Virtual reality and online teaching—what do these two have in common? I’ve been looking at a new communication technology and what I’ve found is both exciting and for me a little weird. I’m talking about virtual reality. The biggest thing in virtual reality today is Second Life (SL), a world where people create avatars who may or may not look like their real life creators. Second Life allows people to buy land, do volunteer work, and sell sex, to name a few possibilities. There are Second Life journalists, athletes, and entrepreneurs. What is most remarkable about this virtual world is it can become a dynamic training arena for professors and their students. Many universities have bought land and set up campuses where professors teach online classes. Students come in and join their avatar professor and have real time discussions.
Speculation has it that SL may become a replacement for Facebook and MySpace. I can see this happening because the ability of avatars to interact opens many new possibilities, but then I also can see where deception might come into play. Not everyone looks like the avatar they’ve created, and online interactions can be disturbing, to say the least. Most avatars are young, thin, and good looking; not a true reflection of the real people behind the virtual person. Still, I can see virtual realities like Second Life changing the way people communicate in positive ways. For example, Linden Lab’s Torley Wong has Asbergers. He was uncomfortable trying to read gestures in regular conversation, but found virtual conversation relaxing and much more fulfilling.
These virtual worlds hold much promise for education. Second Life was launched in 2003 by Linden Labs out of San Francisco. The main goal of Second Life was to promote teaching. But this virtual world is also changing in unpredictable ways. For instance, some argue that SL has become one big advertisement for major corporations. Coca Cola, Microsoft, Sears, Nissan, and Rueters have all set up islands. Islands cost up to $1,600. These regions can have waterfalls, sandy beaches, high rises or whatever the owner wants. In Second Life’s estimated 9.6 million inhabitants the real world can see the potential of using the virtual world to spread their advertising word.
Commercialization is a big problem with virtual worlds like Second Life. If huge corporations overwhelm the inhabitants with their marketing goals, then the mission of teaching will be pushed aside. With such an innovative way to create virtual classrooms, though, my hope is that those taking online classes will be so enthralled with the real time action that the Fortune 500 companies can do their thing without corrupting virtual classrooms.
The potential of becoming addicted to these worlds is another possible problem. Obsession with make believe is unhealthy in some ways. Physically, people can become overweight and lethargic if they spend too much time in front of a computer screen. Mentally, they might become reclusive and withdrawn. Second Life has gambling haunts where people lose real money. Virtual sex can be orchestrated by anyone. No one is checking ID’s when you get your free account. And a recent report on TechCrunch has SL answering for virtual pedophilia. Second Life’s “pure uncensored freedom” is causing a stir in the UK and abroad with a secret world called “wonderland.” This virtual playground allows visitors to have sex with children. Nothing is good about this and Second Life will have to take action in order keep the positive aspects of the rest of its communities from being dragged down by this black spot.
Despite all of these concerns, I also see the advantages of virtual worlds. With individuals connecting from the UK, Europe, Japan, and the US this strange new world can be a training ground for universities and a catalyst for up and coming journalists, entrepreneurs, and artists. We should continue to focus on these spaces as opportunities for expanding education. We should also find ways of integrating legitimate business activities in these worlds, providing they don’t overwhelm the spaces with commercialism. And we should continue to see these spaces as worlds where creativity can flower. As in any world, unsavory types abound, but, as virtual worlds continue to evolve, writers, bloggers, and even intellectuals can transform these spaces into something truly positive.
Online Research Sources:
Second Life the official website. If you want to know what Second Life is, and how to play, just click below.
http://secondlife.com/
Second Life’s Official Blog is quite interesting. All kinds of information, questions, and answers are here for the curious. Also there are reports of incapacitated Second Life areas. This site is priceless for anyone wanting to know more about SL, and it is updated often.
http://blog.secondlife.com/
Making a living in the virtual world, (Oct. 25, 2007). This article from the Baltimore Sun shows us how people are making a real living in a virtual world. From small businesses to heavyweights like Toyota and Coca Cola, the possibilities are endless or virtually endless. This is a good site for business as well as technology.
http://www.baltimoresun.com/business/bal-bz.secondlife25oct25,0,1046432.story
Universe Hopping for Avatars comes from Digital Trends online journal. Oct. 10, 2007. This is a tech intensive sight with a blog for interested tech users. This is definitely a site for those who want to stay updated on the latest technology.
http://news.digitaltrends.com/news/story/14437/universe-hopping_for_avatars
SiliconRepublic.com. This is an Irish technology online journal with interesting information about Second Life as well as articles on new technology like teleporting. The article I found was Second Life: Live and Unplugged written Oct. 24, 2007. This article goes into SL as a tourist destination.
http://www.siliconrepublic.com/news/news.nv?storyid=single9483
My Virtual Life, written May 6, 2000 for BusinessWeek’s online journal is an informative article about Second Life as well as other virtual online worlds, such as World of Warcraft. This site details the successful real estate career of Second Lifer, Anshe Chung whose land and monetary holdings are worth $250,000 American dollars. http://www.businessweek.com/magazine/content/06_18/b3982001.htm
Here are online UNC library sources that I also used which anyone with an ONYEN can access:
Foster, Andrea L. “The Death of a Virtual Campus (Linden Lab deletes Woodbury University from Second Life).” (July 13, 2007). Academic OneFile. Gale. Univ of North Carolina - Chapel Hill. 27 Oct. 2007
Biever, Celeste. “Let’s meet tomorrow in Second Life: the web has levelled the playing field for people with autism, giving them a bigger, broader audience.” (June 30, 2007): 26(2). Academic OneFile. Gale. Univ of North Carolina - Chapel Hill. 27 Oct. 2007 For more science news and comments see http://www.newscientist.com.
Lush, Cosmo. “The promise of real profits from a weird virtual world.” Spectator. (Nov 11, 2006):Academic OneFile. Gale. Univ of North Carolina - Chapel Hill. 27 Oct. 2007.
“The Strange World of 3-D E-Commerce.” (Oct 24, 2007). Academic OneFile. Gale. Univ of North Carolina - Chapel Hill. 27 Oct. 2007.
Last, Jonathan V. “The avatars are coming.” (Oct 1, 2007). Academic OneFile. Gale. Univ of North Carolina - Chapel Hill. 27 Oct. 2007.