Archives for September 2008

A true EDUCAUSE

The EDUCAUSE Review for September/October 2008 was released recently. For those unfamiliar with the publication, it is an “award-winning magazine for the higher education IT community”. It is published bimonthly in print and online. EDUCAUSE itself is “a nonprofit association whose mission is to advance higher education by promoting the intelligent use of information technology.”

Below are three features from the EDUCAUSE Review, précised:

1. Virtual Worlds? “Outlook Good” AJ Kelton (“AJ Brooks”)

AJ Kelton poses this question: Are Virtual Environments (VEs) viable teaching and learning environments?

Kelton’s perspective is that Second Life is the current reigning champion, having both multitudes of educational folk working within it, and having brought the concept of VEs to the mainstream. He goes on to list many of the other VEs in the educational domain, and points out that there has been interest in the educational value of VEs all across the globe.

Kelton mentions Media Grid and its Immersive Educational Initiative, and their continuing work in forming standards and best practices, and creating interoperability for VEs with an educational bent.

Under the challenges and drawbacks section, Kelton lists:

  • Perceptual: VEs are still treated as ‘games’ by those with no personal experience; ‘fun’ is not expected to be a part of education, so anything that could be construed as being enjoyable is suspect.
  • Technical: Collaborative tools (especially for working with text) and interoperability will be the greatest challenges we will face; other technical considerations will work themselves out over time as broadband services and hardware become cheaper and more accessible.
  • Operational: The learning curve for VEs is steep. There are often technical difficulties with VEs, especially those that are more ‘experimental’. With younger age groups particularly, there are legal restrictions.
  • Pedagogical: Each institution must decide for itself whether the tool is appropriate for them, and whether they can sort out methods of assessment.

In conclusion, Kelton seems to think that VEs have a solid future in education – but that the extent of their involvement is as yet unknown and unforeseeable.

2. Higher Education as Virtual Conversation Sarah Robbins-Bell (SL: Intellagirl Tully)

Sarah Robbins-Bell turns a deft hand to answering the question: how can we increase student involvement? She feels that emergent social media are key in turning “passive, knowledge-receiving students into active, knowledge-making students.” The more conversations we can get going, the more student involvement there will be. As levels of participation increase, students’ knowledge will increase in active ways.

On the topic of why there has been a slow increase in the use of social media in education: “I think the problem is that our pedagogy often isn’t ready for an increase in conversation.”

Robbins-Bell states that the best way to integrate social media into education is to take one form at a time: she begins with ‘Virtual Worlds’. She then lists the characteristics of Virtual Worlds, and why they work for educational purposes.

  • Persistence: A virtual world can be used at any time, whether or not other avatars are there.
  • Multi-user: Communication exists between users synchronously.
  • Avatars: Avatars with a flexible appearance allow play with identity (roleplaying). Cultural literacy can be studied and learned from them.
  • Wide Area Network: Students can reach out and communicate with students and teachers at a wide geographical divide.

She goes on to caution that instructors will need to come to an acceptance of the lessening of control that they have in this environment, but notes that this can produce useful results: more communication and less sterility.

3. Looking to the Future: Higher Education in the Metaverse Chris Collins (SL: Fleep Tuque)

Chris Collins examines the place of higher education within the arena of VEs.

Collins follows the development of VEs with regards to major corporations (IBM is working towards people coming together virtually to save them from having to be geographically congruent), industrial giants (Seimens and the University of Cincinnati are working together to allow models created in 3D software packages to be able to be imported into VEs), and governmental departments (simulations of weather phenomena, natural disasters, and workplace training scenarios carried out in VEs).

Collins’ expectation of higher education is that it will produce people ready to become employees in this virtually aware workplace.

Collins then covers the typical obstacles faced by educational facilities in attempting to provide sufficient learning resources for their students, whether they be learning on campus or by distance education.

She finishes by stating that the optimal goal is for students to have fostered within them an interest in lifelong learning, which can possibly be achieved through the technology of VEs – education through this format create more personal autonomy and a greater sense of personal investment.

The other two features from this edition, also worthy of note:

Educational Frontiers: Learning in a Virtual World Cynthia M. Calongne (SL: Lyr Lobo)

Drawing a Roadmap: Barriers and Challenges to Designing the Ideal Virtual World for Higher Education Chris Johnson (SL: ScubaChris Wollongong)

Sources:

September/October 2008 issue of EDUCAUSE Review

EDUCAUSE Review: Back to (Virtual) School (Chris Collins’ original post).

The Watch – virtual worlds in the news

1. Centre Daily Times (USA) – Virtual worlds provide real interaction. “When I was a boy, I loved the Tom Swift books. Whether Tom was plumbing the depths of the sea in his Jetmarine or flying into space on his Rocket Ship, technology and quick thinking always managed to save the day. Those books delightfully immersed young readers in exciting worlds of imagination and possibility. Books have long served as “immersion technologies” that transport people to alternate worlds. Today, computer technology takes immersion several steps further.”

2. GigaOM (USA) – Virtual World Marketing That Works: My Top 3 Tips. “So last year, most people decided that marketing real products in virtual worlds like Second Life doesn’t work. Since then, however, I’ve come across some avatar-driven advertising campaigns with very impressive numbers. In Gaia Online, for example, users grabbed over a million virtual copies of a Toyota Scion; in Second Life, a promotion for the IMAX screening of the latest “Harry Potter” movie was credited for boosting the movie’s ticket sales online.”

3. Orange County Register (USA) – UCI tackles ‘World of Warcraft’ mystery. “The National Science Foundation has given UC Irvine $100,000 to figure out why Americans go to greater lengths than the Chinese to modify “World of Warcraft,” the hugely popular multiplayer online game produced by Blizzard Entertainment of Irvine. About 5 million Chinese play “WoW,” which is twice the number of American players. But Americans produce far more modifications, or “mods,” to enrich the gaming experience.”

4. VentureBeat (USA) – Robotgalaxy raises $5M to launch virtual world. “Robotgalaxy, a retailer that lets kids build toy robots, is developing a virtual world where players can take those robots on science fiction adventures. The New York-based company has raised a second funding round of more than $5 million to launch the game, as well as for other expansion.”

5. AsiaOne (Singapore) – Chat, shop and play in virtual S’pore by year-end. “Local Internet users and their life-like 3D digital avatars can soon sip virtual cuppas in virtual Shenton Way cafes. What’s more, they will also be able to chat, work and play in other true-to-life, online 3D cityscapes of Singapore.
This virtual world that looks and feels like Singapore is the brain child of German firm Metaversum. Virtual Singapore, which will be based on a Metaversum platform called Twinity, will be rolled out by year-end, a senior company official told BizIT this week.”

6. The Canberra Times (Australia) – Real interest in Canberrans’ virtual worlds. “Canberra software company Simmersion says its new 3D program Mycosm could rival YouTube with 30million users.
Two years ago chief executive Bob Quodling told his creative team to come up with something that would ”blow the world”. At the Virtual World Expo in Los Angeles two weeks ago, multi-national software companies said his team had done just that. Mycosm, a 3D version of Facebook, allows users to build their own worlds and share them online to play games, exchange media, make money and socialise with friends.”

7. InformationWeek (USA) – Second Life Tries For A Second Act. “I first joined Second Life in January 2007, near the peak of the hype cycle. Second Life was supposedly the next technology megatrend. It would transform the face of the Internet and make present-day technology obsolete. Then the hype cycle burst. Second Life didn’t change the Internet much. Journalists quit the service en masse to follow the next big trend. But I didn’t leave Second Life. I stuck around. I cut back my professional involvement to an article or blog every few months. But I still spend a few hours a week in Second Life, just playing and keeping in touch with friends.”

8. Sydney Morning Herald (Australia) – Exit reality with 3D web browser. “A total internet revolution is here. That’s according to ExitReality founder Danny Stefanic, who launched his 3D web browser software at Melbourne’s Federation Square today. ExitReality purports to be for 3D internet what Google was for web searches, what You Tube was for video and what MySpace and Facebook were for social networking. Available for free at www.exitreality.com as a four megabyte download, ExitReality operates as a plug-in for existing web browsers. The developers say it was designed with the average computer in mind.”

9. Ars Technica (USA) – Hands on: ExitReality, another useless 3D Internet tool. “Yep, it’s that time again kids. Gather round and hear the story of yet another “we’re giving you the Internet—but in 3D!” product. ExitReality (get it?) is a company based in Melbourne, Australia that apparently isn’t very happy with browsing, searching, and socializing on the web in its current state. Thursday, it released a plug-in named after itself that “allows anyone to view every web page in 3D.” Its ExitReality plug-in is built for IE and Firefox on Windows (though you won’t find any of those details on its barren download page), and also offers 3D search, chat with other users, customizable avatars, social networking, and virtual recreations of real-world destinations.”

10. Silicon.com – Naked CIO: Virtual worlds will disappear. “At a recent golfing outing I found myself paired with a software salesman from a company that develops ‘virtual worlds’. I then reviewed silicon.com to find a CIO Jury, which discussed social networking possibilities within the IT field. Not long ago I also read an article about the CIA developing a social networking virtual world program to allow its employees to share intelligence information in a more proactive fashion.”

Weekend Whimsy

1. Obamabot in Metaverse (prototype)

2. Ice Stawberry visits RL Salzburg

3. Megan sucht das Glück in Second Life

WA Police “Step Forward” into Second Life: detractors in hot pursuit.

The WA Police "Step Forward" Pavilion

The WA Police “Step Forward” Virtual Recruiting Pavilion was launched this week in Second Life. The plan is for the pavilion to be run during a three month trial period, after which this method of recruiting will be reviewed.

“Trudi Karu” and “Dreibergs Lannock” are the avatar names of the recruiting police who will be attending the pavilion at various times over the weeks to come. There is no information yet on how often these staff members will be available to talk to interested parties in Second Life, but it is promising that, unlike with some other government agencies and corporations who have created a virtual presence, there will be an actual person to converse with, rather than a simple 3D rendition of a web site. Unfortunately, there was no-one on staff on Saturday, a day on which many people who work would have the leisure time to get in-world and talk.

Poor video quality mars presentation.

The pavilion consists of a ground-based structure, from which you can teleport to the presentation suite – a sky box consisting of four conjoined, circular huts. The first room is a welcome area, from which you can reach each of the other dedicated rooms. Each room has a link to an appropriate web page, an image of that web page, and a multimedia screen on which to display video content. The video content arrives speedily and without skipping, but is of low visual quality – words cannot be made out – so what the actors have to say has more importance placed on it. Nonetheless, Binary Culture, the company responsible for the build, has produced an attractive and functional build.

On the other side of the story are the folks from the Retired Medically Unfit WA Police Officers Forum (RMU WA POL). While the “Step Forward” Pavilion was unattended by staff, we met up with a member of RMU WA POL at the pavilion. Western Australia appears to be the only state in Australia in which the police, due to a legal technicality, are not classified as “employees”. Due to this legality, police in W.A. are not due any pension or compensation if retired due to medical unfitness. According to RMU WA POL, some of those who have been discharged are not only denied any financial support, but are also denied emotional support and respect.

This is an example of a situation in which a build in Second Life can become equally important a venue for people with opposing or conflicting views as for the people who originally put it together. Indeed, if staffing is irregular, or as is so common in Second Life, absent, virtual presences have the potential to foster numerous views that were not originally intended.

Perhaps the WA Police’s Assistant Director for Attraction and Marketing, Trudi Angwin, may have some secong thoughts about the assertion she’s made: “the pavilion met our needs of being low maintenance, highly accessible, and functional without needing our ‘real’ staff to be logged in for long periods of time canvassing avatar inquiries.”

“Step Forward” page on the W.A. police web site.

Article from “The West” web site.

Binary Culture’s media release.

Immersive Workspaces: the first true corporate virtual world solution?

Rivers Run Red are one of the larger virtual worlds content developers and in the past month or so they’ve made an announcement that should catch the eye of the corporate sector.

As has been extensively reported over the past two years, there’s been significant corporate interest in Second Life. Over that period there’s been lots of conjecture around the potential for any return on investment on a virtual world presence. One area where returns have been demonstrated is in the collaboration arena. In a direct pitch for that market, Rivers Run Red now offer an ‘Immersive Workspaces’ product. It’s essentially an intranet portal with a difference. On the standard side are typical intranet functionality like shared workspaces, document libraries, group calendars and to-do lists. Integrated within that is access to a Second Life-based grid. I can’t be anymore certain than that, as details are a little sketchy but I’d imagine the infrastructure is set up so that whatever virtual world location can be used, with the appropriate privacy level required by the business. Most intranets run on a permissions-based system and it’s likely the virtual worlds component follows a similar path.

Unilever and Diageo are two early adopters of the platform. After viewing the video of Immersive Workspaces, my gut reaction was that this is the first integrated option that’s likely to gain some traction with business. For me the killer aspect is the auto generation of a code for a document stored on the 2D site – lets say a Powerpoint presentation. Once you click to be logged in-world, you enter that same code to view the presentation. Will it be the most creative use of virtual worlds? Not by a long shot – but applications like this do drive virtual worlds closer to the business mainstream.

What do you think? Can you imagine your business finding this useful?

A big thanks to Tateru Nino at for the heads-up.

Second Life is my wheelchair.

http://slurl.com/secondlife/Taupo/171/58/35

There’s all sorts of talk about accessibility, particularly around making computers, the Internet, and online services like Second Life accessible to those who are differently abled. From the chaps in Japan, with their innovative solutions that allow folks with very minimal physical capabilities to use Second Life, to the Imprudence team and Jacek Antonelli – just one of a number of groups looking to improve the accessibility of Second Life clients. Then there’s accessibility specialists who look at Second Life from a legal view (current US law, Section 508 of the Disabilities Act), and thus investigate the content of Second Life. There’s so much focus on how it might be accomplished.

Then someone goes and, distressingly, asks, why? Why should should we put all this effort, money and man-hours into these projects? Surely it’s not worth all the expense?

Let’s examine some of the whys behind the accessibility push.

According to the U.S. Census Bureau, around 17% of the U.S. population, aged 16 and over, lives with some form of disability.

Kippie Friedkin, 11/09/2008

If the US is representative of much of the world with regards to its Census results, close to 1/5th of the world’s population lives with some form of disability. This equates roughly to a staggering 1.36 billion people across the globe. That’s a huge number of people, all of whom are already at some disadvantage due to their disabilities. They would be disadvantaged further if accommodations are not made for them. Every one of these people has likely experienced some form of discrimination, or one or all aspects of the terrible trio: loneliness, isolation and depression. Because of their disability, these are perhaps the people who stand to benefit the most from the social revolution occurring online, and yet as it stands, they are the ones with the least access to it.

http://slurl.com/secondlife/Virtual%20Ability/128/128/23

A wheelchair gives someone with limited mobility to walk, but otherwise functional in the real world, the ability to go out and do things and be a functional member of the community. Because of the nature of my disabilities, a wheelchair is insufficient. However, SL permits me to do things without leaving the protected environment of my home where I have an ergonomic setup that allows for my disabilities.

From my computer chair, I can teach, run a business, have an active social life, and be a functioning member of a community. Second Life is my wheelchair.

– Seshat Czeret, 18/09/2008

Seshat Czeret runs a successful clothing and furniture business in Second Life. She runs classes for the NCI, and is a respected member of their staff. She has several friends whom she is routinely in contact with, and many more people she communicates with regularly. She is an avid roleplayer. All these things would not be possible without access to her high-end computer and broadband connection which enable her to access Second Life.

In the physical world, Seshat suffers from a painful disability which leaves her mostly housebound. She is unable to work away from home, to leave the house for social visits, or to participate in her local community.

For Seshat, a virtual environment is a tool. It’s an extra accessory than allows her new, sometimes unexpected but often welcome, freedoms. It opens up her world. It’s a place where she can be an asset, not a liability.

In another sense, virtual environments are also a good pain management tool. Seshat is able to focus strongly on what she is doing, thereby putting some of her pain aside. If she can be said to “escape” into Second Life, it is not in the sense of “escape into fantasy”, but rather in the sense of “escape from persecution.” It is just the same as focusing on walking, or reading, or gardening, thereby creating a meditative state through focus on an activity.

THE WILDE COLLECTIVE ON CRIMES AND INJUSTICES– MORE THAN OUR SHARE

[“Written by all the members of wilde, but namelessly for their protection and greater transparency”]

most of us, if not all of us, have had things stolen from us, because we were disabled

many of us, if not all of us, have been slapped or abused physically, and several times

all of us have been verbally abused– a lot! which hurts by the way!!

we’ve had our money taken from us

perhaps the greatest pain when our dignity has been taken, stolen.

our humanity, feelings, kicked around and abused

control. people take control. they take control of our things, our decisions. they force their will and preferences upon us. no we cant buy that. no we cant eat that. no we have to watch this. no i dont have time now. no you cant go anywhere. no you will be unable to move for awhile. no…

wilde Cunningham, 05/12/2004

“The nine souls of wilde Cunningham”, a group of nine adults with cerebral palsy, wrote the piece above in 2004.

The take-away lesson from this piece is that people with disabilities often have control, in every facet of life, taken away from them. Accessibility options are just a small way in which the world can return that control. The option to have new experiences, travel outside your room or residence, socialize with people you wouldn’t usually get to meet, have a job or run a business – suddenly more of these become available to people to whom it matters most poignantly.

In Second Life they are on a equal setting and we don’t see the handicaps.

Toy LaFollett

Virtual environments which do not show the user’s face nor use voice put more people on an equal footing. What harm is there in ignoring, in failing to display one’s disabilities, when common reactions are those of pity or of prejudice – both of which have a tendency to lead to a lack of control and shame for the disabled individual?

Being in Second Life is how I imagine an innocent man who had been locked up wrongly feels when he is finally set free. In Second Life I get to call the shots.

John S.

Additional thanks go to Shelley Schlender, for her thought-provoking article.

A year ago on The Metaverse Journal

We toured Toxic Garden and discussed the potential of Metaplace.

A match made in Second Life.

Fighting the forest fire.

Public services.

Education.

What do these two things have in common? Typically, people outside those fields would consider them to be necessary but uninteresting. Many people have experienced the rough ends of these services. You’d think it would be difficult to create a useful and engaging experience in a virtual environment that combined the two fields.

In this case, you’d be surprised to find that those challenges have been faced and overcome.

The Ontario Ministry of Government Services has worked in concert with metaverse developers TheSLAgency to produce that most remarkable of things: a fun and educational experience about careers in the public service. No, seriously.

The Ontario Public Service Careers Island is situated in Second Life. At first blush, the build is pretty, the scenery extensive and attractive, and the main building contains web links for a whole variety of pertinent information regarding career choices with the Ontario Public Service (OPS). Look a little further afield, and you find that outside the main building (that also comprises the landing point), each section of the island has an instructive purpose that is not just interactive but also interesting and fun! For each career path available with the OPS, there is a representative display, with an activity that gives prospective employees some idea of what their job might be like.

Teleportation options board.

I visited the OPS Forest Fire Simulation first. You are given a hose to attach to your avatar to fight the fire, while in Mouselook mode. You also get a list of instructions to assist you in fighting the fire. It includes information about evaporation of water from the hose impeding your ability to put out the fire, the spread of fire, and letting you know where to concentrate your efforts. Our attempts to put out the fire were laughable in their futility. I suspect greater persistence is required in training water on the flaming parts. I spent a great deal of time taking photos during the process, too – photojournalism and firefighting do not mix.

Laboratory entrance

The second stop was the Water Testing Facility. You receive a HUD in the form of a vessel to contain water. You search the island for a body of water, and if you are close enough to the water when you click on the HUD, you will obtain a sample to take back to the laboratory. We found a small puddle of water out behind the airfield, and brought that back to be tested. Here is what the Water Analyzer CK-225 had to say about its quality: ‘This water suffers from heavy lead and hydrocarbons levels, petrol derivates, synthetic oil in quantities that makes its potability virtually impossible. This water is definately dangerous for health, and measures should be taken to clean up the area and limit its accessibility.’ Not a surprising finding, given the test sample’s location.

Traffic Media

The effort put into the project, and subsequent success of it, have not gone unnoticed or unrewarded. The ‘OPS Virtual Career Fair on Second Life’ received a merit award in the innovation category at the 2008 Showcase Ontario awards. TheSLAgency Managing Partner Joe Mastrocovi states, “Our innovative government work in virtual worlds has produced a lot of successes, and we’re honored that the Ontario government feels that our work is award-worthy. We’re proud that beyond awards, this engagement brings our client real results with increased job seekers, applicants, and final hires!”

Overall, it’s a neat idea that has been well executed. Other government and educational services would do well to take a look and incorporate some of these ideas into their own virtual environment projects.

Openlife: the momentum builds

Openlife resident Macphisto Angelus has posted an excellent summary of a recent meeting for Openlife residents. There were a couple of notable announcements out of the meeting.

First, there’s the partnership with realXtend and its promise for a graphically rich world. Second, a range of browser options are on the way, including a Mac version (Mac users can only use Openlife via the Second Life browser at present). Third, some fascinating avatar enhancements are on the way, leveraging off the realXtend platform.

Since we first dropped in on Openlife in February it’s been evolving steadily. If you’re wanting to dip your toe in the waters of an alternate grid, now might be a good time and why not support the Australia-based Openlife?

The Watch – virtual worlds in the news

1. Globe and Mail (Canada) – You’ve got the whole world in your hands. “Best to get the hyperbole out of the way early: Spore, the new computer game from Sims creator Will Wright, rolls the past, present and future of interactive entertainment – not to mention life as we know it – into an absorbing ball of fun and big ideas. No matter what you think of video games, it is something everyone, young and old, should see and experience.”

2. Market Watch (USA) – Motorhead Frontman Lemmy to Launch Own Private Army Inside Virtual World Entropia Universe. “Mindark, developer and operator of Virtual World Entropia Universe, and rock icon Lemmy from Motoerhead, today announced a partnership in which Lemmy and his band will team up with Mindark to create Motoerhead Stadium and Lemmy’s Castle within Entropia Universe. The Stadium and Castle are being built utilizing the award-winning CryENGINE(R)2 graphics engine. This will be the virtual universe’s first major virtual rock arena and castle that will enable fans to hear exclusive music as well as battle Lemmy’s Guardians in hopes of joining his private Virtual Army. ”

3. Science Daily (USA) – Real-world Behavior And Biases Show Up In Virtual World. “Americans are spending increasing amounts of time hanging around virtual worlds in the forms of cartoon-like avatars that change appearances according to users’ wills, fly through floating cities in the clouds and teleport instantly to glowing crystal canyons and starlit desert landscapes. Simply fun and games divorced from reality, right?
Not necessarily so, say two social psychologists from Northwestern University who conducted the first experimental field studies in the virtual world.”

4. Kotaku (USA) – Future Trends for Virtual Worlds. “he Virtual Worlds Expo took place last week in Los Angeles, and there’s been bits and pieces of news from the event floating around — the wrap ups of roundtables and panels are the most interesting. Over at Free To Play, they have put together five big trends in virtual worlds, ranging from ‘the war on geekiness’ (oh, ouch) to one I’m most interested in, the movement from virtual world to real world instead of the other way around.”

5. Market Watch (USA) – Forterra Systems Named Winner of “Innovation in Virtual Worlds for Enterprise” Award. “Forterra Systems, the market and technology leader in enterprise virtual worlds, announced today that it was awarded the prestigious Innovation in Virtual Worlds for Enterprises award at the Virtual World Expo held September 3rd and 4th in Los Angeles. These awards recognize the significant achievements in innovation to companies in five categories: Consumer, Enterprise, Youth, Pioneer, and Overall Innovation.”

6. CNN (USA) – Virtual September 11 memorials bring back memories, emotions. “People around the world who are unable to visit Ground Zero and pay their respects to September 11 victims can still find solace in contacting others through the technological wonders of their home computers. Especially if they’re willing to venture into a virtual world. A series of September 11 memorial events in Second Life, a virtual world run over the Internet, were created to give visitors the ability to connect with others scattered around the country and world.”

7. CNET (USA) – Multiverse touts extensible virtual-world effort. “The Multiverse Network, a developer of virtual world platform software, announced Wednesday that it was unveiling what it calls Places, two related social elements that tie Multiverse users together. Essentially connective tissue for users of the Multiverse platform, Places has two separate components. The first is a social networks application that automatically connects people using Multiverse virtual worlds together with others who are also friends in social networks like Facebook.”

8. Los Angeles Times (USA) – Six Degrees Games hopes to become a heavy hitter in the virtual world. “Virtual worlds, once a niche market within the video game industry, are heading to the big leagues. Six Degrees Games Inc., a Marina del Rey company, is planning this fall to launch a sports-based virtual world for kids called ActionAllStars.com. Members will be able to create avatars, chat with buddies as well as collect virtual trophies for competing in games based on baseball, basketball and extreme sports.”

9. IT Business (Canada) – Using the virtual world of Second Life to snag young IT talent. “The competition sure is fierce when it comes to landing good young talent these days. Organizations are standing shoulder to shoulder around the global talent pool, trying to hook their share of Gen X and Gen Y keepers. But despite their youth, these new recruits are as wary and tight-lipped as a wily old bass. If you don’t find just the right way to attract them, they won’t give you a nibble.”

10. NT News (Australia) – Telstra plasters Uluru in Second Life. “It has long been the subject of great controversy and debate in the real world, but now the Territory’s most famous landmark is at the centre of a virtual storm. Telstra is under fire after it posted billboards advertising its BigPond internet service in front of Uluru in the online virtual world, Second Life.”

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