Showing posts with label immersion. Show all posts
Showing posts with label immersion. Show all posts

Friday, May 24, 2013

House of Usher 2013: What the Students Liked

Location: Far from virtual worlds

For what will most likely be my final teaching experience with virtual worlds, I tried to add depth as requested by the last group, in Spring 2011. Notably, I added more clues, plus a real-life scavenger hunt / mystery on campus. Second, I added a combat system and some dangers to the House of Usher.

I want to share the experiences and advice of the class this year, but I will do so in two posts.

First, what students had to say went well. Each bullet point comes from a different student.

As others with more support and energy than I have build virtual-worlds simulations, I hope this feedback will guide them. It was fun, but, frankly, too much work give how my job is structured. I doubt I would take on a project like this again, if I had to build it all from scratch.

Be that as it may, thanks to my actor-volunteers and students.

Immersion:
  • I felt that speaking on the screen, rather than with our mouths made the simulation more immersive. It made the simulation feel a little more game-like and controlled. Though we could say whatever we wanted, we had to be careful with our words, because it was up to the reader entirely to decide the tone of our words.
  • Unlike the short story, the simulation did also provide me with an extra way to see into the characters’ minds: diary entries and notes. One particular example of this is a note written by Madeline, which states, “I do not think that Roderick is correct in providing me with Laudanum. I fear that it will not assist me with this malady of walking about at night. I would prefer to lock my door." In reading this, my player discovered a distrust of Roderick that Madeline does not make public. Playing as a character in a simulation allows for more direct access to the other characters themselves, though it remains impossible to fully delve inside of their minds.
  • The amount of detail that went into the virtual house eased the immersion into the world of Poe. Because of the elaborate design of the virtual world, I was able to notice any important hint or clue that could help me with my task. For example, by reading the letters and journals that Madeline and Roderick wrote, I gained a lot of information about their respective illnesses and Madeline’s doctor. In addition to the copious amount of detail that the virtual setting offered, it also allowed me to create my own story.
  • I was sucked into the recreation of the Fall of the House of Usher to the degree that it felt ‘abnormal’ being in the real world. There were many factors that allowed for such an amazing experience. To begin with, the ‘cast’ of the story in the virtual world was dressed in authentic looking attire which one might have worn during the 19th century. Other than a few slipups, the characters conversed (through chat) in a manner similar to what one might expect from the people of the era.
Simulation Vs. Media With Deterministic Endings
  • For the vast majority of us who read stories or watch movies for fun today, these art works are onetime thing – rarely do we watch a movie or read a story again. Developing simulation for movies and stories might change this. If a story is, for instance, simulated with multiple outcomes, the audience will try and change the end of the story from the original work, possibly to avoid a danger their favorite character faces in the original story. This might require more than a single attempt.
  • This technique of storytelling has been employed in many video games over the years. In the Mass Effect trilogy for example the players actions could change the outcome and would be carried over three games something not possible in a two hour movie or even a long book. The atmosphere of the original [story] is kept in the simulation along with the added mystery of the final outcome.
  • What I found impressive in the simulation was its small details. For instance, you need to say a password as the code to open the door in crypt. Though this advanced technology was not available at that time, it was particularly interesting when you typed in the password in the chat column and the door opened. You could virtually sit down, drink absinthe, and light a candle. The horrific sound tracks in the game really exaggerated the melancholy and dark atmosphere, which is something the film and original novel did not have.
  • In “The Fall of the House of Usher” there was a lot of mystery surrounding the characters. Roderick’s actions were completely unexplained and readers finished the story with more questions than they started with. The interactive experience gave some insight into why the characters acted in certain ways. Unlike a movie, the student is not watching one person’s interpretation of a story. Instead, the student’s interpretation is combined . . . . with the teacher’s interpretation.
Augmented Reality: The Egg-Hunt
  • I believe that the scavenger hunt that we went on to get the eggs added to the experience of the final by adding the mystery or giving an insight into what we would see in the final. The hunt could be considered the prologue to the final.

Tuesday, February 12, 2013

Sherry Turkle and Virtual Worlds


Location: Prognosticator's Chair

My students are in the midst of Alone Together, Sherry Turkle's jeremiad about the dangers of technology that throughout her book she calls "always on" and "always on you."

Though few Second Life or World of Warcraft users carry these imagined worlds around in their palm, given the beefy nature of the client software, many do spend lots of time in-world. Turkle's subjects mostly find escape there, and she freely admits that one can use these imagined spaces for "embarking on a potentially 'therapeutic' exercise" (212).  Mostly, however, she focuses on gamers like Adam, on the verge of losing his job, or Pete, who cheats on his wife with in SL, having a relationship with an avatar named Jade.  My students had their worst stereotypes of these immersive environments supported by Turkle's book, which otherwise does such a fine job of critiquing the other from of addiction to online activities, the augmented self of texts, apps, and phones glued to the users' palms.

It would be been interesting to see what she'd make of Fran, the 85-year-old Parkinson's patient, who with her daughter created SL avatars. As Wagner James Au reports, Fran was able to visualize herself standing again unaided, while watching her avatar Fran Seranade do Tai Chi or dance. Soon enough, Fran recovered some mobility.

Tom Boellstorff, author of Growing Up in Second Life, has met Fran and her daughter. He and other researchers are studying what has occurred. It's a heart-warming story of the sort rare in Turkle's book.

I will speculate a bit here, something I warn my students against since for them, the art of extrapolation from solid data may be safer for their grades.  I'll let you readers grade me.

Alone Together began as Turkle's "letter" to her daughter Rebecca. In Paris, Rebecca had spent her time texting and on Facebook, instead of taking in the city's many delights. Turkle was disappointed and has crafted one of the best critiques I've encountered of our relationship with our machines and the loss of such things as "the rewards of solitude" (3).

I hope that my class will remember Joel, Turkle's research subject who is an SL builder, both of content and community. Yet I fear Pete or Adam will stay in their minds instead. I do not possess the professional expertise to question how Turkle's bias might have influenced her writing about virtual worlds, but as a reader, I would have liked more Joels, and maybe a Fran, to balance the negative and all-too-common stereotypes of gamers as addicted, soon-to-be-unemployed, social castoffs.

In fact, I'd go so far, an an educator who has used Second Life and OpenSim grids and SimCity 2000 in class settings, to make another claim. Whatever the validity of Turkle's data, her method of presentation about gamers weakens for this reader her critique of social media, texting, and other potentially addictive behaviors.

That may be my bias, given the ease with which users of those apps can get a regular fix.

Work Cited:

Turkle, Sherry. Alone Together: Why We Expect More From Technology and Less From Each Other. New York, Basic: 2011.

Monday, January 30, 2012

A Good Idea for Writing Centers in Second Life, A Little Late

University of Utah Writing Center in Second Life
Location: Writing Lab Newsletter

Image credit: Flickr image by Marriott Library, University of Utah

I read this monthly journal about the theory and practice of peer tutoring, and I've not given a lot of thought to how virtual worlds might help. After all, my campus is residential and small. We do not have a widely dispersed student body living off campus, and the interest in virtual worlds hovers between "nil" and "huh?"

But not all schools work that way, and I was surprised to see Russell Carpenter's and Megan Griffin's "Exploring Second Life" in the March 2010 issue. I was slow getting to it; you can pick up a free PDF copy of the issue online but it's not easy. Click and then find volume 34, number 7.

Their piece came long after the hype cycle for SL had tumbled into Gartner's "Valley of Disillusionment."  As I will explain in a forthcoming post, at a recent VWER meeting my assertion went unchallenged when I called SL a "legacy application" in education.

In spite of that, Carpenter's and Griffin's piece was enough to make me reconsider the beneficial effects of virtual worlds for writing practice, something I'd dismissed here some time ago. It won't change my own campus practice, yet. It might, at some future time, change how I interact with other directors and peer tutors. Notably, the authors claim that:
  • SL provides a more "personable" space for interaction with writers than does a 2D conferencing application.
  • Using SL was easy for staff and writers, but building "requires scripting and programming experience along with a great deal of patience."
  • The presence of white boards to display video and other materials offers a unique and immersive experience.
  • The ability to share real estate with other schools lets writing tutors share best practices cheaply.
And that last application of SL is the "killer app" to me. It is expensive to get tutors together between schools to share ideas. It also takes a great deal of planning, arranging vans, and coordinating schedules. There's no way to just "go hang out" with peer-tutors elsewhere, and I would love to find a way to get our Writing Consultants more engaged in seeing what occurs at other schools, even observing tutorials within the privacy regulations of FERPA and university-specific policies.

At present, I have no clear idea how many writing centers maintain an SL location. A Google search turns up centers for Michigan State , the University of Missouri St. Louis , The University of Central Florida centers. Bowling Green State's center comes up in search, but in reality it closed after a new director, with little interest in SL, took over. The spot not far from our VWER Roundtable venue now houses another project.

There may be more. I only hear anecdotes. Writing Centers have long been experimenters, but given our lack of professional time and funds, Second Life may be one of those experiments that never quite reached a conclusion.

Saturday, December 17, 2011

Usher Returns to Second Life: Adding What Students Want

The Return of the House of Ush... 
Location: Glasgow Caledonian University

Thanks to the kindness of Evelyn McElhinney and her colleagues at GCU, I have a large and tier-paid parcel and many prims to use. A Version of the House of Usher from the Jokaydia Grid build, plus the Visitor Center from Richmond Island, is now returning to Second Life.

Though I won't be teaching Poe for some time, starting this Spring I will have the House open for others' classes if they wish to explore on their own. With some warning, I can gather the Ushers and some new characters for improvisational acting in the simulation.

I am delighted to be back on the Lindens' grid, because SL offers affordances that OpenSim does not, yet. That said, I'm a two-house educator now. I will maintain and continue to improve the Jokaydia Grid simulation, but I can bring in some features that SL offers to address a few student concerns.  In this post, I'll focus on what students said about the physical nature of simulation and its setting, rather than the preparation or execution of the tasks facing the actors and their guests. That merits its own later post.
  • More interactive content for more immersion. Students wanted easier navigation in places, and more confusion/claustrophobia in others. In the earlier SL sim, I'd learned that the House's Crypt was too straightforward, but even with the OpenSim build, some students noted that the rooms were too large and the layout too easy. Only one asked for a map. I will also add more moving walls, trap doors, and cul-de-sacs. Students wanted more of a sense of danger, too. As Jake said, "Adding more animated noises and trap doors would add to the whole enveloping experience." 
  • Simpler movement: One problem singled out were the spiral stairs to Madeline's chamber. I was quite proud of them at one time, but once put inside a tower these proved hard to climb for non-gamers, now replaced by Enktan Gully's 1L Elizabethan staircase (shown below). 
  • More gloom: Others noted that lighting was too bright, and rooms too large to match the oppressive feeling of Poe's tale. That's easy to remedy, with some new walls, doors, and dead-ends. Griffin, who regularly plays games, enjoyed the sandbox nature of the simulation but suggested that the island did not seem dark enough. The SL build will be inside a huge, starry bubble and the lighting will be as dim as possible.
    Staircase!
  • We need to die, Prof. Poe's characters are often in mortal danger, and at least half of the 15 respondents said in their final exam: give us a combat system. Elon claimed that "giving Roderick true ways to threaten his guests would make the experience exponentially more fascinating. What should be done, ultimately, is that the user should feel that they might 'game over' or that their avatars can die."  
  • HUD time: I am looking at purchasing some content to provide a HUD and, in one or two places around the house, a scripted ancient weapon or two for the avatars to use if the simulation demands it. SL's many roleplaying HUDs provide opportunities to be drowned, burned to a crisp, shot full of holes, or impaled on pointy things. Something like the Spellfire system would be perfect.
  • Fashion! Three of fifteen respondents mentioned that they wanted to be able to customize their avatars more.
  • Quote the Raven (but just in text chat). Tucker stated what he and at least three other classmates felt about text-chat, noting "As practical as the chat system was, I believe that it would create a greater sense of immersion if we had headsets on and were able to private chat through typing instead." 
  • More special effects: A lack of sound was lamented by five participants. Other than creaking doors, I did not have time to record the variety of sounds I had planned for the Jokaydia Grid simulation. In SL and OpenSim I will add them, plus some stock sounds for the SL build that we used in 2009 and 2010. As Lauren put it, "lightning, rain, thunder, screams, ghoulish noises, creepy piano music would have been a nice addition to the setting the virtual realities of the Ushers."

Wednesday, November 16, 2011

Jokaydia Grid Orientations for Nevermore

Student (L) and Roderick  
Location: Virtual House of Usher, Nevermore Island

Of seventeen students in my "Invented Worlds" course, fifteen opted for the "take-home exam," consisting of a one-hour orientation to OpenSim and then a ninety-minute "expedition" to the House of Usher on Nevermore Island.

Officially, it's my fifth time in a virtual world with a class, and only my second with an OpenSim derivative.   Time required to set this up? Twelve hours for setting up avatars and orientation, sixty for building and scripting in Jokaydia Grid since we left Second Life.

I'll just post a few pictures today, since no one was in-character as a participant in an 1847 adventure based on Poe's story. I was surprised, and pleasantly so, by the students' adeptness with level-one VW skills. Moving, finding and opening notecards, IMing and chatting were no barriers. I also showed them how to capture chat and take snapshots.

The orientation sessions also helped me add immersive elements to the simulation, such as invisible prims under the Tarn so avatars could not go diving in over their heads.  I also got ideas, watching over students' shoulders, where I should hide more clues and more atmospheric elements to the build.

Many thanks to Jokay Wollongong, who did a quick sim-restart and provided advice for this large group...not to mention a quick list of account names and passwords!  She's even working on a few accounts, individually, where student avatars would not rezz for other participants.

Group near graveyard
Though I kept wishing for some of Second Life's bells and whistles, I did at least see that in either virtual world, small-group orientations accomplish a great deal in one hour.

Saturday, August 27, 2011

An Illusion of Distance For Immersive Learning

Usher Tricking the Eye 2/2
Location: Nevermore Island, Jokaydia Grid

Immersion in a roleplaying setting means that, while exploring a doomed family's mansion and grounds in the year 1847, one should not glimpse Tesla Coils and trees the side of skyscrapers. When I did, I realized that raising some mountains would be in order.

My neighbors in Jokaydia Grid have some well conceived builds. I just don't want my students to see them, as they take on the role of Poe's narrator in "The Fall of the House of Usher."  Unlike what I did in Second Life, here I'm not interested in having them experience a world: I want them to experience a closed simulation. So I began to raise the borders of the sim; gradually the Mountains of Nevermore got very steep.

When my geomancy was finished, the result amazed me. The borders of the sim now seem very far away. This too will become part of our roleplay.

Parts of the island are now very hard to navigate, and the difficulty increases as an avatar walks toward the mountains that ring all of the island except near rocks where the shipwreck of Grampus rests. That hulk contains some important clues about the dark history of the Usher family.
The Captains Ghost
I've been playing with the idea of having several ghosts near the ship and on the land, instead of simply in the house; most of these spirits will help the students by giving them hints and clues. I may have one or two who are malicious. I've also hidden clues in the swamps and woods near the mountains.
Usher Tricking the Eye 1/2
When we run the simulation, I will turn flying off on the island. In the end, I hope we have a place where avatars who leave the House will get lost in a space that seems larger than it really is.

When I ran the Poe build in Second Life, in theory anyone could come by the site. My fears were that some exotic-dancer avatar, in pasties and g-string, would burst in using IM-doofus text chat during a crucial moment of the roleplay. I suppose we'd have pretended she was the ghost of some mad Victorian harlot.

Second Life users are mesmerized by the coming of more advanced mesh items to that grid. I am curious on several levels, but in particular I wonder if the added complexity won't slow to a crawl any systems save for high-end desktop computers. That would be a terrible outcome for educators who remain there. In leaving SL for my work, I've given up many things--namely, the loss of great inventory available at very low prices. But going back, at Linden Lab's rates for tier, is simply not an option.

And, gradually, as the Jokaydia Grid sim comes to life, with content mentioned in my prior post, I think we'll have ourselves a wickedly immersive time in our new home, even without the bells and whistles SL can provide to those with very fast computers.

Friday, February 18, 2011

A Look Ahead: Virtual Worlds in Aerospace & Defense

Virtual Worlds educators Roundtable 3 Feb 2011 
Location: VWER Meeting

image courtesy of Sheila Webber's flickr photostream

Back on Feb. 3, were pleased to host two Greg Moxness & Charles O’Connell, technologists from a major US defense contractor, who spoke at some length about their predictions for virtual worlds entering the mainstream. They were not speaking in their role of company employees, but they spoke knowledgeably about how technological advances might reshape 3D immersive environments.

I'll summarize some of their points below. You can read the entire transcript here.
  • Charles, on convincing coworkers of the value of virtual worlds, “Seed the young with ideas, soon become the decision makers or at least influencers–took about 4 years.”
  • Charles on developments to come “not sure military or defense is leading in this case. [Advances] more from commercial spaces, gaming and entertainment.”
  • Greg, on near-term advances: “the whole idea of gesture recognition and 3d worlds this could be this year or next”
  • Greg suspects we’ll see “full body haptics,” and Charles notes “Haptics–likely to be involved because it has such high value. [It's] never all or nothing. 2D and 3D will exist together….documents and spreadsheets along with 3D objects”
  • Greg on neural interfaces like those in Gibson’s Neuromancer: “[M]aybe a step too far. . .maybe 20-30 years but will the human become less and will the machines evolve?” Charles: “a key thing that might happen, if it can be done noninvasively, something outside the body that can monitor brain waves, nerve impulses.” (Iggy’s note to any student readers: from Anderson’s novel Feed, that is the early version of the Feed interface).
  • Greg agreed with the following remark by Charles, about the relative merits of 2D and 3D environments for training: “3D has immense possibilities, not an either/or question. Use 2D when better suited, or good enough. 3D [is for] experimentation or experiencing things not possible for some reason in RL.”
  • Greg on an advantage of virtual worlds, the need online for something approximating face-to-face contact. Charles notes his belief that “relationships are much stronger in VW.”
  • Charles also came out in favor of transparency in avatar identities (if not appearance) noting, “Treat people with respect, it’s a real place. One life, not two. It’s probably best to be yourself when dealing with others in VW.”
I look forward to their returning to the Roundtable in 2012.