Tuesday, May 19, 2009
Last words
Saturday, May 2, 2009
Experiment
Tittle:
Not your mother's tourism.
Experiment Scenario:
Prepare for your trip by seeing your destination virtually, learning about language and cultural matters, and exploring sustainable travel through recycling.
SL Location:
Roles:
Recorders, question askers, tourists (see list bellow)
Recorders -- Record the virtual trip using screen shots and sound and video recording if possible.
Question Askers -- Follow tour group and ask one or two specific questions about culture, art, architecture, or language pertaining to the locations visited.
Questions to Learn:
- What time is it
- Good morning
- How are you
- Where is the bathroom
- How much does this cost
- Do you have vegan/vegetarian food
- I'm lost, where is the nearest embassy
Things to learn to say
- (some form of slang such as)
- Cool
- Awesome
- (informal) hello
- (informal) goodbye
- Which way to the bar
Tourist -- Follow tour group, and think about if you would like to visit this place in the real world and how the virtual trip influenced your decision.
Role Assignments:
Question askers for each group --
1 Colleen
2 Danny Pan
3 Jose Ramirez
4 Laura
Groups --
1 Grant, Chris, James (recorder)
2 Josh, Karen, Xiaomin (recorder)
3 Ed, Tara, Kim (recorder)
4 Stephen, Zachary, Brandon (recorder)
Assets Provided:
Translator found at http://slurl.com/secondlife/Spike/26/198/621/
Participant Preparation:
Download translator, think about any concerns you have regarding foreign travel.
Production plan:
We will be taking participants to existing areas in Second Life and leading virtual tours. As such we will not be designing most of the in-world materials, but will instead focus on the user interaction, and how best to guide a tour group through virtual China Town, Museum, etc. We will leverage existing materials to explore cultural, language, and sustainability issues in Second Life.
At the end:
1. Go to Sand Box for survey.
Wednesday, April 1, 2009
Second life features
5 Fun Apps demonstrates 5 ways to make videos in Second Life -- think tutorials, promotional material etc.
Headtracking is another interesting idea -- it connects to your computers webcam and tracks your head movement then translates that to your avatar. Why? Because it makes the world just a little bit more immersive.
Tuesday, March 31, 2009
SL places



Sunday, March 8, 2009
Bartle test
I'm planning to read more about this test's background to find out how players apply this knowledge, as well as how the test was created.
Monday, March 2, 2009
project idea
Monday, February 23, 2009
Who is there?
The video intro is great for people who have never tried to interact through an avatar, but might drive tactile/experiential learners such as myself bonkers. The training island in There is a lot more hand-holding than Second Life as well...again, great for novice users, bad for experienced tech users. The activities and interactions I had were basically one long day at the spa (I had a hard time getting screen captures for this post because I had to switch computers to get There at all). Now I love the spa in real life, but if you can create anything in your imagination would you really create the dressing room at Barney's? I guess so, and There is proof of that. Again, I think this is a game my mother would love, it is very friendly to novice users, and I am given to understand that content is limited to a PG-13 rating and all uploads have to be approved before appearing in world. Could it be they have a significant user base in the bible belt?
Saturday, February 14, 2009
Second life -- fresh off the boat

Interacting with other avatars has been interesting. Most have been really nice, though sometimes I walk into a conversation in the middle and I can't figure out how I walked into it or what it's about (this is done with local chat). I have a general feeling of being a just off the boat immigrant from a small rural place suddenly dumped in a large, bustling port town. I'm not sure how to introduce myself, who to talk to and whom to avoid, how to make deals with people, and what the social mores are. Basically this is virtual culture shock, which I find amazing. How will virtual worlds combined with globalization to change how people interact across timezones and cultures?

I also visited a shopping mall, but it seemed abandoned, and I wasn't sure how to buy things. I was surprised to find it too...I was flying around just looking at what's there when it popped up on the horizon.
Wednesday, February 4, 2009
Task communication

When you start the game you get a training task which is explained in a lot of detail, and very hard to fail (I've tried to play poorly and only lost two happiness points despite taking several blows from the cog). The start task does not require a lot of travel or navigation. Some tasks are communicated in textboxes that don't seem connected to other characters which breaks the game for me, but gives useful information.
In-game information

Toon Town provides a lot of visual cues including the happiness meter, and arrows that point to specific locations as well as other toons. The most successful visual cue in my opinion has to do with emotions. When my toon loses a game I'm informed by it's dropping head. When I defeat a cog I know he's angry by the fact that he jumps up and down before exploding. This conveys information on an emotional level, which keeps me engaged in game. Reminders are frequently given at the beginning of the game and tips are also inserted at transition points but those go by too fast.
Tuesday, February 3, 2009

Which features break that immersive feeling?
The biggest problem I have in this area is the perspective. Having my avitar's head in the middle of my field of vision distracts me from the virtual world. I also got distracted when many toons were present in a space because the space became cluttered and navigating through the environment became difficult and frustrating.


