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




4 comments:

  1. Hi Cecil,
    You have really done a very thorough job and provided very detailed information on second life. I especially liked the picture you have shared in your post. Even though it has lots to offer in the field of K12 and higher education but basically it is social networking site. What I have come to understand is people who can't make their dreams come true in the real life, they can at least see them happen in the second life like Alice in the wonderland.
    I wish Walden begins its classes in second life.
    By the way, do you have any first hand experience of second life? if so please share.
    Great work.
    Anwar

    ReplyDelete
  2. Cecil,

    I think Second Life has taken social networking to a higher level. I do not have first hand experience with Second Life, but I have seen classroom settings. I believe that education would benefit from a 3D virtual world where students can interact inside and outside the classroom. Can you imagine students learning in a classroom within a virtual world. I believe students would not be hindered by their own personal limitations and could learn at their own pace. I agree with Anwar's statement about Walden utilizing Second Life to teach classes. May this will happen in the future. You did an excellent job on this post!

    Tracy

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  3. Hi Anwar,

    Second Life allows participants to become what they wish in a virtual world. And, I believe this is even more important from a psychological perspective than the 3D design quality. I really do not subscribe to Second Life virtual scenario. I am too busy in my First and only life. I have family members who play the game on Face Book for fun. What I notice is how captivating the game is for them. They definitely get connected to the virtual scenario to pass time. But I also believe the game helps to have a mental focus and can contribute to cognitive development for planning, foresight and the quest to challenge opponents.

    Walden might not use Second Life as a course outline for certification, but within an educational scenario the structure and impact of Second Life on social and academic attributes from an informal process is important. This is because knowledge exists within the ecology of the environment and Second Life is extracting all it can from the environment to merge with higher level thinking and challenges of life. But Second Life is not just a dreamer’s world. Second Life has diverse projection for planning life for a visionary. The possibilities of Second Life for mapping ones path to success are also possible. So Second Life also has a flip side for projecting into the future and creating mile stones that one can use to measure their success.

    Thanks for your comments.

    ReplyDelete
  4. Hi Tracy,

    Second Life has taken social networking to a higher level. What qualities are there in this higher level? Well, it is believed that the 3D images are ecstatic to fanaticize ones being as an “Avatar.” Along with this, the creation of one’s world and the interactive setting of “little people” for real big people has captivate the human mind. Social network has added a virtual component for people to collaborate and share a part of their life.

    If Second Life is taken into the formal education system, students will become intrigued with the games and virtual scenery, but there are words of caution. What will be the focus of attention? Will this be games and fun to keep a holding center for kids or will it be education with more real to life situations to advance education and social wellbeing. Really, I’m not sure!

    I do not subscribe to learning at one’s own pace. The student might end up learning nothing. I believe that technology should help to speed up learning and cognitive development. Technology is an accelerator for learning and not a vacation for easy going. We never know what might happen in the future. If Walden uses Second Life to teach its course the possibilities are endless. However, education certification and recognition are inseparable. What the rest of the world thinks is important to the direction that Walden takes. Currently, I believe Walden needs to care of their online students and the quality of attention in their course rather than giving their students Avatars for instructors.

    Thank you for your comments.

    ReplyDelete