Journal of Virtual Worlds Research – it’s here

Volume 1, Issue 1 of the Journal of Virtual Worlds Research is now available. It contains an extensive collection of research:

Inductive Metanomics: Economic Experiments in Virtual Worlds
Stephen A Atlas

Toward a Definition of “Virtual Worlds”
Mark W Bell

Cityspace, Cyberspace, and the Spatiology of Information
Michael L. Benedikt

Another Time, Another Space: Virtual Worlds, Myths and Imagination
Maria Beatrice Bittarello

Virtual World and Real World Permeability: Transference of Positive Benefits for Marginalized Gay and Lesbian Populations
Jonathan Cabiria

Meeting in the Ether: A brief history of virtual worlds as a medium for user-created events
Bruce Damer

Help – Somebody Robbed my Second Life Avatar!
James Elliott, Susan Kruck

Avatars Are For Real: Virtual Communities and Public Spheres
Eiko Ikegami, Piet Hut

Towards a Theoretically-Grounded Framework for Evaluating Immersive Business Models and Applications: Analysis of Ventures in Second Life
Kelly Lyons

A Typology of Virtual Worlds: Historical Overview and Future Directions
Paul R. Messinger, Eleni Stroulia, Kelly Lyons

The Lessons of Lucasfilm’s Habitat
Chip Morningstar, F. Randall Farmer

From a Video Game in a Virtual World to Collaborative Visual Analytic Tools
Theresa A. O’Connell, Yee-Yin Choong, John Grantham, Michael Moriarty, Wyatt Wong

Virtual communities – exchanging ideas through computer bulletin boards
Howard Rheingold

Defining Virtual Worlds and Virtual Environments
Ralph Schroeder

3D3C Real Virtual Worlds Defined: The Immense Potential of Merging 3D, Community, Creation, and Commerce
Yesha Sivan

Second Life Mixed Reality Broadcasts: A Timeline of Practical Experiments at the NASA CoLab Island
Stephanie Smith

How Open Source Software Will Affect Virtual Worlds
Francis X. Taney, Jr.

In coming weeks we’ll feature stories on some of these pieces of research but if you’ve got a spare half-day, jump in and have a read. Special mention to Amanda Salomon from Smart Internet Technology CRC at the Swinburne University of Technology, who is an Associate Editor on the Journal.

Australian Educational Institutions: what are they thinking now?

Things are moving slowly in the education sector.It’s no secret that Australian educational institutions are getting involved in Second Life, much like their counterparts overseas, but who is involved now and what is the purpose of their respective virtual presences within the Australian educational community?

It’s been some time since the last wrap-up post concerning Australian education in Second Life; “First in, best dressed – is SL worth it for Aussie Universities?” was presented in March 15, 2007 so I thought it was time for a fresher look.

I located the sites and the names of groups created by each institution. This list represents the information we gathered from using the Search function in Second Life, the Google search engine on the web, plus information from past Metaverse Journal posts. URLs are for locations within Second Life:

Australian Film and Television School (AFTRS)
University of Southern Queensland (USQ)
Victoria University
RMIT
La Trobe University
Griffith University
Murdoch University
Gippsland TAFE (unreachable location)
Swinburne University (unreachable location)
Monash University (unreachable locations, and several groups)
Kangan Batman TAFE (group only)
Hobart College (group only)

Also definitely worth mentioning is Jokaydia. It is an educational project developed and run by Jo Kay, a resident of Australia (jokay Wollongong in Second Life). Jokaydia is also home to projects run for TAFE NSW. Jo is also responsible for at least the Swinburne build and several of the groups.

"Edusquare" in the Jokaydia Region

For the most part, these presences all have one thing in common: they are very difficult to comment on, either because they are not open to the public, or because they do not seem to be designed for public usage.

Jokaydia and the AFTRS presences are the exceptions: attractively presented, packed with useful information pertinent to their field of study, well sign-posted and equipped with maps and teleporters. These places seem to have been put together with the intention that the public have easy and informed access to them. The USQ, too, has put some thought into these factors, having clearly marked areas for shopping, career and educational information, and gatherings.

Of the remaining sites which are accessible by Second Life residents, the RMIT site alone seems to have been presented for the public to peruse, however sign-posting and information about the projects on display is sparse at best. The presentation is also quite haphazard, making the whole thing quite unnavigable. The rest appear to be representations of real-world sites, however they have little or information about either education or the build itself, and there is little that is interactive. Thus, they are broadly unsuitable for the general public.

what relevence do these have for Second Life residents?

Of course, there is very little information available at present about the not-for-public sites. With so little general information being available for each of these places or groups, it is also very difficult to determine their usefulness and suitability for the populations that they have presumably been designed for: the students and educators of each individual establishment.

While it is obviously early days, and the virtual worlds platform is a relatively new medium for education in Australia, I would prefer to see more information about education and more support for education of the general public. Take for example the excellent work seen at Harvard Law School’s island in Second Life. More information concerning the institutions and the courses and classes being offered by them, ideally with a focus on interaction, would potentially be beneficial, as would some sign that the spaces are actually in use.

With that in mind, I would like to contact the site owners and users to more fully explore how each individual institution has chosen to leverage the virtual worlds platform for the purposes of modern education.

ViZiMO at Tokyo Metropolitan University

We’ve covered Hidenori Watanave’s work before and we were pointed to an interesting project recently completed at Tokyo Metropolitan University.

A three-week workshop was held with the theme ‘Translating real space into virtual space’, with eighteen students taking part. An application called ViZiMO was used to create the final works, and fascinating those works are:

You can read more here. I just love the physics of ViZiMO – much more theatrical than Second Life.

Bitfilm’s virtual art city in Twinity

Metaversum’s virtual cum mirror world, Twinity, is hosting the German digital media festival Bitfilm in an underground city called Bitropolis. It houses a cinema to view Bitfilm entries as well as an art gallery and bar. Digital media artists can rent their own cube close to the cinema to use for their screenings or other exploits.

The Bitfilm promo gives a snapshot of the quality of digital media on offer:

The festival runs through to the 12th July. To access Bitropolis you’ll need to register online.

There’s no shortage of virtual world film festivals now but this seems to be one of the more integrated efforts involving a well established festival. If you’re a Twinity beta-tester, we’d love to hear from you on the festival.

Linden Lab release 4th podcast: education and Second Life

Linden Lab’s intermittent series of podcasts continues, this time with a focus on education projects in Second Life.

Get it here or you can read the transcript.

Australasian Virtual Worlds Workshop: call for participation

After last year’s successful ‘Discover Your Second Life’ session, a number of educators have banded together to organise the first Australian Virtual Worlds Workshop (AVWW).

It’s scheduled for the 28th and 29th November 2008 at Swinburne University in Melbourne. The organising committee are currently calling for participants, so if you’d like to get involved, check the AVWW website.

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$100,000 in virtual learning prizes up for grabs

The New Media Consortium (NMC) have announced they have 100 thousand US dollars available to fund up to twenty “innovative open-source learning experiences”.

Read all about it here – I get really inspired by the momentum that’s behind education in virtual worlds now.

SBS: enter the machinima

The island touted for SBS may have been shelved, but they are still steaming ahead with their work within Second Life.

A blog has launched on the SBS site with the focus being on helping people to make their own machinima. Documentary-maker Shelley Matulick (SL: Mixin Pixel) is behind the blog and will provide weekly tips.

It’s certainly a hands-on approach for SBS and if the blog delivers on what it’s promising, it’ll be a useful Australian resource on machinima.

‘Envisioning the Educational Possibilities of User-Created Virtual Worlds’

The title of this post is the title of a fascinating article, which was recently published in the Association for the Advancement of Computing in Education (AAEC) Journal.

You can get the full-text (PDF) version online by clicking here.

The abstract for the article:

Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical
advances in multiplayer, usercreated virtual worlds have significantly expanded the capabilities of user interaction and development within these simulated worlds. This ability to develop and interact with your own simulated world offers many new and exciting educational possibilities. This article explores the technical capabilities and educational potential of these new worlds. Additionally, it presents and illustrates a model, which uses interaction combinations, to identify course content and topics having educational applications in virtual worlds.

A year ago on The Metaverse Journal

We interviewed one of Australia’s most controversial Second Life residents, LukeConnell Vandeverre, who runs the World Stock Exchange (which has now been out of action for close to three months).

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