Sunday 16 May 2010

Art Meco Museum

ABOUT THE ART MECHO MUSEUM


The Art Mecho Museum (located in Teaching at 60,40,22) is a museum that holds exhibits related to animation, especially anime and manga. It is also explores how we experience immersive digital art. This is the sort of location I want to bring to the attention of my students, as it is a clear interest of many of them. Sites likes this should draw them in to explore SL more frequently, to see what they can find relating to the course, especially relating to critical studies.





The museum has some special architectural features designed to test or illustrate ideas advanced by anime theorists, and also test some new kinds of SL interfaces for looking at virtual art.



The revolving main tower houses a zootrope. You fly into the center and you rotate in place to view the horse in its run cycle.





There are references here to Muybridge's photographs of human and animal motion--the images that arguably constitute the first motion pictures.

The Art Mecho Museum is sponsored by Williams College and affiliated with _Mechademia_, an annual forum for academic writing about Japanese manga, anime, and fan culture (http://www.mechademia.org).




The main gallery exhibits manga- and anime-related art. You can walk up to each canvass and pass throught it, the next canvass in the series becomes visible. This provides the illusion of turning the pages of a manga comic.










In the lower sections of the museum lies and an exhibit by Eron Rauch. I think many of my students will love this as many of them are WOW fans. I will leave it to the man himself to describe his piece.

EVELING...A Land to Die In
by Eron Rauch


Artist's Statement

This show for the Art Mecho Museum is based on an RL gallery show of photographs that represent my reflections on the massively-multiplayer online role-playing game World of Warcraft. "Leveling" consists of three different series of photographs, representing three intersecting threads in the game and an equal number of art-historical trail-heads.

The project that gives the show its name is "Leveling 1-70 (A Land to Die In)," which is a large installation of photographs in a grid. As I play the game I am taking a photograph of each player-character corpse I come across. These images preserve the dead bodies of every fellow player that has tried to take on too many brigands, fallen too far, stumbled into an ambush set by high-level monsters, or failed to master the game's tactics. The backdrops in WoW are carefully and often beautifully rendered, but they function mainly as landscapes to die in.

The second set of photos is comprised of large color prints that record actual rendering errors that I have experienced in the game world. The satori moment of the glitch, which shatters the facade of realism, is often more awe-inspiring or humorous to me than the game's most spectacular magic spell or wittiest dialog. Though the images seem abstract, they are also a reminder of the concrete programming and geometry that produce the game's forms.

The third body of work in the show, called "Travels," is a series of landscapes I journeyed through during my adventures in the frontiers of WoW, shot in the style of Timothy O'Sullivan or William Henry Jackson--two photographers who explored the American West in the late1800's. These photographers searched for meaning, both artistic and social, in the dramatic terrain. Their images are also an attempt to explore the conflicting meanings these landscapes hold for society: as a place to preserve and industrialize, as a source of fear and wonder, as a place for paths into the future and the past. In the same way, "Travels" is a personal exploration of my confusion and anxiety about the role of the artist in our increasingly constructed world.

Final Project progress

Below are shop snapshots of my build on Cornwall College Island (Second Life). They show the stage that I am currently at on the construction of the ground floor. I have tried my best to stick to an Art Deco theme, as this is one of the subjects covered in the modules that I am hoping to invigorate with the use of Second Life.







The main entrance.




One of the large staircases.



One of the bridge sections for the first floor construction.




View from beidge looking down on the main entrance.




Detailed door columns.



Tiled ceiling.




Image shows the detail of the rails of the staircase, these are down using opacity maps.



The main bay window that will possibly be the area for student display of artwork.






Image demonstrating how the building is created from basic 3d primatives.






The resource building is currently under the lake as this is the only space free at the moment for such a large building on the collge Island. The sandbox area is in the sky!






There is still lots to do construction the resource centre.

Saturday 15 May 2010

Interview with Dr Suzanne Nunn on the use of Second Life to improve delivery of critical study modules

Following on from the Phil Whitfeld interview I chatted to Dr Suzanne Nunn to get her views on the use of Second Life for critical study modules.

Below I have included the list of questions that I used.

1. You cover contextual studies and the students often find it hard to see the relevance in relation to animation/multimedia, mainly because I feel they have had no experience of the History of design/visual studies etc. We have talked about using Second Life to provide that link to a world they are familiar with, with concepts such as 3d modelling and the virtual being important subject matter from both courses. How do you think we can sell critical studies to sceptical students using Second Life?

2. Do the students make a connection when you discuss the virtual in context to real world visuals eg the cinema, the gaze and mirror stage? How do they approach the topics?

3. How do you tackle this (reflexively through the use of game technologies?

4. So you look at Simulacrum and the hyper real in Contextual studies in what way do you look at the virtual world?

5. The students often don’t appreciate or understand the links between what has been created in the past, theories, approaches to design etc and how they can use it within their animations, websites etc.Obviously this is very important so what I want to do is to provide that link. Show them how for example semiotics effects design and how people interpret those designs/ animations etc.

I am starting off with a simple test where we look at imagery. We will discuss the connotations of the colours/imagery used etc and the feelings they get when viewing a piece of artwork. I will try and get them to place themselves in the artwork and facilitate a discussion on what the artist is trying to say etc.

I will then take this to the next stage where I ask them to create a room around a chosen image and use imagery/design to create an ambience within the space to reflect how they interpret the work. Discuss, what do you think, how do you think I can develop this idea?

6. I also want to create 3d environments that mimic artwork students will be familiar with, where they can walk around say the pier in the Scream or the table in The Last supper to allow them to see the importance of composition, how traditional art practices influence what we do today etc I want to try an encourage an appreciation of theories of design and ways of seeing to demonstrate the links to theories discussed in History of Visual Design etc. What do you think?

7. We also talked about how we could possible use excerpts from books to aid in the conceptualisation process, ie the description of a room for example? Could you embellish on that?

8. How you any other ideas?

9. I intend to create a virtual world for them to act like a resource similar to Moodle with links to galleries, buildings etc to explore what else do you think I should include?










Thursday 6 May 2010

James Gee, video games and education



About what we can learn from games to create better learning systems as discussed by James Gee



This clip show James Gee exploring the problems student have with language and vocabulary, with the leap from high school to university. He asks if digital media can help with this problem. This reflects many of the problems my students face when they move from further education to higher, specifically when writing academic essays.

During research exploring how computer games and virtual environments can aid in education I have come across many articles from James Gee that have interested me. He has many interesting points of view on the subject of using video games to improve learning and motivation, some of which I will mention here.

His article GOOD VIDEO GAMES AND GOOD LEARNING sent me on some interesting journeys into the subject and gave me a starting point on which to ground my research. When roaming further I discovered his book Good Video Games and Good Learning: Collected Essays on Video Games, Learning, and Literacy, which really pointed the way.

"I wanted to play the game so I could support Sam’s problem solving. Though Pajama Sam is not an “educational game”, it is replete with the types of problems psychologists study when they study thinking and learning. When I saw how well the game held Sam’s attention, I wondered what sort of beast a more mature video game
might be. I went to a store and arbitrarily picked a game, The New Adventures of the
Time Machine—perhaps, it was not so arbitrary, as I was undoubtedly reassured by the association with H. G. Wells and literature.

As I confronted the game I was amazed. It was hard, long, and complex. I failed
many times and had to engage in a virtual research project via the Internet to learn some of things I needed to know. All my Baby-Boomer ways of learning and thinking didn’t work. I felt myself using learning muscles that hadn’t had this much of a workout since my graduate school days in theoretical linguistics.

As I struggled, I thought: Lots of young people pay lots of money to engage in an
activity that is hard, long, and complex. As an educator, I realized that this was just the problem our schools face: How do you get someone to learn something long, hard, and complex and yet enjoy it. I became intrigued by the implications good video games might have for learning in and out of schools. And, too, I played many more great games like Half-Life, Deus Ex, Halo, Elder Scrolls III: Morrowind, Rise of Nations, and Legendof Zelda: The Wind Waker.

Good video games incorporate good learning principles, principles supported by
current research in Cognitive Science (Gee 2003, 2004). Why? If no one could learn
these games, no one would buy them—and players will not accept easy, dumbed down, or short games. At a deeper level, however, challenge and learning are a large part of what makes good video games motivating and entertaining. Humans actually enjoy learning, though sometimes in school you wouldn’t know that."
(Gee J, 2007)


I have always thought since playing games on my Commodore 64, that if someone could figure out how to use this media for making education more interesting, then more students would attend school, learn more and have fun doing so.

Like James Gee states, "good video games incoporate good learning principles" and this is what I want to take advantage of to improve the delivery of critical studies modules on my courses.



Anyone can pass a test by memorising facts and figures etc, but putting that knowledge to good use is another story. Gaming and the principles involved in succeeding in a game can surely be used to make the gaining of knowledge an easier task. Not only easier but allowing difficult concepts to be assimilated unconsciously whilst having fun.

It's the learning principles Gee mentions in his books that make using a virtual environment so appealing.

VIDEO GAMES, MIND, AND LEARNING

"You build your simulations to understand and make sense of things, but also to
help you prepare for action in the world. You can act in the simulation and test out what consequences follow, before you act in the real world. You can role-play another person in the model and try to see what motivates their actions or might follow from them before you respond in the real world. So I am arguing that the mind is a simulator, but one that builds simulations to purposely prepare for specific actions and to achieve specific goals."
(Gee J 2003)

Second Life is full of simulations created for educational purposes but many of them are just experiments or flights of fancy that don't really get used to the full. This is something I want to try an avoid in the construction of my SL resource. I want it to be a place were students can learn in a fun and familiar environment. A place to relax and not have to worry about looking nervous or learning at your own speed. Learning at your own speed is the key I feel and this is what gaming allows. It is often hard to learn at ones own pace in the classroom or studio, but virtual environments can provide a space in which this can be accomplished.

"Players must carefully consider the design of the world and consider how it will or will not facilitate specific actions they want to take to accomplish their goals." (Gee J 2003)

I have explored countless islands within SL and many of the learning spaces mimic the real world colleges, I don't see the sense in this. Why do this, surely it is a waste of modelling time, why not take advantage of what is possible in the virtual and create more inspirational locations and buildings. These will not only hold the attention of the "Facebook junkies" but hopefully engage them enough to take interest in difficult, or what they might call, non relevant subjects.

Why Are Video Games Good For Learning?

"You build your simulations to understand and make sense of things, but also to
help you prepare for action in the world. You can act in the simulation and test out what consequences follow, before you act in the real world. You can role-play another person in the simulation and try to see what motivates their actions or might follow from them before you respond in the real world. So I am arguing that the mind is a simulator, but one that builds simulations to prepare purposely for specific actions and to achieve specific goals."
(Gee J 2009)

Virtual environments like Second Life allow users to take part in activities and simulations that mimic real world scenarios but without the risk. This enables testing of practices to be done in safety, and in the case of educational purposes in an environment that allows different ways of seeing. You can build and explore whatever you like, and walk around objects to better understand them. Theories of design, composition, colour and art can be investigated in ways the real world doesn't allow. It is this I want to take advantage of, to make complex or often boring theories of design etc, more fun and easier to understand.

"Video games are good for learning because, among other reasons, they have the
following features:

1. They can create an embodied empathy for a complex system
2. They are action-and-goal-directed preparations for, and simulations of,
embodied experience”
3. They involve distributed intelligence via the creation of smart tools
4. They create opportunities for cross-functional affiliation
5. They allow meaning to be situated
6. They can be open-ended, allowing for goals and projects that meld the
personal and the social

The cutting edge is realizing the potential of games for learning by building good games into good learning systems in and out of classrooms and by building the good learning principles in good games into learning in and out of school whether or not a video game is present."
(Gee J 2009)

So there is no point in me using SL as a tool to improve delivery of the critical study sessions, unless it is used hand in hand with good educational practice and technique. I have already tried putting this to the test in a few SL tasks set for my students. They were successful mainly because I prepared the session well, and thought hard about how I could use SL to best explain what I wanted the students to learn. It was not just the case of mimicking what I did in the real world to teach, but thinking about how I could make best use of the tools in SL, to explain a difficult concept. Using technology that by students are familiar with proved to be very popular, as they could see how the knowledge they were assimilating in the virtual, was relevant in the real, something that has proven very difficult to put across using traditional techniques.

Bibliography

Gee J, 2003, Video Games, Mind, and Learning, International Digital Media and Arts Journal, volume 2 number 1
Gee J 2003, What Video Games Have to Teach Us About Learning and Literacy, New York, Palgrave Macmillan
Gee J 2007, Good Video Games + Good Learning: Collected Essays on Video Games, Learning and Literacy (New Literacies and Digital Epistemologies), New York, Lang, Peter Publishing, Incorporated
Leidlmair K, 2009, After Cognitivism: A Reassessment of Cognitive Science and Philosophy, New York, Springer

Thursday 29 April 2010

Teaching tools available in Second Life

As I am going to be using Second Life to try and increase student motivation and participation in critical studies, it would make sense to investigate a few of the tools available within this MUVE (Multi-User-Virtual-Enviroment. Obviously the number of tools available are growing everyday and this is something I am hoping to take advantage of in the development of my resource for the students.



This SL movie demonstrates how to obtain and set up a notecard reader. This is used to allow students to access large amounts of useful information via reading off a screen.



This movie demonstrates a Slideshow viewer for teaching.



This clip demonstrates an interactive slide show tool.



This is an interesting clip showing how to set up a blog in Second Life and a Quiz survey tool.



This brochure display tool in SL allows you to click on small thumbnails on a grid to view larger versions. I can see some uses for this in my resource location.



This video goes through a selection of tools that can be used via SL to aid MUVE teaching.



Clip demonstrates how a triple screen viewer can be set up for use in a lecturer theatre or similar.



Second Life clip demonstrating some of the learning tools that are available for students, such as media viewers and simulations.

Here are some link that Hannah Drayson sent me of a really interesting tool within SL.

http://aeneaideas.wordpress.com/2007/02/16/staraxs-wand/
http://secondthoughts.typepad.com/second_thoughts/2006/08/starax_the_sour.html
http://www.secondlifeinsider.com/2006/06/20/sim-crashers-i-have-known-and-loved/
http://alphavilleherald.com/2007/10/light-waves-sta.html

Tuesday 13 April 2010

Interesting Educational sites within Second Life

I have been reading in depth the Second Life Education Workshop of 2007. This was part of the Second Life Community Convention held in Chicago. I have gained some valuable links to some intersting educational islands within Second Life, as well as some useful information on how other education institutes are using this MUVE.
Below are a few of the locations I have visited. I am hoping to add more soon.

Cosmos Academy, Jirasan (76, 77, 90)



Cosmos Academy is an attempt to bring a higher level of education to Second Life. It is based on the following principles which Jirasan has derived from his experiences in Second and Real Life.

1) Guided Education is Better Than Trial and Error Learing
2) Goal Oriented Tutorials Are More Effective Than Gratuitous Tutorials
3) You Cannot Learn From Helpdesks
4) Once You Have the Basics Down Your Need Somewhere to Go For Something Deeper
5) More Advanced People Need to Interact With Other More Advanced People -






These islands include quite a few interactive displays such as mazes and puzzles.






There are also free scripts available for setting up interactive white boards etc.



There is also a building with several floors being developed to house various educational areas.



Global Kids HQ, Teaching (221, 163, 24)

Founded in 1989 this non profit organization's mission is to transform youths in urban areas into successful students by engaging them in socially dynamic, content-rich learning experiences. Global Kids uses interactive and experiential methods to educate about social issues and provide students them with opportunities for civic and global engagement. GK provides teachers and educators using its professional development program, strategies for integrating a youth development approach and international issues into their educational establisments.









The Island also has stands outlining machinima video projects.






There are also many meeting places here for online learning. As well as discussions of topics such as Ethics.



A resource centre has links to published papers and free script and meshes are also available.


ISTE Island, ISTE Island (93, 80, 30)

For more than 30 years the International Society for Technology in Education has been helping teachers and education leaders. Using advances in technology ISTE has help revolutionize improvements in education.

ISTE represents more than 85,000 professionals worldwide helping educators face the challenge of transforming education via the use of technology.

ISTE uses innovative educational technology books and programs; conducting professional development workshops, forums, and symposia; and researching, evaluating, and disseminating findings regarding educational technology on an international level. ISTE's Web site, www.iste.org, contains coverage of many topics relevant to the educational technology community.







The ISTE Island contains many useful interactive objects to aid learning and provide notecards and links to further educational sites.











The Teleport display is a good place to start to find other areas, within the nearby islands and locations, for more information on ITSE, as well as research on the Arts ,Education and other related topics.



Interactive objects are scattered all over the island. Here is an example of a a stand that demonstrates the composition of certain molecules.










Ball State University Campus, Ball State University (191, 198, 26)

The Ball State University Museum of Art encourages visitors to experience the joy of lifelong learning and recreation found in the visual arts, via use of Second Life. The museum has engaging exhibitions for everyone to explore. There are also programs and events to inform you more about the arts.

The universities website provides information about the museum's history, collection, and exhibitions, as well as forthcoming events and programs.






Like many university locations this one has a lecture theatre based on real life buildings and settings.








International Spaceflight Museum, Spaceport Alpha (127, 144, 451)



The International Spaceflight Museum is a museum within Second Life. It hosts exhibits and events about real-world spacecraft, rockets, and space travel. The museum is located on the island sims Spaceport Alpha and Spaceport Bravo. It includes models of various spacecraft such as the Space Shuttle and the ability to teleport to some of the planets within our Solar System.




This site holds some excellent resources, such as detailed representations of spacecraft like the space shuttle or the International space station.







There are also teleports to visit some of the planets within our solar system.







Spaceport Alpha also has some spectacular views.





There are also posters that include more information about the site and exhibits.







The Island is very easy to explore, especially with the aid of maps.

University Of Denver Science School





This locations has mock ups of their study rooms and laboratories.










They also have their own planetarium.




Explorer Island, home of the Jet Propulsion Laboratory




The island is currently under construction, but contains much to look at regarding interactivity and education, specifically with the use of its models of various landers and vehicles.






For example:

The Mars airbag

To the south part of the island you will find a mountain with a platform. From the platform you can launch a Mars Airbag and it will roll down the mountain in a direction based on forces from the wind, terrain and initial random speed. If you are quick, you can ride the airbag down the hill but the route will change based upon your riding of the airbag.





The Mars rover

There are two rovers in the Mars Mountain Area. The Mars Exploration Rover (MER) and the Sojourner from the Mars Pathfinder Mission. It's possible to ride Sojourner but only one at a time, it's a small rover.













There is plenty to do in this location with many interactive exhibits and stands.






You can even ride on an asteroid!







Entrance to the planetarium where you can set up your location to view the night sky where you live.



Here is the sky over Cornwall.







Dust Devils

Once in a while, a dust devil on Mars will blow by the Mars Exploration Rovers. These dust devils are the same as those on Earth except on Mars, they can be 3 times larger than a full tornado on Earth. In Second Life, you and two other friends can ride them around Mars Mountain.





Here I am ridng one of the dust devils, OZ here I come!




NMC Resource Center, Learning (125, 161, 23)



The New Media Consortium (http://www.nmc.org/) Campus in Second Life represents the largest educational project in any virtual world, comprising the efforts of well over 120 institutions. The NMC Campus landmass includes 91 sims (islands) that the NMC owns/manages as the NMC Campus, plus another 46 that represent the work of leading educational organizations that have chosen to collocate with the project.



There is also a very handy floating map which provides valuable directions to other Educational sites on the islands.




The New Media Consortium (NMC) is an international not-for-profit consortium of learning-focused organizations dedicated to the exploration and use of new media and new technologies. Its hundreds of member institutions constitute an elite list of the most highly regarded colleges and universities in the world, as well as leading museums, key research centers, and some of the world's most forward-thinking companies.







There are many learning objects and locations within this site.






This is how I see myself using SL to exhibit objects that are of use to my students within their critical studies modules.








In some locations there are interactive exhibits to explore complex everyday problems that can be easily visualised within SL.









There are even operating theatres set up to practice medical procedures.






There are different zones within the theatres to allow for large groups or tests.