Sunday, 21 February 2010

Interview with Phil Whitfeld module leader History of Design and Visual Culture

As a precursor to developing the Adaptive Play prototype, and to aid in the research towards the Synthesis module and the final project, I decided to interview Phil Whitfeld. I wanted to get his views on how Second Life could be used to improve the delivery of Contextual Studies and History of Design, as well as discussing future uses of SL, within the modules and both my courses (FdA Animation/Multimedia Design). 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?

Interview with Phil Whitfeld part 1




Interview with Phil Whitfeld part 2



Interview with Phil Whitfeld part 3


Thursday, 11 February 2010

How Second Life is being used to create interactive installations.

Reflexive Architecture, Second Life Machinima

Reflexive Architecture, by Keystone Bouchard, Jon Brouchoud. Installation on Architecture Island and exhibition on Info Island for artslib. Excellent SL build that demonstrates various adaptive play installations.



Reflexive Architecture: Active Glass, Columns, Sound

Another example of the work of Jon Brouchard in Second Life



Reflexive Architecture: Active Glass, Columns, Sound

Installation on Architecture Island and exhibition on Info Island for artslib, September 2007



S.O.N.A.R (Self Organizing Nebulous Architectural Response)

-A fluid virtual architecture that develops and responds to avatar presence and movement.



Wikitecture Tree Demo, Second Life Machinima

Interesting adaptive interface



Second Life First Life Dance

Interactive installation at the Royal school of architecture in Stockholm. Dancers interact with their virtual counterparts in second life.



Responsive Architecture Creating Spatial Experience

Another example of how architecture and 3d meshes can interact with avatars.




Reflexive Architecture; Avatar Trails - Visual Traces

More Jon Brouchoud



Reflexive Music Installation

More of Brouchouds series of experiments centered on reflexive music, within the percieved boundary between music and architecture in a virtual world.




I really admire the work of Brouchoud it is extremely original and I can see some interesting uses for education. Once I have begun to script in SL I would like to experiment with interactive pieces like this. I think my students would enjoy interacting and building such installations.

Wednesday, 3 February 2010

How Second Life is being used in Education Part 1

The Skill Mastery Hyperdome

The Skill Mastery Hypodrome is a vitual environment in which students can learn, develop and practice interview skills. Designed for a Foundation Studies course as part of the Second Life Education New Zealand Project. Acitivites include: enhancing communication skills, especially those needed in an interview situation. Students can also select appropriate clothing,experience virtual interviews, take on the roles of both interviewer and interviewee, and develop confidence in Q & A sessions. They can also rehearse various interview scenarios in a variety of situations and environments.



Mindscape Project - Art Exhibition Centre in Second Life

In 2008 College students from Trento (Italy)created an art exhibition centre (inspired by futurist Fortunato Depero's work) in Second Life.
This video shows the tour of the finished work, guided by the students themselves.
[Italian spoken - english subtitles - shot on may 30 2008)



Nursing Simulation

A postpartum hemorrhage scenario conducted on second life for nursing students in New Zealand and Idaho.



Education and Professional Development: Classrooms without Borders

A machinima on the professional development opportunities that can be found in the virtual world of Second Life. Filmed at ISTE, Discovery Educator Network, Atlantis Seekers, and the Teacher Networking Center. Explores team building exercises, digital story telling, cultural exchange, teaching tools, online research skills and communication



Education in Second Life

Video shows various institutes researching the use of virtual worlds in education, in the States, Portugal and Brasil. It demonstrates how Second Life, and other virtual worlds are not just for entertainment, but also for serious research subjects in education etc.




Second Life: Open Education and Virtual Worlds

Charles Nesson and Rebecca Nesson at Harvard University examine Second Life and the opportunities and problems that this virtual environment confronts.



Second Life: NC State Classes Go Virtual!

This video describes the use of Second Life in two College Management courses. Part of NC State University's LITRE (Learning in a Technology Rich Environment) program and a part of VOLT: Virtual Online Learning and Teaching, a comprehensive, collaborative project on online learning. Examining creating thinking, analytical skills, 3d expression and research methodolgy. Also delves into cultural diversity and social issues with a project to develop an environment to get perspective employers etc used to foreign environments (virtual cultural training centre).




Infolit iSchool in Second Life® with Sheila Webber / Sheila Yoshikawa in SL

Explores the use of Second Life to encourage research and enquiry, with the use of Libraries. Looks at enquiry based learning models and the creation of research posters.




International Society for Technology in Education -- ISTE Second Life


ISTE Island is a virtual online space that allows educators to meet up and swap thoughts and learn new ideas and technology to improve education. The video has a few testimonials highlighting how ITSE has changed their lives.



Second Life Loyalist College Canadian Border Simulation

Loyalist College Border Service students participate in a simulated Canadian border crossing using Second Life - created by the Virtual World Design Centre, Loyalist College, Belleville, Ontario.



RIT on TV News: Second Life
WROC-TV (Channel 8) reports on how RIT is using the virtual world of Second Life to enhance educational opportunities. Examples of class projects, math problems meetings, Second Life build projects (objects you would not normally be able to navigate around). Eg a street that is half communist and half capitalist.




Second-Life Student exhibition (Temple University Japan)

A short documentary about an exhibition organized by two classes of the School of Communications and Theatre, Temple University, Japan Campus. One is on "Second-Life and the Future of Music Industry", Also explores the use of the term Cybermedia!



Second Life and the Future of the Music Industry, (nd), Projects (WWW), available from: http://www.sl-music.info./projects.html, viewed 5/2/10

This page within the website provides access to the student projects within SL. Each documents and researches one aspect of the new economy of music in Second-Life. Each project takes the form of a poster displayed during the final exhibition, as well as possibly supplemental material such as interview files.

The Edge Eden Project in Second Life

It was created by Coventry University second lifers for the Eden Project's bid for the people's £50 million. Inside the building there are a number of features that let the user interact with other applications such as Facebook and links to The Edge's site. It has been built by Second Life creators in Coventry University's Serious Games Institute.





Second Life for the University

Pod cast tour of the Nottingham University's new campus in Second Life. Demonstrates how they are using SL to improve the delivery of education and to aid in research, as well as provide a support sturcture for their students. How to reference etc! Also mentions students using SL to research the use of wind farms and the best places to put them. (Experiential learning)



Murdoch University Island in Second Life

Video explaining how the University is using it’s Island within SL. Has four main uses: Library workshop, safe space (for building), Best practice within Education and student projects within IT. Such as job interview situations, murder role play for forensics students, independent study etc