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  • Second Life, the inSL logo and Linden Lab are trademarks of Linden Research, Inc. the blog voyeurism, the podcast ventriloquy, and Raymaker Land Management are all not affiliated with, or sponsored by, Linden Research.

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'.

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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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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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