I love the potential for serendipitous moment when in public. As an avid fan of public transport I enjoy the excitement, and the dangers, and the opportunities for mental stimulation that mixing with all sort of strangers brings. Some of the best conversations I have ever had have been with nutters who happened to sit next to me on the train. I also recognise the value of closed communities, like a University degree course. When I'm at Uni, I have conversations with people that I automatically have something in common with. I know who they are, and they know who I am.
I love the potential for serendipitous moment when in Second Life. As an avid fan of random double clicking on the mainland map, I enjoy the excitement, and the dangers, and the opportunities for mental stimulation that mixing with all sort of strangers brings. Some of the best conversations I have ever had have been with nutters who happened to stand next to me on a sim. I also recognise the value of closed communities, like a University degree course's private OpenSim grid. If I had a Uni MUVE, I could have conversations with people that I automatically have something in common with. I would also know who they were, and they would know who I am.
It would be pretty sad if my students and I stayed inside Uni all the time, but it would be pretty pointless having a degree course if we spent all our time outside. Private is good. Public is good. Similarly, the public space of Second Life provides amazing opportunities for deep learning through role-play and engagement with worldwide communities, but a private OpenSim grid would give all of our students a safe space to inhabit. Authentic identities would enable a blending of the virtual and the real, and once hooked, the students would possess the necessary skills and confidence to stride out into Second Life as whoever they choose to be.
Showing posts with label OpenSim. Show all posts
Showing posts with label OpenSim. Show all posts
Sunday, 1 February 2009
Saturday, 10 January 2009
Bigger. Better. More.
I thought I better spill some of the ideas I had whilst in London this week before they dissolve.
I took part in a one day Eduserv workshop on digital identities on Thurday, which used the design patterns format currently being explored by the PLANET project and others. This involved taking stories previously submitted by participants and working in small groups to distil patterns that might be of use to others. I've listened to various presentations about patterns before, but I could never get the image of knitting and wallpaper out of my head. It was only by going through the process of using this design patterns approach that I started to appreciate what it was all about. I still don't quite fully get it. The ultimate aim seems to be to produce a clear output - a solution to a problem within a particular context - so that others can take that and make use of it. This sets off a few warning bells for me, as it seems to suggest that it's about making written rules that others should follow, and I instinctively rebel against rules. The important thing about the process for me was the process, not the output. This process involved working with Andrew Eglinton's story about gauging his followers on Twitter, comparing it to Shirley William's Facebook story, discussing lots of aspects of identity in relation to these stories with Andrew, Shirley, Graham Hibbert, Mark Childes and Ed Barker, and pinning down our thoughts in the pattern template. The result was the identification of 'Digital Identity Panic' when previously disconnected personal social networks collide.
The value for me was the shared learning experience, with all the complex elements of socialisation, face to face communication, confidence building, bonding and fun. The thing we wrote down at the end of the session was of little value or interest in comparison to the experience of creating it, and I doubt it will be of much value to anyone else who wasn't there at the time. Does this matter? I sometimes find the obligation to measure and justify everything with cold, hard words in this strange new research world that I increasingly live in, a teensy bit depressing and possibly deeply wrong.
This leads me onto day 2 of my London jaunt, which was a major day of Open Habitat mopping up, ready for final report writing. Dave White's excellent new research assistant, Alison, interviewed me and Graham about the whole thing, from before Emerge to now. It was really good to have the opportunity to rabbit on for several hours about all of the things that I feel passionate about in relation to learning. It's all so crystal clear in the context of an interview. During the interview, I really felt it all - why we are spending all this time and effort doing this research. All of the subtleties and complexities and connection between the bigger picture and the minute details spilt out all over the place. It became evident during the interview that we moved beyond piloting half way through the project, and the thing we have been calling the second pilot is actually the embedding and implementation of the research - stage four of the UIDM. The second phase saw mass Open Sim inductions with 125 first year students, and the running of an assessed project within an existing module.
The original aim of the Open Habitat project, collaborative learning, was thoroughly tested through the use of the excellent 10 principles that Steve and Marga derived from our last London workshop. This was the bit that still remained the 'research' bit in the second pilot. This was the thing that was structured, purposeful, on-message but uncertain. As I argued with Steve Warburton when he joined us in the afternoon, collaboration is not the most important part of what we have done with Open Habitat, and it is certainly not the most successful element, but it is what we set out to test, and it is what we are best able to demonstrate our testing of. The really important but less measurable stuff like students getting better at learning more rapidly, being happier, gaining confident, enjoying a higher level of personal support and becoming more creative, are the bits that we needed no evidence of in order to proceed to implementation.
Our discussion about collaboration in London has provoked more thoughts. I think that there are two main reasons that collaborative learning didn't work out as I'd hoped in Open Habitat. The first is the nature of the students. Artist generally don't like to collaborate directly with other artists. They might put on a group exhibition, but the wouldn't share a canvas. Designers like to collaborate with everyone except other designers. They'll work with a printer and a client, but they get would find it hard to agree on the best typeface with a peer. (yes, i know this is an easily disputed generalisation, but for the sake of argument..). There is a saying that we often hear in our department - "You can't design by committee". Open source challenges that, and despite the frustrations that I have experienced trying to make collaboration work during Open Habitat, I still believe that there is potential to crack this nut. One of the reason that open source works is that it has a potentially huge worldwide community of collaborators, a fertile environment (sourceforge or whatever) to support collaboration, self-motivated participants, and lots of decentralised time to spend on the job. How well would a 3 week open source pilot work with 10 new programmers? What I'm trying to say is that the restrictions imposed by the need to measure the research - two 3 week pilots with 10 students at a time - destroyed any chance of it succeeding at the level that I would want it to. It forced us to impose a level of control through induction and briefs that denied the rhizomic swellings that I still dream of witnessing.
What we need to do now if we want to help this dream become a reality is open the doors and enable hundreds of students to access their own virtual world with no control whatsoever imposed on them. One massive blank canvas with enough room and time for hundreds of students to learn what they want with whoever they want, gently teased along by skilled tutors inquiring about each individual's learning. I probably won't get funding for this, but I don't care. BRING ON THE OPENSIM!
I took part in a one day Eduserv workshop on digital identities on Thurday, which used the design patterns format currently being explored by the PLANET project and others. This involved taking stories previously submitted by participants and working in small groups to distil patterns that might be of use to others. I've listened to various presentations about patterns before, but I could never get the image of knitting and wallpaper out of my head. It was only by going through the process of using this design patterns approach that I started to appreciate what it was all about. I still don't quite fully get it. The ultimate aim seems to be to produce a clear output - a solution to a problem within a particular context - so that others can take that and make use of it. This sets off a few warning bells for me, as it seems to suggest that it's about making written rules that others should follow, and I instinctively rebel against rules. The important thing about the process for me was the process, not the output. This process involved working with Andrew Eglinton's story about gauging his followers on Twitter, comparing it to Shirley William's Facebook story, discussing lots of aspects of identity in relation to these stories with Andrew, Shirley, Graham Hibbert, Mark Childes and Ed Barker, and pinning down our thoughts in the pattern template. The result was the identification of 'Digital Identity Panic' when previously disconnected personal social networks collide.
The value for me was the shared learning experience, with all the complex elements of socialisation, face to face communication, confidence building, bonding and fun. The thing we wrote down at the end of the session was of little value or interest in comparison to the experience of creating it, and I doubt it will be of much value to anyone else who wasn't there at the time. Does this matter? I sometimes find the obligation to measure and justify everything with cold, hard words in this strange new research world that I increasingly live in, a teensy bit depressing and possibly deeply wrong.
This leads me onto day 2 of my London jaunt, which was a major day of Open Habitat mopping up, ready for final report writing. Dave White's excellent new research assistant, Alison, interviewed me and Graham about the whole thing, from before Emerge to now. It was really good to have the opportunity to rabbit on for several hours about all of the things that I feel passionate about in relation to learning. It's all so crystal clear in the context of an interview. During the interview, I really felt it all - why we are spending all this time and effort doing this research. All of the subtleties and complexities and connection between the bigger picture and the minute details spilt out all over the place. It became evident during the interview that we moved beyond piloting half way through the project, and the thing we have been calling the second pilot is actually the embedding and implementation of the research - stage four of the UIDM. The second phase saw mass Open Sim inductions with 125 first year students, and the running of an assessed project within an existing module.
The original aim of the Open Habitat project, collaborative learning, was thoroughly tested through the use of the excellent 10 principles that Steve and Marga derived from our last London workshop. This was the bit that still remained the 'research' bit in the second pilot. This was the thing that was structured, purposeful, on-message but uncertain. As I argued with Steve Warburton when he joined us in the afternoon, collaboration is not the most important part of what we have done with Open Habitat, and it is certainly not the most successful element, but it is what we set out to test, and it is what we are best able to demonstrate our testing of. The really important but less measurable stuff like students getting better at learning more rapidly, being happier, gaining confident, enjoying a higher level of personal support and becoming more creative, are the bits that we needed no evidence of in order to proceed to implementation.
Our discussion about collaboration in London has provoked more thoughts. I think that there are two main reasons that collaborative learning didn't work out as I'd hoped in Open Habitat. The first is the nature of the students. Artist generally don't like to collaborate directly with other artists. They might put on a group exhibition, but the wouldn't share a canvas. Designers like to collaborate with everyone except other designers. They'll work with a printer and a client, but they get would find it hard to agree on the best typeface with a peer. (yes, i know this is an easily disputed generalisation, but for the sake of argument..). There is a saying that we often hear in our department - "You can't design by committee". Open source challenges that, and despite the frustrations that I have experienced trying to make collaboration work during Open Habitat, I still believe that there is potential to crack this nut. One of the reason that open source works is that it has a potentially huge worldwide community of collaborators, a fertile environment (sourceforge or whatever) to support collaboration, self-motivated participants, and lots of decentralised time to spend on the job. How well would a 3 week open source pilot work with 10 new programmers? What I'm trying to say is that the restrictions imposed by the need to measure the research - two 3 week pilots with 10 students at a time - destroyed any chance of it succeeding at the level that I would want it to. It forced us to impose a level of control through induction and briefs that denied the rhizomic swellings that I still dream of witnessing.
What we need to do now if we want to help this dream become a reality is open the doors and enable hundreds of students to access their own virtual world with no control whatsoever imposed on them. One massive blank canvas with enough room and time for hundreds of students to learn what they want with whoever they want, gently teased along by skilled tutors inquiring about each individual's learning. I probably won't get funding for this, but I don't care. BRING ON THE OPENSIM!
Labels:
edid9,
Open Habitat,
openhabitat,
OpenSim,
Twitter
Tuesday, 16 December 2008
Rhizome of proximal development
I couldn't work out which berries were poisonous in the woods, and the wild learners just ignored me, so I've decided to go back into farming. Rather than going back to egg farming, I've decided to grow rhizomes.
Rhizomes usually spontaneously swell up in the wild when the conditions are right, but I reckon that if we dig some fertiliser into our field, and plant enough baby rhizomes, then keep a close eye on them and feed them with just the right amount of miracle grow when they need it, then we'll get ourselves a bumper harvest at the end of the academic year.
Field = Learning environment = Virtual studio space
Fertiliser = Graham's ePortfolio/VSE tool + OpenSim for all 600 students in the School.
Baby rhizomes = all 600 students in the School.
Keep a close eye on them = regular ongoing formative assessment.
Feed them with miracle grow = feedback, feed-forward and goal setting.
Bumper harvest = summative assessment = accreditation.
Rhizomes usually spontaneously swell up in the wild when the conditions are right, but I reckon that if we dig some fertiliser into our field, and plant enough baby rhizomes, then keep a close eye on them and feed them with just the right amount of miracle grow when they need it, then we'll get ourselves a bumper harvest at the end of the academic year.
Field = Learning environment = Virtual studio space
Fertiliser = Graham's ePortfolio/VSE tool + OpenSim for all 600 students in the School.
Baby rhizomes = all 600 students in the School.
Keep a close eye on them = regular ongoing formative assessment.
Feed them with miracle grow = feedback, feed-forward and goal setting.
Bumper harvest = summative assessment = accreditation.
Thursday, 4 December 2008
Augment with OpenSim. Immerse with Second Life.
As we start rounding up the Open Habitat project, I've been thinking about how things might be in the future. I think the relationship between OpenSim and Second Life is an important one to focus on, especially when we are considering the use of virtual worlds in a fee paying, assessment driven, accreditation dependent blended learning context. Let me try to explain:
A student applies to a course and pays fees. They want marks, because marks equal credit points, and credit points add up to a degree. Fair enough. If we want to give them marks, we need to know who they are and what they have done. If they produce work in Second Life, then we invariably need to betray the identity of the avatar, so the puppeteer can get credit for the learning. This limits the potential for the really deep learning that a full-on immersionist/role play/fantasy apporoach enables. Can the immersionist ideal ever fully function in a traditional accreditation dependent framework? How might an immersionist programme of learning function? Is there really a need for any sort of formal framework for this immersonist extreme? Perhaps the role play involves an avatar going to University. The person behind the avatar may lack the usual credentials required to gain entry into a proper University, but in Second Life, the admissions criteria might be different, and the evidence could be fabricated. Maybe the avatar could pay fees (in Linden Dollars, obviously), and this could pay for the tutorial support and course design. Maybe this already happens, I don't know. What if the teacher-avatars were playing this role? Maybe pretend teachers could learn how to teach pretend students who are pretending to learn? What about quality? Perhaps a pretend Ofsted or QAA inspector could pay an unannounced visit, and suck all of the energy and enthusiasm out of everyone with an overly simplistic snap judgement about how everyone is doing it all wrong.
I'm rambling a bit, but one of the most significant aspects of the Open Habitat project for me has been the way that I've been able to role play pedagogy. By adapting my beliefs about education to suit a virtual environment, I've had to work out what my beliefs really are. In the process, I've realised just how powerful the art education model is, and that we aren't actually implementing it as well as we should in 'real life'. Recently, I've been reeled back in by the institution to run such a real-life course, but because of Open Habitat I know exactly how to do it. And I'm doing it. And it's better. Real benefits from virtual world research.
Still rambling. Stay with me...
Back to the OpenSim thing. Lets go to the augmentationist side now. On my real life course, I have 317 students. They all use the (dare I call it) virtual studio environment that Graham built to share their joy with fellow students and staff. They don't need to sign up. If they've enrolled on the course, they just log in and start uploading. They don't need to agree to the terms and conditions of some mystery company in America. They are all called what they are called in real life. Some of them sync their Flickr accounts, but many have never heard of Flickr, and might not want to share themselves and their work with the world anyway. So, might OpenSim provide every student with an instant virtual world to create, communicate and collaborate? No sign up. No name choosing. Just download a customised client, and log in using your usual user-name and password.
In the same way that all students can upload images to the VSE, but some also choose to have public Flickr accounts, could some students then choose to sign up to Second Life and do the whole public/role play thing? If they are familiar with OpenSim, I think that they will be more likely to engage meaningfully with Second Life. This also tackles that problem of the taught delivery part of the pilots, which were great in many ways, especially in our use of the standalone version of OpenSim, but I like the rhizome thing. It's what's happened with our VSE. Graham designed a tool that everyone could log into and work out how to use, all by themselves, in minutes. We were supposed to train everybody up in the 'teacher in front' way, but we got distracted, and the students and staff just got on with it. If you make a well designed tool available to everyone, then they will work it out. Especially if it is fun and useful. If we put a button on our VSE to an OpenSim world, they would click it and log in. They would phone their friends who would also log in, their avatars would meet, and the whole thing would explode.
Right. I've convinced myself. How can we make this happen? We need OpenSim running on a server somewhere. I could do this through LeedsMet's computing services department, but I'm a bit scared of them (my problem, not theirs), so I probably won't. Is there an OpenSim community dude who might host an island for us? We would need to create 317 accounts (or 600 if we do the whole School) using the database of usernames and passwords we have for the VSE. Graham could work with a friendly OpenSim dude to do this quite quickly. We will need a tweaked version of the Second Life client. This is just a standard client with a different login URI in the arguments.txt file. Can we do this under the T&C of the opensource client? Surely we can.
I want to do it! I want to do it! Lets do it!
For me, the logical conclusion to the Open Habitat project is to create an open-source open habitat for our students. We must recognise that the Second Life focussed art & design mini pilots, despite our best efforts, have produced visitors. Only by giving the whole school their own virtual playground and plenty of playtime, will our students ever become residents in a virtual world.
A student applies to a course and pays fees. They want marks, because marks equal credit points, and credit points add up to a degree. Fair enough. If we want to give them marks, we need to know who they are and what they have done. If they produce work in Second Life, then we invariably need to betray the identity of the avatar, so the puppeteer can get credit for the learning. This limits the potential for the really deep learning that a full-on immersionist/role play/fantasy apporoach enables. Can the immersionist ideal ever fully function in a traditional accreditation dependent framework? How might an immersionist programme of learning function? Is there really a need for any sort of formal framework for this immersonist extreme? Perhaps the role play involves an avatar going to University. The person behind the avatar may lack the usual credentials required to gain entry into a proper University, but in Second Life, the admissions criteria might be different, and the evidence could be fabricated. Maybe the avatar could pay fees (in Linden Dollars, obviously), and this could pay for the tutorial support and course design. Maybe this already happens, I don't know. What if the teacher-avatars were playing this role? Maybe pretend teachers could learn how to teach pretend students who are pretending to learn? What about quality? Perhaps a pretend Ofsted or QAA inspector could pay an unannounced visit, and suck all of the energy and enthusiasm out of everyone with an overly simplistic snap judgement about how everyone is doing it all wrong.
I'm rambling a bit, but one of the most significant aspects of the Open Habitat project for me has been the way that I've been able to role play pedagogy. By adapting my beliefs about education to suit a virtual environment, I've had to work out what my beliefs really are. In the process, I've realised just how powerful the art education model is, and that we aren't actually implementing it as well as we should in 'real life'. Recently, I've been reeled back in by the institution to run such a real-life course, but because of Open Habitat I know exactly how to do it. And I'm doing it. And it's better. Real benefits from virtual world research.
Still rambling. Stay with me...
Back to the OpenSim thing. Lets go to the augmentationist side now. On my real life course, I have 317 students. They all use the (dare I call it) virtual studio environment that Graham built to share their joy with fellow students and staff. They don't need to sign up. If they've enrolled on the course, they just log in and start uploading. They don't need to agree to the terms and conditions of some mystery company in America. They are all called what they are called in real life. Some of them sync their Flickr accounts, but many have never heard of Flickr, and might not want to share themselves and their work with the world anyway. So, might OpenSim provide every student with an instant virtual world to create, communicate and collaborate? No sign up. No name choosing. Just download a customised client, and log in using your usual user-name and password.
In the same way that all students can upload images to the VSE, but some also choose to have public Flickr accounts, could some students then choose to sign up to Second Life and do the whole public/role play thing? If they are familiar with OpenSim, I think that they will be more likely to engage meaningfully with Second Life. This also tackles that problem of the taught delivery part of the pilots, which were great in many ways, especially in our use of the standalone version of OpenSim, but I like the rhizome thing. It's what's happened with our VSE. Graham designed a tool that everyone could log into and work out how to use, all by themselves, in minutes. We were supposed to train everybody up in the 'teacher in front' way, but we got distracted, and the students and staff just got on with it. If you make a well designed tool available to everyone, then they will work it out. Especially if it is fun and useful. If we put a button on our VSE to an OpenSim world, they would click it and log in. They would phone their friends who would also log in, their avatars would meet, and the whole thing would explode.
Right. I've convinced myself. How can we make this happen? We need OpenSim running on a server somewhere. I could do this through LeedsMet's computing services department, but I'm a bit scared of them (my problem, not theirs), so I probably won't. Is there an OpenSim community dude who might host an island for us? We would need to create 317 accounts (or 600 if we do the whole School) using the database of usernames and passwords we have for the VSE. Graham could work with a friendly OpenSim dude to do this quite quickly. We will need a tweaked version of the Second Life client. This is just a standard client with a different login URI in the arguments.txt file. Can we do this under the T&C of the opensource client? Surely we can.
I want to do it! I want to do it! Lets do it!
For me, the logical conclusion to the Open Habitat project is to create an open-source open habitat for our students. We must recognise that the Second Life focussed art & design mini pilots, despite our best efforts, have produced visitors. Only by giving the whole school their own virtual playground and plenty of playtime, will our students ever become residents in a virtual world.
Labels:
Open Habitat,
openhabitat,
OpenSim,
Residents,
Second Life,
Visitors,
VSE
Wednesday, 27 August 2008
A world within a world
Just had a thought that I need to capture before it escapes:
Could you run OpenSim as a shared application inside Wonderland? This may seem like an insane idea, I realise. Why would you want a 3D environment inside a 3D environment?
Well, I'm thinking about the draft evaluation of the first pilot by Steve and Marga, and one of the important issues that has been identified is the need to know when to do 'distance', and when to do 'blended'. I think that OpenSim standalone is just right for teaching building skills in a real life blended learning situation (Ian & Graham tutors), and Second Life is best done at a distance (Cubist and Kisa mentors).
Wonderland is closer to a blended learning environment, in that you are your real life self, speaking with your real voice, and you can interact properly with an application (interface elements and all) like you do in an I.T. lab. That's why I think it might be interesting to have OpenSim standalone as a shared virtual application. I can teach some building skills at a distance without it getting muddied by the whole role play and social complexity thing.
Well, it's just an idea.
Could you run OpenSim as a shared application inside Wonderland? This may seem like an insane idea, I realise. Why would you want a 3D environment inside a 3D environment?
Well, I'm thinking about the draft evaluation of the first pilot by Steve and Marga, and one of the important issues that has been identified is the need to know when to do 'distance', and when to do 'blended'. I think that OpenSim standalone is just right for teaching building skills in a real life blended learning situation (Ian & Graham tutors), and Second Life is best done at a distance (Cubist and Kisa mentors).
Wonderland is closer to a blended learning environment, in that you are your real life self, speaking with your real voice, and you can interact properly with an application (interface elements and all) like you do in an I.T. lab. That's why I think it might be interesting to have OpenSim standalone as a shared virtual application. I can teach some building skills at a distance without it getting muddied by the whole role play and social complexity thing.
Well, it's just an idea.
Labels:
OpenSim,
Second Life,
Wonderland
Friday, 30 May 2008
The ultimate OpenSim standalone installer
I have an idea. I wonder if it's possible?
We have a stack of dusty old PCs cluttering up the place at Uni. Their old network sockets have been stolen by the shiny new computers, and without a network connection, they're pretty useless. So useless, in fact, that their hard-drives could be wiped without anyone getting upset.
So, this is the idea:
Somebody clever creates an magic installer CD that I can boot up an old PC with.
The installer CD wipes the hard-drive and installs the Debian OS+OpenSim standalone+Second Life client.
I reboot the PC and it automatically loads OpenSim and connects to it via the Second Life client (preferably running full screen for maximum tidiness).
We have a stack of dusty old PCs cluttering up the place at Uni. Their old network sockets have been stolen by the shiny new computers, and without a network connection, they're pretty useless. So useless, in fact, that their hard-drives could be wiped without anyone getting upset.
So, this is the idea:
Somebody clever creates an magic installer CD that I can boot up an old PC with.
The installer CD wipes the hard-drive and installs the Debian OS+OpenSim standalone+Second Life client.
I reboot the PC and it automatically loads OpenSim and connects to it via the Second Life client (preferably running full screen for maximum tidiness).
Labels:
Debian,
Open Habitat,
OpenSim,
Second Life
Wednesday, 7 May 2008
Art & Design Pilot - Days 1 & 2

I'm knackered.
Day 1 - Morning.
The network in the whole building was down. A switch had blown over the bank holiday weekend and no-one had noticed. We didn't care because we were using OpenSim standalone.
Day 1 - Afternoon.
The OpenSim standalone stuff was great. Each student had their own lag-free, empty, private island to take their first steps on. The students found it easy, and I felt like I had some useful influence over the class. They took a photo of themselves like it was the first day of school, all in their Ruth uniforms. They built a tower. Graham did a great building demo, impressing everyone without saying a word. They built a gallery and put their own work on the walls. They doubled up on one computer and built a den and hid in it. I kept emphasising the core stuff like the camera move and snap to grid and all that, but really, I hardly said anything much. I didn't need to. They were all clever enough to discover it all for themselves. After a couple of stress free hours, they were all pretty confident builders. Faced by the overwhelming heat on a very sunny day, two students built a giant ice cream cone and we all left the room to try and buy a real one. Dave W saved the receipts for our lollies.
Day 2 - All day.
The network got fixed. I lost 3 students to the Whitby trip, but they're coming in tomorrow to catch up.
After a quick recap in OpenSim, we played a name game with marker pens and a whiteboard table that I accidentally invented (details to follow) and the students read a handout about the importance of choosing the right name:
http://www.secondlifeinsider.com/2006/11/21/whats-in-a-name/
Then they signed up to Second Life.
They signed into OpenSim using their newly acquired Second Life names (you can log into OpenSim standalone with any name you want).
We linked up the OpenSims over the local network so that two avies at a time could share an island and learn how to chat and IM. That created a real buzz as the multi-user thing kicked in.
The avies played hide and seek, and cheated using the minimap.
Finally, it felt like the right time to log into Second Life proper, and the Orientation Island experience wrenched the students away from me. Although I increasingly felt like I was loosing them to another educational approach that I objected to, I was heartened by the confidence of our no longer Noobs. Within seconds of appearing on Orientation Island, one of our students was giving advice to another avatar. Our lot knew that they were ahead of the game on that island, and they showed none of the signs of anxiety that I have always witnessed in previous SL only inductions. They enjoyed themselves for a good hour and a half before gradually TPing onto some random mainland location.
After the fiddly task of giving money, making friends, joining group and teleporting everyone to the LeedsMet sim, we tested out Grahams auto e-portfolio tool sign-up prim. Each new avie clicked on the magic prim and an account was created for their avatar on our bespoke web 2.0 thing. Then they all grabbed a plot on LeedsMet and marked their territory by exercising their building skills. Then it was a quick trip the LeedsMet FAS to see Graham's recreation of our RL art school building, and then Graham chucked a bunch of landmarks at everyone and they ventured out onto the mainland. Then we had all had enough, and we went outside to enjoy the last of the glorious sunshine on the hottest day of the year.
When my brain comes back online, I might be able to work out what the significance of all this is. But for now, I'm happy with the vague but overwhelming feeling that something very significant happened yesterday and today.
Saturday, 23 February 2008
OpenSim sketchbook
I love OpenSim. It's provided me with a Second Life sketchbook that I can use on the train. No network hassles or costs. Just my own, personal island to try things out without anyone bothering me.
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