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Virtual worlds and Web 2.0 New York State Higher Education CIO Conference Summer 2007
Plan of the talk Introductions Web 2.0 Virtual worlds Pedagogies, practices, issues (Middlebury waterfall, spring 2006)
One theoretical argument How do information technologies change? (Dviga Vertov,  Man with Camera  (1929)) Janet Murray’s two-step Copy and paste Intrinsic affordances emerge ( Hamlet On the Holodeck , 1998)
One metaphor Web 2.0 and education is like gaming and education:  awareness is challenging Huge, financially and quantitatively successful worlds Global and rapidly developing Bad anxieties, policies, and media coverage Perceived lack of… seriousness
One metaphor Web 2.0 and education is like gaming and education:  intersections are possible Take advantage of preexisting projects Mod/warp/hack  DIY Literacy: audience
I. Web 2.0 The term’s history: Tim O’Reilly, 2005 Expands “social software” Draws on Web history
I. Web 2.0 Microcontent, rather than sites or large documents (Twitter, 2007)
I. Web 2.0 Multiply authored microcontent, rather than sites or large documents
I. Web 2.0 Open content and/or services and/or standards (Pepysblog, 2003-)
I. Web 2.0 Open microcontent + multiple authors = network constructivism (Pepysblog, 2003-)
I. Web 2.0 More simply:  user-generated, shareable content (Pepysblog, 2003-)
I. Web 2.0 Data mashups Flickr + Google Maps
I. Web 2.0 Perpetual beta (O’Reilly, now history) Geo-tagging in Flickr
I. Web 2.0 AJAX-based? Also Flash, also database
I. Web 2.0 O’Reilly: platforms for development
I. Web 2.0 What can we learn from this? Ton Zylstra: “ In general you could say that both Flickr and delicious work in a triangle: person, picture/bookmark, and tag(s). Or more abstract a person,  an object of sociality , and some descriptor...”
I. Web 2.0 “… In every triangle there always needs to be a person and  an object of sociality . The third point of the triangle is free to define[,] as it were.” - http://www.zylstra.org , 2006 (emphases added)
I. Web 2.0 What can we learn from this? Jyri Engesrom is succinct: “ The fallacy is to think that social networks are just made up of people. They're not; social networks consist of  people who are connected by a shared object .” - http://www.zengestrom.com/ , 2005
I. Web 2.0 Collaborative writing platforms: the  wiki  way
I. Web 2.0 Web 2.0 components, movements collaborative writing platforms:  the blogosphere
I. Web 2.0 State of the blogosphere 70 million blogs tracked by Technorati: “ Technorati is now tracking over 70 million weblogs, and we're seeing about 120,000 new weblogs being created worldwide each day. That's about 1.4 blogs created every second of every day.” (David Sifry, April 2007)  Chart follows…
I. Web 2.0 Web 2.0 components, movements:  social objects http:// flickr.com /   Photo sharing:   Flickr
I. Web 2.0 Components, movements Mixing and mashing:  the  RSS  feed
I. Web 2.0 -Alex Iskold,  The Read/Write Web , April 2007 http://www.readwriteweb.com/archives/the_future_of_rss.php   “ RSS is basically a filtered push - the user subscribes (pulls in) to channels that he/she likes, and after that content is delivered automatically.”
I. Web 2.0 Social object:  the person FaceBook MySpace LinkedIn ZoomInfo CyWorld
I. Web 2.0 Social news: Memeorandum, Tailrank, Digg, TechMeme
I. Web 2.0 Web 2.0 influences rich media Podcasting
I. Web 2.0 What’s happened since “podcasting” in 2001? Neologisms: godcasting nanocasting podfading podsafe podspamming podvertising porncasting
I. Web 2.0 Web 2.0 influences rich media: audio Freesound archive DIY copyright Social networking values http://freesound.iua.upf.edu/
I. Web 2.0 Web 2.0 influences rich media: video (Gootube? Suetube?)
II. Virtual worlds (Second Life, 2004-present) Wiki approach to other media? -social gaming and Web 2.0 wiki objects wiki resources
II. Virtual worlds (LambdaMOO, 1990-present) Antecedents, digital: the MUD, Adventure
II. Virtual worlds (Activeworlds, 1995-present) (image via www.virtualworldlets.net) Antecedents, digital: avatar spaces -There -Atmospheres
II. Virtual worlds (from Philippe Codognet, http://webia.lip6.fr/~codognet/) Antecedents, predigital: Theater of Memory
II. Virtual worlds “’ The matrix  has  its  roots  in  primitive  arcade  games,’  said  the voice-over,  "in early graphics programs  and military experimentation  with cranial jacks." On  the  Sony,  a two-dimensional  space war faded  behind a forest  of  mathematically  generated  ferns,  demonstrating  the  spatial possibilities  of  logarithmic spirals;  cold blue  military footage  burned through,  lab  animals wired  into test  systems, helmets feeding  into fire control  circuits  of  tanks  and  war  planes…’” Antecedents, early digital: science fiction 1984: William Gibson,  Neuromancer 1992: Neal Stephenson,  Snow Crash
II. Virtual worlds “’ Cyberspace.  A  consensual hallucination  experienced daily by  billions  of legitimate  operators, in every nation, by children being taught mathematical concepts . . . A graphic representation  of data abstracted from the banks  of every  computer in the human system. Unthinkable  complexity....’"
II. Virtual worlds “’… Lines of light ranged in the nonspace of  the  mind,  clusters  and  constellations  of  data.  Like  city lights, receding…’ "What's that?" Molly asked, as he flipped the channel selector. "Kid's show." William Gibson,  Neuromancer  (1984)
II. Virtual worlds (Club Penguin, 2005-present) New forms 2d-3d worlds -Habbo Hotel -Cyworld -Runescape -VMK
II. Virtual worlds Google Earth -Keyhole DB -2d: KML -3d: Sketchup -reach -Geotagging photos: videos
II. Virtual worlds “ Human Pacman,” Adrian David Cheok, circa 2005 Augmented Reality -mobile devices game players general use tools
II. Virtual worlds Second Life scene, December 2006 Future: Web 3d? -identity as avatar -media platform
III. Pedagogies and issues ( Rome: Total War ) Pedagogies Virtual reality Social software
III. Pedagogies and issues Ancient Spaces project, University of British Columbia Virtual reality Machu Picchu, Arts Metaverse, Open Croquet
III. Pedagogies and issues Second Life,  Bryan Zelmanov Emotional bandwidth (Linden Labs) Social presence Self-expression
III. Pedagogies and issues Teaching with Web 2.0: it’s not all new -Web 1.0, internet pedagogies Hypertext Web audience Discussion for a Collaborative document authoring Groupware
III. Pedagogies and issues Teaching with virtual worlds: it’s not all new -Web 1.0, internet pedagogies Rich media Web audience Chat MUDs/MOOs
III. Pedagogies and issues Teaching with Web 2.0: principles Distributed  conversation Collaborative writing Object-oriented discussion http://smarthistory.blogspot.com/
III. Pedagogies and issues Teaching with virtual worlds and Web 2.0: more principles Personalization Relative ease of entry (Barbara Ganley)
III. Pedagogies and issues Social object pedagogies, virtual worlds and Web 2.0 (from Edugadget,  http://www.edugadget.com/2005/05/07/flickr-creative-commons )  Annotate details Remix (“Make it mine”)
III. Pedagogies and issues Teaching with the “net.gen”: “ [S]tudents… write words on paper, yes— but… also compose words and images and create audio files on Web logs (blogs), in word processors, with video editors and Web editors and in e-mail and on presentation software and in instant messaging and on listservs and on bulletin boards… Kathleen Blake Yancey, "Made Not Only in Words: Composition in a New Key." CCC 56.2 (2004):297-328.
III. Pedagogies and issues Teaching with the “net.gen”: “ — and no doubt in whatever genre will emerge in the next ten minutes   … Note that no one is making anyone do any of this writing.” Kathleen Blake Yancey, "Made Not Only in Words: Composition in a New Key." CCC 56.2 (2004):297-328.
III. Pedagogies and issues Strategic choices: hosted or local
III. Pedagogies and issues Strategic choices: vendor or open source? (Open Croquet, 1999-present)
III. Pedagogies and issues Strategic choices: CMS involvement
III. Pedagogies and issues Strategic choices: CMS involvement (Sloodle project, http://www.sloodle.com)
III. Pedagogies and issues Web 2.0 Limitations Contrary to class safe space (Gary Kornblith) Loss of individuality Archival problems Some responses Can block comments and/or readers Liberatory moment Complement other practices
III. Pedagogies and issues Virtual worlds Interoperability -no standards body -move content between platforms? (Rise of Nations, Microsoft Games)
III. Pedagogies and issues Preservation questions -what state? -how to cope with vendor dependency? Upcoming Sony  PS3 product Wired , March 2007
III. Pedagogies and issues Content worries -Sex and/or children -Copyright (cf Copybot) Support woes -Machines -Networks -Labs (Flyguy, http:// www.trevorvanmeter.com/flyguy/  )
III. Pedagogies and issues Multimedia and audience “ Q: Will Web 3D take off? Or is the way we interface with the web perfectly fine at the moment? A: Text is very good at conveying information. You don't need a 3D environment to read text, and indeed it could get in the way. Would you want to read what I'm saying here if it were in a 3D setting? Would it help or hinder your ability to follow what was going on?...”
III. Pedagogies and issues “… Also, in an avatar-based virtual world, you're controlling a character. Sometimes, people don't want to control characters, they just want to be themselves. Do I gain anything from having to direct my character to read something I want to read? Or is it an unnecessary level of indirection?” Richard Bartle,  Guardian  interview, July 17 2007
III. Pedagogies and issues Is there a Wiki approach to other media? -video and audio not fully yet (Odeo, for Napoleon 101)
III. Pedagogies and issues Wiki approach to other media? -video and audio experiments (IT Conversations)
III. Pedagogies and issues Wiki approach to other media? -images (Gliffy)
III. Pedagogies and issues Virtual worlds applied to Web 2.0? Richer media; greater sense of place Cyworld, South Korea “ Less than four years after its launch, 15 million people, or almost a third of the country's population, are members.” ( BusinessWeek , September 2005)
National Institute for Technology and Liberal Education  http:// nitle.org   NITLE blog  http://b2e.nitle.org

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Web 2.0 and virtual worlds

  • 1. Virtual worlds and Web 2.0 New York State Higher Education CIO Conference Summer 2007
  • 2. Plan of the talk Introductions Web 2.0 Virtual worlds Pedagogies, practices, issues (Middlebury waterfall, spring 2006)
  • 3. One theoretical argument How do information technologies change? (Dviga Vertov, Man with Camera (1929)) Janet Murray’s two-step Copy and paste Intrinsic affordances emerge ( Hamlet On the Holodeck , 1998)
  • 4. One metaphor Web 2.0 and education is like gaming and education: awareness is challenging Huge, financially and quantitatively successful worlds Global and rapidly developing Bad anxieties, policies, and media coverage Perceived lack of… seriousness
  • 5. One metaphor Web 2.0 and education is like gaming and education: intersections are possible Take advantage of preexisting projects Mod/warp/hack DIY Literacy: audience
  • 6. I. Web 2.0 The term’s history: Tim O’Reilly, 2005 Expands “social software” Draws on Web history
  • 7. I. Web 2.0 Microcontent, rather than sites or large documents (Twitter, 2007)
  • 8. I. Web 2.0 Multiply authored microcontent, rather than sites or large documents
  • 9. I. Web 2.0 Open content and/or services and/or standards (Pepysblog, 2003-)
  • 10. I. Web 2.0 Open microcontent + multiple authors = network constructivism (Pepysblog, 2003-)
  • 11. I. Web 2.0 More simply: user-generated, shareable content (Pepysblog, 2003-)
  • 12. I. Web 2.0 Data mashups Flickr + Google Maps
  • 13. I. Web 2.0 Perpetual beta (O’Reilly, now history) Geo-tagging in Flickr
  • 14. I. Web 2.0 AJAX-based? Also Flash, also database
  • 15. I. Web 2.0 O’Reilly: platforms for development
  • 16. I. Web 2.0 What can we learn from this? Ton Zylstra: “ In general you could say that both Flickr and delicious work in a triangle: person, picture/bookmark, and tag(s). Or more abstract a person, an object of sociality , and some descriptor...”
  • 17. I. Web 2.0 “… In every triangle there always needs to be a person and an object of sociality . The third point of the triangle is free to define[,] as it were.” - http://www.zylstra.org , 2006 (emphases added)
  • 18. I. Web 2.0 What can we learn from this? Jyri Engesrom is succinct: “ The fallacy is to think that social networks are just made up of people. They're not; social networks consist of people who are connected by a shared object .” - http://www.zengestrom.com/ , 2005
  • 19. I. Web 2.0 Collaborative writing platforms: the wiki way
  • 20. I. Web 2.0 Web 2.0 components, movements collaborative writing platforms: the blogosphere
  • 21. I. Web 2.0 State of the blogosphere 70 million blogs tracked by Technorati: “ Technorati is now tracking over 70 million weblogs, and we're seeing about 120,000 new weblogs being created worldwide each day. That's about 1.4 blogs created every second of every day.” (David Sifry, April 2007) Chart follows…
  • 22. I. Web 2.0 Web 2.0 components, movements: social objects http:// flickr.com / Photo sharing: Flickr
  • 23. I. Web 2.0 Components, movements Mixing and mashing: the RSS feed
  • 24. I. Web 2.0 -Alex Iskold, The Read/Write Web , April 2007 http://www.readwriteweb.com/archives/the_future_of_rss.php “ RSS is basically a filtered push - the user subscribes (pulls in) to channels that he/she likes, and after that content is delivered automatically.”
  • 25. I. Web 2.0 Social object: the person FaceBook MySpace LinkedIn ZoomInfo CyWorld
  • 26. I. Web 2.0 Social news: Memeorandum, Tailrank, Digg, TechMeme
  • 27. I. Web 2.0 Web 2.0 influences rich media Podcasting
  • 28. I. Web 2.0 What’s happened since “podcasting” in 2001? Neologisms: godcasting nanocasting podfading podsafe podspamming podvertising porncasting
  • 29. I. Web 2.0 Web 2.0 influences rich media: audio Freesound archive DIY copyright Social networking values http://freesound.iua.upf.edu/
  • 30. I. Web 2.0 Web 2.0 influences rich media: video (Gootube? Suetube?)
  • 31. II. Virtual worlds (Second Life, 2004-present) Wiki approach to other media? -social gaming and Web 2.0 wiki objects wiki resources
  • 32. II. Virtual worlds (LambdaMOO, 1990-present) Antecedents, digital: the MUD, Adventure
  • 33. II. Virtual worlds (Activeworlds, 1995-present) (image via www.virtualworldlets.net) Antecedents, digital: avatar spaces -There -Atmospheres
  • 34. II. Virtual worlds (from Philippe Codognet, http://webia.lip6.fr/~codognet/) Antecedents, predigital: Theater of Memory
  • 35. II. Virtual worlds “’ The matrix has its roots in primitive arcade games,’ said the voice-over, "in early graphics programs and military experimentation with cranial jacks." On the Sony, a two-dimensional space war faded behind a forest of mathematically generated ferns, demonstrating the spatial possibilities of logarithmic spirals; cold blue military footage burned through, lab animals wired into test systems, helmets feeding into fire control circuits of tanks and war planes…’” Antecedents, early digital: science fiction 1984: William Gibson, Neuromancer 1992: Neal Stephenson, Snow Crash
  • 36. II. Virtual worlds “’ Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts . . . A graphic representation of data abstracted from the banks of every computer in the human system. Unthinkable complexity....’"
  • 37. II. Virtual worlds “’… Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding…’ "What's that?" Molly asked, as he flipped the channel selector. "Kid's show." William Gibson, Neuromancer (1984)
  • 38. II. Virtual worlds (Club Penguin, 2005-present) New forms 2d-3d worlds -Habbo Hotel -Cyworld -Runescape -VMK
  • 39. II. Virtual worlds Google Earth -Keyhole DB -2d: KML -3d: Sketchup -reach -Geotagging photos: videos
  • 40. II. Virtual worlds “ Human Pacman,” Adrian David Cheok, circa 2005 Augmented Reality -mobile devices game players general use tools
  • 41. II. Virtual worlds Second Life scene, December 2006 Future: Web 3d? -identity as avatar -media platform
  • 42. III. Pedagogies and issues ( Rome: Total War ) Pedagogies Virtual reality Social software
  • 43. III. Pedagogies and issues Ancient Spaces project, University of British Columbia Virtual reality Machu Picchu, Arts Metaverse, Open Croquet
  • 44. III. Pedagogies and issues Second Life, Bryan Zelmanov Emotional bandwidth (Linden Labs) Social presence Self-expression
  • 45. III. Pedagogies and issues Teaching with Web 2.0: it’s not all new -Web 1.0, internet pedagogies Hypertext Web audience Discussion for a Collaborative document authoring Groupware
  • 46. III. Pedagogies and issues Teaching with virtual worlds: it’s not all new -Web 1.0, internet pedagogies Rich media Web audience Chat MUDs/MOOs
  • 47. III. Pedagogies and issues Teaching with Web 2.0: principles Distributed conversation Collaborative writing Object-oriented discussion http://smarthistory.blogspot.com/
  • 48. III. Pedagogies and issues Teaching with virtual worlds and Web 2.0: more principles Personalization Relative ease of entry (Barbara Ganley)
  • 49. III. Pedagogies and issues Social object pedagogies, virtual worlds and Web 2.0 (from Edugadget, http://www.edugadget.com/2005/05/07/flickr-creative-commons ) Annotate details Remix (“Make it mine”)
  • 50. III. Pedagogies and issues Teaching with the “net.gen”: “ [S]tudents… write words on paper, yes— but… also compose words and images and create audio files on Web logs (blogs), in word processors, with video editors and Web editors and in e-mail and on presentation software and in instant messaging and on listservs and on bulletin boards… Kathleen Blake Yancey, "Made Not Only in Words: Composition in a New Key." CCC 56.2 (2004):297-328.
  • 51. III. Pedagogies and issues Teaching with the “net.gen”: “ — and no doubt in whatever genre will emerge in the next ten minutes … Note that no one is making anyone do any of this writing.” Kathleen Blake Yancey, "Made Not Only in Words: Composition in a New Key." CCC 56.2 (2004):297-328.
  • 52. III. Pedagogies and issues Strategic choices: hosted or local
  • 53. III. Pedagogies and issues Strategic choices: vendor or open source? (Open Croquet, 1999-present)
  • 54. III. Pedagogies and issues Strategic choices: CMS involvement
  • 55. III. Pedagogies and issues Strategic choices: CMS involvement (Sloodle project, http://www.sloodle.com)
  • 56. III. Pedagogies and issues Web 2.0 Limitations Contrary to class safe space (Gary Kornblith) Loss of individuality Archival problems Some responses Can block comments and/or readers Liberatory moment Complement other practices
  • 57. III. Pedagogies and issues Virtual worlds Interoperability -no standards body -move content between platforms? (Rise of Nations, Microsoft Games)
  • 58. III. Pedagogies and issues Preservation questions -what state? -how to cope with vendor dependency? Upcoming Sony PS3 product Wired , March 2007
  • 59. III. Pedagogies and issues Content worries -Sex and/or children -Copyright (cf Copybot) Support woes -Machines -Networks -Labs (Flyguy, http:// www.trevorvanmeter.com/flyguy/ )
  • 60. III. Pedagogies and issues Multimedia and audience “ Q: Will Web 3D take off? Or is the way we interface with the web perfectly fine at the moment? A: Text is very good at conveying information. You don't need a 3D environment to read text, and indeed it could get in the way. Would you want to read what I'm saying here if it were in a 3D setting? Would it help or hinder your ability to follow what was going on?...”
  • 61. III. Pedagogies and issues “… Also, in an avatar-based virtual world, you're controlling a character. Sometimes, people don't want to control characters, they just want to be themselves. Do I gain anything from having to direct my character to read something I want to read? Or is it an unnecessary level of indirection?” Richard Bartle, Guardian interview, July 17 2007
  • 62. III. Pedagogies and issues Is there a Wiki approach to other media? -video and audio not fully yet (Odeo, for Napoleon 101)
  • 63. III. Pedagogies and issues Wiki approach to other media? -video and audio experiments (IT Conversations)
  • 64. III. Pedagogies and issues Wiki approach to other media? -images (Gliffy)
  • 65. III. Pedagogies and issues Virtual worlds applied to Web 2.0? Richer media; greater sense of place Cyworld, South Korea “ Less than four years after its launch, 15 million people, or almost a third of the country's population, are members.” ( BusinessWeek , September 2005)
  • 66. National Institute for Technology and Liberal Education http:// nitle.org NITLE blog http://b2e.nitle.org