Posts made by Therese Weel

It would be so nice if there was a nice list of Virtual worlds with a concise description of each one that we can easily wrap our heads around.

Unfortunately I haven't found one.  But I have found some recent posts  The first is from Bryan Alexander who comments on the evolution of virtual worlds at his blog  http://infocult.typepad.com/infocult/2007/02/towards_third_l.html

He mentions four alternatives that I want to explore further this week.
 
Multiverse, Ogoglio. Outback Online, Croquet

Also, sharing a post from  Onder Skall Dated March 2007

Onder Blogs at Second Life Games  where he provides a easily digestible overview of the games people play in second life. Well worth a browse.

http://www.secondlifeherald.com/slh/2007/03/alternatives_to.html

He compares a number of virtual worlds based on the criteria below

HiPiHi
Entropia Universe
Areae Inc.
Outback Online
The Sims online
There
Active Worlds
Weblo
Project DarkStar
Virtual Object System


1. Cash transactions must be easy and readily accommodated flowing both into and out from the system.
2. Users must be able to create unique content and retain some form of ownership over it.
3. The fabric of the world itself must be possible to affect. IE: land ownership, room decoration, or some other content that remains viable even when the player who created it is logged off. (”Pervasive” is the word I’m groping for here…)

I appreciate the honesty of your comments Corinne.  If all there is to do is fly around and look at things,  It's easy to get bored.  Changing your appearance is fun.  But it is not fun by yourself.  I think that being in an environment like second life is best in a small group where you can laugh and talk and help each other along.

The VW interface is cumbersome and time consuming at this point in time - most (all?) require clients and a lengthy startup procedure.  I  look forward to the day when an ordinary  web browser has richness of a virtual world.

Blogging, My Space and You Tube have proven that there is an appetite for "about-me-web"  Virtual worlds are the next evolutionary technology to be taken up by the teens and 20 somethings.  (At least I assume it is as I have no statistics to offer). If my assumption is true then Virtual Worlds must be very much on the radar of people who are tasked with educating this generation.

It is all about the user experience. It is still early days.  As I'm writing this I'm thinking about the article Margaret offered on Feng Shui  http://crossings.tcd.ie/issues/1.1/Heim/   and how VW's offer us not only the  opportunity to create engaging worlds for students  but to have the students create their own.
Yes Margaret, A good read indeed!

I am adding a few snippets from the original document.  by Michael Heim


Snippet 1 describes the move from a user using a tool to the user creating new tools to fashion their own reality which is readily apparent to most in virtual worlds. 

The attention of the user is not focused on ‘this tool out here.’ Rather, the attention is wrapped by a fluid medium that calls for participatory involvement. As the user configures and customizes software tools, the tools themselves cease to be ‘designed tools’ and become increasingly ‘tools for designing.’ The user applies the flexibility of software tailored to the task at hand. The subject of knowledge (the user) and the object studied tend to merge through usage and customization. Through deepening involvement, the participant fades out as a ‘user’ or detached tool-wielder and increasingly adapts to the environment as participant. The environment becomes ‘my own.’

Snippet 2 was from a section that was interesting (and news) to me.  How a group's conversation and interactions changed in the virtual worlds depending on the virtual environment they were in.  The "atmospherics" of the place. 

Many aspects of flow affect events in the CyberForum. The impact of flow on the events first became apparent when the Forum ran up against stops or blockages in the flow. These blocks became a problem to be solved by the team. Over time, the team found ways to re-establish flow in problem areas, which then confirmed the initial intuition that this or that aspect of virtual environments held important issues of flow. This paper looks at four aspects of flow:

  • flow of words with visuals
  • flow of atmospherics
  • flow of group dynamics
  • flow of virtual with physical architecture (avatecture)

Through the miracle of Skype we had an impromptu conversation with Margaret Corbit today. Margaret's online profile is here  http://www.tc.cornell.edu/~corbitm/

She has been involved with long running projects such as The VLearn3D Initiative which began in 1998 as part of the Contact Consortium to address the current trends and needs of educators who are developing, adopting and pioneering virtual environments for education.

http://www.vlearn3d.org/collaboration/schools.html

Margaret shared her experiences with her projects which are focused on K-12 learners of science and social studies.  We are delighted to tell you that her team has a demonstration site set up using Active Worlds and she has offered to take us exploring!

We will be embarking on our journey April 16th

8:00 Am PST

11:00 AM EST

4:00 PM  GMT


Watch this thread for updates and instructions for accessing the world.



 

This article was orginally posted by

An analysis of this original post by Jen Dorman - Here http://terranova.blogs.com/terra_nova/2007/02/mmo_as_ritual.html

For me it has generated some thoughts on whether playing a game in person is as much 'fun' as playing one online.  They are different kinds of experiences which have some things in common. One of those commonalities is "social interaction" but two very different expressions of it.   I think a virtual experience doesn't replace the f2f experience but virtual games can offer value in their own way.

T

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Terra Nova guest author Jen Dorman argues in a well-thought out post that interaction in Massively Multiplayer Online Games cannot replace the unique group experience that arises from physically, proximate shared ritual. Of course it can't replace it completely, but to suggest that there is an inherent difference in brain chemistry produced between face to face and virtual ritual is to suggest that any kind of disproximate interaction is somehow inferior to real-world interaction.

I disagree.

First, this standpoint suggests that community, bound by shared experience or ritual or whatever you want to call it, can only be situated in a physical space. Sociologists like Erving Goffman and environmental psychologists like Harold Proshansky counter that contention, encouraging the idea that there is an emotional component to belonging which makes, for example, a house a home, or give a place or group a shared identity. If place is such an important part of it, surely it's possible to have community arise out of the shared experiences within a non-physical environment. Then the community experiences are tied to the joint representations of it.

Second, there's a whole lot of evidence which suggests that technologically-mediated communication is an effective means of extending social networks (Barry Wellman in particular). In the days even before the telephone, communities of practice, of worship, of ritual and of experience grew out of the tap-tap-tap of telegraph lines.

Third, this argument ignores the unspoken rituals that are in-place in online communities that incorporate the norms of the population who exists there. Entrance rituals, like being told what to do by an older member. Going from n00b to experienced. Rising through the ranks. Exit rituals. How to deal with common enemies (if you're interested in this aspect, read this paper).