Where next for virtual worlds?

On Monday I had the pleasure of presenting at the Eduserv ‘where next for virtual worlds’ workshop. Being asked to talk about the future gave me a nice opportunity to widely name-check a whole bunch of stuff and try and imagine how it might all tie into virtual worlds and learning environments a few years down the line. Since then it’s been full on marking and grading, just enough time to post this…

All of the presentations from the day are online at the Eduserv website. Most of these are in the form of embedded SlideShare presentations – though there is also a (slightly noisy) video of Ralph Schroeder’s presentation there. Hopefully other videos will follow. A wee note tho – if you are looking at John Kirriemuir’s presentation or my own, you’ll find a lot of extra supporting text and notes is only visible when viewing via the SlideShare website itself.

This is a bit of a problem with SlideShare embeds – it isn’t at all obvious when there is a lot of hidden extra content that you can only get via the SlideShare site itself.

(It also took me three attempts to get my slides to load up correctly without blank slides. And I’m not too sure why…)

As to the talks themselves… I enjoyed Ralph’s presentation – some good examples of the differences between high-end video conferencing, immersive virtual reality and virtual worlds and their strengths and weaknesses. His argument that there are two end states got a bit of a picking over on twitter afterwards.

Over on her blog, JISC’s Heather Williamson provides a summary of the day.

Intl. Journal of Virtual and Personal Learning Environments 1(1)

The launch issue of the International Journal of Virtual and Personal Learning Environments (of which I am an associate editor) is now available. Contents here.

A few papers relevant to games and learning. The late (and sadly missed) Leslie Jarmon’s article Homo Virtualis: Virtual Worlds, Learning, and an Ecology of Embodied Interaction. I’m not overly taken with the idea of the emergence of a new type of human (similar to my disquiet with many of the notions around Digital Natives), but
the paper does provide some good material on how immersion in Second Life affects many of its users – both in and out of the virtual world.

Michael Vallance, et al. have a paper which extends their ALT-C presentation on Designing Effective Spaces, Tasks and Metrics for Communication in Second Life Within the Context of Programming LEGO NXT Mindstorms™ Robots.While the students were working to programming robots inside Second Life, the focus of this paper is the communication between students. A number of factors supporting effective communication were identified, including such simple but effective points such as:

  • “Blend familiarity such as use of print-based materials”

A third article, from fwo of my UWS colleagues – Thomas Hainey and Thomas Connolly, is on Evaluating Games-Based Learning:

One of the main problems with games-based learning is that there is a distinct lack of empirical evidence supporting the approach. This paper will describe the evaluation of the requirements collection and analysis process using a newly developed framework for the evaluation of games-based learning and will focus on evaluation from a pedagogical perspective.

The other two papers in the issue will be of interest to a wider audience – in these Martin Weller and Niall Sclater (both of the Open University) consider The Centralisation Dilemma in Educational IT and eLearning in the Cloud respectively.

Subscription required for access to full text (or online purchase for individual articles) – though I note that there is a form to request a free sample issue. <SHAMELESS PROMOTION>And of course you can request the journal for your institutions library.</SHAMELESS PROMOTION>

Looking ahead to 2010 and 2020

I’m a bit late with my ‘predictions for the new year/decade’ post… but on Tuesday night I took part in a Virtual Worlds in Education Roundtable panel discussion (a ‘first of the month’ panel is a regular departure from the normal roundtable format, before you ask!) on predicting the possible and preferable future of virtual worlds in education. As the meeting took place shortly after Second Life’s Linden Lab CEO Mark Kingdon posted his own predictions for the coming year and decade, his comments naturally became a point of reference for much of the discussion.

VWER 1/5/10Image: VWER Panel, taken by Olivia Hotshot

The panel featured Chris Collins/Fleep Tuque, Anthony Fontana, AJ Kelton/AJ Brooks (Chair), myself, Ken Hudson/Kenny Hubble and Jon Richter. Sarah Robbins was sadly unable to make it :-(

We all seemed to have high hopes for the potential of Augmented Reality and mobile technology to enhance and extend the capabilities of virtual worlds – though I felt there to be a lot of uncertainty about how exactly the very different worlds of mobile AR and desk-bound virtual worlds will best be meaningfully and usefully merged. Charles Stross’ “Halting State” presents one picture, but still a little way to go to get there.

From M Linden’s blog post a few things stood out:

  • Chris and myself were both excited by the prospects of an improved API for communications between SL and the web. Currently a large degree of hackery is required to connect web 2.0 applications to SL – the app might provide a simple API, but to connect that to SL almost always requires creating an intermediary service running on a server to act as a go-between.
  • M’s predictions for 2020 were a mixed bag. Some outlined systems that are perfectly feasible already, or have already been demonstrated (The VUE group at Edinburgh have demonstrated video/virtual conferencing already, along the lines M suggests might happen in 2020: ‘Walls in your office become portals to the metaverse’)
  • “Second Life is galactic.” Some discussion here, that is Linden Lab want this outcome then they will have to work hard to ensure that SL makes itself an essential hub world for the growing number of other virtual worlds out there. Second Life is currently a de-facto standard – with the largely compatible OpenSim being one of the main competitors. Can Linden Lab pull off this feat?
  • “Second Life becomes a standard in business, education and government.” Well, it already is largely a standard for virtual worlds – simply because it is the dominant virtual world. Again, the issue for 2020 is whether SL will stay that way…
  • “SLHD blurs the distinction between real and virtual.” This is possibly the only area where M actually makes some far-sighted predictions. And what he is looking to is virtual world technology that provides the physical sensations of the places, objects and avatars one interacts with. This IMHO is something that will remain in the research lab, demonstration systems and theme park – I don’t see this as being a regularly used technology to access virtual worlds by 2020. If nothing else, it goes against current trends towards more mobile uses of technology, and increasing access via mobile and low powered devices.
  • M also suggests that improvements to content management and protection are in the pipeline – this comes a little late for many inworld vendors whose hard work has been cracked and made freely available due to flaws in SL’s security and copy protection mechanisms. (I am talking here about scripted objects, where the scripts themselves should be secure – an inherent feature of digital technology such as SL is that it simply is not possible to prevent theft of textures and 3D data for models – as this data is required by the client to render content. Scripts are supposed to be secure – but have not been.)

In discussion I made one prediction for next year that I’d like to withdraw – I said that at the first VWER meeting of 2011 we’d almost certainly meet in SL, not some other virtual world. It’s still most likely place to hold the meeting – but an OpenSim grid now how to be a very strong second place contender.

It was a long and free flowing chat – apologies if I’ve missed out your personal highlights!