Interview – Kim Pasternak (Kim Flintoff)

Kim Pasternak is one of Australia’s passionate education users of Second Life and runs the AusSLERs site. We caught up via email to discuss education and more.

Lowell Cremorne:Tell us a little about your educational background

Kim Pasternak: OK. I started out with the sciences, Chemistry especially, when I first left school and for a variety of reasons found my way into Theatre and Drama. After graduating with a degree from Murdoch University I worked for several years in the entertainment industry. Along the way I helped create Class Act Theatre and so my interest in Education was resurrected. A couple of years later I started my Graduate Diploma in Education at Edith Cowan University (ECU). It was there my interest in Drama and Technology was stirred. I worked as a teacher of Drama (and English, Dance, Computing, even Early Childhood Studies) in State and Catholic high schools and undertook a Master of Education (also at ECU) looking at Drama and Technology: teacher attitudes and perceptions. I also began working as a casual tutor and lecturer in teacher education. When the M.Ed was nearly finished I was invited to apply for a position in the PhD program at the Creative Industries faculty at Queensland University of Technology. I’ve got less than a year to go until that thesis is submitted.

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Lowell Cremorne: What’s the topic of your PhD research?

Kim Pasternak: Like many thesis titles it’s long-winded and descriptive at the moment – Drama Teacher as Games Master: developing digital games-based process drama as performance. The basic idea is to take an extended educational role-playing form and blend it with online spaces. I want to see what happens when we extend a traditional drama form that is normally done with a focus on participation and simultaneously frame it as a performance – all mediated through an engagement with virtual spaces. I tell people it’s about Drama and Virtual Reality for the sake of ease. The output of the study is largely practical – I’m conducting 4 creative development cycles and the performances/workshops will form part of the thesis – only 40-50% will be written.

Lowell Cremorne: When did you first get involved in SL?

Kim Pasternak: Looking at my avatar’s birthdate it was November 17, 2005. I’d been told about it a few days earlier by some people at a conference in Melbourne – in fact, Lindy McKeown (Decka Mah) was also at that conference. Owen Kelly and Camilla Lindeberg from Arcada in Finland were there talking about their Marinetta project, they also referred to Neualternberg and my interest was piqued. I was already searching for possible technologies to use with my research project. At that time I was considering ActiveWorlds because I’d explored the possibilities and seen some exciting learning environments demonstrated by colleagues from AppState in North Carolina.

Lowell Cremorne: What are your recollections of those first few weeks using SL?

Kim Pasternak: Like most newbies I logged in without much of a clue about what to do – I was really just intent on finding the place Owen and Camilla had talked about. I found myself in this odd world that took a long time to resolve. I pretty much ignored the orientation experience and went searching straight away – the user interface was intuitive enough to let me clumsily get around. Like many newbies I also arrived with no understanding of the culture of SL and was terrified whenever another avatar appeared nearby. It was probably a week before I started talking to anyone. At that time there were relatively few users, around 150,000 from memory. And then I pretty much left SL while I got on with my study until about six months later when I got back into it with a clearer sense of what I was trying to achieve. By now, there were over a million registered users. The place had grown up and the interface was better and you didn’t have to look as hard to find things to do. This time I started to spend time playing with Kim Pasternak’s appearance, and took the time to learn the basics of building and scripting. I’m no whiz at either but can cope with some basic tasks.

Lowell Cremorne: Was the educational power of SL something that always seemed obvious or did you need to get to know it well first?

Kim Pasternak: Because of the context where I learned about Second Life I was always thinking about educational potential. I baulk a little at the idea of “educational power” but I could imagine possibilities from the outset and my current work is little changed form the original idea I had. I have however learned about the time it takes to create things and the great hurdles we have to overcome in convincing universities and schools about the possibilities. I negotiated for nearly 8 months with the network people at university before we could determine a workable and acceptable policy for how to engage with SL and other emerging technologies in a large institutional setting. I think we now have the basis of a very good approach to introducing and exploring new technologies. The educational and research communities have been a fantastic source of inspiration, information and guidance. The SLED and SLRL groups in particular continue to be the dynamic face of education in Second Life. The scope of educational projects is immense and growing daily.

Lowell Cremorne: What’s the most exciting learning application for SL you’ve seen? (SLURL would be great if you can provide it)

Kim Pasternak: There are so many exciting initiatives in Second Life it’s hard to choose just one. JoKay and Sean have a great listing of some of the more impressive projects. The NMC initiatives in running Symposia and other events has been a boon to developing knowledge about education in Second Life. Personally, being associated with some of the leading Australian SL educators continues to be exciting. Decka Mah and Anya Ixchel are both great colleagues and locally in the K-12 sector there are some interesting moves afoot. I started a website for AusSLERs. That’s the Australian Second Life Educators and Researchers group and we currently have about 50 members aboard. We also have the in-world group that’s also growing. I’ve been keen to develop more connections in the field of educational drama, as I think SL lends itself well to dramatic roleplay, but there don’t seem to be too many practitioners offering learning through drama. Anya Ixchel and I presented a session for NMC the other day “Teaching On the Second Life Stage: Playful Educational Strategies for Serious Purposes” that received some very positive feedback from the 30+ participants. Perhaps the DEISL (Drama Educators in Second Life) group might see a surge of interest.

Lowell Cremorne: Are you an immersive sort of SL user?

Kim Pasternak: If you are alluding to the difference between an “immersionist” or “augmentationist” I think I’d be hard pressed to make a definitive stand in either camp. But I suppose when I’m using my professional avatar, Kim Pasternak, then I make no effort to hide my real life inworld. My profile is fairly comprehensive about who I am in either context – I guess that makes Kim Pasternak an augmentation. I do however use Alts to explore SL and to play. The Alts also give me a bit of space away from the various groups and associations that Kim Pasternak connects with. It’s quite nice to wander about without IMs streaming in.

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Lowell Cremorne: Putting your forecaster’s hat on, where do you see SL / virtual worlds evolving in the coming year and beyond.

Kim Pasternak: I’m hopeless at this sort of thing – I bought BETAMAX! I think the shift to the 3D Web will be slower here in Australia. All the talkj recently about how limited our internet capacity is in Australia was really brought home to me when I was in Hong Kong recently. Genuine high speed systems (not hyped up ADSL 2+ networks) need to drive something like a 3D Web and while many of the major players for these systems tend to operate out of the USA then we’ll continue to see that reflected in the types of 3D worlds that emerge. When the open source server systems start becoming more reliable we’ll probably see some local systems set in place – I think there may be some real benefits for that sort of arrangement in the various educational sectors. In the coming year, I think we’ll see the shift to voice in SL slowing down some of the innovations. I love using voice but can also see there are some real benefits to the text based mode of communication.

Lowell Cremorne: Any other thoughts on voice?

Kim Pasternak: As I mentioned above I think it offers a lot to many aspects of the SL experience – but some of the role-playing and other educational and performance activities will be adversely affected if there is a wholesale abandonment of text.

Lowell Cremorne: What are your favourite locations to visit in SL?

Kim Pasternak: Sadly, I don’t spend a lot of time exploring other spaces these days. A lot of my time and energy goes into developing the context for my own research work. I’ve just ordered an educational island so I guess I’ll probably see even less of the growing SL world in months to come. Having said that I do check out the offerings at ICT Library. I’ve also spent some enjoyable times listening to performances by Paisley Beebe (Australian jazz vocalist), I like the oddball work of Second Front and Ars Virtua gallery is often hosting some challenging works.

Lowell Cremorne: Who inspires you in SL?

Kim Pasternak: Well, I’d have to mention Decka Mah again, she’s always on the go with her own work and helping others. There’s a whole group of Aussie educators who are doing some great work – Anya Ixchel, Jokay Wollongong, Sean McDunnough amongst them. They’re always involved when something new and exciting is about to happen. There are lots of users I met through the SLED mailing list who inspire me, and in many ways they have become the shining lights of SL – Sarah “Intellagirl” Robbins, Stan Trevena, Beth Ritter-Guth, and others. Larry Pixel and his crew at NMC are also high on my list of people to admire.

Lowell Cremorne: If you had your own island, what would you do with it?

Kim Pasternak: Well, I’ve recently placed an order for an island and the sad thing is I have to say I’ll be going to work there! It’ll serve as the base for PhD investigations and I’ll also make space available to some of the AusSLERs who are still dabbling. I’d love to set up a holographic space for early career researchers to generate 3D representations of their research posters. I got a holodeck from Biscuit Carroll some months ago but have struggled to generate much interest in the idea. I honestly believe that finding new ways of expressing research will have a tremendous impact on the shift towards more performative modes of research. When my study is finished I hope to maintain the island as a centre for drama educators to incubate and expand the paradigm of their work.

Get your face into SL

Avatar Island is the home of the CyberExtruder, a fully automated process that merges your RL face with your SL one.

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The easiest way to explain the process is to reproduce the notecard you receive when you lay on the operating table:

“Thank you for choosing the CyberExtruder face creation service for you avatar. This simple and fast process will automatically prepare your new face texture within minutes. The steps involved are as follows:

· Pay the sign in front of you; $2700L for one face, $4000L for 2 and $5400 for 3

· After you complete the lab machine process, you will receive a personalized webpage link, click it

· Follow the guidelines on the web page to produce the best results

· The system will prompt you to locate a photo on your computer for uploading

· Within a minute or two your new face will sent to you by email

· To apply the face texture to your Avatar: upload the image file (File -> Upload Image) then apply it to your character using Face Tattoo under Edit Appearance

IMPORTANT: Make sure you have modify rights to the skin you will be wearing with your face BEFORE you begin. If the skin is not modifiable the face tattoo option won’t be available once you have uploaded your face.

NO REFUNDS”

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I haven’t tried the service as yet, and it’s not cheap but if you want a face that at least resembles your RL one, it’s probably worth the gamble.

Thanks to 3pointD for the heads-up

Stock Exchange churn continues

The near-farcical nature of the multiple stock exchanges in SL continues, with the delisting of a number of companies on the fledgling ISE (International Stock Exchange). A number of these delisted companies were refugees from the World Stock Exchange and they now state they’ll list elsewhere.

The obvious question is – why would anyone have confidence in any virtual world stock exchange or the companies listed on them, when it’s so easy to change exchanges at a whim. To be fair to the ISE, they have implemented “a policy of disclosing all CEO’s stock transactions in direct relation to their listed company”. If this is the reason that the companies have delisted, then the concern should be focused on the company side of the equation. It’s a fair expectation that shareholders know the shareholdings of a company’s CEO.

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It’s been discussed in detail all over the SL blogosphere: the current situation is a murky mess full of contradictions and conflicts of interest and it’s fair to assume the churn isn’t going to improve until some fundamental transparency measures are implemented across the board.

On a related note I received the following IM overnight:

[23:41] MouzurX Wise: (Saved Mon Aug 20 01:13:14 2007) You have been ejected from ‘World Stock Exchange’ by MouzurX Wise.

His profile claims:

“I work at WSE Customer Service, am GMG PR/IR Manager and I run an investment company in SL, Wise Financial. Also, I am the CEO of Builders Paradise – Franchise.”

Aside from no explanation about my ejection, here’s one of many examples of the conflicts of interest that abound. Can you imagine someone in RL who owned a financial services company also working for the stock exchange?

Burning Life, Australian style

On the SLOz forums, Australian SL resident Good2Go mentioned he’s set up an RSS Feed Board devoted to Burning Life 2007 – you can find it here.

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Good2Go’s take:

“There is seating nearby, for residents to chat and make their Burning Life plans. If there is enough interested we may be able to put together some Aussie proposals for plots. This year’s Burning Life will run concurrently with Burning Man”.

If you’re participating in Burning Life we’d love to hear about your plans. Is there a critical mass of Australians to make an impact on Burning Life?

Check it out in-world

Movement to minimise Ad Farms

I noticed today on the 2nd Place blog that there’s a movement underway to stop land parcels under 128 m2 from showing up in land searches.

The assumption is this would remove the saleability of the 16m2 ad farm horrors that have proliferated over the mainland sims. If they annoy you it’s probably worth voting and discussing the issue on the Second Life JIRA.

Weekend Whimsy

Each Friday we provide a sampling of content generated by SL users and posted on services like YouTube:

1. Happiness Factory – The Movie

2. Reflexive Architecture: The DoorWall

3. Steampunk AV 1

VastPark takes next step

Back in April this year we mentioned VastPark, an Australian-flavoured virtual world platform. In the months since they’ve been working away at their next phase, something code-named ‘When World’s Collide’. The VastPark site is currently accepting sign-ups for their beta-testing of ‘Worlds Collide’. It’s great to see such steady evolution in virtual world evolution occurring locally.

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VastPark’s full press release on the progress (thanks to Brad Howarth):

Today at the XMediaLab “Digital Worlds” conference in Melbourne (Australia), VastPark is announcing their upcoming Virtual Content Platform for creating and running your own virtual world and online games.

This release of VastPark, codename “Worlds Collide”, marks a turning point in virtual world platforms due to its ease of use and speed of deployment. Liz Chung, Sales and Marketing Manager says “You can start from nothing to having created and published your own unique world online in literally a few minutes. And if you’re a content creator, you can get your content syndicated across many virtual worlds. The future value of this sort of viral distribution is huge.”

Bruce Joy, Founder and CEO, said “VastPark puts the power of virtual worlds into the hands of corporations, organisations, game clans and anyone who has a great idea”. Joy claims that VastPark changes the way virtual worlds are created by making them as easy as creating your own blog but with far more creative options.

A unique feature announced today is a method for 3D content professionals and hobbyists to syndicate their content so that it can be used across many virtual worlds at once and enable them to maintain and update the content themselves. This has the added benefit of making it easy for people with limited training in 3D content to still be able to publish their own sophisticated 3D worlds filled with professional content. Craig Presti, Lead Developer of VastPark believes “This is going to enable 3D content to become a viral media. I’m hoping that 2 years from now some 3D artists are going to be household names because finally their work will be able to be seen and experienced by a brand new audience of people. In fact, I see this as a new medium of expression – one that will end up being a significant part of the web.”

Another feature has been a dream for many ever since the original Matrix® film: Independent virtual worlds can open doorways to each other so that they form a seamless connection and users can travel directly from world to world to world. “We think that this feature alone is going to revolutionise the way 3D worlds are perceived online” states Henry Tsai, Head of Development at Everyday Interactive Networks (EIN). EIN is the first partner offering 3rd party support, development services and extensions to the VastPark platform.

When questioned about the business model for VastPark, Bruce Joy claimed “We always want users to be able to get in and do things free of charge. We made the platform because we wanted the tools ourselves. So we decided long ago that individuals can create and run a cool virtual world free of charge. We earn money from the larger worlds and by offering special features. For instance, we’re considering adding low-cost subscriptions for the creators of private and commercial worlds. The foundation of our business is that what we offer will always be free for end users and even our Creator tool and 3D world browser will always be free downloads. Each world is owned by somebody, they can set their own policy on membership to that world. It’s just like the Web all over again.”

VastPark claims that game developers will find the tools familiar and the platform is designed to support social communities, real time virtual meetings and online games including casual fun games and FPS CounterStrike®-type games. ”

Ageplay three months after the ban

It’s been just over three months since the ageplay ban instigated by Linden Lab. There’s been no reports of ageplay sexual exploits in SL since that time although there’d be no doubt it’s occurred. There also remains an enormous range of children’s clothes, skins and accessories on offer:

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To test the level of risk for an avatar in child form, we logged in on an alternative account as a child avatar and spent some time wandering around a number of clubs in SL to see if any approaches were made for sex. In the hour or so we did this, we weren’t approached but on the other hand, no-one was at all peturbed by a little boy watching their activities:

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Some clubs do have prominent warnings on the issue although just as many don’t:

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Overall, the ban may have stopped overt displays of ageplay sexual activity and instilled significant wariness of those frequenting the more popular sex clubs, but all of the support mechanisms are healthy and well. What are your thoughts on the issue? Are there valid reasons for over-18’s to be involved in ageplay, sexual or otherwise?

Rockit a success

Veteran Aussie SL resident Wolfie Rankin held his first instalment of ‘Rockit’ this evening on Eragon island. A cross between and RocKwiz, close to thirty people turned up to watch. The two teams of four were selected from the audience after an initial round of questions. Then, a number of rounds followed including audio and video questions.

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Team 1 consisted of Profit Enoch, Good2 Go, Angsty Rossini and some nerd from an Aussie SL news blog. Team 2 contained Roget Qinan, Diag Anzac, Noah Millgrove and Kalliee Tomsen. After 90 minutes of battling it out, Team 1 took out the night on 195 points to Team 2’s 170 points.

All-in-all it was one of those community events that everyone enjoyed. Hopefully there’ll be a follow-up as the general consensus was it was an enjoyable, interactive event. You can never have enough of them in SL.

(Disclosure: Yours truly was said nerd who ended up on winning team)

Ongoing grid issues – how geography bites

The explanation by Linden Lab of ongoing grid stability this week is fairly technical but it once again illustrates the significant technical hurdles Second Life has to jump over just to function normally. Add to that the geographical distance and sub-par broadband in Australia and it’s not hard to see why we’re a frustrated bunch at times.

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At a forum in May this year, we were told international servers would occur “real soon now” by expatriate Linden, Chris Collins. Here’s hoping “soon” involves the year 2007 – as voice in SL increases in popularity, the issues are only likely to exacerbate.

How have you found stability over recent weeks – worse or about the same?

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