Thursday, May 31, 2007

Google Gears

This was touted as Google going straight at Microsoft. A framework for going off-line with on-line apps, called Google Gears. It appears that Google Reader and other apps are going to be outfitted with this capability, which is very cool.

One of the most frequently requested features for Google's web applications is the ability to use them offline. Unfortunately, today's web browsers lack some fundamental building blocks necessary to make offline web applications a reality. In other words, we found we needed to add a few new gears to the web machinery before we could get our apps to run offline. Gears is a browser extension that we hope -- with time and plenty of input and collaboration from outside of Google -- can make not just our applications but everyone's applications work offline.


Too many irons in the fire to play with this now, but I'll file it away, sort of today's mini-buzz after yesterday's MSoft Surface Computer wave. I'm also catching that people are complaining about the Google Street View, check out Boing Boing for the blowback on that!

update: Here's another article on Gears.

Wednesday, May 30, 2007

Microsoft Surface Computing - HCI and UbiComp

Sometimes, it's hard for me to pin down what my own blog is about. I tend to run many threads at once, and end up thrashing sometimes, as I suspect anyone working in technology does these days. The past few weeks, it's been about Second Life, and that continues, but I'm looking at other areas as well, such as plain old Web2.0, ubiquitous computing, agent computing, mobility, location aware services, SOA, and dynamic scripting languages (specifically Ruby and Rails these days). In the mix somewhere is my original interest in Java/J2EE, along with things like Spring.

Rather than a testament to a short attention span, I think this wide variation in themes is actually a sign of the times we live in. Developers no longer learn one language, and roll into every project with the same set of tools. The evolving web, the evolution of mobility, and the pervasive field of networked information and devices that surround us everywhere we go make for an interesting and challenging time. I'd like to suggest that the disparate topics covered in this blog are on a converging trajectory. Maybe that's what this blog can be about.

Case in point, check out this short video on Microsoft's Surface Computer. I think this is an exciting platform that brings together a bunch of ideas. Essentially, this is a big, touch sensitive display that uses gestures to manipulate data. The cool thing is that it's multi-touch, so you can gesture with both hands, and multiple people can interact with the computer at the same time. In addition, the Surface Computer is sensitive to physical objects. It can sense with these objects, and also interact with other computers placed on the surface.

  • The 'multi-touch' is collaborative. Technology is getting more and more social. This reality is core to Web2.0, as well as the evolving 3D web. We're not isolated from each other anymore, we Twitter and blog, we IM and message, now we can compute together.
  • The Surface Computer bridges the physical and the virtual. In the video, they demonstrate placing a device on the surface, having it dynamically connect, and using a gesture to shoot a photograph into the device. The natural action of placing a device of interest on the collaborative surface, and being able to manipulate it, is a step towards useful ubiquitous computing.
  • The Surface Computer could be an interesting new metaphor for web collaboration in the way that avatar representation in Second Life creates a sense of immersion. I think it won't be long until you could assemble remotely around a common 3D web surface, with remote participants as avatars.
The combination of natural interface, immersion, and the ability to easily incorporate data from the web, or from other devices, in collaborative ways seems like a natural progression.

Tuesday, May 29, 2007

Google street view

Just go here...it's amazing. Alas, Franklin Street not available...

Second Life Best Practices in Education - Link Dump

Here's a nice link dump to catch up on the SLBP confo last week...

WUNC today, the rise and fall of Friendster

On 'the Story' today..Jonathan Abrams from Friendster.

quote:

Dick talks with Jonathan about what he learned from the success and later failure of Friendster, and how he plans to compete with a new social networking project in what has become a very crowded field.


Friday, May 25, 2007

More of SL Best Practices in Education confo


A few keynotes this afternoon worth catching...catching the end of the IBM keynote. Place is SRO.

Search IBM and Secondlife in YouTube (do that later) to see some examples of their use of virtual worlds. ? on when virtual worlds truly become mainstream? Mainstream is difficult to argue..what is mainstream? Talk in terms of internet 1 (democratization of access), lots of people connected now took about 10 years. Web2.0 (democratization of participation), took about half the time. 3D internet is about people coming back. People are going to be involved in every aspect of environment, and it will happen fast.

Pirate Shipman, adjunct faculty at Pepperdine, is next keynote. Right brain attitudes important in today's world:

  • Design
  • Story
  • Sympathy
  • Empathy
  • Play
  • Meaning
Basic premise is that we need to focus on these areas, versus left brain logic. Pirate did a class project do develop virtual content reflecting these 6 aptitudes. This comes from the book "The Whole New Mind". Students given a small area and a 150 prim limit for their projects. We watch slides of the building progress on the class island. Students experimenting...Conclusion was that it was a powerful learning experience for all involved.




That's the keynote in progress..

Question...how do we teach in a virtual world? We need to discuss strenths and weakneses.

Strengths:

  • SL is a spatial experience. Virtual world has physicality. Shapes, sizes, movement, spatial relationships take on deep meaning.
  • SL is an immersive experience. We can respond as if we are really there...effects emotion and mood to be in a virtual situation.
  • SL is a social platform. We can craft and present an identity to others. "This makes the us that engages with others easier to become". (Interesting).
  • SL has tools to connect to and communicate with others. LSL allows us to develop socially aware objects.
  • SL democratizes the ability to create content and learning artifacts, it's a participatory medium. (This is what I think is the key point, which SL captures well).
  • SL enables collaborative development of objects. (I think building things with others, and having the tools in-world, is the key...this is why SL works, and why importing from blender, etc is not important, and rather not the point, but that's just me!).
Some talk about the playful spirit that is the game part of the environent...the keynote speaker is wearing a pirate eyepatch.

Weaknesses:

  • Effective communication of large amounts of data is difficult.
  • Technological overhead high.
  • Combo of 2d with SL lacks synergy most of the time. Showing 'flat' images, for example, still easier in a browser interface..
  • Activities outside of the scope of what second life does can usually be done better outside of SL. "Sometimes, though, the novelty may be enough".

OK...gonna hit some posters, then I gotta go....

Here's a parting shot of one of the posters, this one for the SL Genetics Center. All in all a remarkable day, and an effective use of SL. I've even got an inventory full of junk now I have to sift thru!.

Second Life Best Practices in Education



Popped into the SL Best practices conference. Hit the registration tables, got my gift bag, off to a discussion about DRM and contracts in virtual space.


Here's the scene at the presentation space...Parallels right now to Viacom v YouTube, discussion of safe harbor provisions as they will apply to Second Life. Real life money is involved in Second Life, real life legal action will follow.




What happens if someone misappropriates my content in virtual space outside of virtual space (outside of the 'rules' in Second Life)? There are layers of rights (game code, copyright) but do they give a practical answer?

Interesting angle...What happens when the players don't like what the game desigeners/owners are doing. Interesting because this could be seen as a game, but significant investments could be made in virtual space. How does freedom of speech, etc play in?

Second Life may be more open source. How about Creative Commons licenses? There are some mappings between the SL object permissions and CC permissions. What does CC give us in SL that copyright does not give us in SL? We need to be careful here about coding or contracting away rights that may be in copyright. Note this is from an Australian perspective.

Next pres, Profiling e-world customers...This is an e-marketing presentation.

  • personalization of products and services (CRM)
  • online profiling of customers (what's that)?
  • all e-world transactions leave traces of data
  • issues involving trust, accuracty, privacy
Online profiling is practice of aggregating info about consumers lifestyle, product preferences, purchase history. Adds up to info on customer's buying behavior. Now talk about SL specific approaches..

Brands and self image apply in virtual space. Research discussed addressing the issue of online profiling by introducing self-profiling. Capture online ideal self-image via brand personality. What evolving brands traits could be highlighted online? SL objects must be designed in a way to construct an ad-hoc shopt display for each customer, sensing their profile, brand identity, self profile.

Between presentations. It's interesting to watch typical real life confo behaviors play out in virtual space. Small groups congregating, people walking in to check the scene, and deciding to attend the other talk after looking at the boards. Presenters trying to figure out how to get their slides to show, etc. IOW oddly familiar. Also cool is how people linger to associate, and look around to check who else is in the room. Lots of networking going on, and informal off-line talk.

Into a panel discussion now... gonna sneak to the Grind for coffee. Just like a real confo!

OK..came back at the end of the panel..darn..took too long. Off to the vendor area, outreach, etc.


Popped in to a bit of discussion, SL Education is about collaboration and partnerships. Example, various teachers can swap sections to teach content that they are best at, and enjoy teaching the most. The content is the focus.




That's a shot from the discussion area. I'll wander over to the exhibits now. Saw the Moodle Booth, vendors who build sims, libraries. Here's an interesting thing, a booth for the National Underground Railroad Freedom Center, who will be coming to Second Life...




More wandering..

Digital Campfires Foundation, looking at creating thinklets within second life. UTD has an impressive booth, going to have to visit their campus. Some discussion ensued about an open source model within SL. SLForge was one attempt to start this. Perfect for higher ed!

Schome looks like an interesting pilot project. "Schome park was the site of a pilot project during which over 100 memebers of NAGTY (National Assoc of Gifted and Talented Youth) collaborated with staff in Second Life to seek ways to transform educational spaces and practices"

Map of forces shaping future of education, from the Knowledge Foundation...Feed of current projects from My SL Project. Here's their academia edition. Saw Columbia College Chicago has a cool sim, I AM Columbia. I'm going to do a quick tele to their sim.




Checking out the galleries at Columbia College.

Back to the presentation hall. Instead of turning of our cell phones, we are reminded to kill all particles and animations. No SL bling for lag's sake.

Suzi Mazzenga (Xirconnia Morphett-SL) Drawing on Second Life Experiences to Enrich the First Life.


This presentation is being simulcast over the plain old web via SLCN (Second Life Cable Network) now.

Living outside of the circuit box...applying learning about self in Second Life to First Life...Compare your avatar in SL to real life. Mine is a virtual doppleganger. Or is your avatar a subconscious blueprint for making a better 1st life you?

What does your SL interaction say about you? Is your avatar a virtual extension of your personality? What does your SL home say about you? Did you put up a virtual wall to block your neighbor's view? Would you do the same things you do in SL in real life? Is there morality in SL? Various giggles and grins in audience.



Here's a shot of the talk, note the video screen showing the live simulcast.

How many have group meetings in SL? Do you have a traditional board room for meetings? Look at other non-traditional settings. Coffee shops, koi ponds...no walls, no chairs. Restrictions and expectations can be changed by working within SL as groups.

There is no 'back of the room' in SL collaborations. Gonna break out, do some RL work, and hit the IBM keynote...