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        <title><![CDATA[Wayne Barry : Weblog items tagged with metaverse]]></title>
        <description><![CDATA[The weblog for Wayne Barry, hosted on Holyrood Park.]]></description>
        <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/</link>        
        <item>
            <title><![CDATA[Return to the Rabbit Hole]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/141.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/141.html</guid>
            <pubDate>Thu, 15 Nov 2007 00:00:00 GMT</pubDate>
		<dc:subject><![CDATA[inclusion]]></dc:subject>
		<dc:subject><![CDATA[metaverse]]></dc:subject>
		<dc:subject><![CDATA[rabbit hole]]></dc:subject>
		<dc:subject><![CDATA[second life]]></dc:subject>
		<dc:subject><![CDATA[stereotypes]]></dc:subject>
		<dc:subject><![CDATA[virtual worlds]]></dc:subject>
		<dc:subject><![CDATA[IDELautumn07]]></dc:subject>
		<dc:subject><![CDATA[discrimination]]></dc:subject>
            <description><![CDATA[<blockquote>&quot;<em>The rabbit-hole went straight on like a tunnel for some way and then dipped suddenly down, so suddenly that Alice had not a moment to think about stopping herself before she found herself falling down what seemed to be a very deep well.</em>&quot;<br /><strong><em>Alice's Adventures in Wonderland</em>, L. Carroll (1865)</strong></blockquote><p>I am still feeling quite invigourated from last Tuesday's classroom session in <a href="http://www.secondlife.com/"  target="_blank"  title="Second Life"><em>Second Life</em></a>. Yes, a real time classroom session inside a &quot;<em>real</em>&quot; virtual world. Wowsers! (as <em><a href="http://en.wikipedia.org/wiki/Inspector_gadget"  target="_blank"  title="Inspector Gadget">Inspector Gadget</a></em> would say). I did have some questions in mind that I posted in <a href="http://holyroodpark.net/heywayne/weblog/140.html"  target="_blank"  title="Second Life, The Metaverse and just about everything else...">last week's blog entry</a>; despite touching upon a couple of them, I don't think myself nor the group had any firm ideas about them. I personally feel that&nbsp;myself&nbsp;<em><strong>and</strong></em> Wray would need to immerse&nbsp;ourselves more into <em>Second Life</em> to get a sense of it; and would need to have experienced a few more teaching and learning sessions before&nbsp;we can get a handle on it. Mine&nbsp;<em><strong>and</strong></em> Wray's&nbsp;experiences so far have been a little superficial (see <em><a href="http://holyroodpark.net/heywayne/weblog/127.html"  target="_blank"  title="Inside the Rabbit Hole">Inside the Rabbit Hole</a></em>) and sketchy.</p><blockquote>&quot;<em>Do we take our tutors more seriously if they are depicted as a human avatars? or can they 'command' the same kind of respect if they adopt a non human one?</em>&quot;</blockquote><p>One of my questions (see above) piqued <a href="http://holyroodpark.net/rorye/"  target="_blank"  title="Rory Ewins">Rory's</a>&nbsp;interest. I guess myself and the others on the MSc programme latched onto the comments made in the Taylor (2001) article that referenced users choice to become animal avatars; and that it's role was one of superficiality and playfulness. Infact, one of the group actually turned up to the session sporting an animal's head upon a human body (very Egyptian methinks). The work and research&nbsp;by John Suler, a cyberpsychologist,&nbsp;conducted within the <em><a href="http://www.thepalace.com/"  target="_blank"  title="The Palace">The Palace</a></em> virtual world identifies a number of psychological and visual profile types.</p><p>According to Suler (2007b), people who choose to become&nbsp;animal avatars do so because &quot;<em>animals symbolize certain traits or attributes in myth as well as popular culture</em>&quot; which may represent &quot;<em>some real aspect of his or her identity, or some characteristic admired by the person</em>&quot;. Suler goes as far as to liken the use of animal avatars to that of the Native American &quot;<em>totem</em>&quot;, which&nbsp;are seen as a&nbsp;&quot;<em>symbol of one's essential nature or potential</em>&quot;. In January 2007, Suler visited <em>Second Life</em> and felt that his initial research in <em>The Palace </em>stood up reasonably well with respect to SL with a few notable exceptions - namely making money (Suler, 2007a).</p><blockquote>&quot;<em>What kinds of unacceptable and inappropriate behaviours will emerge in the virtual world which would not normally manifest themselves in the real world (being bound by social mores, etc.)?</em>&quot;</blockquote><p><a href="http://holyroodpark.net/hkeil/"  target="_blank"  title="Henry Keil">Henry Keil</a>, who had chosen to portray his avatar as a balding Afro-Caribbean man, found a fascinating article on ageism and prejudice that occured inside <em>Second Life</em> (Koreen, 2007). This suggested to me that <em>Second Life</em> is not as&nbsp;liberated, non-judgemental&nbsp;and all-inclusive as it would like to think itself to be. The three personality types (real / virtual / projected) put forward by Gee (2003) and Taylor (2001) would seem to imply that the &quot;<em>real</em>&quot; personality type is probably the more dominant one; or else people are projecting personalities that they wouldn't normally exhibit in Real Life.</p><p>Reynolds (2007) suggests that far from liberating us, virtual worlds like <em>Second Life</em> seems to &quot;<em>reinforce and indeed spread the dominant ideologies of the time</em>&quot;, but acknowledges that they have the &quot;<em>potential to liberate</em>&quot;.</p><p>It would be interesting to hear from Henry how his avatar got on under his current guise. Though it is a little hard to tell, Wray is actually&nbsp;an <a href="http://en.wikipedia.org/wiki/Albino"  target="_blank"  title="Albino">albino</a> goth - and that comes loaded with all sorts of literary, cultural and mythological symbolism. Indeed, Wray <em><strong>is</strong></em> the metaphorical white rabbit.</p><p><strong>References</strong></p><p>DiGiuseppe, N. &amp; Nardi, B., (2007). Real Genders Choose Fantasy Characters: Class Choice in World of Warcraft.&nbsp;<em>First Monday.</em> 12(5), 7 May 2007.<em> </em>[online]. Available at:&nbsp;<a href="http://www.uic.edu/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/1831/1715">http://www.uic.edu/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/1831/1715</a><a href="http://electronicportfolios.com/metaphors.html"></a> [Accessed 08 November 2007]&nbsp;&nbsp;</p><p>Gee, J.P., (2003).&nbsp;<em>What Video Games have to Teach Us about Learning and Literacy.</em>&nbsp;Basingstoke: Palgrave MacMillan.&nbsp;</p><p>Koreen, (2007). Agism in Second Life. <em>EdGames Blog</em>. [online]. Available at:&nbsp;<a href="http://edweb.sdsu.edu/courses/edtec670/edgames/2007/11/agism-is-second-life.htm">http://edweb.sdsu.edu/courses/edtec670/edgames/2007/11/agism-is-second-life.htm</a> [Accessed 15 November 2007]&nbsp;&nbsp;</p><p>Reynolds, R., (2007). Do virtual worlds liberate us?&nbsp;<em>Terra Nova&nbsp;Blog</em>. [online]. Available at:&nbsp;<a href="http://terranova.blogs.com/terra_nova/2007/11/do-virtual-worl.html">http://terranova.blogs.com/terra_nova/2007/11/do-virtual-worl.html</a> [Accessed 15 November 2007]&nbsp;&nbsp;</p><p>Rymaszewski, M. et al, (2006). <em>Second Life: The&nbsp;Official Guide</em>. London: John Wiley &amp; Sons.&nbsp;</p><p>Suler, J., (2007a). Second&nbsp;Life, Second Chance. <em>The Psychology of Cyberspace Blog</em>. [online]. Available at: <a href="http://psycyber.blogspot.com/2007/01/second-life-second-chance.html">http://psycyber.blogspot.com/2007/01/second-life-second-chance.html</a>&nbsp;[Accessed 15 November 2007]&nbsp;</p><p>Suler, J., (2007b). The Psychology of Avatars and Graphical Space in Multimedia Chat Communities. <em>The Psychology of Cyberspace</em>. [online]. Available at:&nbsp;<a href="http://www-usr.rider.edu/~suler/psycyber/psyav.html">http://www-usr.rider.edu/~suler/psycyber/psyav.html</a> [Accessed 15 November 2007]</p><p>Taylor, T.L., (2001).&nbsp;Living Digitally: Embodiment in Virtual Worlds. <em>In:</em> Schroeder, R. (ed)&nbsp;<em>The Social Life of Avatars.</em>&nbsp;London: Springer-Verlag Ltd.&nbsp;pp. 40-61.&nbsp;</p>]]></description>
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            <title><![CDATA[Second Life, The Metaverse and just about everything else...]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/140.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/140.html</guid>
            <pubDate>Thu, 08 Nov 2007 00:00:00 GMT</pubDate>
		<dc:subject><![CDATA[IDELautumn07]]></dc:subject>
		<dc:subject><![CDATA[virtual worlds]]></dc:subject>
		<dc:subject><![CDATA[second life]]></dc:subject>
		<dc:subject><![CDATA[metaverse]]></dc:subject>
            <description><![CDATA[<blockquote><p align="left">&quot;<em>Five years from now a social networking site without a 3D universe will look like a dinosaur.</em>&quot;<br />Mark Kern, President of Red 5 Studios. March 2007</p></blockquote><p>I went along to the Tuesday evening induction&nbsp;session for <em><a href="http://www.secondlife.com/"  target="_blank"  title="Second Life">Second Life</a></em> that was conducted by&nbsp;Fiona and Sian. This was followed up by a session on how to build objects. Despite having a <em>Second Life</em> account for just under a year, I have to confess that I haven't done a lot with it. In my role&nbsp;as a Learning Technologist, I need to keep an eye on what&nbsp;is piquing the interest of the H.E. sector and what tools and technologies may interest my academics - we also have the&nbsp;contentious issue of not allowing&nbsp;<em>Second Life</em> to run&nbsp;on University desktops; bandwidth being cited as the main problem.</p><p>The world of the <a href="http://en.wikipedia.org/wiki/Metaverse"  target="_blank"  title="Metaverse">metaverse</a> is something of a hot potato at the moment. The BBC announced in January 2007 that they were planning to build a child-friendly environment called <em><a href="http://news.bbc.co.uk/1/hi/entertainment/6290585.stm"  target="_blank"  title="CBBC World">CBBC World</a></em>. <a href="http://www.metaplace.com/"  target="_blank"  title="Metaplace.com">Metaplace</a> are planning to <a href="http://news.bbc.co.uk/1/hi/technology/7002479.stm"  target="_blank"  title="Metaplace">offer free tools</a> for non-techies to develop their own virtual worlds. In March 2007, Sony unveiled it's offering to Playstation 3 owners called <em><a href="http://news.bbc.co.uk:80/1/hi/technology/6429039.stm"  target="_blank"  title="Sony unveils Home">Home</a></em>, where the rich, games quality graphics would give <em>Second Life</em> a huge run for its' money as well as attracting a much younger, trendier&nbsp;market to the already overcrowded fora of <em><a href="http://www.worldofwarcraft.com/"  target="_blank"  title="World of Warcraft">World of Warcraft</a></em>&nbsp;and <em><a href="http://starwarsgalaxies.station.sony.com/"  target="_blank"  title="Star Wars Galaxies">Star Wars Galaxies</a></em>. The Sony publicity machine went into overdrive and released this statement:</p><blockquote>&quot;<em>'Home' is a real-time interactive online world much like Linden Lab&rsquo;s 'Second Life' and other so-called 'metaverse', except it&rsquo;s designed for PlayStation 3, Sony&rsquo;s newest home console. Millions of people now enter 'Second Life' on personal computers, moving avatars, or computer graphics images of themselves, in a virtual universe. Major companies are also setting up shop in 'Second Life', and analysts see great potential for such virtual worlds as a communication tool and real-life business.</em>&quot;</blockquote><p>Have a look at the trailer that Sony released to see what all the fuss is about; incidently they are offering this as a free download. However, this&nbsp;enterprise has subsequently been <a href="http://news.bbc.co.uk:80/1/hi/technology/7004232.stm"  target="_blank"  title="Sony Home delayed">delayed until 2008</a>.</p><p align="center"><object width="400" height="300"><param name="movie" value="http://www.youtube.com/v/ZWUMQEZHoyg"></param><param name="wmode" value="transparent"></param><embed class="VideoPlayback" type="application/x-shockwave-flash" src="http://www.youtube.com/v/ZWUMQEZHoyg" width="400" height="300"/></object></p><p>Despite the competition, <em>Second Life</em> goes on by putting on live music concerts; <a href="http://news.bbc.co.uk/1/hi/education/6609333.stm"  target="_blank"  title="Goldmsith Degree Show on SL">degree shows</a>; demonstrating what <a href="http://news.bbc.co.uk/1/hi/health/6453241.stm"  target="_blank"  title="What it's like to have schizophrenia">mental illnesses</a>&nbsp;look like; continuing to promote the <a href="http://secondlifegrid.net/programs/education+"  target="_blank"  title="Education">application of education</a>; and anything else that makes a thriving community tick.&nbsp;Virtual Worlds are going to be an important&nbsp;tool in the future for the likes of role-playing; language acquisition and running&nbsp;simulations (like <a href="http://news.bbc.co.uk/1/hi/health/6951918.stm"  target="_blank"  title="Virtual game is a 'disease model'">modelling diseases</a>) that can advance our understanding about different ideas, concepts and working in dangerous environments or situations. <a href="http://news.bbc.co.uk/1/hi/technology/6993739.stm"  target="_blank"  title="Virtual worlds open up to blind">IBM are also doing their bit</a> for the metaverse by developing assistive technologies to help blind people traverse these worlds. Whilst <a href="http://www.movablelife.net/"  target="_blank"  title="Moveable Life">Moveable Life</a> provides a web interface to access your <em>Second Life</em> personae - not that I have been able to get it to work!</p><p>Whilst the teenagers of the Ipsos MORI (2007) report would consider University's who would use technology for technologies sake as being &quot;<em>sad</em>&quot; and &quot;<em>tragic</em>&quot;. The EduServ Foundation, on the other hand,&nbsp;has been funding a <a href="http://www.eduserv.org.uk/foundation/studies/slsnapshots"  target="_blank"  title="Snapshot of SL usage in FE and HE">series of&nbsp;reports</a>&nbsp;looking at the take-up of <em>Second Life</em> within the UK Higher and Further Education sectors.</p><p>This to my mind is still a fun, addictive and emergent technology. I am looking forward to next week to explore how <em>Second Life</em>, or indeed other virtual worlds, can be used to support teaching and learning and to discover the opportunities and pitfalls that it may bring. Such questions that spring to mind include:</p><ul><li>What makes a classroom? Is it walls, desks and books? or can we think and teach outside of these physical constraints?</li><li>Do we take our tutors more seriously if they are depicted as a human avatars? or can they &quot;<em>command</em>&quot;&nbsp;the same kind of respect if they adopt a non human one?</li><li>How will&nbsp;our choice of gender be perceived?</li><li>How will Gee's (2003) three personalities: physical, virtual and projected come into play? How do they inform and shape our digital identity? (<em>digidenity?</em>)</li><li>Will Taylor's (2001) notion of group, affiliation&nbsp;and social dynamics be easy to spot in <em>Second Life</em> as they do in real life?</li><li>What kinds of unacceptable and inappropriate behaviours will emerge in the virtual world which would not normally manifest themselves in the real world (being bound by social mores, etc.)?</li></ul><p><strong>References</strong></p><p>DiGiuseppe, N. &amp; Nardi, B., (2007). Real Genders Choose Fantasy Characters: Class Choice in World of Warcraft.&nbsp;<em>First Monday.</em> 12(5), 7 May 2007.<em> </em>[online]. Available at:&nbsp;<a href="http://www.uic.edu/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/1831/1715">http://www.uic.edu/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/1831/1715</a><a href="http://electronicportfolios.com/metaphors.html"></a> [Accessed 08 November 2007]&nbsp;&nbsp;</p><p>Gee, J.P., (2003).&nbsp;<em>What Video Games have to Teach Us about Learning and Literacy.</em>&nbsp;Basingstoke: Palgrave MacMillan.&nbsp;</p><p>Ipsos MORI, (2007). Student Expectations Study: Findings from Preliminary Research.&nbsp;<em>JISC</em> [online]. Available at:&nbsp;<a href="http://www.jisc.ac.uk/publications/publications/studentexpectationsbp.aspx">http://www.jisc.ac.uk/publications/publications/studentexpectationsbp.aspx</a> [Accessed&nbsp;08 November 2007]</p><p>Rymaszewski, M. et al, (2006). <em>Second Life: The&nbsp;Official Guide</em>. London: John Wiley &amp; Sons.&nbsp;</p><p>Taylor, T.L., (2001).&nbsp;Living Digitally: Embodiment in Virtual Worlds. <em>In:</em> Schroeder, R. (ed)&nbsp;<em>The Social Life of Avatars.</em>&nbsp;London: Springer-Verlag Ltd.&nbsp;pp. 40-61.&nbsp;</p>]]></description>
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