Thursday, July 26, 2012

From Scratch, Key Elements for an Educational Virtual World, II

Location: VWER meeting

In my last post, I focused on the in-world features of an educator-built virtual world. Next week we'll debate that as well as this second big aspect of design: technical requirements. My suggestions for a virtual world that would please students and not hurt faculty evaluations:
  • Laptop + Wireless: Desktops are as dead in dorms here as are land-line phones. If an application cannot at least run on a laptop untethered from any cables (power cables too: students travel light) the application may as well not exist.  Students will seek out a desktop work station for projects requiring high-end apps, but the don't and won't own such. Try requiring students to visit a lab a few hours weekly, outside of class, to log into a virtual world many would find "creepy" anyhow. I'm glad I'm not you when evaluations are given.
  • Fast, Easy Start: the world must be drop-dead easy to install. No tweaking the viewer, no need to upgrade video cards. It must work right away to retain the attention of students and protect the course evaluations of their faculty.
  • Cross Platform: The Mac OS has jumped on my campus from 5% in the mid 90s to at least 40% two years ago. I now hear, but don't quite believe, it's at 70%. Clearly, any virtual world for students in higher education must work on a variety of operating systems and types of hardware, thus:
  • Browser Based: Cloud Party's use of WebGL as its basis trumps Second Life, which in its current form is nigh impossible to run in a browser. Making the world browser-friendly eases the leap to tablet computing, if this part of the market does replace the laptop for many users.
What have I forgotten?

Wednesday, July 18, 2012

From Scratch, Key Elements For an Educational Virtual World

Location: Thinking Cap in Place

After my few posts about Cloud Party and Glitch, I began pulling together a list of features that I'd want in a virtual world if I had unlimited funds and time to build one myself.

I plan to put this list of features to the vote with colleagues in VWER, before we hold a meeting about "What I learned from a silly game called Glitch" early in August.
  • User-Generated Content: The killer feature for virtual worlds used by educators. We can make and share our creations in a world that is, essentially, a big sandbox
  • Collaborative Permissions: Creators can transfer full ownership for shared builds so backups and exports are possible. Mixed-permissions builds in Second Life are a nightmare
  • In-World Building with Simple Tools: Again, for collaboration this seems very popular with educators
  • Offline Building with Professional 3D Tools: For advanced builders with 3D modeling skills
  • Local Hosting Options: Educational Institutions like to own their hardware and make backups frequently
  • The Illusion of a Contiguous World: World maps are available for Glitch, most OpenSim grids, and Second Life. In Cloud Party, to my knowledge no map is available
  • Several Means of Travel: All virtual worlds include point-to-point movement such as teleportation.  Those making simulations in a world, however, should be able to turn that feature off, so participants are forced to walk or ride to a destination. Second Life manages this well with settings for parcels and regions
  • Freedom of, and From, Adult Content: This will be contentious even among educators. I'd suggest that pornography is not needed in an educational world, but adult content, such as art-museum nudity or discussions of sexuality, is necessary for many educational purposes
  • Simulations Tools, Including a Physics Engine a Combat System: My students asked for this again and again in reviews of my House of Usher simulation. In realistic simulations, bad decisions have consequences.  Avatars in these settings should get tired, hungry, injured when appropriate. They might be able to "level up" for accomplishing goals in a course or assignment. This idea got suggested in Edward Castronova's Exodus to the Virtual World and I like it a lot
  • Simple Help Tools: Glitch wins on this. The designers' humorous approach to FAQs and the Pet Rock charm me every time I log on.
What did I forget? Sound off!

Friday, July 13, 2012

A Closer Look at Glitch, Reloaded

Location: Cebarkul and Far Afield

I will admit, in starting this post, that some of the material was probably in the pre-Beta Beta (or whatever the heck it was) that I played. But I'm liking the following aspects of Glitch. I'm assembling ideas for a future VWER meeting in which we actively plan beyond Second Life and OpenSim, to the features of the virtual worlds we educators would design.  My last two trips to Glitch have been far better than what I experienced last year and earlier this year. I noted, in my entry about Cloud Party, that the side-scrolling interface and lack of realistic avatars were detrimental to my fun.

But Tiny Speck, who makes Glitch, have added depth to the game by giving players more information in an as-needed and funny way. And a little house to call home. So here goes with the features I like so far:

References at One's Fingertips: An Encyclopedia is available even before the player enters the world. Glitch's cute backstory has some surprising complexity. Thus the entry on the Giants helps a great deal, given the game's location: in their giant heads.

I was able to find out a bit quickly about the paths open to players, because a Glitch (the name of our little peopleoids) must chose a series of linked skills at some point. With the reset I'm back to level 2, but I'm thinking that as before, I'm going agrarian with skills related to animals and plants. Note that one's Pet Rock gives hints. Mine suggested that I become a "Porcine Pleaser" when I clicked the "show me" button below, even as it gave other advice about how to become a more effective Glitch:


There are oodles of skills in Glitch. but from the Web profile for each player, a refresher of what the Glitched learned and can do is as easy as clicking the timeline, as I did for one of the first skills I acquired, Animal Kinship I. Each accomplishment can then be Tweeted. I did that for my Hen Hugger badge. I know the world stopped on its axis when that Tweet appeared.

Simple and Clever Menus: Compared to Second Life clients, with their dizzzying array of choices, Glitch's are straight forward: a "player" menu with a character's stats and links to content, and an "imagination" menu (shown at the start of this post), with choices for learning skills and going on quests.

In comparison, it would take a Type A Cyborg to love the menus in Firestorm, let alone its "Advanced" menu.

Everyone Gets a Home Base and Collaboration Reaps Rewards: For now at least, all Beta accounts in Glitch include a home street. My Pet Rock told me that if I can get other Glitches to collaborate on projects on my home street, I get more benefits and bonuses.

For educators, collaboration is a key to Constructivist pedagogy. So any online environment that fosters it would be preferable to one fostering competition.

Humor that is not Cloying:  Way back when, the Lindens had snowball fights with residents in Second Life and have a shared account called "Pony Linden." Once at VWER John Lester (then Pathfinder Linden) showed up as Pony and explained that Linden employees took turns as Pony to greet and entertain newcomers, even offering rides.

Those days are long over and Pony Linden's account was sent to the glue factory.

Conversely, in Glitch my Pet Rock and every darned menu pokes fun at me and itself.

And, yes, there is a Shrine to a giant named "Pot." I thought I had imagined that last time:

Round of belly and capacious of stomach Pot is the Giant of Prosperity, with dominion over anything edible, cookable, munchable or nibbleworthy. Pot himself is not munchable. Do not attempt to munch any giants.

Every time I log out of Glitch, I'm warned "Wait! You were just about to win the game!"  I think that in terms of learning what a good virtual world should offer, I have already won. I'm far from an overarching theory about why I so like Glitch, in much the same way I liked Metaplace. At this point I only have a suspicion. Glitch lacks the gravity and gore of "serious" gaming, the festering drama that is today's Second Life, and the frenetic chase-the-monkey of most side-scrolling games.

There's some stoner magic at work in Glitch, some parody of Philip Rosedale's dream of a perfect online world. By not taking itself so seriously while fostering collaboration and non-violence without earnestness, Glitch charms. That may be utopia enough.

Thursday, July 12, 2012

A Round of Applause for the Phoenix Developers

Location: VWER meeting

I was dreading our meeting today. Just the other day, the four officers of VWER tried to hold a voice-chat meeting and it required two relogs and 20 minutes just so we could all hear and speak.

When we do voice interviews, we always have a couple of voice-to-text transcribers who capture the essence of the spoken remarks. This helps hearing-impaired members and maintains a transcript for later reference.

Logging in today, when we'd have about 20 guests and two speakers, I was nervous. A laptop melt-down left our other transcriber out of Second Life. So I had to be the sole typist for a technical topic about research methods and virtual worlds. This too on a day after Linden Lab began a few major upgrades.

The developers at Phoenix had just released a new version of the Firestorm viewer I like so much, and it promised real performance improvements.

And so it did. Second Life became useable again on my rig, and no chat-lag or other bugs cropped up during our meeting.