20 Oct 2009, 4:54pm
Uncategorized
by

leave a comment

Immersive Education: How Virtual Objects Have Meaning (UOIED)

A presentation I did at the University of Oregon’s Immersive Education Days conference on Immersive Education with virtual worlds and technology.

This presentation talks about how art can be used to understand the way virtual objects exist and thereby create “Immersion” in virtual worlds.

This slideshow has been modified from its original presentation for online viewing

Updated ArtRoll

I’ve been adding some updated links to my ArtRoll or list of artist friends and websites (on the right hand column on my blog here). Here’s a list as well. If you’re a friend of mine and would like your artist site listed… please let me know!

24 Jul 2009, 6:06pm
Uncategorized
by

leave a comment

Facebook Pics Used for Ads

Spreading like a virus thru Facebook:

Facebook no pic ads 2

When you follow those directions it looks like this:

Facebook no pic ads 1

Most likely in response to such bad press as last week’s Mashable article.

What does this mean for Facebook. They still can’t seem to monetize or advertise using the info they collect while people are paying attention. I think eventually people might be ok with this sort of advertising (or use of their own pictures), especially if they were able to see the results. Everyone wants to be famous right? The problem here is that Facebook isn’t letting YOU see the ads you’re in, just your friends.

19 Aug 2008, 10:08pm
Uncategorized
by

1 comment

SL and students

I’m not sure who said this quote or where I heard it, but when I did I knew I’d been hit with some real wisdom:
“There are two types of people in this world, those that believe people can be categorized into two types and everyone else.”

I would consider myself in the latter group, however when it comes to discussing educational and student adoption (or lack thereof) in Second Life it seems that many fellow bloggers and researchers would rather segregate and divide users into two easy-to-explain groups. Educators and students. Gen X’ers and M Gens. Us and them. It’s hard to believe that in this complex and diverse world that anyone can really think they can quantify such groups so easily.

If you travel across the country and speak with educators from very different geographical locations, in higher ed or K-12, with students from very different socioeconomic backgrounds you know that such categorization is simply not helpful. I’ve ranted about the so-called ‘Digital Native’ before, so perhaps you’re with me on this. But hopefully, you can see the difference between learners in your own classrooms and conclude that grouping all-students-everywhere into one group and then making blanket assumptions about them would just seem silly.

Some recent online articles trying to make sense of education and student involvement in SL do just that however. I thought I’d take a quick minute to point out a few, their salient points and the views that seem detrimental to the continuing research in this area.

First, is “How we should encourage cheating in youngsters” by Roland Legrand over at the Metanomics blog. The article points out that students could be engaging in “‘collaborative co-creation’ using the internet-tools at thier disposal” and “challenging the underpinnings of education like it is organized now”. I believe this sentiment to be very accurate, with educators encouraging such innovations by promoting such online tools as wikis, blogs, Facebook and more. However, he goes on to ask such questions as:

“So are these Millennials the perfect flexible, collaborative inspired
people who will transform society and the economy, and who will stream
into virtual worlds such as Second Life as soon as some virtual
evangelists make them discover those virtual environments?” (italics added)

And even quotes Feldspar Epstien’s post in The Metavers Journal, Students vs. Second Life:

In Second Life, the gap between Generation X and the Millennial Generation comes sharply into focus (…):

1. Second Life is primarily filled with Generation X’ers,
unintentionally creating a socially unwelcoming environment for
Millennials;

2. Generation X’ers know how to play in the freeform manner that
Second Life requires, whereas Millennials typically do not display that
skill.

While this observation may be insightful and seemingly on que (with everyone else making such categorizations)… is it really helpful? It is true that the average age of the SL user is 30+, but even out of that demographic the percentage of actual Generation X’ers grows smaller with many users being older than the Gen X’er. It’s also hard to say that they/we are “unintentionally creating a socially unwelcoming environment,” as if all of Second Life was made of the SAME kind of environment. Also, I’d like to see something that says all Millennials do not display the skillset to play in a freeform manner. I know that some of my Millennial students do… some do not. Again, two types and everyone else.

Over at Second Thoughts, the post “Why The Kids Aren’t Alright” sums up student users SL experience by looking at their Blog Hud posts, the amount of users on a virtual campus on a Friday night, and a theory of “boredom” reified by one of the student interns at Metanomics.

Most of all, he hated that he couldn’t grief people. See, that’s the
reality of this generation, and why we need to wait another generation
for virtual worlds to be used effectively, until the griefing impulse
is bred out of this current one, raised on violent video games, or at
least, until there is enough of an institutionalization of virtual
worlds that they are able to successfully restrain the griefing genes.

Violent video games? Really? Give up and wait until the next generation comes along?

I can’t say that there isn’t reason to believe that certain individuals in the Gen M population don’t like violence, even in my own experiences at BGSU. For example, last year Dr. Dena Eber held a student art critique in which two of her students ‘crashed’ (mildly greifed) the event by attending as horrific avatars. Since this was an art class the so-called griefing seemed appropriate, even performance like. This interpretation was reinforced for me when I attended the MUVE session at Siggraph last week in which Mick Brady (Chrome Underwood, Live Teams Manager at the Serious Game Design Institute) called griefing something like ‘the most interesting and important thing happening in Second Life artwork’. (Please note that these were 2 students out of a class of 20… 10%. Imho, that’s probably about the same percentage of student population that these articles are accurately referencing.)

Even AJ Tan, the intern at Metanomics whose blog post on boredom was referenced above, goes so far as to say:

In my experience, the demographic of Second Life residents is roughly
in the mid- to late-thirties. For me, these individuals represent
“real” adults who do not celebrate the end of finals week or the
advertisement of a city-wide bar crawl.

As a thirty-something Second Lifer and educator, let me just say… I do celebrate the end of finals week. I’d also like to point out that not all of my students are drunks interested in keg-stands, bar crawls, and/or violent video games. AJ’s post on his experiences in SL are a wonderful addition to this discussion however, we need to see more student blogs, responses, and polls in order to better understand what the ‘students’ are really getting out of SL; students of various ages, geographical locations, races, socioeconomic and technological backgrounds who may offer a wider range of analysis than the tech savy Gen M raised on violent video games.

I would also challenge those intent on changing education – are we creating socially welcoming environments? Are you providing your students with a platform for reward advancement, much like an mmorpg? (I see this as a typical letter grade approach really.) Or are you pushing your students toward freeform play in which information can be applied and developed into a product of learning achievement, much like the structure of SL?

19 Aug 2008, 10:18am
Uncategorized
by

leave a comment

SL and students

I’m not sure who said this quote or where I heard it, but when I did I knew I’d been hit with some real wisdom:
“There are two types of people in this world, those that believe people can be categorized into two types and everyone else.”

I would consider myself in the latter group, however when it comes to discussing educational and student adoption (or lack thereof) in Second Life it seems that many fellow bloggers and researchers would rather segregate and divide users into two easy-to-explain groups. Educators and students. Gen X’ers and M Gens. Us and them. It’s hard to believe that in this complex and diverse world that anyone can really think they can quantify such groups so easily.

If you travel across the country and speak with educators from very different geographical locations, in higher ed or K-12, with students from very different socioeconomic backgrounds you know that such categorization is simply not helpful. I’ve ranted about the so-called ‘Digital Native’ before, so perhaps you’re with me on this. But hopefully, you can see the difference between learners in your own classrooms and conclude that grouping all-students-everywhere into one group and then making blanket assumptions about them would just seem silly.

Some recent online articles trying to make sense of education and student involvement in SL do just that however. I thought I’d take a quick minute to point out a few, their salient points and the views that seem detrimental to the continuing research in this area.

First, is “How we should encourage cheating in youngsters” by Roland Legrand over at the Metanomics blog. The article points out that students could be engaging in “‘collaborative co-creation’ using the internet-tools at thier disposal” and “challenging the underpinnings of education like it is organized now”. I believe this sentiment to be very accurate, with educators encouraging such innovations by promoting such online tools as wikis, blogs, Facebook and more. However, he goes on to ask such questions as:

“So are these Millennials the perfect flexible, collaborative inspired
people who will transform society and the economy, and who will stream
into virtual worlds such as Second Life as soon as some virtual
evangelists make them discover those virtual environments?” (italics added)

And even quotes Feldspar Epstien’s post in The Metavers Journal, Students vs. Second Life:

In Second Life, the gap between Generation X and the Millennial Generation comes sharply into focus (…):

1. Second Life is primarily filled with Generation X’ers,
unintentionally creating a socially unwelcoming environment for
Millennials;

2. Generation X’ers know how to play in the freeform manner that
Second Life requires, whereas Millennials typically do not display that
skill.

While this observation may be insightful and seemingly on que (with everyone else making such categorizations)… is it really helpful? It is true that the average age of the SL user is 30+, but even out of that demographic the percentage of actual Generation X’ers grows smaller with many users being older than the Gen X’er. It’s also hard to say that they/we are “unintentionally creating a socially unwelcoming environment,” as if all of Second Life was made of the SAME kind of environment. Also, I’d like to see something that says all Millennials do not display the skillset to play in a freeform manner. I know that some of my Millennial students do… some do not. Again, two types and everyone else.

Over at Second Thoughts, the post “Why The Kids Aren’t Alright” sums up student users SL experience by looking at their Blog Hud posts, the amount of users on a virtual campus on a Friday night, and a theory of “boredom” reified by one of the student interns at Metanomics.

Most of all, he hated that he couldn’t grief people. See, that’s the
reality of this generation, and why we need to wait another generation
for virtual worlds to be used effectively, until the griefing impulse
is bred out of this current one, raised on violent video games, or at
least, until there is enough of an institutionalization of virtual
worlds that they are able to successfully restrain the griefing genes.

Violent video games? Really? Give up and wait until the next generation comes along?

I can’t say that there isn’t reason to believe that certain individuals in the Gen M population don’t like violence, even in my own experiences at BGSU. For example, last year Dr. Dena Eber held a student art critique in which two of her students ‘crashed’ (mildly greifed) the event by attending as horrific avatars. Since this was an art class the so-called griefing seemed appropriate, even performance like. This interpretation was reinforced for me when I attended the MUVE session at Siggraph last week in which Mick Brady (Chrome Underwood, Live Teams Manager at the Serious Game Design Institute) called griefing something like ‘the most interesting and important thing happening in Second Life artwork’. (Please note that these were 2 students out of a class of 20… 10%. Imho, that’s probably about the same percentage of student population that these articles are accurately referencing.)

Even AJ Tan, the intern at Metanomics whose blog post on boredom was referenced above, goes so far as to say:

In my experience, the demographic of Second Life residents is roughly
in the mid- to late-thirties. For me, these individuals represent
“real” adults who do not celebrate the end of finals week or the
advertisement of a city-wide bar crawl.

As a thirty-something Second Lifer and educator, let me just say… I do celebrate the end of finals week. I’d also like to point out that not all of my students are drunks interested in keg-stands, bar crawls, and/or violent video games. AJ’s post on his experiences in SL are a wonderful addition to this discussion however, we need to see more student blogs, responses, and polls in order to better understand what the ‘students’ are really getting out of SL; students of various ages, geographical locations, races, socioeconomic and technological backgrounds who may offer a wider range of analysis than the tech savy Gen M raised on violent video games.

I would also challenge those intent on changing education – are we creating socially welcoming environments? Are you providing your students with a platform for reward advancement, much like an mmorpg? (I see this as a typical letter grade approach really.) Or are you pushing your students toward freeform play in which information can be applied and developed into a product of learning achievement, much like the structure of SL?

19 Aug 2008, 10:08am
Uncategorized
by

1 comment

SL and students

I’m not sure who said this quote or where I heard it, but when I did I knew I’d been hit with some real wisdom:
“There are two types of people in this world, those that believe people can be categorized into two types and everyone else.”

I would consider myself in the latter group, however when it comes to discussing educational and student adoption (or lack thereof) in Second Life it seems that many fellow bloggers and researchers would rather segregate and divide users into two easy-to-explain groups. Educators and students. Gen X’ers and M Gens. Us and them. It’s hard to believe that in this complex and diverse world that anyone can really think they can quantify such groups so easily.

If you travel across the country and speak with educators from very different geographical locations, in higher ed or K-12, with students from very different socioeconomic backgrounds you know that such categorization is simply not helpful. I’ve ranted about the so-called ‘Digital Native’ before, so perhaps you’re with me on this. But hopefully, you can see the difference between learners in your own classrooms and conclude that grouping all-students-everywhere into one group and then making blanket assumptions about them would just seem silly.

Some recent online articles trying to make sense of education and student involvement in SL do just that however. I thought I’d take a quick minute to point out a few, their salient points and the views that seem detrimental to the continuing research in this area.

First, is “How we should encourage cheating in youngsters” by Roland Legrand over at the Metanomics blog. The article points out that students could be engaging in “‘collaborative co-creation’ using the internet-tools at thier disposal” and “challenging the underpinnings of education like it is organized now”. I believe this sentiment to be very accurate, with educators encouraging such innovations by promoting such online tools as wikis, blogs, Facebook and more. However, he goes on to ask such questions as:

“So are these Millennials the perfect flexible, collaborative inspired
people who will transform society and the economy, and who will stream
into virtual worlds such as Second Life as soon as some virtual
evangelists make them discover those virtual environments?” (italics added)

And even quotes Feldspar Epstien’s post in The Metavers Journal, Students vs. Second Life:

In Second Life, the gap between Generation X and the Millennial Generation comes sharply into focus (…):

1. Second Life is primarily filled with Generation X’ers,
unintentionally creating a socially unwelcoming environment for
Millennials;

2. Generation X’ers know how to play in the freeform manner that
Second Life requires, whereas Millennials typically do not display that
skill.

While this observation may be insightful and seemingly on que (with everyone else making such categorizations)… is it really helpful? It is true that the average age of the SL user is 30+, but even out of that demographic the percentage of actual Generation X’ers grows smaller with many users being older than the Gen X’er. It’s also hard to say that they/we are “unintentionally creating a socially unwelcoming environment,” as if all of Second Life was made of the SAME kind of environment. Also, I’d like to see something that says all Millennials do not display the skillset to play in a freeform manner. I know that some of my Millennial students do… some do not. Again, two types and everyone else.

Over at Second Thoughts, the post “Why The Kids Aren’t Alright” sums up student users SL experience by looking at their Blog Hud posts, the amount of users on a virtual campus on a Friday night, and a theory of “boredom” reified by one of the student interns at Metanomics.

Most of all, he hated that he couldn’t grief people. See, that’s the
reality of this generation, and why we need to wait another generation
for virtual worlds to be used effectively, until the griefing impulse
is bred out of this current one, raised on violent video games, or at
least, until there is enough of an institutionalization of virtual
worlds that they are able to successfully restrain the griefing genes.

Violent video games? Really? Give up and wait until the next generation comes along?

I can’t say that there isn’t reason to believe that certain individuals in the Gen M population don’t like violence, even in my own experiences at BGSU. For example, last year Dr. Dena Eber held a student art critique in which two of her students ‘crashed’ (mildly greifed) the event by attending as horrific avatars. Since this was an art class the so-called griefing seemed appropriate, even performance like. This interpretation was reinforced for me when I attended the MUVE session at Siggraph last week in which Mick Brady (Chrome Underwood, Live Teams Manager at the Serious Game Design Institute) called griefing something like ‘the most interesting and important thing happening in Second Life artwork’. (Please note that these were 2 students out of a class of 20… 10%. Imho, that’s probably about the same percentage of student population that these articles are accurately referencing.)

Even AJ Tan, the intern at Metanomics whose blog post on boredom was referenced above, goes so far as to say:

In my experience, the demographic of Second Life residents is roughly
in the mid- to late-thirties. For me, these individuals represent
“real” adults who do not celebrate the end of finals week or the
advertisement of a city-wide bar crawl.

As a thirty-something Second Lifer and educator, let me just say… I do celebrate the end of finals week. I’d also like to point out that not all of my students are drunks interested in keg-stands, bar crawls, and/or violent video games. AJ’s post on his experiences in SL are a wonderful addition to this discussion however, we need to see more student blogs, responses, and polls in order to better understand what the ‘students’ are really getting out of SL; students of various ages, geographical locations, races, socioeconomic and technological backgrounds who may offer a wider range of analysis than the tech savy Gen M raised on violent video games.

I would also challenge those intent on changing education – are we creating socially welcoming environments? Are you providing your students with a platform for reward advancement, much like an mmorpg? (I see this as a typical letter grade approach really.) Or are you pushing your students toward freeform play in which information can be applied and developed into a product of learning achievement, much like the structure of SL?

18 Aug 2008, 6:33pm
Uncategorized
by

leave a comment

Second Life 3d

At Siggraph 08, last week in LA, I was fortunate to meet someone from ” 3D Embodiment”, a company out of Colorado specializing in immersive experiences for the digital world. One of their Second Life projects uses 3D glasses and a Nordic track to immerse the viewer in the experience of skiiing. Check it out by clicking on the link to the right of the page marked “Interactive 3D skiing.”

http://3demb.com/

18 Aug 2008, 6:33am
Uncategorized
by

leave a comment

Second Life 3d

At Siggraph 08, last week in LA, I was fortunate to meet someone from ” 3D Embodiment”, a company out of Colorado specializing in immersive experiences for the digital world. One of their Second Life projects uses 3D glasses and a Nordic track to immerse the viewer in the experience of skiiing. Check it out by clicking on the link to the right of the page marked “Interactive 3D skiing.”

http://3demb.com/

11 Aug 2008, 8:51pm
Uncategorized
by

leave a comment

SL in a Browser

We all knew the day would come… Finally some really big break through news on running SL in a browser. The biggest news: there are several SL browser projects trying different methods.

New World Notes reports

As seen in Firefox:

Using XABP on Firefox to embed the Second Life browser in a web page

Running on Xenki

More about Xenki

Need in-depth knowledge/opinions from an expert?

As seen in IE:

inDuality – 3d universal client

Or try the PC plug-in developed (in part) by IBM

All of this because of the OpenSim and open source projects surrounding SL. There are good and bad points to how this will change the web experience – how it may or may not be integrated. Whether you want SL to run in a browser or your favorite browser (Firefox) to run in SL… You may eventually get both!

And of course if you haven’t heard, the brilliant teenager Katherine Berry, creator of the AjaxLife browser interface for SL, has now released it as an app on the iPhone.

11 Aug 2008, 1:00pm
Uncategorized
by

leave a comment

New Asynchronous Video Conferencing (Mail vs. Threads)

There are many people enamored with Skype or Yahoo IM for video conference calls, but with some new web 2.0 apps we may see some users moving towards browser based services instead. I’ve already mentioned the usefulness of Stickam.com when it comes to video conferencing, broadcasting that event, and even recording it. For a better form of asynchronous video messaging check out Tokbox and Seesmic.

Tokbox

This is as easy as it gets. Login, touch a button and your sending video messages all from your browser. You’re notified by email if your recipient watches your message or sends one back. You can even make public video messages – tokbox’s way of adding a twitteresque feature that can compete with up and coming sites like 12seconds.tv. The video quality at talkbox looks great and if you’re really not into the browser-ball-and-chain then you can download the desktop client which runs on Adobe Air.

Best features:

  • URL as contact info (like an email or phone number – anyone with the URL can call you)
  • Embedable widget (for places like MySpace, Facebook, Blogger, and more) allows one click calling for other users to call or message you.
  • Unlimited number of conference callers (according to the FAQ – untested by me)
  • 15 minutes of video message time
  • API for devs

Seesmic

Seesmic seems to be drawing an international crowd to publicly discuss virtually anything in a threaded video conversation. Essentially, you can make a public video post recorded using your webcam and mic (flash) – a question perhaps – then, users who speak your language can respond with their own videos – hopefully answers to your question.

Here’s an example… This user says ‘show us your favorite iPhone app‘.

Best Features:

  • Your having a conversation with the world!
  • Send video messages – converse privately
  • Embed videos (not threads) easily

I’m not sure there’s much for me on Seesmic, but there are a lot of people spending a lot of time there. I expect Seesmic to gain popularity for the webcamming crowd. Although it’s been a while since YouTube installed a ‘Reply to this Video’ button, it still doesn’t feel like many folks are using youtube for threaded video conversation like you see here.

I could see this site used in a communications class: Ask a question on Seesmic. How did users respond? Perhaps this could even help in the creation of an ePortfolio by posting a thread of former employers and colleagues who have great things to say about you. The video document resume of the future! Feel like adding your two cents? Respond to this video below here:

In either case, it seems the idea of video calling and public broadcasting is finding a crowd. How far it bleeds into popular culture and what effect it has on education as younger students familiar with the technology enter higher ed remain to be seen.

  • @anthonyfontana

  • About:

    Anthony Fontana is Geek, Artist, Educator, Learning Technologist, App Designer, Virtual Campus Admin, Graphic Novelist, Zen Buddhist, Father and more...
  • Tags

  • Categories

  • Archives