Wednesday, July 25, 2012

The Disruptive Power of Second Life

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




Thursday, July 12, 2012

Module 3: (EDUC - 7108 - 2) Evolutionary Technlogies


Rhymes of History Technology

Introduction

Kelly (2008) video on “Ideas Worth Spreading” awakes our subconscious thought to the wonders of technology that has changed our lives without notice. Kelly pointed out the things that have happened over the last 5000 days which made me try to fathom this time in years dividing through by 365 days. This has taken us back to the late 1990s. I believe people anticipated technology magic since the evolution of color TV.  Millennial K-12 is not concerned about the past, unless they are in history class or traditional family members are deeply religious. But it is amazing just to listen to the many changes and quality of life in all spheres that technology has touched.  The globe is described to be running as one big web machine.  The once fragmented area of business, commerce, manufacturing now connects through technology. The internet is the first enabler that was once government controlled for security reasons, but has opened to the public.
Globe as Digital Organism
 While Kelly  (2008) saw our world as one large global machine,  the CEO for Hewlett Placard (HP) described the global economy as an Organism that has brought an  economic ecosystems together (Fiorina, ASPEN SUMMIT 2000). Essentially, HP is forging ahead with three emerging technological forces in the economy from their “CoolTown” lab. These include (a) Information Appliances that all technology, domestic, business, education, religion and the arts are linked, via the internet. (b) IT – on Infrastructure that allows continuity of links keeping everyone in touch 24/7s. For this to be possible Kelly told us that the “Global Machine” uses up 5% of the world electrical power supply. (c) E-services that are digitally distributed and delivered, which entails any transaction, recording, data or virtual and multimedia. This reaches all sectors of the economy.
Kelly (2008) has indulged our attention to three ways in which the “Global Web Machine has transformed our lives. Some technologies have set the stage for others to succeed and all are simultaneously working. The categories are Embodiment, Restructuring and Codependency.

Embodiment
It is believed that machines are the extension of human senses, on the other hand with the level of accuracy and consistence of machines to include personal technology, industrial technology, and commerce technology one could say that humans are the extension of machines since humans are the operators. Communication Technology devices are used as interactive devices all linked to the World Wide Web. This conglomeration of dependency on the Web makes the chip indispensable. The ubiquitous use of the web linked to social networking sights include technology that compares to natural communication without auxiliary and storage devices.  Kelly likens the web to the perception of the “black hole” that nothing escapes. Old technology is transformed to digital information that becomes web “material” the technologies might seem to do different work but once a part of media all will obey the same rules for communication, consequently their embodiment.

Restructuring
The global economy is linked for communication, marketing and distribution. Since the renaissance period of the industrial revolution logistic enabled commercial reliability. As the internet became an open source computers began to link to send and retrieve information.  All computers were connected to a mainframe that was constantly maintained and upgraded for information traffic. Restructuring has alleviated the cumbersome use of the mainframe to cloud linking. Computers are connected wireless to other computers without any cumbersome axillary and supporting devices. Business and transactions are made smoother as there are hyperlinks and sites that all computers with compatible browsers can access. The semantic web, web 3.O   and other sensitive technology enables pages of information to be accessed. An idea can be typed in Google and a host of informational sites become available. With the design of smarter browsers, restructuring of technology access is from computer to computer, links to links, pages to pages and the advent of personalized comfort in accessing detail information.

Codependency
It is believed that humans are creatures that collaborate. If this was never so, the advent of technology is changing and transforming how and who people interact. I use social networking to disseminate my thoughts about something that I want to share. Other people uses the network to create friends, and chat to people they have never met and will probably never meet. But the common communication language, jargon, symbols and rules allows some level of acceptance for each other. Everyone would like to feel that they are individuals with privacy comfort while on the web. Kelly notes that transparency is the price we pay. We will have to pay for multimedia access to exist on the web.  This must be regulated by government, but it will mean no privacy for anyone. When this is allowed, for those who are willing to participate then the convenience that we seek for ideas, information, contacts, medical history, educational background and so on will be realized.
According to Kelly (2008), “There is only one machine; the web is its operating system; all screens look into the one; no bits will live outside the web; to share is to gain; let the one read it; the one is us.”  This is the global machine that we all share. We did not ask for it, but we took the opportunity to try it, we have proven its capability. The question is do we want to continue with it?

Rhymes of History (Resurgence of the Pocket Picture-Book)
“History doesn’t repeat itself. At best it sometimes rhymes.”—Mark Twain. This famous proverbial talk is used as a significant reference by Dr. Thornburg in introducing Rhymes of History Technology.  There are many technologies that are surfacing to take its rightful position. Every idea invention and thought for action needs a place and time to   emerge, grow, establish critical mass and move on to either flourish and grow or wither and die.  There was once in recent history when photo-books were a popular way of keeping fond memories of loved ones and friends. Visit to historical places would call for photographing artworks and historical artifacts. Some of the first pocket photo books were carried by world war veterans who would have pictures of their fond memories in their back pack or in their jacket pockets.
As computers and software came into prominence the pocket picture book disappeared. The qualities of pictures were not as well defined as those loaded on to the computer. The storage of pictures required great care and protection from weathering. Soon the pocket picture book ceases to exist and became treasured artifacts.
AdoramaPix Photo Books
Pictures seem to be unrealistic images of faces when they disappear with digital closedown. Recently there is the resurgence of the picture book which utilizes web technology in design of pages and cover and the pictures. The emergence of AdoramaPix Photo Books allows for making personalized photo books online. The photo book culture has resurged to use digital technology and custom design to bring back fond memories. According to AdoramaPix Inc. (2012) “All pages are printed on real photographic silver-halide paper with a luster finish, bright saturated colors and excellent flesh tones…photo paper for vivid fade-resistant colors and brilliant whites you just can′t get in press print books. Paper choices include Kodak Luster, and Fujifilm HD paper with a fingerprint resistant glossy finish.” Multimedia technology by digital graphics and computer has made picture quality refined and better. The technology that has gone into film production improves the permanence and gloss look of pictures. These two evolutionary technologies have been combined to rekindle the pocket-picture-book. Dr. Thornburg (2009c- video) tells us that the force that impacts the Rhymes of history differs from the evolution in that the affect or impact of a new development rekindles something from the distant pass. The technology that has evolved with Kodak and Fujifilm high definition paper along with digital technology for media production and custom design by AdoramaPix has brought to life the pocket picture book which is one example of Rhymes of History technology emergence.

References:

Fiorina, C. (2000). Digital renaissance, medieval policy [Speech]. Speech delivered at the Aspen Summit 2000: Cyberspace and the American Dream VII, Aspen, CO. Retrieved from: http://www.hp.com/hpinfo/execteam/speeches/fiorina/ceo_aspen_00.html

Kelly, K. (2007). Kevin Kelly on the next 5,000 days of the Web [Speech]. Speech delivered at the EG 2007 Conference, Los Angeles. Retrieved from: http://www.ted.com/talks
Laureate Education, Inc. (Executive Producer). (2009).Rhymes of History: Evolutionary technologies. Baltimore, MD: Author

Photo Books. (2012). AdoramaPix Photo Books. A gift that they'll treasure for a lifetime. Retrieved from: http://www.adoramapix.com/app/products/books/inspired#/inspired/Photography