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Virtual World & Second Life Exploration |
Emerging and
Future Technology (EDUC 7108 – 2)
Module 4:
Disruptive Technologies and Science Fiction
Introduction
Second Life has become a hallmark of social networking in computer technology. Rosedale (2008- streaming
presentation) believes since the web in the 1990s virtual reality and second
life has become another intriguing development of technology serving social
purpose. The main features of Second Life and virtual reality is the
technological construction of 3D graphics and the interactive capability of
communication symbols that has enabled technological dimensions to
integrate people and capture not only their physical involvement (using
the computer), but also their minds and emotions. I understand the power of
representation from a 3D perspective because I know about drawing and
designing. I was trained in tool and die making engineering and in order to see
representation of objects the orthographic (2 dimensions) view were projected
into isometric (3 dimensions) view. The finished product was awesome as it gave
an image from which to evaluate for object profile from an engineering
perspective. The chance was there for redesigning and retooling for
manufacturing or producing. A further dimension to this is the artistic
knowledge that I gained from “art form” drawing. This showed static design
which captured one’s mind towards accepting or rejecting a scenery or object.
Virtual images enhance the product with shades and background that graphic
novels were used to capture one’s mind and imagination from book to television
production.
Computer technology graphical user
interface introduced in the early 1980s has allowed graphic designers and
graphic artists to use the graphic tablet to further enhance virtually in a
dynamic format. The entire graphic designing of images that have permeated our
minds for memory and cognitive processing and transfer has become larger than
life. Rosedale (2008) believes that Second Life gives people a chance to live
their lives the way they want when they feel like doing so, and how they wish to do so.
It is intriguing to see how humans as social creatures can use Second Life in a
dual way to determine if they want to feel a particular way about a situation
or just wipe out that feeling and move on to some other social interaction or
activity. Stein (2006) tells us that in his Second Life fantasy he was at a
ball room where he tried to interact with an avatar that resembles one of his
admirers in real life. “…when I tried to talk to a dude who looked just like
the Predator, he wouldn't even say hello. This may be because I opened with Dude, congratulations. You're the biggest dork in Second Life." But
Stein had the choice to accept rejects and move on with his Second Life
fantasy. The amazing and in-comprehensible thought that keeps baffling me, is
how humans can be drawn into a virtual world that takes over their minds, time,
financial resource and way of life. I am just amazed that when we sit at the
computer and fall into the psychic trance of transmogrify how our minds become
the major part of our being.
My base training from secondary
school through high school and college was focused in mechanical engineering. I
appreciated electrical engineering and the magic of electricity to cause things
to happen (motor turning, rise in temperature, creating magnetic field and so
on) which was integrated in my studies as it is believed that electrical
breakdown is due to mechanical failure. That belief has helped me to
accept things at face value. This might be the kind of face value that is
accepted by Second Life and virtual participants that make them see a positive
life from virtual activities and intangible properties, though the ideas are
formulated from personal cognition. Belief is as strong as the person's will
to pursue the unknown and create models of delusions. But is this true? My
honest answer is no. Why? Because Second Life is not a utopian world. It has
become a global phenomenon. This reminds me of having faith in a religion.
Today, many nations are controlled by the faith of their religion. Second Life
has become a faith base life-style for all its followers and it is also an
exploration of the unknown. Rosedale (2008) thinks that Second Life in a
virtual world is not a utopian construct since the players is within a social
network that is “bottoms-up.” There is a level of independence among people who
becomes actors in a second world, but without being controlled by others.
Is Second Life a Disruptive Technology?
*Second Life can be considered a
disruptive technology because of its design features, social acceptance, easy
accessibility, interactive use, global language (symbols) and personalization
in use. Compared to most 2D interactive programs, the 3D dimension gives
a comprehensive view of people, property and takes you out into space and time.
The opportunity, freedom and mind-fantasy that one controls allow
interchangeability of people (avatar) in personality, description, and
obedience. The program allows for unisex in nature or cloning suiting ones need.
Socially, people who interact do not need to expose their race, religion,
culture or creed. There is opportunity for everyone whether you are financially
affluent or at the bottom of the financial ladder. The availability of the
internet for wireless and hand held devices make your intimate second life
investment available to you from cloud technology. People do not need to be
bored while traveling, or on line waiting for service. Dr. Thornburg
(2009-video) gave an explanation of how the power of disruptive technology
surfaces and there is usually a high price tag, but when it does the same thing
that the obsolete technology does more efficiently and later at a reduced cost
critical mass is gained; enabling mass production and global acceptance.
What Technology was replaced?
* Second Life came to the attention
of the public about October 2003-6. According to Bruce Damer who has worked with
Phillip Rosedale of Linden Labs (Second Life), he had been collecting fragmented
works of virtual world communities of ‘avatars.’ Bruce Damer (2012) elicits
“Allan Lundell and Bruce Damer… started to digitize all the video taken of that
and other significant events in the virtual world’s community of the mid to
late 90s. There were fragmented works of avatars. Structure was brought into
the “social virtual worlds” by the creative minds of Allan and Bruce. “As we
spread the word about this effort, an expanding group of people emerged and
offered to help us chronicle the birth and evolution of social virtual worlds
(worlds in which the main activity is creative or social versus structure game
play)” http://www.vwtimeline.com/.
Using technology in a structured format, Second Life was able to capitalize on
the fragmented development of virtual worlds to include designers and artists
for outer space novels, games, animated movies and so forth.
How much time does Second Life have to
live?
*Currently, Second Life is being
challenged by other technology entities. They are looking at the barriers
and boundaries that is preventing expansion and to a greater degree innovation.
They believe the public should have more creative ways to spend
their time. Scoble (2010) elicits that corporations have invested a lot of money
in Second Life to build islands that have limitations for its population. The
same games become boring over time for those with creative minds, and like most
new and shining armor they lose their sheen over time. Interestingly
however, Mark Zuckerberg thinks there are people who remain loyal to
Second Life (evangelistic), and companies (example IBM) are transforming the
islands for training centers, keeping down training costs and new investors are
joining in improving existing technology. The S curve might reach a
zenith and Plato for a while but Rosedale tells us that the Linden’s Lab is
expanding to bring in new and innovative technology to keep Second Life alive.
With these innovations in mind and more public relations (PR) in the social
media to give the people what they want, Second Life will continue for another 5
years. I believe PR in the field of education and especially now if “Learning
Islands” can be designed to address the needs of the Core Curriculum Standards
there will be a second life for Second Life up to 7-10 years.
Social benefits of Second Life & social
implications of virtual worlds in my industry
*Social benefits of Second Life have
trend the globe to improve communication across geographical boundaries and to
unknown people. From the perspective of families and close friends they
are brought together by technology. The web cam and the computer transformed,
being together though separated by space and time. Playing games and talking to
share thoughts ideas and having a purpose to keep in touch are possible with
Second Life. Individuals, groups, teams and learning communities are able to
keep their links synchronously and asynchronously. Across the globe people
from all walks of life can meet and greet each other, share cultural understanding
and knowledge. “Residents can explore the world (known as the grid), meet other
residents, socialize, participate in individual and group activities, and
create and trade virtual property and services with one another” Wikipedia
(2012).
My industry is working with students
in the K-12 education system. This is the public school sector. Students are
millennial learners. Technology is all around, and their lives are basically
structured with 3D games and movies. Most schools are integrating the use of
students’ smart phone, i-phone and i-pads in class work for research and
presentation. Some schools have void locker rooms for students to put
their books and bags. Students are being taught from technology and by
technology from streaming programs, videos, and blogs, wikis and so on. Students
who interact on Second Life will have the benefits of informal learning at
their pace. Schools that allow Second Life in their curriculum will allow
greater exposure of their students to understand the world around that they might
never get an opportunity to understand other people way of life. The cognitive
process from a dual mode (visual and audio) enhanced by 3D graphics will
motivate learners to become more responsible citizens and also discover their
talents and skills.
References:
Damer, B. (2012). Virtual Worlds
Timeline: Open Letter of introduction by project initiator Bruce Damer.
Retrieved from: http://www.vwtimeline.com/
Laureate Education, Inc. (Executive
Producer). (2009b). Disruptive Technology. Baltimore, MD: Author.
Rosedale, P. (2008). TED Ideas worth
spreading. Second Life, [Video]. Retrieved from:
http://www.ted.com/talks/the_inspiration_of_second_life.html.
Scoble, R. (2010). Scobleizer. Is
Second Life about to enter its “second life? Retrieved from: http://scobleizer.com/2010/02/22/is-second-life-about-to-enter-its-second-life/
Stein, J. (2006). Time Magazine US.
My So-Called Second Life. Retrieved from: http://www.time.com/time/magazine/article/0,9171,1570827-2,00.html
Wikipedia. (2012). Second Life.
Retrieved from: http://en.wikipedia.org/wiki/Second_Life