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iPhone 3GS launch event in Singapore

pics from last night's launch of the iPhone 3GS at Singtel Comcentre, Singapore :-)

this was how it was supposed to be, but this is much more accurately how it felt :-)

(you can actually see me in one of the pics in CNET's Photo Gallery :-) if you scroll to the bottom of this post there's a video taken on the iPhone 3GS of the tenth person in the queue)


two hours to go...


Singtel fed us with cheesecake cubes and bottled water


the ecology between Apple, its developers and their applications is a marketing emphasis

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SL6B - once more, with feeling

the sixth anniversary celebrations of Second Life (SL6B) are officially over, though you can still visit the exhibits till around 6 July :-)

[update: i would like to extend a very warm welcome to all visitors who have been directed here by Hamlet Au's very kind mention on 3 July, in New World Notes :-)

update 2: Phaylen Fairchild - the "leader of a phenomenal team that actually made SL6B a reality" has posted a rejoinder, which provides context]

i received an invitation to give feedback on the event (i'm sure all exhibitors - and certainly a great many other participants - would have as well), and here's the gist of what i wrote. i'm sharing it here, for the primary reason of encouraging all of us to take some time to think through our personal understandings of this year's provocative celebratory theme of 'The Future of Virtual Worlds'.

***********************************

i don't think we should have striven for a cohesive feeling (certainly not across the entire collection of regions). one might argue that such constraints are good for creative expression, but in this case i felt the theme was ill-thought-through and favoured those with good building skills. further, an unfortunate and unnecessary consequence of the theme was the perpetual night setting, which did not really help newbie visitors (who would have been unfamiliar with client-side environment controls).

participants were (initially at least, in the first call for proposals) invited to "show how you intend to make things in 5, 10 or 100 years". this had two major problems. first, it favoured those who had access to good builders / building skills, in order to render one's vision of one's business in the future. second, if you think about it properly, the future of virtual worlds will actually be likely transparently integrated into everyday life, much like the telephone and television are today. how does one then express this self-same transparency, by making it explicit in one's exhibit? there is a very big paradox here.

third, the tightly defined initial call for proposals, with its unnecessarily distracting metaphor of Dallier's Hope, resulted in at least one worthy exhibit-application being turned down, namely that from the SL Shakespeare community.

the organisers might say that this initial strictness in the first round of application-reviews was relaxed in the second call. but there was one particular blog post on the official SL Blog that pointed to how ludicrously the rigour-pendulum had swung the other way:

"If you make pet animals, that's fantastic, stick an astronauts helmet on them!"

??

why is there this reflexive connection between "the future" and "space"?

this once again highlights that the theme was (a) ill-chosen, and (b) poorly and inconsistently executed.

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no one wants to be defeated: Michael Jackson 1958 - 2009

michael,

for bringing rhythm, joy, inspiration, moves, into the lives of so many...

thank you.

you'll always be remembered.

SS Galaxy 2nd Anniversary - feature extracted from Prim Perfect issue 18

the good folks over at Prim Perfect have just published issue 18 :-)

in it, they have run a very kind feature on the SS Galaxy's 2nd Anniversary celebrations.

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Second Life 6th Anniversary (SL6B) - Directory of Exhibitors

the celebrations for the sixth anniversary of Second Life coming out of beta (SL6B) begin tomorrow.

here's a handy directory of the various exhibits. to find the education-themed exhibits (including Bri Gufler's LGBT History Museum, Claire Pascal's the Digital Earth, Timmi Allen's History and Vision - the Brandenburg Gate, Jilly Kidd's The Written Word, and my own preview of the Field Studies Centre at Praxis), use the 'education' filter at the top of the page.

as a teaser, have a look at this machinima of my friend Asterion Coen with his build :-)

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SS Galaxy - second anniversary schedule of celebrations

the schedule of celebrations for this weekend's commemoration of the SS Galaxy's second anniversary is out :-)

20 June

- 10 am SLT (21 June 0100 hrs (Singapore time)) jet ski races - Boarding Gangway
- 11 am SLT (21 June 0200 hrs (SGT)) story hour - Atrium Garden
- 2 pm SLT (21 June 0500 hrs (SGT)) Carah Nitely live in concert - Zodiac Ballroom
- 4 pm SLT (21 June 0700 hrs (SGT)) DJ Monique Gateaux - Pool Deck
- 6 pm SLT (21 June 0900 hrs (SGT)) Geisha anniversary special event - Japanese Restaurant
- 7 pm SLT (21 June 1000 hrs (SGT)) Coby Constellation magic show - Japanese Restaurant
- 8 pm SLT (21 June 1100 hrs (SGT)) Komuso Tokugawa live in concert - Zodiac Ballroom
- 10 pm SLT (21 June 1300 hrs (SGT)) DJ Swinger - Boiler Room

21 June (venue is the Zodiac Ballroom unless otherwise stated)

- 12 am SLT (1500 hrs (SGT)) Happy Hour with Bill Stirling - Reception Lobby
- 11 am SLT (22 June 0200 hrs (SGT)) DJ Shrike Rossini
- 1 pm SLT (22 June 0400 hrs (SGT)) DJ Bobby Eberhart
- 2 pm SLT (22 June 0500 hrs (SGT)) Xander Nichting live in concert
- 4:30 pm SLT (22 June 0730 hrs (SGT)) Clarice Karu live in concert
- 6 pm SLT (22 June 0900 hrs (SGT)) DJ Midnight Capalini

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Happy First Anniversary, Temasek :-)

Temasek - the sim which has been designed to showcase the culture, ecology and history of Singapore - turns one, today :-)

i would like to take this opportunity to thank all those who have contributed to the design and construction, as well as to all who have chosen to call it home.

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the Field Studies Centre at Praxis - a preview at SL6B

next week, Second Life celebrates its sixth anniversary :-)

just like last year, i'll be part of the celebrations too :-)

i must say, i found this year's theme of 'the Future of Virtual Worlds' more than a little constrictive, for reasons which i give here. anyway, i decided that - for me, at least - the most appropriate way to commemorate the event was to provide a preview of the work that is being done at the Field Studies Centre at Praxis.

here's a pic of the exhibit, at SL6B Nano.

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advancing the debate: virtual environments and fictive worlds

it's 5:30 am as i write this, so please pardon me if i sound incoherent.

it's just that i woke up with the following thoughts burning in my head and i want to get them down.

educators who have spent some time thinking about (and talking about) virtual worlds with stakeholders who are less au fait with what they are, face the problem of being pooh-poohed.

this happens for two main reasons, and both are equally important, so the order of precedence in which i present them here is no indicator of the weight i place on them.

first, people who are not familiar with virtual environments / epistemic games / virtual worlds, are unable (from a cognitive and affective perspective) to vicariously appreciate and understand just how powerful the affordances of some of the better environments / games / worlds are for learning, precisely because these affordances leverage upon the learners' projective identity in the game (Gee, 2007).

in other words, the very reason why well-designed virtual enviornments / epistemic games / virtual words are so effective in learning, works against helping those not familiar with them, come to an understanding of this reason.

(in simple English, you can't understand until you play; when you play, then you will understand. you can't understand by not playing (ie, you can't understand by just observing or talking about it in abstract terms)

the second reason why it is difficult for educators who 'get' such environments / games / worlds to explain them to those who only have a casual interest in them, is because of the connotations associated with the word that is most often used to describe them, namely, the word 'virtual'.

you don't have to be a rocket-scientist to guess the reception one gets when the word 'virtual' is used in what is purportedly a serious discussion.

...

:-)

so, where does that leave the educator who wants to help others understand?

although there is an argument to be made for simplifying language, i think - in this case - what we should try to achieve is a more concise terminology, so i would like to suggest we consider using the term 'fictive world' instead of 'virtual world'.

first up, i would like to make the distinction between 'virtual environment' and (the commonly-used term) 'virtual world' (assuming we understand that 'environments' and 'worlds' sometimes do (and sometimes do not) possess game-like qualities). for the purposes of this blog post at least, i see a 'virtual world' as being different and distinct from a 'virtual environment' in that a 'world' has a culture(s), a backstory, and an economy. thus, for example, World of Warcraft and Second Life are virtual worlds (note, one is a game, while the other is not), whereas Project Wonderland is not a virtual world, being instead a virtual environment.

having got that out of the way, i would like to make a case for using 'fictive world' in lieu of 'virtual world'. i believe the word 'fictive' - despite being familiar to an even smaller proportion of people than the term 'virtual world' - can, with due diligence on our part, help our cause in the medium- to long-term.

'fictive' is different from 'virtual', in that while 'virtual' is juxtaposed with 'real' (and we all know that in order for a stakeholder to buy in to any proposed educational initiative, the learning processes and outcomes must be REAL), 'fictive' on the other hand, does not have as clear an opposite number. the opposite of 'fictive' is not 'factual'. 'factual' is the opposite of 'fictional'. but i am not here talking about 'fictional', i am talking about 'fictive'. 'fictive' is different from either 'virtual' or 'fictional' in that 'fictive' foregrounds much more explicitly an active, constructive, role played by the protagonist (in this case, the learner). yes, 'fictive' carries with it all the helpful baggage of co-construction, socially distributed cognition and social constructivism. 'virtual' decidedly does not.

'virtual' does not, because the word describes a state; contrast this with 'fictive', which describes an ongoing-series of deliberate actions.

now, presuming i haven't yet lost you, if you can see the merit in my case for the term 'fictive world', why don't i go the whole hog and propose the term 'fictive environment', instead of 'virtual environment'? i don't, because - by the terms of distinction that i outlined earlier between a 'world' and an 'environment', the term 'virtual environment' is actually more accurate to describe what we commonly have in mind, than 'fictive environment'. you see, i think of a virtual environment as a (3D?) collaborative space - a space which i instantiate and / or enter when i want to do something with, or engage with, others who are not necessarily co-located. it doesn't matter to me (as the hypothetical example of a 'typical' user of such spaces) whether the space is ad hoc, or persistent (persistence, on the other hand, is a necessary (but not sufficient) attribute of a 'world'). thus, because of this potential ad hoc nature of such environments (when used in learning), they are more accurately described as 'virtual environments' (called up on-demand) rather than 'fictive environments' (in which persistence matters).

persistence is an inherent part of fictive worlds because the word 'fictive' implies a narrative, or - more precisely and powerfully - the co-construction of many narratives (Bakhtin's heteroglossia).

the final point that i would like to make in this post is that by making the distinction between 'virtual environments' and 'fictive worlds', we may perhaps have a clearer understanding of the affordances and disaffordances (for learning) between the two. 'virtual environments' are good as meeting spaces, and for the simulation of training activities. 'fictive worlds' - if you have closely followed my argument thus far - are great when the learning processes and goals foreground extensive and authentic social collaboration and co- (and re-) construction (beyond just 'getting the job done').

thank you for reading this far :-)

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'the Future of Virtual Worlds' - my personal take

the one-hundred-and-seventy-fifth episode of ventriloquy shares with you my personal interpretation of the theme 'the Future of Virtual Worlds', that has been chosen by Linden Lab to characterise the sixth anniversary celebrations of Second Life (SL6B) later this month.

in this 1.8 MB download, i take the opportunity to foreground two personally significant anniversaries in Second Life - both occurring this week: on June 16, the Singapore-themed sim of Temasek celebrates its first anniversary, and on June 20 & 21, the cruise-ship SS Galaxy celebrates her second anniversary.

please do accept my invitation to visit either or both of these regions, especially over the coming week :-)

Additional reading:
- Lowell Cremorne's 14 June blog entry (Beautiful Kate - virtual worlds as normality) The Metaverse Journal
- I Love the Knight Life episode at tv.com (Knight Rider)
- Down the Rabbit Hole episode at wikipedia (CSI: NY)

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whalesong

mother and calf at Farwell

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just messin' about :-)

ha ha!

i haven't had this much fun in ages :-)

a BIG thank you to the four of you who were there - it's something i won't forget in a very long time.

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MMORPGs and Virtual Worlds: the Learner as Gamemaster

the one hundred and seventy-fourth episode of ventriloquy was inspired by the question-statement "You are the GM".

not referring to 'genetically modified', nor to 'General Motors', nor even to 'General Manager', it's a phrase that i'm beginning to hear with increasingly regularity at the SS Galaxy Community Gateway, which i volunteer at.

please do join me in this 2.0 MB download, as i consider with some excitement the new cohort of avatars in Second Life coming over with prior experience in, and expectations from, Massively Multiplayer Online Roleplaying Games (MMORPGs) such as World of Warcraft. i also try to tease out some preliminary links between Gamemasters and teachers, and - most importantly, in my opinion - the unique and powerful affordance of MMORPGs and Virtual Worlds to facilitate the adoption of the performative identity of Gamemaster, by the learners themselves.

Additional reading:
- Gamemaster (wikipedia entry)
- the Field Studies Centre at Praxis (under construction)
- Dark Isle - mythical Celtic roleplay (comprising Phoenix Prime and Phoenix Secondus; closed on 17 April 2009)
- Dark Isle (as featured in Hamlet Au's New World Tableau, 30 December 2008)
- Dark Isle (as featured in Orange Island's Metaverse Explorers, 14 January 2009)
- Koinup photo gallery of Praxis (formerly Phoenix Prime)
- Koinup photo gallery of Praxis Prime (formerly Phoenix Secondus)

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SS Galaxy Community Gateway

it has been three weeks' in the making, but the wait has been well-worth it :-)

if truth be told, it's something i've wanted to do to contribute back to the Second Life community, for a few years.

with the help of my friends DBDigital Epsilon, Sanspareil London and Dacob Paine, the SS Galaxy now has a Community Gateway of its own :-)

Community Gateways are orientation areas for avatars who have just newly registered their Second Life accounts, as alternatives to the Linden-designed ones.

the Galaxy's Community Gateway is a restricted-access area, for the safety and comfort of the newbies. it has been designed after careful observation of the best characteristics from ten other gateways. it is staffed by a hand-picked team of nine crew from a variety of time-zones and with fluency in several languages.

if you have been thinking of opening an account in Second Life, the Captain and crew invite you to kindly consider choosing the SS Galaxy Community Gateway for your initial orientation :-)


the SS Galaxy Community Gateway welcoming its first newbies :-)

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Co-presence + Dimensionality = Identity-formation

I’ve been talking about the pedagogical affordances of Second Life to fellow educators for two years now, and I’ve had the time and opportunity to refine what I say and how I say it. There are certain concerns that educators generally tend to have about virtual environments and virtual worlds, and in my experience I’ve found it prudent to address these upfront and at the beginning of each talk. One of the things I always include in this section of such talks would be that operating in Second Life takes a lot of self-discipline, and a close eye has to be kept (either by the learner, and / or on behalf of the learner) on the amount of time spent in-world.

[update: i would like to extend a very warm welcome to all visitors who have been directed here by Hamlet Au's very kind mention on 15 May, in New World Notes :-) ]

I have put the way that Second Life can potentially be a time-sink, to the fact that it is not easy to multi-task while in-world. That is to say, people at their computers – but not in virtual worlds – can multi-task fairly easily – we’ve all seen adolescents juggle multiple IM conversations while simultaneously browsing the web and updating their MySpace page. But once you enter a virtual world such as Second Life or World of Warcraft, it has been my argument that such multi-tasking activity, and ability, is somewhat reduced, and it’s not just because the virtual world looks nicest when run in full-screen mode.

No, it’s because the virtual world is persistent – that is, it continues to change and evolve even when the resident / the learner / the player, isn’t paying direct attention to it, or to the activities of his or her avatar. This persistence makes it very difficult to want to multi-task, even though the ability to – strictly speaking – has been only slightly diminished.

So far, this argument has been easy to understand and has contented my audiences, and has contented me. But today I had a further insight, and I would like to share it with you.

Important though persistence is, in considerations of designing learning environments around new media, it does not help much to explain why well-designed interventions within virtual worlds can result in deep and meaningful learning.

I would argue that virtual worlds are such potentially powerful learning environments because they help shape and form identities.

Before I proceed, I would like to flag two things to note. First, I make the distinction between virtual worlds, and virtual environments. I see the latter as being different from virtual worlds in that they do not have significant histories (backstories), cultures nor economies. Thus, for example, Warcraft, Second Life, and EVE Online can all be contrasted against, say, Sun’s Wonderland Project. Wonderland may be very good for certain things, but it is being designed less to be a virtual world and much more to be a collaborative space. Second, when I said earlier that virtual worlds shape identities, I take ‘identities’ to refer to the entire spectrum of possible projective identities, ranging from those closely akin to the learner’s own identity in Real Life, to more fantastical identities that he or she may choose to adopt.

Identity formation through virtual worlds is critical to anyone with an interest in education, because identity works through embodiment to result in deep learning, as Gee and others have noted.

Note that I specifically said “identity formation through virtual worlds”. I would argue that embodiment alone may not necessarily result in deep learning; this is why some 3D games with an educational focus may not necessarily result in the enaction of lasting change. The learners (in this case, the players) need deeper emotional investments in the characters, and it is my argument that such investments are made as identities develop over time.

Generally, the virtual worlds industry realizes this, and that is why there are ongoing efforts to investigate the possibility of identity-portability across various virtual worlds. However, true to historical precedent, I fear that the education industry is slower on the uptake.

What is it about virtual worlds, then, that builds identity? I would argue that there are two necessary contributors, namely co-presence and dimensionality. By co-presence I refer to the ability to know that others are online within the same ‘space’ (loosely defined) as one presently is, and by dimensionality I refer to ‘spaces’ which have an explicit (depiction of the) third-dimension (as opposed to webpages or IM windows).

Co-presence alone does not help a great deal in identity-shaping. To a large extent, the roots of online co-presence date back to the roots of the internet, and its lineage can be traced through IRC and IM. Despite this long history, there has not been much reporting of how such technologies have been effectively used in education and learning with respect to the formation of identities. This could be due to the afore-mentioned characteristic that an operator’s involvement in such technological clients can be potentially fleeting, not least because of the ease of multi-tasking which these clients afford.

More recently, the Weblin service has enabled people browsing the web to actually see who else might be concurrently browsing the same site. This is definitely co-presence transposed to the web, but this is still more a social tool and does not purport to be one which shapes identities.

Likewise, dimensionality alone does not help a great deal in identity-shaping. Contrived though this scenario might be, the person behind a lone avatar operating intermittently in an isolated region in Second Life would struggle to understand what others in general – and educators in particular – find so compelling about Second Life as a learning environment (as an aside – the scenario isn’t as far-fetched as it might seem, as it does describe the activity of some people (educators included) who just come in-world to dip their toes in the water).

So, neither co-presence alone, nor dimensionality alone, would result in the shaping of identity. It is when – as so many educators have already discovered for themselves (and never vicariously) – the two come together, in a virtual world such as Second Life or Warcraft – that the ‘magic’ happens. The magic happens because the learner is not only aware that he or she is not alone in the neighbourhood (co-presence), but is also able to see – and therefore react to – what others are doing around him or her (dimensionality).

It is through these actions, reactions and responses to others in a concurrent, timely manner that identities are rapidly shaped, with consequent implications to the meaningfulness of the learning activity.

[update: 13 May: have a look at Hamlet Au's take on the new Blerp web-service]

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SS Galaxy Continental Terminal by Scope Cleaver

the one-hundred-and-seventy-third episode of ventriloquy features the creative genius of one of the most celebrated architects in Second Life - Scope Cleaver.

Scope has totally re-interpreted the space at Clementina, that i first introduced to you just last month.

in this 1.6 MB download, i describe how - in his own inimitable way - he has designed a place where visitors to the SS Galaxy will have more than an excuse to linger, even before embarking aboard the ship herself.

i am so pleased with the result, that i have renamed the SS Galaxy - Continental Terminal, as the SS Galaxy Continental Terminal by Scope Cleaver.

the Captain and crew of the SS Galaxy welcome you to visit at your leisure :-)

Additional reading:
- SS Galaxy Continental Terminal by Scope Cleaver - a photoset on Flickr
- Architecture Now! 6 by Taschen (article on Scope Cleaver from pages 460-466)


Scope Cleaver handing the build over to the SS Galaxy team - represented by Managing Director DBDigital Epsilon and Director of Vendor Relations Lacey Ellison

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Second Life Quickstart Guide

the Lindens have just released the Second Life Quickstart Guide :-)

Second Life Quickstart Guide

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the Bartle test of Gamer Psychology

ooo.

the Bartle test of Gamer Psychology has been around since 1996, and i've only just learned about it.

well, better late than never :-)

here are my results:

given this psychological profile, is it any wonder that i find Second Life so compelling :-)

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Relay for Life of Second Life 2009

the one hundred and seventy-second episode of ventriloquy introduces Relay for Life of Second Life 2009.

this three-month-long fundraising event is in aid of cancer research, cancer education, and patient care, in support of the parallel series of Relay for Life events organised by the American Cancer Society.

in this 1.4 MB download, you'll learn that one of the teams in the relay is Team SS Galaxy, so please do consider making a donation the next time you visit the ship :-)


the Relay for Life donation kiosk in the Galaxy's main lobby

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SS Galaxy - Continental Terminal

the one-hundred-and-seventy-first episode of ventriloquy introduces the SS Galaxy - Continental Terminal.

designed as a place where residents new to Second Life can feel welcome, the SS Galaxy - Continental Terminal is located in the historic sim of Clementina, halfway between Governor Linden's mansion and the Ivory Tower of Primitives (the latter being in Natoma).

specifically, the SS Galaxy - Continental Terminal is directly adjacent to Clementina Park, and the public sandbox at Natoma.

please do join me in this 2.0 MB download, as i share some of the area's rich history with you :-)

Additional reading:
- Sean Percival (2007) Second Life In-world Travel Guide
- Rymaszewski et al (2008) Second Life: The Official Guide


the SS Galaxy - Continental Terminal at dusk, with the plateau atop which the Governor's mansion is built, in the background


the main entrance to Clementina Park

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