good stories about living life in this crazy digital age.

When I heard last week that his mother had passed away unexpectedly, it brought back all-too-fresh memories of Dad’s passing, and reminded me again how tenuous life can be – and how very real our relationships developed online can be, too.  I remember how painful Dad’s death was and how comforted I felt that my online friends were thinking of him by thinking of me during that rough time, that his life was being honored by so many people from all over the world really meant a lot to me then and now.

CogDog’s mom, Alyce.  Image courtesy: cogdogblog

I never met CogDog’s mom, but through the ether of the net, my sympathy for his loss is no less real for having met him online, and his beautiful tributes to her on his blog are moving to anyone who has experienced the deep grief of losing a loved one.  More than that, when I think of all of the thousands of people’s lives who have been enriched by knowing Alan, I think all of us in his network, through him, have a deep appreciation for the lady who raised him to be such a generous, caring, good person, too.

Clearly I’m not the only one who felt that way, as some other folks came up with an idea to share his mom’s awesome generosity with #cookielove:

In tribute to Alan Levine’s mom, who passed away unexpectedly last weekend, we’d like to invite you to participate in Cookies for Cogdog. One of the wonderful things that Alan’s mom did was bake chocolate chip cookies every Sunday and then give them away to strangers. This Sunday, September 4th, we’re hoping to get people to follow in her footsteps. Bake some cookies and then brighten a stranger’s day by giving them away.

So I’m heading out to visit my grandmother today to share the #cookielove in honor of CogDog’s mom, in honor of my grandmother who I’m lucky to still be able to visit, and in honor of the power of online friendships and support networks that endure through all of life’s challenges, whether it’s a stressful conference, joyful celebrations, or helping each other through the most painful of times.

Three generations, my mom, my grandma, and me.

Cheers to CogDog and Alyce and to all those sharing the #cookielove today.

Update:  Just got home a bit ago, here are some pix from the day spent with my grandma (we call her Momo) enjoying cookies..


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.

 


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!


23
Dec 10

Phaylen’s Take on New CEO of Linden Lab a Good Read

Wait, that’s not the new CEO, that’s Phaylen writing about the new CEO.  ;)

The game of musical CEO chairs has finally come to an end at Linden Lab today, on the eve of Christmas Eve! The music has stopped and the gentleman finding himself at the head of the table is Rod Humble, which has sent some people into throngs of optimistic praise and others into brow furrowing dread. Why?

via Linden Lab Delivers New CEO For The Holidays : Phaylen Fairchild Productions.


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!