Saturday, March 20, 2010

Virtual Conferences: The Tech Advantage

Our Presentation
Locations: CCCC, Louisville & VWBPE, Second Life

Note to readers: the brilliant Viv Trafalgar must also be modest, because she's standing in front of her name in the image above, from VWBPE. You already know the malcontent at the right.

Having just attended a few sessions at Virtual Worlds: Best Practices in Education 2010 and read Dusan Writer's excellent post about the event, I set out for Kentucky, a nine-hour drive, to go to the Conference on College Composition and Communication. I learn a lot at every CCCC, but given several factors, I think I'd get just as much if not more out of an online event.

There's more to commend virtual conferences than saving money and energy on travel. I'll talk about a few technical advantages, and at least one moral one, in my next few posts, then give readers my peak-oil travelogue to Louisville.

Reason 1) Better Technologies of Presentation: Most big-city conference centers and hotel ballrooms have rotten internet connectivity. Business types tote in their PC laptops and blah-blah over canned Powerpoint shows, whereas educators want to use Prezi.com, show movies, present live sites. Even getting a data projector for 90 minutes ran me--well, ran my employer--$80. I carry a Mac adaptor for VGA input, but some colleagues drop the 80 bucks and still cannot present any media.

And at most presentations, presenters read a paper in progress. I heard two good SL talks given as a reading at CCCC, but for one I kept wanting to see the presenter's avatar or that of her students, the subject of her talk. The room only had an old-style overhead projector for transparencies. On the other hand, in virtual worlds all presenters need are rezz-rights for the conference venue, perhaps a gaming headset for voice, and prep time. As soon as the bugs are out of the SL 2 Viewer, we'll have live media on the fly at in-world conferences and it will be free of charge.

Reason 2) More techne, less talky-talk: We can do things, rhetorically, in virtual worlds that we cannot at a corporeal conference. When I attended Barry Joseph's talk on "Revenge of the Ludic Life: The Future of 3D virtual World Education" he could change his avatar into a clown...which led me to shout "what does that clown think he's doing?" to much laughter. It's a line I'd always wanted to use and actually fit into the concept Barry discussed.

But Joseph was after serious points, when he showed how shifts in identity of an avatar could encourage creative and pedagogically useful play. My students have little experience with this.

Ludic Life!

At a face-to-face academic meeting, however, instead of showing, we tell, and any clown clothes on academics are tragic fashion mistakes, not pedagogical strategies. Too often, talk of the ludic gets buried in making nods to the correct theorists, in shout-outs to luminaries in the audience, and so forth. Yawn. I do need the theory, but it comes best for me in the context of print and reading-time, not
name-dropping. We are buried in episteme at the expense of techne.

Dusan's post says this better than I could, and better than CCCC presenters--writing teachers all--have said. Because at online conferences, participants see that
"knowledge is constructed from the granular components of craft….that in a world in which the accumulation of knowledge is increasingly based upon techne as compared to episteme." This is writerly thinking of the sort that compositionists have stressed for years in our praxis with students. And yet...at CCCC too often I hear papers read blandly or Q&A reduced to "Ive have a question...not really. Let me tell you about MY project."

The sessions at this VWBPE often included break-outs to other virtual worlds, tours of projects inside SL, and the ability to bring in students for discussion. This is just not possible at an event like CCCC with distance to project-sites being insurmountable because of geography or lousy Internet service in the conference ballrooms.

One presenter about SL at CCCC had the very canny idea of giving us a nicely formatted bibliography so we could learn more later. That was brilliant and kept us focused on the tasks at hand.

Grudging Admission: Okay--the CCCC book room provides brain-porn for academics. But that's the best work-related reason I can find for coming to an actual conference. I picked up several titles to help with my research and program-development.

And single-barrel bourbon. But I have that at home already.

Next: Less Schmoozapalooza

Wednesday, March 17, 2010

No Flying, But No More Death By Powerpoint: The ProtoSphere Virtual World


Location: Eyeing ProtonMedia's Eye-Candy

A business-only virtual world that makes meetings of hundreds of avatars possible? Sure--give Linden Lab $55,000 for SL Enterprise. That sounded like a large chunk of change until I ran across a competitor's impressive product, ProtoSphere.

At $100 to $250 per user, it promises to cost a lot more than the Linden solution, so perhaps we casual and educational SLers should not gripe so much about expenses.

ProtoSphere already claims to provide more than SL Enterprise has on offer, and without SL's larger and not-so-savory reputation. Of interest to me is how ProtonMedia's CEO Ron Burns touts the virtual world as more immersive and inclusive than video conferences, noting that participants are remarkable honest when communicating as an avatar. He claims too that "There is [sic] no self-conscious video telepresence video artifacts here."

There is that, for the poor readers who have bad-hair days. Note to self: every day for me is a no-hair day, so I'm set for either world.

Perhaps Burns discusses it elsewhere, but any virtual environment lets simulations be made quickly. That is just not possible in a video conference, where no one can "walk through" a virtual environment.

Maria Korolov at Hypergrid Business also points out that unlike SL Enterprise, there is no content generated by end users, and that the company does the building for clients. This may account for the price, going upward with the degree of customization and content creation that is required." For for a 500-user world, the fees might begin at $50,000, right in the range of SL Enterprise.

Selling points to companies are not new ones: lower travel costs, prototyping, and so forth. But ProtoSphere is primarily for meeting and exchanging materials. I'll focus on how it differs from existing virtual worlds we use for education and socializing.

First is anonymity. "Every user in Protosphere has their own social network profile," Burns states, so the company has reached a point Linden Lab strives to have for its business clients: full transparency to real-world identity.

Second is document sharing, a holy grail for educators in SL. The little kiosks for document-sharing in-world seem rather nifty to me, working like diner juke boxes to scroll through available materials.
Microsoft is a partner in this venture, so ProtonMedia has a major-league backer for their virtual-world client. Of course, MS is also active in Reaction Grid; a case that the big boys from Redmond are after several virtual world contenders, with an eye to buying out the most successful developer? This would not be the first time MS has made just such a canny move.

One of the company's FAQs says it all about the distance that Linden Lab needs to travel to cross the gulf established by its reputation in the business world:

What is the difference between ProtoSphere and Second Life?
 ProtoSphere is a 3D immersive environment built on the Microsoft stack to address business collaboration needs. SecondLife is a business to consumer 3D online service built on open-source technologies and focused on e-commerce, entertainment and third party development.

Burroughs takes a shot right across the Lindens' (and Avatar Reality's Blue Mars) bows by noting that "The teaming environments created by by our customers in ProtoSphere are strictly for business and will deliver measurable ROI in terms of operational efficiency." So no furries or sex clubs or driving balls 1000 yards at low-g Martian golf courses, I suppose.

A business only world without those things would bore many social ussers, and one without end-user content would bore most educators, but ProtonMedia has made a wise business move. As a marketing professor friend who spent time in SL during the "hype" era said, "there's not any ROI here for traditional businesses." This was only months before the exodus of brick-and-mortar companies from SL began in 2007.

ProtoSphere's makers learned from this and go beyond a "Virtual American Apparel Store" model to what virtual worlds do best: permit old forms of collaboration to exist quickly over great distances. To get an even closer look at ProtoSphere in action, check their video page. A high-definition WMV files can be downloaded; it's where I've taken the screen captures for this post.

Kudos to Rob Kelley, an old friend from grad school who is now a partner and COO at LiquidHub, for telling me to have a look at ProtoSphere.

Monday, March 15, 2010

A Peak Oiler's Riposte to the Singularity Timeline



Location: Ruins of Azalea Mall, Richmond VA

I'm combining this post with my usual "Kunstlerism of the Week." I've been thinking about Transhumanism lately, and debating the topic in a friendly way with some proponents of the idea. In fact, one of the graduates of Dr. Raymond Kurzweil's Singularity University belongs to the Second Life Education List (SLED), and we've been posting our prognostications back and forth.

James Howard Kunstler's post this week notes:

We could conceivably take ourselves toward futures to be proud of, but they are not likely to be the kind of futures we are so busy projecting in our techno-grandiose fantasies about machine "singularities."

As a neo-luddite and organic gardener, my objections to transcending the body should be obvious: I don't consider it an appropriate technology for reasons of social justice and concern for the environment. As an ecologist, I fear that Transhumans and AIs would have so little regard for the found (as compared to remade) natural world that they'd make today's eco-rapists look like green angels.

Of course, as a believer that cheap oil will soon reach a global maximum of production and then begin a terminal decline, the ideas of the Transhumanist movement seem moot to me. We may not have a reliable enough power grid or transportation system to make the advances they predict, let alone distribute them in a way meaningful to the majority of humanity. I draw upon the thinking of Richard Heinberg (Power Down and The Party's Over), Michael Klare (Resource Wars), and Kunstler (The Long Emergency) for my futurist slant. I draw upon "The Hirsch Report" written for the US Dept. of Energy and Matthew Simmon's Twilight in the Desert for the science behind my ideas.

What sort of time line might I set against Dr. Kurzweil's? This is my optimistic projection, as compared to those of some Peak-Oil writers.

2010-2015:
  • Modest economic recovery in US and Europe. Chinese and Indian growth continue, as Mexico's Cantarell oil field--a massive source of US crude--continues its steep decline.
  • Saudi oil begins to decline, covered up at first by their state oil monopoly. Other Gulf states announce (as have Kuwait and Yemen) that their oil reserves are in permanent decline. New finds in western Iraq offset much of this.
  • US consumption remains near 20 million barrels per day. Canada asserting its oil wealth.
2015-2020:
  • World oil production begins a slow decline, amid increasing demand from China, India, and oil-producing nations as their consumer economies ramp up.
  • Advanced virtual-world / VR applications a toy or a tool for research among a tiny minority of computer users. Social virtual worlds like Farmville remain popular but never engage all five senses.
2015-2025:
  • US infrastructure at the crisis point as fiscal constraints, no-tax zealotry, a car-based lifestyle, past entitlements, and insufficiency of alternative fuels conspire to produce consumer rage, dispossession, and steady economic decline.
  • Suburban life increasingly expensive, and in-flow to cities begins on the one hand, new "back to the land" movement on the other.
  • Full-on collapse in Gulf and possible wars involving Saudis and their neighbors.
  • US oil consumption drops as oil producers hold on to their supplies for domestic use or trading with preferred partners. Bankrupt public unable to replace vehicles on a large scale and begin using public transit or their feet to travel.
  • Ongoing collapse in consumer economies and declining tax base reduces R&D spending to focus on defense and energy. Loss of polar ice-cap results in bonanza to explore for Arctic oil. Canada benefits from global climate change and begins to assert military power in a frontier called "The Far North."
2025-2040:
  • US federal and state governments belatedly, despite rage from right-wing political groups, begin to adopt some aspects of European urban planning, green energy, and car-free lifestyles.
  • Most freight moved by rail; most perishable food locally grown. Homesteading to farm the nation's biggest growth industry, along with production of alternative energy sources.
  • National electric grid wobbly and failing; local power off the grid replaces semi-monopolies of power companies, but energy remains scarce.
  • High technologies, car ownership, and access to health care increasingly an object of class warfare. VR remains a popular curiosity.
  • A bankrupt US government, increasingly bereft of naval power as Nimitz-class carriers are retired one by one, cannot contest Russian, Chinese, Canadian, Indian and European wrangling in the Arctic Ocean over oil. Real chance of global war over remaining oil fields.
2020-2060:
  • Europe, India, Russia, China, and America cope with climate and fossil-fuel refugees as Middle East, Central Asian, and Mexican economies collapse.
  • US Medicare and Social Security "safety nets" collapse. High technology not a primary concern of most individuals.
  • Human population begins to decline from disease, war, and famine in much of the world.
2060-:
  • Barring massive burning of coal, simpler lifestyles and localism lead Carbon Dioxide levels in earth's atmosphere to stabilize, but rapid climate change remains under way for at least a century.
So, Transhumanists, let's hope you are correct in your optimism about humanity's inventiveness.

Perhaps climate change and oil depletion will trigger the sort of innovation we saw during WWII or the Space Race, but I doubt it; the Transhumanist vision does not acknowledge Homo Sapiens' propensity for bloodshed, tribalism, and pure chaos that erupts when scarcity prevails. How do we avoid the worst of these changes? That would be lovely to know, but as Kunstler also notes, "We know we have to go somewhere. We know that something like history is leaving us behind. We have no idea how to get to a new place."

Sunday, March 14, 2010

Elgin Park: A Virtual World in Photos

Research Building parking lot 1958
Location: New York Times Web Site

Photos Courtesy of Michael Paul Smith's Flickr site

We usually think of virtual worlds in terms of avatars and special software. I've run across a popular virtual world that requires neither: one needs only a Web browser and nostalgia.

The Times reports how Michael Paul Smith's images of an imagined town, Elgin Park, have attracted a large audience at the photo-sharing site. Smith arranges die-cast cars from the Danbury Mint in settings that evoke Postwar, pre-Vietnam America, a time whose sunset I dimly recall and that often appears in my dreams.

Why the popularity? Smith has a great sensibility for architecture and photography. He knows how to pose his vehicles. But my take is that many of Smith's followers share a desire with folks who become so involved in Second Life and other virtual worlds: a sense of control.

America in the mid 60s, for white men at least, was still a place in command of its destiny (mutual assured destruction being the megaton of an exception). Smith's images capture those urban settings; even the cast of light is perfect. By dwelling on the quotidian, he also captures life as those older than 40 recall it. It's the most distant era many of us could imagine wanting to return to: reasonably modern medicine, technology, and media. Personally, the image above takes me back to hours waiting for my dad while reading Jack Kirby's and Stan Lee's Fantastic Four and other Marvel comics in our family's Edsel, then Star Chief, then Bonneville. It was safe to be alone in the car as dad did business with other produce dealers in large brick warehouses that did their best to look "Space Age" like many other businesses of that era.
Orbit Ice Cream Stand -1959 Chevys

Then we stopped going to the moon, and we began driving Japanese vehicles. I'm not critiquing the second of those changes, but they are there as markers of the end of American techno-triumphalism. Jay Leno feels that way, in a piece that accompanies the story of Elgin Park. Leno notes that when Chrylser sent its turbine-powered car on a world tour in 1963, "In countries where people were still riding bicycles and donkeys, Americans were driving jets."

Just as Leno can build a new one-off jet car, in virtual worlds we can create content not--and importantly, no longer--possible in real life. We can return to a past that has been perfected or a future that could never be: future nostalgia, in fact. Is it that different from the image below?
Post Card Image

It's notable that Smith's photos lack people--who made that past so darned complex and doomed it to change. The convulsions of the 60s lay just beyond the range of these pictures.

It's also notable that the images of main street show a perfection that now has been lost to the hideous uniformity of suburban sprawl. Outback Steakhouse and its coast-to-cost homogenized cousins put The Rainbow Bar under, and Hegner's Paints got undercut by Home Depot and other blights on the cloned strips of America. Gradually, we've moved American commercial districts to uglier and uglier places than they inhabited in the methodical, human-scaled world that Smith depicts in 1/24 scale.

Smith's world is gone, but we have pictures. And if we cannot ever be dragon-slayers, vampires, rock stars, or I.M. Peis, we can at least have our avatars fill those roles.