Friday, March 28, 2008

Garage Sale


This is especially for Mark, but anyone else is welcome to participate. Mark, is there anything you particularly want me to get on with this week? We've talked about several things including a chair (or any other object on which you can "sit") that will control the avatar owner's camera angle, and an image that will change as an avatar gets closer to it. Last week I made some stands on which you can "sit" to perform an animation suitable to the caption. My avatar is on the "Rejoice" one: I have also "I hate it", "I love it", "It bores me silly" Others are possible if you want any. Anyway, I have an attic full of stuff, including what's shown here: tornado-style bubble transport; picture that throws textured particles of itself (or just a flame glow)  if you're close, but not close enough to see the picture itself; entryway (or other object) that throws textured objects that self-destruct when (or soon after) they hit the ground (created as "temporary" in case of fluke); sculpting textures that swap between their appearance as surface textures and their sculpt objects and offer you an explanatory note card if you click them. An instance of "texture vomit" is shown here

Also objects that can communicate between their own prims or with other objects.

I probably have other stuff, too.
But if anyone wants anything custom-scripted it's TIME to decide about it.
Liz

Thursday, March 27, 2008

ATEC Island Under Construction



The chaos is enough to make you want to SCREAM. Here we see the personification of this impulse: Edvard Munch's painting "The Scream" has been officially embodied by the avatar of ATEC Island team designer Diana Souza. Bursting out of the canvas, The Scream Avatar has been set loose on the island in anticipation of starring in a caper (a planned disruption) during the upcoming Dallas Museum of Art presentation. Freak out!

Wednesday, March 26, 2008

SL release candidate

use this version of SL to see web textures:

Tuesday, March 25, 2008

SL Media Parcel Changes

from the SL blog

The new media on a parcel feature allows landowners to select and display a wide range of Web-based media content, including Web pages, movies, images, text documents and audio. This change replaces and expands the existing QuickTime parcel media feature, giving you more flexibility in your media presentations. Currently, the displayed media is entirely non-interactive, meaning you will only be able to view and not be able to click web links, use scroll bars, or press buttons on web pages displayed on parcels, although we hope to add this functionality in the future.

Monday, March 24, 2008

Thoughts on Ecosystems and Current Projects

So, in my earlier post I argued for linking the Real World, the Web, and the Virtual to create a dynamic, interactive, ecosystem. I've tried to expand that a bit and apply it to the projects that are currently under development (Mark's idea, Liz and Bobby's scripting, and Tim's Mayan ballcourt). Please let me know what you think.


Elaine Raybourn sets up a four-part framework for her notion of an Intercultural Communication Framework (www.sandia.gov/adaptive-training-systems/papers/Raybourn%20I-ITSEC%202672%2011-17-%202006_citation.pdf), which can be used to produce simulations within which users can have “Crucible Experiences” or “a defining moment that unleashes abilities, forces crucial choices, and sharpens focus. It teaches the person who he or she is.”

The IC Framework contains four components:

Interaction - Dynamic Content, Personas, Roles
Narrative - Scenarios
Place - Environment
Emergent Culture - Assessment, Feedback

I have taken a more detailed look at the question of roles and how those might tie into a dynamic interactive ecosystem. However, before the roles are elaborated, the ecosystem effect may be enhanced through Collective Intelligence or Collective Decision-making.

What follows is a survey of web-based Collective Decision Making Systems (CDMS) by Jennifer Watkins and Marko Rodriguez (www.soe.ucsc.edu/~okram/papers/cdms-taxonomy.pdf), some of which might be expanded upon by rolling them into an ecosystem of interactions or them with Social Simulations. Each CDMS process is shown on the left with the aggregation mechanism on the right.

Document ranking (PageRank aggregation)
Folksonomy (collaborative tagging aggregation)
Recommender system (collaborative filtering aggregation)
Voting system (plurality aggregation)
Open source software (collaborative development aggregation)
Wiki (collaborative editing aggregation)
Prediction market (market scoring rule aggregation)

All of the following roles may not be necessary. Also, there may be quite a bit of overlap between who is playing these roles. With that said, the ecosystem roles can be described:

Framers

The role of the Framer(s) is to set the overall agenda for the ecosystem. “What is it for? What are we doing here?” A CDMS may be used here to determine the purpose of the ecosystem.

Modders

Modders should make changes to the rules of the environment within the constraints of the overall vision set by the Framers. The Modders ask the questions, “What is the ecosystem good for?” and “What are its limits?” The Modder role may simply have a user changing the environment through simple interactions or may include scripting or code addition/alteration. The modding role/effect may manifest itself as the aggregate behavior of the Active or Passive players—in other words, emergent.

Active Players

Active players experience and act on the environment from within the environment. The relationship between Active and Passive players is relative. If the environment in question is Second Life, the Active player contingent will be in-world and the Passive contingent out-of-world. One might say that Active players are the primary interactors.

Passive Players

Passive players act on the environment from outside of it. If Second Life is the environment, Passive players will interact with it through text messages or email.


Art Education - Mark's Idea

Here are some thoughts pertaining to Mark’s Art Education idea.

Framers

I assume the framing statement is “to teach the principles of visual design to children.”

Modders

The modding role could include the child-users choosing which teaching module to view, thus altering the configuration of module presentations to suit their interests. You may even frame the modules as a narrative (a configurable fairytale perhaps?). A CDMS might be used here to allow the children to vote on the module order.

Active Players

The in-world Second Life participants would experience the design principle modules close-up. Is the module in 3D?

Passive Players

Passive players could experience the modules by sending text messages or emails to the CDMS system for voting purposes and view snapshots of the live activity in-world on the DMA website.

Effects Idea - Liz and Bobby

After viewing some of the scripting effects Liz created, I thought there is probably a way they could be linked together to form an ecosystem. Perhaps Passive players could be linked into the process via a reversal of Bobby’s microblogging script where posts from outside Second Life appear in one of Liz’s scripted objects. Of course, before any sort of ecosystem planning could go forward, the mission/framing statement would have to be created. Liz? Bobby? What kind of Crucible Experience do you want users to have?


Mayan World - Tim and Russell?

Here are some thoughts regarding Tim’s Mayan ballcourt.

Framers

I am assuming the mission statement is “to teach users about the mechanics of the Mayan ballgame.”

Modders

A CDMS system could be used by users to choose features of the game-play as superficial as the color of the ball used to the difficulty (as determined by the size of the ring/hoop) or bounciness of the ball. Perhaps another element of the rule-set to be decided would be if the losing team (or winning) would have its avatars “sacrificed.” Perhaps a script will remove the losing avatars and replace them with less desirable ones (skeletons?). The “killed” avatars might be held ransom, with the losers having to pay a certain number of Lindens to get them back.

Active Players

Active players would be in-world, kicking the ball and so forth.

Passive Players

Passive players might play the role of the “gods”, influencing game in a way similar to the Avatar Traps exhibit--widening or narrowing the width of the ballcourt or altering the bounciness of the ball or some other facet of the world.