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Nergiz Kern

YouTube - virtuallyHuman's Channel - 3 views

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    Preso-Matic Game Kit Tutorial Part 1 From: virtuallyHuman | October 21, 2009 | 100 views Part one of a tutorial / overview for the Preso-Matic Game Kit. This Immersive Learning Simulation Toolkit provides Second Life content creators with a convenient and easy to use set of objects that can be used to rapidly create E-Learning and conventional games in Second Life. Part one covers the scorekeeper object and tokens and begins the demonstration of traps. This is one of three tutorials and overviews of the Preso-Matic Game Kit (an Immersive Learning Simulation Rapid Development Tool for Second Life.) Partridge describes the 6 components in the kit and demonstrates their application. The online quiz creator (http://www.coe.iup.edu/gameKit/) is also demonstrated. Basically this is everything you need to know to use the kit to make interactive games in Second Life simulations.
Eloise Pasteur

Can Second Life be used as a higher education tool? | Education | The Guardian - 0 views

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    Journalist's eye view of first experience in Second Life at an international education conference. Mixes the good with the bad in a nicely balanced way.
Eloise Pasteur

Second Stindberg: One year Babel Translations - growing of a virtual business - 0 views

  • By that time I was primarily offering English/German at a price of 2 L$ / word, but soon requests for other languages came. I recruited French and Italian translators, soon Danish and Swedish followed. I charged 3 L$ for those languages, but kept English/German for a long time at the lower level as I was making these translations myself. In August 2007 I acquired my first reference customer. Blaze Columbia of Blaze Fashions not only insisted on paying the double rate, she also gave me some valuable business tips, like implementing a minimum fee for jobs. Back then I was in awe of what I considered "large" amounts of money, so I did not follow her advice of establishing 500 L$ as minimum fee, but instead chose 250 L$. I was reluctant to mention this limit to the first clients, but none of them objected. So up to date 250 L$ stayed the minimum amount for translation jobs.
  • In January I took my associate Tina Lynch aboard. Not only did she work on French translations, but she also replaced my notecard-based bookkeeping with a sophisticated spreadsheet based on Google docs. Under her lead we refined the spreadsheet over the next month, and now it is an invaluable tool of keeping track of jobs, degree of completion, distribution of jobs among translators and calculating revenues and fees.
  • In May, Babel Translation took over the competing agency "2nd Tongue Translation". For a couple of months we have silently cooperated already, granting 2nd Tongue a bulk buying rate for the languages they did not offer themselves. As 2nd Tongue's manager had to reduce her SL involvement, Babel Translations stepped in and integrated 2nd Tongue's business into our own.
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  • Today, Babel Translations is the premiere translation and copywriting/text creation agency in SL. With a 3-figure number of jobs and a 6-figure amount of translation fees in recent months, our 50 translators provide the finest and most professional translation services in SL. We cover almost 20 languages, and each language is at least covered by 2, typically 5 translators. The translators themselves are in most cases RL translators, or have a similar qualification in language teaching, journalism or other text creation parts.
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    Description of setting up and running a translation service in SL including a range of tips for the budding SL entrepreneur
Eloise Pasteur

Letter to Second Life Residents « Official Second Life Blog - 0 views

  • Second Life continues to expand each and every day. New Residents are joining, artists are creating amazing content, new businesses are springing up, big companies are entering for the first time, educational institutions are building virtual universities… and the list goes on. Everyday I learn of something new, something bold, something you’ve created.
  • Second Life offers something no ones else does - an astoundingly rich array of user-created content and a large, diverse and ever-expanding virtual economy.
  • The content and economy reflect the diversity of the Resident population. Your creativity covers 1.5 billion meters of space that’s taken more than 500 million hours over the past five years to assemble. It’s a mammoth undertaking.
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  • Our growth has come at a cost which you felt, and still feel - platform stability, viewer performance, lag, inventory management, etc. It’s important for you to know that we are ALL OVER these problems and that we’re making progress.
  • We have redesigned and rebuilt the registration process to make it easier for new members to join. Although it is still in testing, we’ve seen a significant improvement in registration levels. Significant. That, plus press attention outside the US have allowed us to hit some new registration records for the year. Very exciting. In addition, we are reworking the first-hour experience for new Residents to help them become more quickly acclimated and connected to Second Life and able to enjoy the richness and experience earlier.
  • m top to bottom – recognizing that new users don’t need such a dizzying array of features, and experienced users, land and business owners and content creators need better tools that are more thoughtfully designed and organized for their needs. Everyone needs better inventory management and search is due for an overhaul. We hear you. We’re on it.
  • Our next viewer, when it comes in full release, will offer a much better inworld experience. With more than 50 crash fixes, you’ll have fewer viewer failures and we’ve fixed some irritating elements in the interface.
  • In addition, Torley Linden has produced a library of 150 video tutorials designed to make it easier to do everything from teaching new Residents basic skills to putting media on their parcel. The videos are currently displayed on the blog and organized by category for easier consumption.
  • Support continues to expand its services to the Residents; in the last quarter we have redesigned the Support Portal interface in response to your feedback, to bring key components of our service front and center so they are more accessible.
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    M Linden's address to the world on the blog. It's a well written piece, unlike some of the Lab's previous effort, and although it's not as formal as a plan with timelines, it's got some nice indication of recent successes and imminent improvements in the pipeline. It's a confidence inspiring piece that maybe they've got management for their current size and maturity
Eloise Pasteur

Gwyn's Home » Not So Lively: Chronicles of Day One on Google's Virtual World - 0 views

  • (no new virtual world supports the Mac these days, in spite of the “promises” done to “support it soon” — with “only” 8% of market share and growing, the Mac is simply not interesting for developers to focus on)
    • Eloise Pasteur
       
      Not true, Small Worlds does
  • Being — like all Google products! — a Beta version, there are perhaps 40 or 50 available options (not the “millions” announced by Google reps) and they can be somewhat configured, but the choices are confusing and very, very limited.
  • “Linden Lab” room a close second. Figuring out that here I would already find a few familiar faces from Second Life®, I went for that one. The choice was certainly correct — Dusan Writer, Grace McDunnough, Jurin Juran, and likely a few others (sometimes it’s not easy to figure out who’s who!) were around in the room, testing the cumbersome interface. And cumbersome it is!
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  • Then again, it looked like most of the crowd was complaining about the excruciatingly painful lag.
  • Combine that with a confusing little interface and it was clearly anything but a “fun” experience. And remember that we were all cheating. Everybody on the “Linden Lab” room at that time was a veteran Second Life resident; we’re not exactly newbies with virtual worlds. We have tried several, and in some cases, use different VWs regularly and every day. We’re used to lag, to semi-functional software, to application crashes (several people crashed during the few hours I was online), to things not loading, to silly mistakes that everybody does. We’re also used to the insanely complex (but virtually rich) interface of Second Life, and use computers and their complex applications to accomplish tasks every day. And, of course, we all are very open minded and eager to try new things out.
  • Lively was anything but Lively — except for the fact that you were in a visually unappealing chatroom with a lot of friends or at least acquaintances from one’s journey across the Metaverse. Like I usually say, most virtual worlds I’ve tried only capture my attention for about 15 minutes, and it’s up to the developers to make sure that I enjoy the first 15 minutes
  • The “cartoonish” look (which is so great for rendering things quickly) is also something that baffles me. I can’t believe that Google is targeting the teen population.
  • After all, Mike Elgan from ComputerWorld claims: What that means is that companies will be able to re-create their office and meeting space, and events companies can create or re-create entire conferencing facilities. Your avatar can wander around, see the “booths,” check out the conferences or interface with other “attendees” — all in virtual space.  Really, Mike?… They might do that, but definitely not on Lively.
  • Even a MoU representative (who, as said, did create a room for a client in Lively already) considers that opinion an “interesting hypothesis”. Put into other words, not even MoU seriously believes that article, and it’s just one of a series — which, if I didn’t know the reputation of the magazines writing them, I’d just believe they were infodumps straight out of Google’s marketing department. The claims are just ludicrous.
  • If Google has more plans for Lively, they’re not telling — and instead are offering a terrible product, way below their usual offerings.
  • So why are people so enthusiastic about Google Lively? I have only one explanation: it has the brand “Google” behind it.
  • As a 3D-chatroom-embedded-on-the-web, it falls behind almost every other product and application I have tried in the past 4 years, no matter where you wish to find something good. The animations are goofy and cartoonish, to the point of extreme irritability.
  • The interface is not obvious, but then again, SL suffers from the same problem, and it’s just a question of getting used to it.
  • There is no content creation at all; no way to integrate it with anything; no programming/scripting; no chat tools (even GTalk, known to have the least features just after SL’s chat system, has far more!).
  • And, more important: no support, a terrible forum system (I can’t answer on half the threads), no helpful people around… if you bump into a Google Developer, they’re very likely very friendly (or so everybody who met them claims), but that’s all you get.
  • Google’s webpage for Lively is even more minimalistic than anything else they’ve launched before
  • And there is nothing on the Google developers’ sites either.
  • Searching for the “most popular” rooms leads to the inevitable: the most rated one was a dance club (since you can stream music) and on the top ten list you had a lot of sex-related rooms as well.
  • This was a terrible disappointment. I admit to being very naive. I was expecting something with at least the quality of Vivaty which at least has pretty decent avatars
  • but using SketchUp to import at least crude models. Even importing plywood cubes would be nice! Instead, we have to rely on the “Catalog”, created by a limited group of Google developers.
  • Some SL residents managed to talk to the Google Developers, and these said that there was a 3D Max plugin to allow the creation of content into Lively. The plugin works 90% of the time but it can only improve. There is no idea or plan or announcement on if that plugin will be released to the public.
  • Google is known to be “the company that does no evil”. But looking from my point of view — an enthusiast of the 3D Social Web — I feel cheated. We were doing great in opening the minds to millions of users to look at the Metaverse as Second Life defines it as the next human-machine interface for all our tasks. Granted, we all know it’ll take ages — another decade at least — but we all are here for the long term. Instead, what we get from one of the industry giants is that “3D is bad, embedding cartoons on Web pages is good”. Why? Well, it should be obvious. Google is the market leader in (2D) web search content — both text and images (and soon video). While there is an HTML-based World-Wide Web, Google will be a major player in it — always.
  • I don’t think there are coincidences. In about 24 hours (not in the same day for the timezone-impaired), Sun’s Wonderland gets slashdotted, Linden Lab announces the massive growth of Second Life and demonstrates the interoperability between their main grid and IBM’s OpenSim-based grid, and Google launches their own virtual world, Lively. July 8th was definitely the Day of the Metaverse!
  • So, like probably billions of people around the world, I tried to join in to Lively and see what’s all about. Not to be turned down by the lack of Mac support
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    More on Lively. Google is missing the mark
Eloise Pasteur

ArtsPlace SL: Where are the new approaches? - 0 views

  • Speaking only for myself, I have as little imagination as the next bloke, probably less. I broadly agree with where Stephen is coming from - I am crap at thinking up different ways of presenting stuff to audiences in-world - but I also think that there are times when simply replicating a RL activity is perfectly OK.
  • Over to you... how would you use SL to share and discuss 4 positions on a topic without it simply looking like a re-creation of a traditional RL panel session?
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    Some support for the idea that SL can be boring, should be boring, and challenge to suggest ways 4-way discussions could be made better in SL
Eloise Pasteur

The Otherland Group - Blog: Second Life at a Cross Roads? - 0 views

  • For many people outside of the "virtual worlds industry" the terms "virtual world" and "Second Life" are still more or less synonyms. This is especially funny, as many people in the industry seem to have written off Second Life because of many disappointing developments in 2007 and the big negative hype in the press.
  • It is not a secret, though, that Linden Lab's management and investors still believe that the Second Life technology will be the (or a least "a") corner stone of the future Web3D. Is this totally unrealistic? And would would Linden Lab have to do, to make this come true if it isn't? Making the platform more stable is a simple answer - and certainly a pre-requesite. But what about other decisions? More control? Or less? More openness? Or a tightly controlled product? And a product for which target groups? Based on what business model?
  • Both will tell you, that Linden Lab indeed has a rather profitable business model, is expecting significant growth and is targeting markets way outside the current user base (actually alienating large groups in the current user base).
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  • Actually - and for some of my readers maybe surprisingly - I think that Linden Lab has a strategy for the coming years and Second Life's place in the Metaverse.
  • In parallel, it is interesting to see, that Linden Lab created a "Department of Public Works" earlier this year, which is responsible for "beautifying Second Life" - after a long long time, where the company just flooded the market with more and more "land" (servers) which quickly were converted into huge trailer parks.
  • I believe, that they are all part of a unified strategy to position Second Life as a standard tool for creating and accessing the future Web 3D as well as to position Linden Lab as one - but not the only - important service provider.
  • The problem for Linden Lab is, that they target so many dfferent audiences. And it is impossible, to offer all of these audiences ONE single product, a product that will make all of them happy.
  • ut, comparing SL to "The West" (as Mitch Kapor did it in his birthday speech), please consider: not all of the important groups and personalities in the American West of the 1840s or so would be well respected citizens in the California of 2008
  • a second important audience, Linden Lab is targeting, too, is the corporate audience, the educational institutions, etc. Despite Linden Lab's propaganda, this is a very small market today (the majority of earnings comes from consumers) but it is growing. This audience needs more "control & security". If Linden Lab wants to succeed in these markets, they have to provide that - not only on seperate estates, because the vast society of Second Life CAN be an interesting aspect for some of these projects, too :) Not all of them work best in a walled garden.
  • For those who want a walled garden, I am sure, that Linden Lab will soon offer some options which go well beyond what is possible on private estates. It will be possible to host closed sub-grids in Linden Lab's data centers in 2009. I am very certain of that.
  • Linden Lab will offer one. Others will do that, too. There will be "adult grids" (they are already being built). There will be grids for many, many sub-cultures and those will certainly not have the same set of rules like Linden Labs SL has (now or then). And there will be corporate "Intraworlds", educational and marketing grids, tightly controlled and partly or fully closed off to the public.
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    Thoughts on the future of Second Life in the development of the 3D metaverse
Dr. Fridemar Pache

Second Life as a collaboration tool - not_categorized - Collaboration | Diigo Group Forum - 0 views

  • DiigoSecondLife
    • Dr. Fridemar Pache
       
      DiigoSecondLife usergroup forum please let us help each other to weave the web of tomorrow.
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    DiigoSecondLife usergroup forum
Ole C  Brudvik

NMC Campus Observer » About - 0 views

  • The NMC Campus is an experimental effort developed to inform the New Media Consortium’s work in educational gaming.
  • Now fully operational, the NMC Campus has been carefully constructed to provide researchers and students dozens of prebuilt settings for experiments in social interaction in 3-D space. Expressly designed to encourage explorations both formal and informal, traditional and nontraditional, real and surreal, and serious and playlike, the spaces are flexible and will lend themselves to additional uses, yet to be defined. The campus has a variety of places for these interactions, from the serious to the fanciful, each designed to support an optimal group size; these range from 2 to more than 75. The campus also supports a wide variety of traditional media, including posters, PowerPoint slides, photographs, charts/graphs, videos, and weblinks, and these resources continue to be added on a regular basis as a core component of the project. All of these resources are available to NMC members who may wish to bring classes to the campus for a visit, as part of a research project, or for a full term. Complete details on using the campus are available on the NMC Campus wiki. Also available is the complete Second Life toolset of sophisticated building tools and the LSL scripting language, with which all of the NMC Campus and Second Life has been created. These allow the creation of virtually any simulated situation, process, or environment, and the incorporation of sophisticated interactivity. For the latest information on the project, see the main pages in this blog,
Ole C  Brudvik

Global Kids' Digital Media Initiative - 0 views

  • [SL] Best Practices For Education in Second Life The following best practices were developed by Global Kids, Inc. through the summer 2006 Camp GK in the teen grid of Second Life. Over four weeks, 15 teens spent three hours a day, five days a week, participating in interactive, experiential workshops about pressing global issues. Over the course of the program the teens picked a topic of concern -- child sex trafficking -- and built a maze to educate their online community and inspire them to take action. In its first eight weeks, the content-rich maze was visited by 2,500 teens, amongst whom over 450 donated money to an international organization committed to eradicating this global crime against children. Below is a review of general concepts. For more details download the pdf. Best practices for working in TSL 1. What happens in the teen grid stays in the teen grid. 2. Create multiple places of meaning. 3. If you build it, they will come. 4. Go beyond TSL. Best practices for bringing a youth development model into TSL 1. Build, build, build! 2. Don’t just build; design and manipulate avatars. 3. Think globally, act locally. 4. Know when teens know best. Best practices in workshop design and facilitation in TSL 1. Use real world content when addressing real world issues. 2. Don’t wait until someone has the floor to start typing. 3. Don’t fear multiple communication channels. 4. Incorporate processing into the activity, not just as a final step. Best practices in program design for TSL 1. Employ effective, rigorous, targeted recruitment. 2. Replace the dominant TSL culture with the GK Island culture. 3. Carefully design and build the tools required. 4. Ensure the program is designed for the recruited participants
Ole C  Brudvik

eslteacherlink.co.kr - About us - 0 views

  • n January 2007, Eslteacherlink.com constructed English Village,  an immersive 3D simulation for language learners and teachers across the globe!  At English Village teachers meet students in REAL TIME, using an avatar, Virtual white boards, VOICE, 3D objects, and role playable holodecks to provide 21st century learning.
  • Futuristic, yet Practical Instead of keeping our island flat, and having the majority of our buildings  on the ground level, we have situated 13 glass classrooms along a 120 meter high, horse-shoe shaped mountain ridge. Below the steep mountain ridges, lies a welcoming sandy beach that reaches out into a c resent moon shaped bay area. This large open space is used frequently by our teachers for special learning activities, such as market place and carnival role play scenarios.
  • The Onion Our meeting area is in the shape of an Onion, and is constructed of 100% virtual pink stained glass.  We actually never planned to use a giant onion as our central meeting area... but it actually does a great job of representing  the organic nature of our island ~ We build. We make mistakes. We learn.... and sometimes we cry!  So.. an onion - is perfect. Everyone begins in the onion. When an avatar teleports to our island for the first time, thats where they land - smack dab in the center beautiful pink wonder.  Around the edges of the onion are several multi colored hamster tubes sprouting out - connecting to each holodeck classroom. Inside the hamster tubes are convenient People Movers - you know, the ones you see at the airport.  Here, avatars just click on the red loading ball, and they are instantly moved along the pathway 100 meters to their destination.  This saves virtual transport time.
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  • i3D Tools at English Village Holoteaching™ Virtual holodecks enable teachers to "Holo-teach™." Holoteaching™ is a term we use to describe teaching using a holodeck. Plain and simple. We'd love to do this in the real world, but since real world technology is not yet available we are doing it in SL. Holoteaching™ provides a number of advantages for our teachers. Namely - context.  If you've ever taught a language class to a group of students, you will understand the importance of context.   For example, if a student was, say, going to Italy for a vacation, and wanted to study how to order some food - they could easily pick up a book on Italian language and memorize the necessary phases.  If however, they were actually able to do a trial run - and actually sit down IN an Italian restaurant BEFORE they went on vacation, the likelihood of a good meal would most definitely increase. This is EXACTLY what holoteaching provides - an avenue for teachers to immerse students into rich role play scenarios where the walls, floors, and ceilings are textured to match what they are learning! Talk about fun!
  • Holo-teaching also allows transforms our classrooms into versatile meeting spaces.  If a teacher needs to provide office hours, or meet with the president, or a college across the globe, they can easily transform their classroom into the appropriate space.  Need a meeting room? No problem, click on meeting rooms, and choose from our selection. You can't find a meeting room you like? No problem, build it yourself, and our engineers will program it into the holodeck for you!  Need a library to do research on educational technology? Load our research lab, and have the walls filled with links to real world research portals on the web!  The options are endless!
  • Interactive White boards English Village also makes use of several interactive white boards in Second Life. This allows our teachers to import Real World content from their PowerPoint presentations.  Once loaded, teachers can flip through each slide easily like they would in a normal class setting.  During conferences, our teachers also have the option to allow their audience, or guests to import and share their own PowerPoint slides during the meeting.
Dr. Fridemar Pache

https://lists.secondlife.com/pipermail/educators/2006-May.txt - 0 views

  • Wandering Yaffle's _blacklibrary has a cool tour bot that takes visitors around the space chatting descriptions as it hovers. Use this tool to guide students through a physical space when you're not there. Copies of these scripts with GNU code are offered at: www.simteach.com/wiki, scroll down to Second Life / Scripts for interactivity.
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    secondlife sl tourbot GNU education
Dr. Fridemar Pache

Social Annotation: Seamless Integration of Social Bookmarking, Web Highlighter, Sticky-... - 0 views

  • Diigo's Enhanced Linkrolls let you have your latest Diigo bookmarks displayed as part of your site.
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    Can somebody give some examples as sticky-notes, that contain links to places, where this  feature  is  used?
     
Kerry J

Looking at WoW and SL as educational tools - 0 views

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    Learning From Online Worlds; Teaching In Second Life was a research project at the London Knowledge Lab, Institute of Education, University of London. The project was funded by the Eduserv Foundation. The team worked part-time on the project from June 2007 to May 2008. Update: We are teaching more MA sessions in Second Life in spring 2009. Introduction: During 2007-2008, the project team, Diane Carr, Martin Oliver and Andrew Burn, researched learning in two online, social worlds, Second Life and World of Warcraft.
Kerry J

Maya Realities - 0 views

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    stats for your SL sim
Nergiz Kern

Primary Pad - Superfunky Padding - 7 views

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    PrimaryPad is based on EtherPad
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    I don't understand the relevance to Second Life?
Nergiz Kern

PiratePad - 7 views

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    PiratePad is based on EtherPad (Swedish Pirate Party)
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    Again, can your note explain how we can use for/in SL? Is this to do with the new viewer capabilities? Thanks!
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