Showing posts with label mobile technology. Show all posts
Showing posts with label mobile technology. Show all posts

Friday, March 7, 2014

SL Go Road Trip: A "Five-Star Flight to Somalia"

Location: OnLive with SL Go

I didn't even get photos with it, so my Firestorm shots will have to suffice.  Today I thought I'd do a comparison test with Linden Lab's OnLive-based client, SL Go and my regular Firestorm client.

Iris Ophelia had great luck walking around and taking photos with SL Go. Iggy, however, wants to drive a CAR and cross sims, not be a fashionista. That should work in a driving game, so in this newly gamified SL, why the heck not?

First I logged in with Firestorm and tried, twice, to get my car across some sims. Here's the first attempt:
Yes, readers, that was fun. And familiar.

I relogged and went back to the rezz spot by Linden Highway 7A to try try again. This time, things worked rather nicely! I had some rubber-banding when crossing sims, but no outright failures or crashes. I even got a few glam shots with draw-distance set to 256 meters on my viewer.


Not bad for third gear in the GTO, which would have been almost racing velocity back in the olden days. I figured "if it's THIS good with Firestorm, I need to try SL GO and burn through my free 20 minutes."

Fumbling along after installing OnLive, I found SL Go with some difficulty in the "My Games" section and logged in. More fumbling, all of my own doing, ensued as I navigated the client.

Then I tried to rezz the car and "jump in" as the pie menu commands.

I was standing in space, high above SL, unable to teleport. My friend Grizzla IMed to ask if I'd tried SL Go. My reply, about the client and Linden Lab, remains unprintable.

This new experience would lure me at 99 cents an hour for a bit of gaming-style driving across SL's increasingly empty mainland, when and if SL Go works on my favored rig. Right now, $3 an hour is too steep though it could be an important new revenue stream for Linden Lab. I will try again on my Macbook Pro (their highest end model) and later with iOS when they release that client. But color me dubious, if not gone.

In the end, on both log ins I saw scads of abandoned mainland and a few green dots. Linden Lab has needed something like SL Go for a long time. But the time for it may have passed. SL Go did deliver nice graphics during the three minutes before I crashed. 

But the core technologies of Second Life are antique. As a commenter at New World Notes so aptly put it, SL Go reminds him of taking a five-star flight to Somalia.



Wednesday, May 1, 2013

Leaving Las Vegas: 6 Years in Virtual Worlds, Farewell

VWER 25 April 2013
Location: Grading Finals

During the Spring Semester of 2007, this fool rushed into Second Life, something he felt would not only change education but the world beyond. Virtual worlds looked like a utopian technology with lots of zealous folks ready to evangelize the masses.

Six years later, grading what may be my last-ever student projects about virtual worlds and somewhat wiser, this educated fool wonders why SL did not change the world or even higher ed. I've written elsewhere about why SL failed to become that "3D Web" of yore.  Meanwhile, the bandwagon has moved on, the cheerleaders yelling "hurrah!"and "higher education will never be the same!" for MOOCs.

I'll sum up what I've learned about utopian narratives and would-be transformative technologies here, based on not only the last 6 but the last 25 years of studying and writing professionally about technological change, especially that which generates legions of enthusiasts.
  1. Look past the message to the messenger
  2. Wait for results unless you are an entrepreneur or venture capitalist
  3. Be a trailing-edger
  4. Find community locally, not just online
  5. Consider what students have in their hands
Lesson one: Look past the message to the messenger

I first head about Second Life in a story from Wired. That is not a sedate or juried publication; it's the Popular Mechanics of the digital era. Ever the sucker for flying cars and moon bases, I decided "I need to get in early with this technology," not considering that one company, with a closed platform not built for education, held the cards. I trusted the vision of Magic Koolaid provider, Philip Rosedale. Linden Lab's corporate culture and Rosedale's wandering vision both disappointed this educator, along with many colleagues.

Who is pushing MOOCs today? College faculty members? Technologists who embrace the new without considering pedagogy of large classes with little or no contact with faculty? Right-wing lawmakers eager to dilute the power of those "tenured radicals" supposedly in charge of Higher Ed? Boards of Visitors eager to promote a school "brand" without a clear sense of what it will do to curriculum, staffing, or the long-term value of that "brand"?

Ask yourself, and take a deep breath before jumping on the band wagon.

I do wish I'd looked past the euphoria about virtual worlds in 2007 to see who was cheering most loudly.

Lesson Two: Wait for results, unless you are an entrepreneur or venture capitalist

I was not in virtual worlds for the money. As noted just now, I wanted to be in on "the next Web," as many were then pitching SL. In 1993, when I first saw a moving weather-pattern on the Mosaic browser in Dickie and Cindy Selfe's lab at Michigan Tech, I knew I was seeing something historic. In 2007 I thought so again, without applying the very critical-thinking skills I teach my students.

From 2003-06 or so, it made sense for venture capitalists to take a bet on this new technology. It might have become the next Web. Educators, however, need to always place sound pedagogy ahead of tech, which is a suspicious I have about the euphoria over MOOCs at the moment. I saw that same brand of enthusiasm for MOOs in the late 80s and early 90s, literary hypertext a bit later, glove-and-goggle VR from the 80s to the present, and of course, virtual worlds.

While one might reasonably claim that virtual worlds are going to become significant culturally, I'd suspect lots of Magic-Koolaid drinking by an educator who claimed SL will ever again be more than a niche-product in years to come. AJ Kelton of VWER rightly called SL "The AOL of virtual worlds" to the disdain of several Linden Lab staff. AJ was correct, and the Lab staff in question now work elsewhere, after being fired during the first stages of Second Life's ongoing and palpable decline.

Bottom line for me: waiting to see if SL lived up to its hype would have cost me nothing in 2007, and would have saved me time. Had I first taken a class in-world in 2009, I'd have been ready for the myriad frustrations and technical issues that bedeviled a product that seemed very much in Beta up to that point.

Lesson Three: Be a trailing-edger

During the summer I spent with the Selfes and their grad students at Michigan Tech, Richard "Dickie" Selfe, co-founder of that school's CCLI humanities lab, along with wife and fellow scholar Cynthia Selfe, once told me only to adopt trailing-edge tech for teaching and learning. The Selfes were among a group of 1980s pioneers with personal computing in the classroom, and Dickie's lab at MTU was a playful space, with stuffed animals, a coffee machine, snacks, and weekend gaming sessions with Doom and similar titles.  I'm sure that at Ohio State they continue this practice, so influential to young scholars of writing pedagogy in writing-intensive curricula.

At every step, while the Selfes liberally experimented with leading-and-bleeding-edge applications, in the classroom they proceeded more carefully with undergraduates. The older technologies were stable, easier to support, and grounded in best practices for teaching.

My experiences in 2007-8 in SL, and then in 2011 with OpenSim's Jokaydia Grid, taught me the dangers of being on the bleeding edge. My students and I bled. Only Jokay's personal help saved the final exam in 2011, but it left a bitter taste in my mouth for teaching with OpenSim. As for SL, only by 2009 was it stable enough for a class to appreciate. That class was, ironically, my last one to focus on the technology, rather than using it for a single project.

Today, SL as a product is fairly stable, and critical and scholarly work about virtual worlds has emerged to guide our pedagogy. One would be far better off starting today as a SLer with students, given these two changes. Those on the bleeding edge, however, get cut by it.

Lesson Four: Find community locally, not just online

My years with the Virtual Worlds Education Roundtable have been good ones, and I cherish the faculty contacts I have made there. That said, the weekly meetings and constant advice did not compensate for a lack of interest in virtual worlds on my campus. With other innovations, from our Writing Consultants program to First-Year Seminars, we meet in person and I have lunch with folks in the flesh. There is no substitute.

Our technologists all had avatars before I did, but they never convinced more than a handful of faculty to try SL. The learning curve, the oddness of avatar-based education on a residential campus, and the lack of incentives for faculty all worked against us.

In the end, SL was an experiment that failed at Richmond. When Linden Lab renewed the 50% discount for education (if you ask the right person!) we declined. Why spend even $150 monthly for a product that might be used once every few years by one faculty member? Meanwhile, our technologists have other more tasks, from supporting Blackboard and other meat-and-drink software to  new initiatives with mobile apps.

Mobile may turn out to be the "new shiny object" for education, but it's not a niche application for students. As for MOOCs? I will wait to see comparative studies of students' learning outcomes in them and outside them. That should have been done for virtual worlds.

Lesson Five: Consider what students have in their hands

The transition to smart phones as students' primary communications tools has changed everything for us. While laptops abound, students use them like big phones: never plugging in the AC adapters, perching them in nooks where Millennnials gather to collaborate, plastering them with stickers to personalize them. I suspect that with a better keyboard, students would do their content creation on fast tablets, since we have ubiquitous and fast wireless everywhere on campus.

None of that I could have foreseen in 2007, since I did not even slow down enough to consider how poorly SL would run on many laptops, especially those not hard-wired to an Ethernet port or plugged into a AC outlet.

Even with desktop connections, students loathe SL's lag. I saw that last week in the finals. Perhaps server-side baking from Linden Lab will make SL run better on what my students still use for content creation--laptops--though not on phones, where virtual worlds simply cannot display with any sort of grandeur.

But by then, Iggy will have left the virtual building.

Coda:

I'm thankful for an experiment of six years, even if the experiment failed. At least virtual worlds generated two publications for me, as well as a forthcoming anthology I'm co-editing with some chapters about virtual worlds. I don't write the rules, but publications and teaching evaluations are the currency of academia, despite the best wishes of utopians that it be otherwise.

It is always possible that my teaching load will shift again, and my Chair and Department will call on me to teach my course about the history, culture, and future of Cyberspace. In such an event, Iggy and his students will be back. Look out.

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.

Saturday, February 2, 2013

The Phone Book's Here! The Phone Book's Here!

Location: Front Porch

Verizon's phone book landed on the porch a day or two ago, and only this morning did I get around to unwrapping the skinny little thing. It's like the Ghost of Phone Books Past, to this techno-Scrooge.

In another era, the arrival of the new edition would cause quite a flutter. Misplacing the phone book was also unthinkable. They were not easily or cheaply replaced, and my father guarded it like the Dead Sea Scrolls. In an otherwise chaotic Lebanese-American household, the phone book held court on the telephone table. Nowhere else.

Now phone books are incomplete and small. Verizon banishes residential listing entirely to a Web page, a crowning irony since most of the land-line stalwarts I know are so old that a broom provides the interface for web access in their homes.

Once, however, the phone book provided all sorts of diversions. I've three degrees of separation from musician Frank Zappa, but only one from his phone book. A grad-school friend named Rick, when living in Los Angeles, once had the job of delivering the huge directories to the homes of the famous and crazy in that star-studded town.

At one address, he was ringing the bell when a hippie "who looked like a madman" stuck his fuzzy head out of an upstairs window. "What the hell you want?" he challenged Rick.

"Phone books!" Rick replied, and the hippie's face brightened and he came running, shouting "Oh man! The phone book's here! The phone book's here!" Rick quickly found out he'd delivered Frank Zappa's phone book.  Lord knows what chemically enhanced games were played with the directory.  I know that my friends and I played geeky games of generating random names for role-playing games by picking, in the I-Ching manner, examples from the phone book and mixing examples from white and yellow pages. Names such as "Lorenzo Plumber" or "Scrap Metal O'Malley" resulted, to our geeky delight.

Now the I Ching is online, so I asked of it "What is the fate of the phone book?" With six casts of the stones, I received this answer:
"Waters difficult to keep within the Lake's banks: The Superior Person examines the nature of virtue and makes himself a standard that can be followed. Self-discipline brings success; but restraints too binding bring self-defeat."
History of technology there? Tim Wu's The Master Switch, the text just completed in my course on The History, Culture and Future of Cyberspace, is all about those who establish standards for an entire industry, like Bill Gates, though not just for themselves. Some geniuses such as Steve Jobs foresee needs we don't yet have, and they push others to and past the breaking point to make the vision real and the consumer's need materialize.

In the era of mobile technology, where most of my students carry area codes from faraway lands, there's no sense in a phone book. Discipline is needed, however; my students get so lost in a web of constant texts and other inputs that they do not give sufficient priority to e-mail about classes, and they suffer as a result.
 
So as be blunder forward, without much direction or a good directory, into this connected era I will miss the nigh-sacred tome on the "telephone table" in my, and perhaps Frank Zappa's, dining room. 


Or, perhaps, another room in his hippie mansion.

Thursday, January 10, 2013

PaperTab: A Tablet Made of Paper

Location: Looking for a piece of paper

Have a look at a promotional video about this prototype "paper" tablet.
Imagine the future of this in color; just keep the tablets away from the recycling bin!

An irony here: while virtual worlds such as Second Life stagnate, as evinced in my prior post, the mobile revolution, that these worlds so missed exploiting, thunders on.

Top-hat tip to Tristan Longino, who studied with me in 2001.

Wednesday, November 28, 2012

A Novel Way to Market a New Virtual World

Glitch: Getting Started 
Location: Watching one door close as another creaks and threatens to open

I read Iris Ophelia's post that Tiny Speck's Glitch will close, joining the ranks of Google's Lively and Raph Koster's Metaplace in the bin of might-have-been sensations. Will Cloud Party be next?

I loved Glitch for a short while, but did not spend a great deal of time there after the funny concept grew a little tired. I never found community as we ran about squeezing chickens, planting seeds, and donating goodies to appease the giants and curry favor with them.

Iris noted that she too had tried it and stayed away until she heard the world was going under. She also noted the beautiful content she'd found. It was not enough, since not too many folks even knew that Glitch existed.

I'll quote at length from the company's closing announcement about why it failed to attract a user base large enough to sustain the world:
And, given the prevailing technological trends — the movement towards mobile and especially the continued decline of the Flash platform on which Glitch was built — it was unlikely to do so before its time was up. Glitch was very ambitious and pushed the limits of what could be done in a browser-based game ... and then those limits pushed back.
I have said, many times, to colleagues still vainly cheerleading for virtual worlds that I see the future daily: students using handheld devices, not heavy-duty desktops or even, increasingly, laptop computers. I feel sorry for virtual-world evangelists today, especially though naive enough to think that Linden Lab's bizarre corporate culture will pull off some miracle and make our media landscape that of 2006 again. Virtual-world evangelists remind me of me and my geeky Apollo-era friends, waiting for the Moon Base and our flying cars. Going on toward 50 years later, we are still waiting.

So does Glitch's closure mean that the virtual world concept is doomed to failure? Unlike SL, Glitch was fast and ran in a browser. So Flash or not, what could the next starry-eyed designer do to bolster the success of a virtual world with user-generated content?

How about market the world outside the echo-chamber of those who use and write about virtual worlds?

There's My Flying Car! A Vision For Marketing a Virtual World

No world with big aspirations is going to get enough users by cannibalizing SL's user base. Not Glitch or Cloud Party. None of these, including Google's Lively or Koster's Metaplace, advertised.

Compare that to the big games. I saw lots of adverts for Mass Effect III and now for the Assassin's Creed series, including ads on television. Would such expensive TV blitzes help a new virtual world? I don't know, but I have a notion that something different might.

I am about to read Ernest Cline's Ready Player One, a novel I'll teach next term in my first-year seminar Cyberspace: History, Culture, and Future. The novel's setting is largely a near-ubiquitous virtual world called Oasis, and today I began to think: what if an author worked with a game designer from the start to let readers of the book enter the book's world? And what if the book contained clues and puzzles that might be of use in the virtual world?

Cline beat me to the punch, partly. He announced that:
I’ve hidden an “Easter egg” in the text of both the hardcover and paperback editions of Ready Player One. If readers can find this hidden clue, it will lead them to the first of three increasingly difficult video game challenges. The first video game challenge is an Atari 2600 game that contains another Easter Egg that will lead you to the Second Challenge. Completing the Second Challenge will lead you to the Third and Final Challenge.
A winner, Craig Queen, won an actual DeLorean car. While Cline did not take the audacious step of trying to get someone to build Oasis, he's on the road to it.

His contest is pure marketing gold, the sort of thing that Linden Lab could have done but never did, in their assiduous attempts to avoid advertising their world. Imagine giving away a real automobile in 2007, at the height of the SL frenzy, for a Premium member who had solved an in-world riddle. It would have made national news, and Linden Lab would have easily parted with a Porsche or two.

The Lindens relied on free media buzz and insider hipness to pump up SL. We are more harried and tethered to our mobile devices now than five years ago, so cutting through the smog of information would be harder. And hip? That's no longer the case for virtual worlds, so it escapes me why Tiny Speck, with a platform both more obscure and more stable than Linden Lab's, did not promote their game.

If someone can figure out how to create an immersive space that can be accessed by the computers we carry in our hands, it will still need marketing, where Tiny Speck, Rezzable, Linden Lab, Raph Koster, and Google all failed. It will take a tie-in to the broader geek culture, and it will take something like what Cline is pioneering: cult book and world released together.

Wednesday, August 29, 2012

A Killer App That Killed iPhone for Me

Location: Verizon Store

image credit: screen capture from Google Streetview, on my campus near Westhampton Lake.


I'm not a gadget boy, but soon I'll make the shift from a flip-phone to a smart one.

And it won't be an Apple product. Why? Google Street View.

When Apple, for perfectly logical reasons, dropped Google Maps from their iOS 6 plans, they dropped me. I tend to by loyal--fanatically--to the Mac OS, and I'm a long-time hater of stodgy, backward Microsoft (Kinect and their fabulous two-button USB mice excepted).

As a tech user, there are some features that I refuse to abandon, and Street View is one of them. I have used it when traveling abroad to find a car-rental place or hotel that I'd never have found in the maze of York, England's medieval streets. Before Street View, I once walked to the wrong town looking for my car, just outside Bath. After Street View, I led a bunch of friends directly to the right restaurant in Istanbul, London, New York City, and San Francisco. My e-mail to Apple reads:
I am about to get my first-ever smart phone. My wife loves her iPhone 4, but without Street View being integrated into the OS tightly, Apple has lost me as a customer. I'm a 20+ year loyalist to the Mac OS, but I'm drifting away with iOS.

Just a word of advice to the geniuses at the Genius Bar: give me back Street View...now.
So yeah, it matters, Apple. I don't want to have to leap through three hoops to get Street View. I want it instantly, when I click on an address. The Phone app on the iPhone does that so well, with a "call" button in Google searches on Safari.

Instead of working with a competitor or launching a bunch of Apple vans to canvas and photograph the planet (how DID Google manage that?), Apple gives us a "flyover" view that won't help me find a restaurant or business from a human's-eye perspective.

Make my new phone an Android, please, Mr. Verizon Man. And if you show me a Windows Phone, my next post here will be written from jail after a headline reads "Professor arrested after stomping on crappy phone from stodgy company late to party where they never innovated anyway."

But Google? Bring  it on.