3. Used second life as an immersionist and an
argumentationist.
Imersionist: Interaction, communication,
involvement
Argumentionist- believe that the real person
is not the avatar but the person sitting behind
the computer screen.
Role play- Had a different name for my
avatar. But, was being myself
My experience of creating the cube made me
think about my identity.
4.
5. (Loomis, 1992; Biocca, 1997) “Embodiment is
only possible because of the distinction between
the phenomenal body and the physical body”.
(Thomas,2006) refers to this process as
“metaxis” which is “the state of belonging
completely and simultaneously to two different,
autonomous worlds: the image of reality and the
reality of the image”,
However, Biocca would argue that the „self‟ can
not be presented in two different places and can
only be present either in the real or virtual world
6. (Stein,2007 stated in J.Leslie,2008;6) “Stroke
victims visiting the SL Dreams protected area for
people with disabilities have reported that the
experience of seeing themselves walking aided in
their recovery”.
Lack of IT Skills
“Three-dimensional MUVEs are providing just
such environments for anyone with a reasonably
up-to-date computer and Internet access”
The internet can cause addiction
Health problems- back pains and eye strains.
Obsession
Experience bullying
7. (Z. Phillip,1997;39) We are simply acting in
cyber space, and being involved in the
process of the virtual events.
(Z. Phillip,1997;38) VR, understood as
immersive, however, further surpasses such
an interactive model , because human agents
are cut off from actual contact with the
natural environment and thus do not
generally single out and particular objects or
events with which to interact.
8.
9. Affordance Extended capability
communication Voice, chat, SL groups, search
Embodied social presence 3-D perspective on avatars (oneself & others)
Building/engineering/design Highly flexible robust tools & training
/sculpting
Animation and scripting Motion, behaviours, sensors, lighting, sound
Data visualizations & Modeling, infinite scale, micro/macro, role-play,
simulations spread sheet conversion, historical, art
Sound & spatial relationships Example: reflexive architecture, avatar orchestra
Language immersion Example: 27 language-specific islands
Learning communities Example: Educators Coop Residential Island
created by & for users
International SL collapses geography
Low capital expense Overhead, travel, equipment, training, energy
operations costs
Fundraising Am. Cancer Soc., Katrina Relief, kiva.org
Recruitment/administration/ Universities, IBM > 1500 employees in SL
management
Bringing distance & online Online-course class photo only in SL
learning together in
the 3-D virtual world
10.
11. (N. G. Canbek; 2010) Virtual life has been
used for training and education
(N. G. Canbek; 2010)The following activities
that users tend to engage in which are: “Role
play, Diagnostic, Problem solving,
Demonstration, Collaborative, Constructive,
skill building, gaming”
12. ( J.Leslie,2008;8)“Educational users want
more stability in the software platform, faster
functionality, lower or less expensive initial
equipment requirements, easier-to-learn
scripting and building tools, increased ability
to import ready-made objects from other
programs, simpler ways to stream media, and
more seamless integration of most other
standard-use software products into the SL
virtual environment”
13. ( Jeggins & Collins, 2007), even
though new technologies bring
pedagogical utopia for the
innovators, there is still an
ambiguity regarding what second
life will bring to educational
evolution.
14. (Ragas & Neely,2009 stated in
G.Salmon,2009;529) There is a growing interest
from academics and teachers.
Reports like (O‟Reilly Radar Team,2008 stated in
G.Salmon,2009;528). The number of registered
users (residents) of SL has grown rapidly over the
past 4 years, and there is increasing interest
from educational institutions.
Atkins & Blackal,2008 stated in
G.Salmon,2009;529) that all universities will have
an SL presence in 5 years.
15.
16. (Nalates,2011) In the future there is likely to be
an increase in the population accessing second
life as the figure seems to go up each year. For
example on an average day there were 10,000
signups which had increased to 13,000-14,000
sign ups per day.
(Gartner Inc,2007 stated in G.Salmon,2009;528),
known for forecasting „adoption cycles‟,
predicted that by the end of 2011, 80% of all
active Internet users would have an avatar and
would be registered in one or more virtual
worlds.
17. Metaverse
Technology
Effects
Production
Ownership
Popular culture
18.
19. (Smart, Cascio & Paffendorf, 2007; 7). In the 20 year
scenario, they may become primary tools (with video
and text secondary) for learning many aspects of
history, for acquiring new skills, for job assessment,
and for many of our most cost-effective and
productive forms of collaboration.
(S.Jhon, C.Jamaise & P.Jerry,2009;4) many of the
Internet activities we now associate with the 2D Web
will migrate to the 3D spaces of the Metaverse. This
means we will be able to benefit from both 2D and
3D web.
(S.Jhon, C.Jamaise & P.Jerry,2009;4) Its emergence is
being enabled by a number of exponential
technology capacity and performance growth trends
20. (S.Jhon, C.Jamaise & P.Jerry,2009;4) In 2016
the Metaverse may be primarily a social and
communication space, but experts suggest it
will have many other uses as well.
21. Television and the metaverse will increasingly
converge. The better internet television becomes, the
more metaverse-like it will be. So too with online
spaces that will increasingly embed interactive video.
(S.Jhon, C.Jamaise & P.Jerry,2009;7) SL‟s next
generation of server upgrades will also support
spatial audio streams of its inhabitants, which will
provide an attractive and useful new dimension to the
VW.
(S.Jhon, C.Jamaise & P.Jerry,2009;6) As graphical
technology improved, it crossed a usability threshold,
then broadband connectivity increased, and now
software advances are giving new creative powers to
the user
22. (J.Leslie,2008;4)The technical system
includes the SL software, the
individual computer and Internet
connection of each user, and the vast
expanse of virtual simulations that
comprise the SL metaverse (a
combination of the real world with the
virtual world).
23. These software‟s allow you to export
textures:
3d max
Maya
Blender
Scripting Language allows prototyping of
interactivity – The Tech Virtual
24. (J.Leslie,2008;2)The two critics related to the
emerging of second life are “(1) function or
purpose of the activity, and (2) the audience
or user”
(J.Leslie,2008;2) “Crowded classrooms may
create navigation difficulties in SL for the
audience”
Notas del editor
Biocca, F. (1997) The Cyborg’s Dilemma: Progressive Embodiment in Virtual Environments, Journal of Computer-Mediated Communication 3 (2), http://jcmc.indiana.edu/vol3/issue2/biocca2.html accessed 10th December 2011
J. Leslie (2008) Pedagogy and Learning in the Virtual World of Second Life [Online] Available at: http://research.educatorscoop.org/Leslie_Jarmon_Second_Life.pdf (Accessed on: 16th December 2011)
Z. Philip (1997) Get Real – A Philosophical Adventure in Virtual Reality [Online] Available https://moodle2.newman.ac.uk/11-12/course/view.php?id=1066 (Accessed on:14th December 2011)
J. Leslie (2008) Pedagogy and Learning in the Virtual World of Second Life [Online] Available at: http://research.educatorscoop.org/Leslie_Jarmon_Second_Life.pdf (Accessed on: 16th December 2011) Page 5
N. G. Canbek (2010). Lifelong learning through Second Life: Current trends, potentials and limitations. [Online] Available at:http://anadolu.academia.edu/NilG%C3%96KSELCANBEK/Papers/715085/Lifelong_Learning_through_Second_Life_Current_Trends_Potentials_and_Limitations (Accessed: 15th December 2011)
J. Leslie (2008) Pedagogy and Learning in the Virtual World of Second Life [Online] Available at: http://research.educatorscoop.org/Leslie_Jarmon_Second_Life.pdf (Accessed on: 16th December 2011)
N. G. Canbek (2010). Lifelong learning through Second Life: Current trends, potentials and limitations. [Online] Available at:http://anadolu.academia.edu/NilG%C3%96KSELCANBEK/Papers/715085/Lifelong_Learning_through_Second_Life_Current_Trends_Potentials_and_Limitations (Accessed: 15th December 2011)
G. Salmon (2009) “The Future for second life and learning” British journal of Educational Technology. Vol 40 No 3 526–538. Journal compilation [Online] Available at: http://edtc6325group2.pbworks.com/f/Future_for_Second_Life_and_Learning.pdf (Accessed: 15th December 2011)
Nalates (2011) Are Second life trends changing? [Online] Available at: http://blog.nalates.net/2011/06/10/are-second-life-trends-changing/ (Accessed at:13th December 2011)G.Salmon (2009) “The Future for second life and learning” British journal of Educational Technology. Vol 40 No 3 526–538. Journal compilation [Online] Available at: http://edtc6325group2.pbworks.com/f/Future_for_Second_Life_and_Learning.pdf (Accessed: 15th December 2011)
S.Jhon, C.Jamaise & P.Jerry (2009) Metaverse RoadMap Pathways to the 3D Web. [Online] Available at: http://metaverseroadmap.org/MetaverseRoadmapOverview.pdf (Accessed: 11th December 2012)
S.Jhon, C.Jamaise & P.Jerry (2009) Metaverse RoadMap Pathways to the 3D Web. [Online] Available at: http://metaverseroadmap.org/MetaverseRoadmapOverview.pdf (Accessed: 11th December 2012)
S.Jhon, C.Jamaise & P.Jerry (2009) Metaverse RoadMap Pathways to the 3D Web. [Online] Available at: http://metaverseroadmap.org/MetaverseRoadmapOverview.pdf (Accessed: 11th December 2012)
J. Leslie (2008) Pedagogy and Learning in the Virtual World of Second Life [Online] Available at: http://research.educatorscoop.org/Leslie_Jarmon_Second_Life.pdf (Accessed on: 16th December 2011)
Wikipedia The Tech Museum of Innovation. [Online] Available at: http://en.wikipedia.org/wiki/The_Tech_Museum_of_Innovation (Accessed on: 17th December 2011)Wikipedia Sculpted Prims: 3d Software Guide [Online] Available at: http://wiki.secondlife.com/wiki/Sculpted_Prims:_3d_Software_Guide (Accessed: 17th December 2011)
J. Leslie (2008) Pedagogy and Learning in the Virtual World of Second Life [Online] Available at: http://research.educatorscoop.org/Leslie_Jarmon_Second_Life.pdf (Accessed on: 18th December 2011)