VU @ Second Life -- creating a community of learners

A. Eliëns, F. Feldberg, E. Konijn, E. Compter

Vrije Universiteit, Amsterdam

Online virtual worlds have been present for more than 10 years, AlphaWorld, for example, was introduced in 1995. However, the recent substantial media attentention for Second Life can be considered as an indication that virtual worlds are no longer the domain of a selective group of fanatic online gamers. For example, the number of registered residents in Second Life increased from 1,8 million at the beginning of December 2006 to over 4 million within a period of less than 3 months. Big companies like Reebok, IBM, Philips, and ABN AMRO organize press meetings to announce their presence in virtual worlds. Even governments, municipalities, and NGO’s enter Second Life with an eagerness that is comparable to the don't miss the boat feeling recognized at the early days of the internet. Second Life has even been presented as hype. On February 28th 2007, the Vrije Universiteit Amsterdam (in English, our official name is VU University Amsterdam) announced its presence in Second Life as the first Dutch university. National and international companies are eager to have their regional headquarters in Amsterdam.

Why does a respectable university, like ours, want to be present in Second Life? And what are the prospects or benefits for an educational institute with a strong research reputation to be present in Second Life? Is it publicity we are after, the momentary attention of the press, taking profit of the (current) hype around Second Life, or are there more sustainable reasons that make such presence worthwhile, from both educational and research perspectives. In the following, we will address these questions, and give an account of the process that led to our presence in Second Life.

The history of Second Life is extensively descibed in the official Second Life guide,  [SecondLife]. Beginning 2004, almost out of the blue, Second Life appeared with a high adoption and low churn rate, now counting, March 2007, over 4 million inhabitants. Considering the cost of ownership of land, which easily amounts to 200 euro per month rent after an initial investment of 1500 euro for a single piece of land measuring 65,536 square meters, the adoption of Second Life by individuals as well as companies such as ABN-AMRO, Philips and institutions such as Harvard is surprising.

What is the secret of the success of Second Life? We don't know! But in comparison to other platforms for immersive worlds, including MMORPGs such as World of Warcraft and Everquest, Second Life seems to offer an optimal combination of avatar modification options, gesture animations, in-game construction tools, and facilities for communication and social networking, such as chatting and instant messaging. Cf.  [Utz]. Incorporating elements of community formation, commonly denoted as Web 2.0, and exemplified in MySpace, YouTube and Flickr, the immersive appearance, perhaps also the built-in physics and the inclusion of elementary economic principles, seem to be the prime distinguishing factors responsible for the success of Second Life. In addition, the possibility of recording collaborative enacted stories,  [Stories], using built-in machinima certainly also contributes to its appeal.

What has been characterized as a shift of culture, from a media consumer culture to a participatory culture,  [Participatory], where users also actively contribute content, is for our institution one of the decisive reasons to create a presence in Second Life, to build a virtual platform that may embody our so-called community of learners, where both staff and students cooperate in contributing content, content related to our sciences, that is.

initial target(s)


...


Fig 1. VU Campus -- outside view

...


Fig 2. VU Campus -- inside view

The first idea that comes to mind, naturally, is to use Second Life to offer courses online. But, although we do have plans to give lectures (college) on law, probably including the enactment of a particular case, we do consider this approach as rather naive, and frankly we see no reason to include what may be considered an outdated paradigm of learning in our virtual campus, where there might be more appealing alternatives. Similarly, using the virtual laboratory for experiments might not be the best way to offer courses, although, again, we do intend to provide a model of a living cell, allowing students to study the structure, functionality and behavior of organic cells in virtual space.

active learning


critical learning


think about the domain at a meta-level as a complex system of inter-related parts

situated cognition in semiotic domains

Is decision-making in a virtual environment the same as or similar to decision-making in the real world? And what about investments, and starting a new company? The Second Life economy, powered by Linden dollars and governed by the Lindex-exchange, provides an interesting platform to study decision-making behaviors, for example with a group of students in a course about decision-support systems.

Taking, however, a more critical look at Second Life as a platform for serious games, it might appear to be lacking in a number of respects, including (not the least important) security, programmability and robustness. As the failure of many of the early CSCW (Computer Supported Cooperative Work) applications indicates, cf.  [CSCW], to provide adequate support for collaboration is not easy, since a manifold of issues have to be resolved, such as turn-taking, gaze detection, etcetera. And in addition, for tasks that require strict timing, such as musical improvisation,  [Jamming], synchronization and time-lag have to be taken into account.

At this stage, though, it might well be the level of adoption that is decisive in the choice of Second Life as a platform for serious corporate games!

game engine


comparative overview


BlC AW %D$3D HL2 SL
in-game building -++/--++
avatar manipulation ++++/-+++
artifical intelligence +-+/-+-
server-side scripts +-+/-+++
client-side scripts ++-+/-+-
extensibility +-++++/-
open source --++-+/-
open standards --+/--+/-
interaction +/-+/-+++++/-
graphics quality +/-+/-+++++
built-in physics --++++
object collision --+++++
content tool support +/--+++-

simple script



  default {
    state_entry() {
    llSetText("Do you want to learn scripts?",
              <255,255,255>,5); 
    }
  }
  

teleport(s)



  vector target= <162,134,27>; // coordinates 
  default { 
  state_entry() { 
     llSetText("Info @ VU",<255,255,255>,5); 
     llSetSitText("teleport"); 
     rotation my_rot=llGetRot(); 
     llSitTarget((target - llGetPos()) /
          my_rot,ZERO_ROTATION / my_rot); 
     } 
  
  changed(integer change) { 
     llUnSit(llAvatarOnSitTarget()); 
     } 
  } // end default
  

built-in(s)


wiki(s)


resource(s)


slurl(s)



  slurl.com/secondlife/VU%20University%20NL/29/151
  

success factors (1/2)


success factors (2/2)


reference model


...


Fig 3. VU @ SL -- visitors outside

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Fig 4. VU @ SL -- visitors inside

virtual economy


... the internal economy was predicated on the notion that designers could produce in-game objects that they could then sell. these objects would ostensibly be scarce (in the economic sense) because the designer could put limits on how many copies s/he would sell, and because -- in principle -- other residents couldn't make copies except by tedious efforts to reproduce a design by hand. Although the only "raw material" involved in the creation of Second Life goods is the memory & storage space needed on the SL server, the capability to design desirable objects serves as a market-generating form of scarcity. No matter that everyone can have the capability to make limitless numbers of in-game objects -- unless you can design something that other people want, you're just making digital junk.

development(s)


In this paper we have reported on our experiences in building a virtual campus, giving our university presence in Second Life, and we have delineated the prospects of Second Life as a platform for education and research, embodying our university's credo: to be a community of learners. After enjoying our 15 minutes of fame, however, we need to reflect on what technical requirements must be met to deploy Second Life effectively as a platform for education and research, and, perhaps more importantly, what paradigm of learning to adopt to have real benefit of the potential of Second Life.

ACKNOWLEDGEMENT(S)

We thank the students involved, Viola van Alphen (FEWEB), Tom Bestebreurtje (FEW), Elbert-Jan Hennipman (FEW), and last but not least Bjorn de Boer (FSW), for their enthusiasm, creativity, and of course their hard work which led to an amazing result.

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