Friday, December 23, 2011

Merry Whatever!!

I had all sorts of great plans for the image above but apparently "Done is better than perfect". Whatever it is that you celebrate at this time of year, I hope it's a good one and that next year is kind to you too.

Clothes and spex courtesy of New World Grid. No idea where I got the skin/shape from (ReactionGrid?). Shoes (possibly). Windlight setting (it's a mystery). Single prim sculpty deck from The Fairy Godmother a.k.a. Linda Kellie, ditto icicles and tree.

Thursday, December 22, 2011

Lives at War


This is a Unity3D-based schools-level (KS2-4) history "game" that enables students to experience life during World War II in Bright Town, a coastal resort in the South of England. It was released in 2011 by Corporation Pop and I found it to be both immersive and evocative with high production values. The game can be played online in the browser or downloaded (you will probably need to install the Unity3D plugin). There is also a multi-player version though this requires you to make a special application; there is clearly some concern about potential misuse, e.g. no profanity filters.

You have the opportunity to enter the sim as a male or female avatar and to explore the centre of the town either by walking or running. It being wartime, many of the roads are blocked off so effectively you have access to the main street with the cinema at one end and a residential area with an wartime allotment at the other. Most of the houses and shops in the navigable area were inaccessible, including the pub (see sad avatar image above). I thought there was an opportunity missed here to see how commerce was conducted pre-mall, pre-supermarket but I suspect that was beyond the curriculum aims.

You can interact with objects or other avatars (NPCs) and progress through parts of the sim are conditional on successful completion of prior ones. Similarly the NPCs present on the street vary depending on the stage you have reached. The NPCs text chat with your avatar although in practice the chat on both sides is entirely pre-scripted (no AI, conversations repeated verbatim each time) although some chats end with your having to choose between two options.

At one stage you enter a house and navigation through the house involves moving between primary locations via the HUD though you can touch doors to enter rooms from the hallway. This is all fairly obvious but there are no cues as to the nature of the rooms. I was also expecting to open and walk through doors but the experience is closer to the forced teleport found in OpenSim and used by the Linden Realms game in SL. It certainly simplifies navigation in confined spaces.

The avatar camera had physics enabled and, while its motion was damped, it still seemed over-sensitive which made it difficult for this non-gaming SLer to navigate. On the other hand, in some interior scenes the camera is static which makes it much easier to locate clickable objects as these are invariably in the field of view and flagged with particles. However, the static camera position following the transition from hallway to parlour in the house felt akin to "crossing the line". This was compounded to some extent by a sudden and unexpected frontal view of my avatar.

Much of the context is conveyed by modal newsreel or personal archive video clips; there is no way to control playback other than an option to Skip. Some of the instructions issued at the end of clips are shown rather briefly although I managed to work out what was required easily enough.

Sometimes NPCs will intimate in chat that they are giving you objects to take elsewhere though there is no indication of the objects in the HUD or scene. However, recipient NPCs respond positively if you reply appropriately to their questions regarding object possession. NPCs are not animated beyond breathing and do not change location. This seems odd when some express a need to be elsewhere in short order!

The quality of the graphics was very good and contributed significantly though I have seen comparable sims in SL. In particular, I was reminded of the Kristallnacht sim. That is perhaps more oriented towards role play (the student is cast as reporter) with the nice conceit of starting out by breaking the wall between the news room (essentially the briefing area) and the city you are reporting on.

Inevitably Lives at War is somewhat "sanitised". Although some of the NPCs are clearly traumatised, only a little of the emotion comes over in the text chat (perhaps it is shock or the traditional "stiff upper lip"?). Similarly, while you see videos of casualties being evacuated from bombed-out buildings, no attempt is made to show this in the sim.

While billed as a "game" there is little in terms of puzzle-solving beyond locating particular places and NPCs. The gameplay is very straightforward (probably a good thing) and the website suggests that completing the game can take anywhere between 15 minutes and 3 hours depending on how much video you play (I played about two-thirds). The video is not integral to the game but provides essential contextual detail from a curriculum perspective.

The scene changes in the main town area are largely triggered by events that take place while you are in the few buildings you can enter. By my estimation there are 5-6 "levels". The ending, while hardly a surprise, feels somewhat abrupt although you are given the opportunity to continue exploring the sim. While the sim plays out over 1-2 days, there is no indication of time passing. The accompanying video necessarily covers a much wider timeframe.

Lives at War comes with a substantial PDF overview for teachers and the film clips (from Screen Archive South East) are also available on YouTube. It was developed in conjunction with students as well as people who had lived in the Brighton area during the period depicted.

I suspect the default sim is intended to be relatively "light touch", emphasising ease of deployment and use. While I certainly found it engaging, Corporation Pop, a well-known UK SL developer, possibly missed a trick in failing to produce a complementary OpenSim sim-on-a-stick version that students could annotate and remix. That said, I can appreciate that there might be legal restrictions on reuse of some of the material and that the priority was probably simplicity in use.

As a non-gamer, I found much of interest in terms of educational gaming, not least because the usual trappings (puzzles, scores, levels, etc) were either absent or under-stated. Given the current focus on this genre in SL and Jibe, the decisions underpinning the game's design merit close examination.

Tuesday, December 20, 2011

So that was 2011

[festive additions/corrections made 21/12; 22/12]

My finger was arguably less close to the pulse this year but this is what registered:

What happened
: mesh and MOAP support in SL and OpenSim 0.7.2, Jokaydia leaves SL completely for OpenSim (nooooo, still there, it downsized -- humble apologies), Linden Realms (for promise of extra functionality rather than the game itself), VWBPE11 (great steampunk builds), SL Viewer 3 (FUI configurable interface), Unity3D (special mentions for ReactionGrid Jibe, Tipodean BuiltBuyMe SL/OpenSim viewer), official OpenSim educator email list, Educator Enclave on OSgrid, iED European Chapter inaugural conference in Madrid (notable for realXtend sessions and Daden OPAL), HTML5, Overte Foundation

Apparently no longer with us*: Second Shakespeare/Primtings (now on OSgrid), Sydenham Crystal Palace (also moving to OpenSim), Dresden Art Gallery (from SL), Kirsten's viewer (closing as of 31/12/11), Jacek Antonelli (formerly lead dev on Imprudence/Kokua, still on Plurk), Rezzable (no longer using SL or OpenSim NB demoed OpenSim ST.ART project in Madrid though preferred platform is Unity3D), Bryn Oh's Immersiva (hopefully a temporary glitch), Dusan Writer's Metaverse blog (temporary since Feb 2011), LEGO Universe (closing soon), Teleplace, virtual worlds category in eduBlog awards, and, on a slightly different note, HEA Biosciences.
* I'm using "with" in the sense that they've moved on, not passed away (but let's not forget Steve Jobs)

Enough already: mesh changes everything (apparently not quite yet)

Drumroll...

Highlighted best support for newbie avatars: Linda Kellie, Fleep Tuque, Vanish Seriath (content creators & purveyors), David Deeds (author)
Highlighted best educational tool developer: Nebadon Izumi & Ina Centaur (for the NSF-funded Universal Campus**), Devi
Highlighted best educational sim: Pic du Midi Virtuel on New World Grid; 1939 New York World's Fair on ReactionGrid
Highlighted best developer educational build: Gronstedt Group NYC Emergency Shelter simulation
Highlighted best RL talk on VW: Ilan Tochner at MetaMeets, Patty Rangel at SLCC
Highlighted best inworld talk on VW: Justin Clark-Casey in conversation with Robin Teigland
Highlighted best blog/Twitter: Nalates Urriah (general/techie), John Kirriemuir/VWW (education), NVWN (Robin Teigland & colleagues, innovation/strategy), Ener Hax (building/strategy), Bevan Whitfield (wider metaverse/strategy), Nik Peachey (Web 2.0), Stephen Downes (OLDaily)
Highlighted best conference: VWBPE2011; MetaMeets2011; SLCC2011
Favourite machinima: The Avatar Machine by pallina60 Loon
Grids to watch in 2012: Kitely, MOSES

** While UC is a sim/OAR, I see it as generic edu-themed tool rather than directed at a particular subject (hence the category)

There has been some comment on a far more illustrious blog to the effect that the label "best" in this context is somewhat mean-spirited given the wonderful work done by so many across the wider metaverse. Given my very limited ability to track such efforts, the above represent my impressions, no more, but ultimately I tend to agree with the criticism so don't look for this post in 2012. And well done, everyone! :)

Sunday, December 11, 2011

PowerPoint meet Sikuli


This year the students again used the autopositioning prims to locate their multi-texture displayboards. For the most part this worked but the end-product doesn't really do justice to their efforts as most of the textures are not visible at any one time. Laying out the alignment prims is also a somewhat tedious.

The option is for them to use multiple single-texture prims which is, however, a lot of prim work so I'm exploring alternatives. One possibility is to add all the textures to a base prim and have boards rez on touch. I've extended this idea to having a simple PowerPoint layout on the base prim with Sikuli (MIT's innovative image recognition tool about which I've blogged previously) doing the rest. This involves it recognising the appropriate spots, generating a virtual touch and the base then rezzing and texturing the prim which subsequently relocates under its own steam (memo to self: add steam effect).

The video above shows that this works. I've added a camera control seat so that camera shifts to a Sikuli-friendly view without any alt-zoom skills being necessary. That said, the routine eventually falls over because it can't find the centre spot (07) as it is obscured by a rezzed prim. There are ways of fixing that, either in Sikuli or LSL (by rezzing under the sky platform).

The display prims themselves could be customisable, e.g. in terms of orientation and format (sprite vs texture), and joined by particle paths. Indeed, we could go one step further and rez other objects (e.g. molecular models) from the base prim inventory in their stead.

Daden recently demonstrated a 2D web-based scene layout tool as part of their OPAL dynamic scene management system which is the next generation of their PIVOTE solution. Sikuli is rather more prosaic in providing support for staff laying out classes and to students exploring alternative layouts in PowerPoint as a familiar reference point.

Another potential use for Sikuli is in instructing students in the use of the viewer. The latest version comes with an extension called Sikuli Guide which can generate dynamic screen overlays so you don't need to do screen captures or record video. The downside, of course, is that you need to be able to program Sikuli.

Friday, December 09, 2011

A review of my 2011 predictions

This year has, for good or ill, seen more than its fair share of surprises and that seems to have affected my predictive powers as applied to virtual worlds in education.

1. Region concurrency will increase to 150 in SL and Intel will further develop their tech that allows 500-1000 avatars on an OpenSim megaregion. Global SL concurrency will start to trend upwards again but stay short of 100,000 (it's about 65-70K at the moment according to Tateru Nino).

Maximum SL concurrency at the moment is just under 70K according to gridsurvey.com and apparently in slow decline so I strike out there. The Lab hasn't addressed concurrency and, while Intel's quest continues (and the US Army project MOSES has adopted it), some unanticipated kudos goes to Aurora-Sim for getting 1001 server-side NPCs on a sim in July using their OpenSim fork. 1 (out of 3)

2. More inworld advertising and advertising-supported web viewer options (already more prominent in inworld search). More revenue generating activity on edu sims that pay full tier.

Er, no. 0

3. Increased gamification in SL and better support for mobile use on iPad and Android, including low-fi graphics. Functional Kinect interfaces will appear but have only niche edu applications at first.

Not gamification per se but SL went more social with its profiles feature and the new-ish CEO championed SL as a platform for lightweight games. Some nice Kinect stuff did appear but it did stay niche. 1

4. Resumption of interest in use of SL and OpenSim for edu marketing purposes, student recruitment, schools liaison, etc.

Seriously? 0

5. Mesh will arrive in SL in February and OpenSim 2-3 months later (as far as the Diva Distro is concerned) but have limited impact initially except in niche areas where mesh content is readily sourced.

Over-optimistic: grid-wide mesh didn't arrive in SL until August and didn't really arrive in OpenSim until the release of OpenSim 0.7.2 in October (a couple of months later). Hard to assess effect, not least because of the high land impact values and the relatively slow adoption by third-party viewers. 2

6. Educators using OpenSim will become major users of the HyperGrid. The corollary is that they will favour hosting solutions that are HG-enabled and that better HG directories will appear.

Hard to say. Educators certainly used the Hypergrid though I had no cause to encourage my students in that direction this year. Hypergridding into FleepGrid did save my virtual bacon on one occasion. The migration to 0.7.2 seemed to break some of the existing Hypergrid directory gadgets. Fleep Tuque setup a list of RL educational institutions on OpenSim grids though it is far from complete. I added a 3D build and a (very) small tp board: 1

7. There will be increased use of OER repositories for dissemination of virtual world content created outside SL.

Investment in Open Educational Resources has generally been substantial (e.g. by JISC) although, oddly, the benefit to OpenSim educators has been negligible. I say "oddly" as there are now a significant number of web and inworld freebie distribution centres for OpenSim content from avatar apparel right up to region level OARs. OpenSim educators are basically doing OER for themselves. That said, distribution of teaching gadgets and subject-specific content is much less advanced. 1

8. Most VW edu users will continue to explore a multi-location strategy, using hosts best suited to particular purposes, e.g. high concurrency vs low-cost student building.

Hard evidence is lacking but I suspect that some of this is going on except where a significant institutional commitment to SL precludes migration. 1

9. Sim-on-a-stick will find new uses, e.g. for pre-event orientation, textbook supplements.

Not yet as far as I know. 0

10. Educators will be involved in maintaining the SL edu wiki.

The wiki history tab shows some minor evidence of non-Linden editing though the Lab focus is now on the Destination Guide and the wiki has many links that are either broken or erroneous. 1

I make that 8 out of a possible 30 or 27%, by some way my worst score to date, largely because of unreasonable levels of optimism given the current climate.

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