G+ – and minus

Despite officially being on vacation, I’ve been trying out some of the tech’s on my “to-explore-list”, most notably Google’s G+ service. I signed in to G+ on July 13th, but two weeks later, I decided to close my account. Since some of the people I had in my circles are also people I know from Facebook, I decided to post a short notice on Facebook just to let them know that I’d left the G+ service. When asked why, these were some of my immediate reasons:

I disagree on the terms of service, especially the part that excludes people in need of pseudonyms, and I’m shocked by the way, Google treats its customers. I had hoped G+ could replace FB/Twitter, but a service that excludes a large part of Internet users, incl. my personal network (and not only avatars), is of no use to me. G+ has been an eye-opener for me in terms intellectual property and cloud computing, and I’ll write a post about it since I think it has implications in an educational and democratic perspective …

Now, Internet law, ToS, intellectual property, etc. are not topics I normally deal with, so this post is simply an account of my personal experience as a “regular” user/customer of Google services. As so many other tech-oriented educators, I enjoy exploring new technologies in terms of educational potential, and this professional interest was if fact my initial reason to start on G+. I was especially excited about the possibility to “circle” connections allowing me to control communication, the prospect of being able to create synchronous “hangouts”, create “sparks”, and the integration with other Google services seemed like a very convenient solution. Despite my current hesitation towards G+, I still believe it is a service with huge educational potential – this doc explores some of these potentials.

Having done research in Second Life (SL) since March 2007, I’ve come to know and respect SL users as tech-savvy, early adopters and so of course my SL connections were some of the first people I added to my circles. In hindsight, it is no surprise that it was through my SL connections, my avatar friends that I first came to hear about the pseudonymity controversy. Not until recently has it been possible to sign up for SL by using your own name, consequently all SL users are used to using pseudonyms, many (myself included) use these pseudonyms in other Internet services, and in fact many SL users are only known by their pseudonym/avatar names. However, Google decided for a non-pseudonym (albeit unclear) policy, and shortly after I entered G+, I started noticing reports of SL/pseudonym-users being excluded from the service. From my research in virtual worlds, I’m fully aware that the mere idea of having a “virtual identity” that somehow differs form a “real identity” is something that provokes the ignorant and often causes controversy, and I honestly don’t think this non-pseudonym problem had gained much attention had it not affected many other users besides avatars. But it did/it does, and soon the controversy hit other media and G+ itself. I’m not going to repeat the controversy, but will link to this excellent post by Kee Hinckley, who elaborates on the issue, the pros and cons, and links to some of the articles written on the subject.

As stated in my own quote above, I was shocked by the way, Google treats its customers. I don’t usually use words like “shocked” when reflecting on professional matters, but it is the truth. I admit that up until now I’ve been incredibly naïve about ToS and intellectual property, I also admit that I often have not taken the time to thoroughly read ToS (not only on Google), but simply have accepted these in a “well, what else can I do” (stupid, stupid!) manner.  And so, I was shocked reading Thomas Monopoly’s story. Followed by a brief automated statement by Google saying that it had “perceived a violation”, Google decided to close all of Monopoly’s services with Google. As it later turned out, Monopoly (as he explains here) had in fact violated the Google ToS unintentionally by posting a series of pictures on The Evolution of Sex (as part of an art project) in which one was flagged as child pornography by Google’s automated systems. It is not for me to question the violation, and it is of course Google’s right to enforce its policy. I am, however, questioning Google’s procedure. The Monopoly case had nothing to do with the pseudonymity controversy, but it revealed how Google handles its business and its customers. The “guilty, until proven innocent” approach, is also the way Google handles pseudonymity issues – e.g. this, this, and this case. The  last case is especially grotesque since this G+ user actually used his real names. Again, I’m not questioning Google’s legal rights, but from a moral point of view, I do find its way of enforcing its rules and regulations very dubious – Jyri Engeström has written an excellent comment on this – in G+ !

Here I’m only referring to a few examples in the Google controversy, but to sum up seeing part of my network being excluded combined with an unclear and sometimes unwarranted procedure, I decided to close my account. I did not use my pseudonym in G+, and I did not intend to violate Google’s ToS. But I lost my confidence in Google. Up until now, I’ve been a satisfied user of several of Google’s services, but now I’ve started to export my content to other providers – not that I have any immediate intentions of leaving my other Google services, I like them and I am a creature of habit, but just in case … and this leads me to the educational perspective on all of this.

For the last couple of years, Personal Learning Environments (PLEs)/Networks (PLNs) have been concepts explored by many tech-oriented educators who have a wish to try and tear down the walls of education and especially traditional Virtual Learning Environments (VLEs)/Learning Management Systems (LMS’) in order to open up education to the rest of the world, and Cloud Computing has been a central concept in this work. I entered G+ thinking that maybe here Google had come up with an interesting solution that could supplement our efforts in this area. However, the returning problem of using (free) hosted services is that of property, and ever so often, I hear system administrators express reluctance towards moving our activities into the “Cloud”. In this Google controversy, I’ve seen the “well, what did you expect – it is a free service” argument in several comments. Well, frankly I do expect even a free service provider to treat its customers right. I would also argue that the term “free” is debatable; we the customers “pay” with our content/our behavior. If the free service providers didn’t make any money on us, they wouldn’t be doing it. Again, this is not my area of expertise, I just call it as I see it, but I must admit that this Google experience has made me very conscious of the pitfalls of moving our content and practices out of our safe, but closed and proprietary VLE. Sadly in this way, I also think the Google controversy can be a set-back in terms of loosening up the traditional educational boarders, and this will not only affect Google’s own services, but also those of other providers.

My final reflection on this combines the educational perspective with that of democratization. Some months ago, I wrote a post in relation to the “Purpose of Education” (Purpos/ed) initiative. In this post I referred to the Declaration of Human Rights which states that everyone has the right to education,  and in my perspective this must include rights to information and the freedom of expression. Incidentally, the UN Human Rights Committee, only this week released a general comment stating that the right to freedom of expression outweighs all other rights.

Previously, and probably naively, I’ve always considered Google to be an important player in the democratization of information, but based on my current experience with G+, I’m wondering what role Google actually sees itself playing, I’m honestly surprised by Google, and I admit, I expected a different approach, when first we heard of Google wanting to launch an alternative to Facebook. Even though my faith in Google has been shattered, I’ve not completely given up (not that I think it cares, but maybe it should), and I do recognize that G+ has been in beta. However, being in beta does not mean “do evil, and sort it out afterwards” – it means “do no evil, to begin with”. I’m truly hoping Google will listen to its customers, and learn. If nothing else, I hope Google recognizes that the controversy and the many reactions by and large reflect that people care – care about Google, and more importantly care about people.

/Mariis

Explosions of Virtuality

Together with several colleagues from different Danish universities/companies, I’ve been invited to participate in a workshop at Stanford University that aims at exploring different kinds of virtuality.

The workshop is inviting researchers and practitioners from across a great number of disciplines to come together and inspire each other in discussions on 4 overall themes:

  • The sensational organization
  • Embodying the Virtual
  • Transformations of time and space
  • Virtuality and affects

Jeremy Bailenson, Director of Stanford’s Virtual Human Interaction Lab will open the workshop with a keynote on the book  “Infinite Reality“, which he co-autored with Jim Blascovich. Since I’ve been using the book in my PhD-work, I’m really looking forward to getting the opportunity to hear Bailenson elaborate and discuss some of the issues raised. My colleague, Anders Drachen and I are currently trying to establish a research center on virtual environments, and we are hoping to use this opportunity to connect with relevant partners both at Stanford and some of the other universities and companies in the area.

The workshop is co-sponsored by Innovation Center Denmark and H-STAR at Stanford.

More on this will follow when the program is finalized.

/Mariis

Visualizing the identity puzzle

As I’m preparing for an upcoming talk at the GRC “Visualization in Science and Education” conference at Bryant University, R.I., I’m trying out different types of visualization tools. Among other topics, I’ll be talking about avatar identity and what this means in terms of learning. For this part I’m considering the use of a puzzle and this is simply a test to see how it works embedded here …

Click to Mix and Solve

/Mariis

Virtual Worlds Best Practice in Education 2011 panel

On March 17-19 the 4th annual Virtual Worlds Best Practice in Education (#VWBPE11) will be taking place in SL and other Virtual Worlds such as OpenSim, World of Warcraft, Eve Online and Club Penguin.

The VWBPE is is a community-based conference that provides opportunities for participants in all virtual worlds to share current research,  teaching, and learning practices in 3D virtual environments. This 53 hour conference will provide opportunities for sharing and further understanding virtual world technology, and will focus on teaching/learning, scholarly work, projects, events, activities and new and innovative tools for virtual education. According to the VWBPE-website this year’s conference is about people, the community, and it’s about being together;

This year’s theme is You are Here. The divide between what is real and what is virtual is a state of mind. We learn everywhere and you are already here.

Here is all around you:

  • Here is where we find the great successes and even failures.
  • Here is where we expand our borders.
  • Here is where we touch what is important to those we teach.
  • Here is where we learn and live and play.

I have been attending the conference for a couple of years as an observer, which has been very inspirational, and I highly recommend anyone interested in 3D Virtual Worlds to participate in this amazing, free event! :-)

Furthermore, this year I have the great pleasure of doing a panel discussion together with 3 SL friends and colleagues: Chimera Cosmos, Spiral Theas, and Gann McGann.


First planning session on my holodeck with Gann & Chimera

Our session is entitled: Hats, HUDs, Wands and Weather:  Building Activities for Engagement in Second Life. One of the things we all appreciate about SL is the fun and playful parts of this environment, which could include changing the avatar’s appearance and using different types of artifacts – e.g. in our first meeting Chimera couldn’t help but show off one of her magic wands ;-)


And in fact after Gann and I left, Chimera used her tornado stick on the holodeck as seen in this photo from Chimera’s KoinUp stream:


Chimera’s koinup

While the user-controlled ability to change both the environment and one’s appearance definitely is an important part of SL, we as educators are also concerned about the kind of activities that can promote, facilitate, and not least sustain engagement in teaching and learning in an environment such as SL.


Gann, Spiral, Chimera and I discussing the call for VWBPE in our second meeting

We all have both positive and a few negative experiences with teaching in SL, and so in our panel we have decided to focus on activities that help overcome some of the barriers for meaningful, and sustained engagement in SL as stated in our proposal:

There are numerous barriers to engagement in virtual worlds. First, new residents must become familiar with the interface. Beyond technical considerations, the nature of their early experiences will determine whether and how quickly they will build an identification with their avatar and a reason to stay. Without this, it is likely that their interest in further engagement in the virtual world will lessen and their participation will drop off. A sense of presence and identity through embodiment and immersion is an important contributor to ongoing and satisfactory participation in the world and finding the motivation to continue to return until the technical and navigational thresholds are surmounted. This roundtable will discuss the essential acts, the “ah-ha” or Eureka moments, the triggering gizmos, features, activities or places that inspire students or colleagues (and have inspired us) to continue to participate.

In other words, what works to help new residents pass these technical and navigational thresholds? The speakers will share their own stories drawn from their work with students in higher education, business people, health professionals, and education colleagues. Presentations will include demonstrations and audience participation.


Spiral and I chatting under the Blue Thinking hat before our third panel meeting


Identity issues are very important in SL – and we will be showcasing Identity-cubes as part of the session

As mentioned above Gann, Spiral, Chimera, and I will be sharing some of our experiences, but we are also very much hoping to hear from the audience, and so we hope You will join us :-)

Update
We will be presenting Friday, March 18th from 8AM-10AM SLT (16-18 Dansk tid) – Building South, Room South Auxiliary, and the rest of the schedule can be found here

Also please note that even though the conference is free, you need to register in order to participate via this link. By registering you will be helping the organizers plan out resources to ensure the conference runs smoothly and that there is allocated enough space to ensure everyone gets an opportunity to participate.

/Mariis

For inspiration here are three posts I wrote about VWBPE last year:

First day impressions

Second day impressions – part 1

Second day impressions – part 2 – this one also includes my reflections on Chimera & Spiral’s 2010 session

Different aspects of Being There Together

On February 1oth Dr. Ralph Schroeder of The Oxford Internet Institute will be giving a talk entitled ” Being There Together: Social Interaction in Virtual Environments” on the CAVE island at 9AM SLT.

The talk is organized by the Applied Research in Virtual Environments for Learning Special Interest Group (ARVEL SIG) as part of their ongoing in-world discussions.

This talk will be of particular interest to me given that different ways of being there together are some of the core concerns in my PhD, and the first book I read in relation to my PhD research was in fact “The Social Life of Avatars” (2002) edited by Dr. Schroeder. Since then I’ve been following Dr. Schroeder’s work, and especially some of the articles he has published in The MIT Journal, “Presence – Teleoperators and Virtual Environments“. In my opinion the different ways of being there together are closely connected to different perspectives of the perception of presence that humans potentially get when interacting with computers (the HCI perspective), and in this regard I think it is possible (at least in an analytical sense) to distinguish between

  • a sense of being – related to self-presence
  • a sense of there – related to tele-/or virtual presence
  • a sense of togetherness – related to co-presence

In so far as you define a “virtual environment” to include the affordance of creation, I would add a sense of doing, which then in turn also could relate to doing together (co-creation), and then could relate to social presence. However, these are my preliminary thoughts, and it is important to stress that there is no consensus in the literature as to neither definition nor use of the terms of presence. When I’m done with the final analysis of my data, I’m hoping to be more articulate on this matter. An interesting challenge here is also that I’m hoping to connect Wenger’s (1998) 4 components of learning (practice, community, identity, and meaning) to the different aspects of presence, and this will be tested in my analysis. Regardless of this outcome, I find it important to emphasize that when dealing with virtual environments such as 3D virtual worlds doing together becomes just as – if not more – important as being together. And I have a strong feeling (not very academic yet, I know ;-) that becoming together may be even more important … anyways, these are some of the issues I’m currently struggling with in my PhD-work.

As I understand it, Dr. Schroeder will focus on results from his latest 2011 book (with the same title as the talk) “Being There Together. Social Interaction in Shared Virtual Environments“, which I haven’t read yet. Nonetheless, Dr. Schroeder’s slides for the talk have already been put up for viewing on the island, and judging from these, the talk will include some of the ideas Schroeder expressed in a 2007 paper entitled “Virtual Environments and Other Media for Being There Together: Towards a Convergence of Technologies, Uses, and Research Agendas.” In this paper Schroeder compares “virtual environments” (VEs) with three other technologies: 1) videoconferencing, 2) online spaces for socializing and gaming, and 3) online awareness and social networking technologies. One of the things that puzzle me about this is the way Schroeder defines “virtual environments”:

VEs are defined as providing the sensory experience of being in a place other than the you are physically in, and being able to interact with that place [1, 2] A shorthand is to say that these are technologies for ‘being there’, and multi-user VEs for ‘being there together’ [3]. (Schroeder. 2007: 1 – see original for references)

And in the video below Dr. Schroeder repeats at least the first part of this definition of VEs :

It is in fact not so much the definition that puzzles me, but rather the way Dr. Schroeder uses it to differentiate between VEs and other media. In the 2007 paper Schroeder summarizes his comparison of the four technologies in this table below:


Figure 1 from Schroeder. 2007:5

When looking at this table actually a couple of things puzzle me. First of all, I’m wondering what kinds of technologies Schroeder would label as VEs? In the above mentioned 2002 book Schroeder links VR and VE tech closely, and that could perhaps explain the “face with limited expressiveness, and body” in the Appearance cell, but I’m honestly not sure … Secondly, when I look through my SL-avatar-based glasses, I guess a medium like SL would best fit in the column of “Online spaces for gaming and socializing”, but again I’m not sure. However, if this is where Schroeder would place SL it brings forward new questions/comments. As a general comment I would say that SL fits the definition of a VE in that it also gives the user the experience of being in another place, being able to interact in this place, and of being there with others. Schroeder does in fact point to an increasing overlap between different technologies, and so I wondering why he doesn’t reserve VE as an overarching concept or definition. In more specific terms related to SL I would comment on some of the claims in the column;

  • ad. Realism: judging from the rest of the paper I think Schroeder mainly refers to fidelity here, which would explain the “low” claim. However, whiter or not something is perceived “real” in psychosocial terms remains highly controversial.
  • ad. Object and environment interaction: here I’m simply not sure what Schroeder means by “restricted field view” – at least not if it refers to the user’s control over different POVs?
  • ad. Communication and interaction: while it is true that much communication in SL is synchronous (text/voice chat), the asynchronous aspect should not be neglected, and this is something that has improved with the Shared Media feature that enables users to communicate in web-based systems outside SL from inside SL, and this of course does not have to real-time.

I’m fully aware that a general comparison can’t and shouldn’t capture more system specific nuances, and Schroeder recognizes that this comparison may “be drawn too sharply – in reality many of them overlap” (2007:2). Even so, I’m really looking forward to meeting Dr. Schroeder in-world later this week, and I’m hoping that I get the chance to ask him to elaborate on some of these issues – and meanwhile I’m impatiently waiting for his new book to arrive :-)

/Mariis

Reference

Schroeder, R. (2007) Virtual Environments and Other Media for Being There Together: Towards a Convergence of Technologies, Uses, and Research Agendas. Proceedings of Presence 2007, Barcelona, Spain, October 2007.