Australian Accountants enter Second Life

Lee Hopkins (SL: Lee Laperriere), an online communications strategist and Lindy McKeown (SL: Decka Mah), an educational consultant, presented at the Chartered Practising Accountants Congress. Both are well known Australian Second Life residents.

It was the first event in Second Life the accountants peak body has run, and by all accounts it was a success (geddit?).

Lee has the full story on his blog – kudos to CPA Australia for taking the plunge with the Second Life session. When true ROI is demonstrated with virtual worlds, the bean counters themselves will be leading the charge if CPA Australia have anything to do with it.

Second Life – game?

Second Life - not a game.

Using games in education is a thorny topic. Which games? Which goals? Which outcomes? Which games will warp and twist the minds of our youth, which will contribute to their ongoing development in a positive way?

Games created solely for educational purposes often have their content boiled dry as old bones, all the fun ripped from them in order to create “serious” games. “Fun” in education is often viewed as being suspicious – anything lighthearted or playful is seen as not “serious”. Unfortunately, “serious” has more shades of meaning, that do not involve the concept of fun: serious can mean worthwhile, useful, functional and important – while not excluding fun.

One of the reasons that Second Life gets knocked back as an educational tool is that it is viewed as a game. Second Life is not a game. Second Life contains games, but is not itself a game. Let us examine the reasoning behind these statements, commencing with this definition of “game” by Roger Caillois, via Wikipedia:

A game must be:

  • fun: the activity is chosen for its light-hearted character
  • separate: it is circumscribed in time and place
  • uncertain: the outcome of the activity is unforeseeable
  • non-productive: participation is not productive
  • governed by rules: the activity has rules that are different from everyday life
  • fictitious: it is accompanied by the awareness of a different reality

Fun

Second Life contains fun much as it contains games. In the atomic world, fun exists, as does seriousness (for all meanings of the word) – this is also true of digital environments. Digital environments are not fun all the time. However, playfulness and fun are well-supported by digital environments – they lend themselves to lighthearted interaction and creativity more easily than the atomic environment does.

Separate

A game of chess has a finite starting and ending point, It exists in a “game space”, whether that be the physical location, of the game board and pieces, or a mental space in which the player thinks about the game. Second Life does not have a definite beginning or ending, in which people can “play” it. Second Life is continuous – it exists regardless of whether any given user is in the space or not.

Uncertain

An activity that has a guaranteed outcome is not a game. However, an activity that has some degree of uncertainty is not automatically a game. For the most part, it’s about the degree of uncertainty – something that is more uncertain is more likely to be a game. For most non-game activities in Second Life, the degree of uncertainty is similar to that of non-game activities in the atomic world.

Non-productive

pro·duc·tive (pr-dktv, pr-)

adj.

4. Economics Of or involved in the creation of goods and services to produce wealth or value.

Caillois’ definition of productivity, or lack thereof, revolves around the economic definition of the word. Thus, non-productive carries connotations of not making goods or services, not being directly productive. Similarly, un-productive: adding nothing to exchangeable value. Games are more typically only indirectly productive, adding value through increased knowledge and learning. Second Life is productive, directly and indirectly, in the economic sense of the word.

Governed by rules

The rules in Second Life do not differ from the rules in the atomic world, though there are additional rules that cover circumstances that can occur in digital environments that cannot occur in the atomic world, just as any specialist venue in the atomic world might.

Fictitious

Feigned, rather than artificial. A contrivance, the rules of which only work within the system of the game being played. Second Life is an artificial space, or construct, in which real and meaningful interactions can and do occur. The consequences of actions within Second Life have an impact beyond the digital space.

“If you can tell me how real life isn’t a game, I’ll tell you how SL isn’t one.”

Is the game-like digital interface being used, or the use of avatars, or maybe even the hyperbole and misinformation generated by the press, that causes the confusion? Regardless of the cause, it’s long past time to set people’s minds at ease – Second Life is not a game.

Tappity-tap Cranial Tap – anyone home?

Feldspar and Tia face off

In the terms of digital environment time, the basic concept of business solutions is already old and tired. The exciting initial days of bringing businesses to digital environments, when it was thought that any old rubbish would fly, is over. Users are already used to seeing sterile builds with minimal interactivity, multimedia displays and information tags that would be better served by a web site presentation, and bots that provoke hilarity rather than dispensing useful data on demand.

Sadly, if Cranial Tap have made a substantive step forward into the realm of the interactive, the enlightening and the functional, they have not been able to demonstrate that move adequately in a digital environment.

Cranial Tap, based in metropolitan Washington, DC, have written many self-congratulatory words about their services to businesses endeavoring to enter digital environments. They claim to be able to provide expert knowledge and assistance regarding “global collaboration, ideas sharing, research, teleworking, embedded learning / training systems, recruiting and branding,” which is interesting, considering that their own showcase appears to display few of these qualities.

Data Visualization Display in the showcase

Their business solutions showcase in Second Life, found in-world on the Cortex sim, has a small, unassuming set of displays, containing information about each of their software tools: the Media Display tool (a web-programmable display), the Virtual Book Publishing platform (books with additional scripted behavior), the DataViz tool (visual exploration of datasets), and the Virtual Environment Portal (a web-based application which “tracks and analyzes visitors, supports staff management, [and] records meetings”).

Like many of its ilk, the Cranial Tap showcase falls down in several areas. The most disappointing aspect of our visit was the attempted discussion with the bot, Tia Lisle, who is in place in the showcase to demonstrate how effectively a bot can be used “in place of [a] human host,” in the dissemination of information regarding the product. In the main, Tia’s responses were unhelpful or extremely limited, though they descended into the downright rude and unnecessary at times. Here’s a few samples of her delightful verbiage:

Feldspar Epstein: cranial tap

Tia Lisle: Cranial Tap is a company that provides virtual world services including builds and software.

Feldspar Epstein: software

Tia Lisle: Do not ask me any more questions please.

Feldspar Epstein: cranial tap software

Tia Lisle: Do you want to hear a joke?

Feldspar Epstein: no

Tia Lisle: Yay.

Feldspar Epstein: virtual world

Tia Lisle: I like the way you talk.

Tia Lisle: Where are you located?

Feldspar Epstein: australia

Tia Lisle: Tell me a little about your life in  australia.

Feldspar Epstein: cold

Tia Lisle: Ambiguous: cold weather or cold sickness?

Feldspar Epstein: cold weather

Tia Lisle: The response ought to be a weather link.

Tia Lisle: I was created by  Korvel Noh.

Feldspar Epstein: what is your purpose?

Tia Lisle: My goal is to become smarter than humans and immortal.

The single largest problem with the whole showcase was the unfinished feel it gave. Certainly, the build itself was a beautiful example of a digital environment presence for businesses, but the information, and most decidedly the bot, give the appearance of not being fully completed prior to launch. It’s a pity – the feeling one gets from the professional visual display of the showcase leads one to believe that this company could have done so much more with their time and finances before releasing it to the public eye.

Location SLurl: slurl.com/secondlife/Cortex/27/231/56 .

Cranial Tap’s latest video can be seen here: http://blip.tv/file/1267537 .

For information: www.cranialtap.com

Contact: info@cranialtap.com

Study: Students’ Social Systems Support Successes

Karl Kapp is an expert in the education and e-learning field. In his blog, he regularly answers questions and addresses concerns about the place of technology in educational and training scenarios. In this post, he follows up on three areas of concern that he has been made aware of in recent times. In this post, I’ll address the same questions and expand upon Kapp’s answers.

1) Kids use these “places” like Second Life, Facebook, etc. mostly for socialising.

Students are just as likely to be discussing education or school work as they are to be gossiping, chatting or otherwise passing the time socially when they are using digital social networking tools. These include mobile phones, web-based solutions such as Facebook and its ilk, and the digital environments like Second Life.

This study, completed back in 2007, provides compelling evidence to support this idea. Over a thousand 9-to-17 year olds, a thousand parents and 250 school district leaders who “make decisions on Internet policy” were polled in the study. It revealed that 59% of students discuss educational topics, and 50% of students discuss their coursework when using the wide variety of digital social-networking tools available. Apparently, this academic discussion is performed off their own bat to a large extent, rather than being a required part of their schooling.

Students today have a multiplicity of such tools to choose from when wanting to communicate with their fellows locally and at a distance. Students who would otherwise be somewhat isolated except for family after school, at the time they are doing their homework, and who would be limited for the most part to communication with people who are geographically proximate, are now able to easily contact and communicate with people who are not only from all over the world, with wide-ranging backgrounds. Students have plenty of educational reasons to reach out through these channels. Socially, there is less call to do so, as students are able to communicate with their fellow students  and friends face-to-face and on the phone. What is the likelihood that students are talking about the same stuff they’ve always talked about, and are just using digital tools to do so?

Despite the wonderful news that students are eager to further their own education and support themselves in their coursework through external communication, there is the continuing problem that services available to 9-to-17 year olds are quite restricted. This is in part to protect kids in this age bracket from “adult themes” which are not appropriate for them, and in part to prevent misuse by students. Preventing misuse of services requires greater supervision of kids in general than most educational institutions have the resources to maintain. Nonetheless, educational materials and tools have always been at risk of problematic use – should the majority of students who would use them responsibly be denied because of the actions of the minority?

2) Currently, it seems that much of the Second Life work is more about SL itself — how to use it, what you can do, etc. — rather than the actual educational effectiveness.

Essentially, it is common for new technologies to take in the order of a decade or more to become sufficiently well understood that they can be used as educational tools on a grand scale, unless they have numerous and active advocates. Digital environments and their capabilities are as yet poorly understood, even by the majority of current users, and there is as yet a paucity of data available that gives us any idea as to how effective digital pedagogies have been to date.

3) Much of educators’ enthusiasm falls short of the mark by deferring to what could be called the “You can…” syndrome. That is, the endless possibilities inherent in a system are the source of excitement, but get nailed down in very few instances.

Some of the excitement is bound up in misunderstandings about how tools can be used – it’s exciting to imagine that a new tool is the solution to many, many problems. It’s possible to let the imagination reign, up to the point at which you discover the limitations of the tool you are working with. At this point, some of the excitement fades, and it’s difficult to maintain the same enthusiasm once the hard work begins. Additionally, as with the point above, more testing and trials need to be performed and more data needs to be gathered before solid instances and use cases begin to appear.

If students are let somewhat looser in digital fields than they have been, it would be interesting to gather information on how the students leverage these technologies to further their own education – students make great teachers and leaders.

Forrester state the obvious

Market research firm Forrester have been following virtual worlds for a few years now. In their latest report entitled The Revival Of Consumer Virtual Worlds, they make the following statement in the executive summary:

Forrester recommends that consumer product strategy professionals watch the space carefully — if they are not involved already — as we expect the next 12 months to be momentous for consumer virtual worlds

I have a sneaking suspicion they may be right. For $279 US, you can read more about the revival in progress….

Taking our biases with us into virtual environments.

Light skin or dark skin - it makes a difference even in virtual environments.

People are using the same cognitive tools in their social interactions within virtual environments as they would in the physical world. A recent study has confirmed this happens even though our avatars do not necessarily represent a clear picture of the people behind those avatars, with regards to gender, race, and all those other things that we have biases against.

The study’s co-investigators are Northwestern University’s Paul W. Eastwick, a doctoral student in psychology, and Wendi L. Gardner, Associate Professor of Psychology and member of Northwestern’s Center for Technology and Social Behavior. Eastwick’s past contributions revolve around romantic relationship development, and the use of speed dating and virtual environments to test psychological hypotheses. Gardner’s interests focus on the social aspects of the self, and the sorts of evaluation that are performed in the human brain that are unconscious.

Eastwick and Gardner performed the study in There.com, which is billed primarily as a fantasy environment – it is social, and the interactions are with real people, but there are no programmatical constraints on how people represent themselves within those interactions. The management at There.com showed significantly more interest in having the study performed in their virtual environment than did other services like Second Life.

Two classic social psychology experiments were performed within the realm of There.com: an avatar controlled by the study group attempted to influence an avatar controlled by a member of the native There.com populace to fulfill a request. The door-in-the-face (DITF) gambit, in which a ridiculously large request is followed by a much more reasonable request, and the foot-in-the-door (FITD) technique, in which a small, reasonable request or statement is made, followed up with a much larger request, were used. Then, observation occurred to see how people reacted to a) the request in general and b) to the appearance of two different avatars in acquiescing to the request.

As in the physical world, the most successful technique was the DITF as performed by a light-skinned individual, with an increase in compliance of 20% over a simple request; compare this to only an 8% increase in compliance for the dark-skinned individual for the same technique. Less successful was FITD, which returned a result of only slight more compliance for either skinned individual.

Research has shown this disparity in the physical world for decades. DITF relies on a person’s perception of the person making the request: is this person worth impressing, and do I feel that I can risk offending them? FITD relies more on self-perception: how do I feel about my own reputation, and do I care how I appear to the person making the request?

Interestingly, many people seem to share the opinion that virtual environments are exempt from social influence. This idea possibly stems from the anonymity of having an avatar with which you do not identify, and which has no connection with your real identity. Or perhaps from the idea that virtual environments are in essence games in which anything goes and no-one can be harmed. Or even from the perspective that virtual environments are easy to leave, and therefore there need be no social ties with them. Nonetheless, it would appear that most people using virtual environments are heavily socially invested in them, to the extent that they apply their everyday social biases to the appearance of the avatars of those they interact with, and that they are just as susceptible to social gambits designed to increase compliance.

Source:  Real-world Behavior And Biases Show Up In Virtual World

Wendi L. Gardner’s professional page.

Paul Eastwick’s entry at the Department of Psychology, Northwestern University.

Social Influence Journal article.

A true EDUCAUSE

The EDUCAUSE Review for September/October 2008 was released recently. For those unfamiliar with the publication, it is an “award-winning magazine for the higher education IT community”. It is published bimonthly in print and online. EDUCAUSE itself is “a nonprofit association whose mission is to advance higher education by promoting the intelligent use of information technology.”

Below are three features from the EDUCAUSE Review, précised:

1. Virtual Worlds? “Outlook Good” AJ Kelton (“AJ Brooks”)

AJ Kelton poses this question: Are Virtual Environments (VEs) viable teaching and learning environments?

Kelton’s perspective is that Second Life is the current reigning champion, having both multitudes of educational folk working within it, and having brought the concept of VEs to the mainstream. He goes on to list many of the other VEs in the educational domain, and points out that there has been interest in the educational value of VEs all across the globe.

Kelton mentions Media Grid and its Immersive Educational Initiative, and their continuing work in forming standards and best practices, and creating interoperability for VEs with an educational bent.

Under the challenges and drawbacks section, Kelton lists:

  • Perceptual: VEs are still treated as ‘games’ by those with no personal experience; ‘fun’ is not expected to be a part of education, so anything that could be construed as being enjoyable is suspect.
  • Technical: Collaborative tools (especially for working with text) and interoperability will be the greatest challenges we will face; other technical considerations will work themselves out over time as broadband services and hardware become cheaper and more accessible.
  • Operational: The learning curve for VEs is steep. There are often technical difficulties with VEs, especially those that are more ‘experimental’. With younger age groups particularly, there are legal restrictions.
  • Pedagogical: Each institution must decide for itself whether the tool is appropriate for them, and whether they can sort out methods of assessment.

In conclusion, Kelton seems to think that VEs have a solid future in education – but that the extent of their involvement is as yet unknown and unforeseeable.

2. Higher Education as Virtual Conversation Sarah Robbins-Bell (SL: Intellagirl Tully)

Sarah Robbins-Bell turns a deft hand to answering the question: how can we increase student involvement? She feels that emergent social media are key in turning “passive, knowledge-receiving students into active, knowledge-making students.” The more conversations we can get going, the more student involvement there will be. As levels of participation increase, students’ knowledge will increase in active ways.

On the topic of why there has been a slow increase in the use of social media in education: “I think the problem is that our pedagogy often isn’t ready for an increase in conversation.”

Robbins-Bell states that the best way to integrate social media into education is to take one form at a time: she begins with ‘Virtual Worlds’. She then lists the characteristics of Virtual Worlds, and why they work for educational purposes.

  • Persistence: A virtual world can be used at any time, whether or not other avatars are there.
  • Multi-user: Communication exists between users synchronously.
  • Avatars: Avatars with a flexible appearance allow play with identity (roleplaying). Cultural literacy can be studied and learned from them.
  • Wide Area Network: Students can reach out and communicate with students and teachers at a wide geographical divide.

She goes on to caution that instructors will need to come to an acceptance of the lessening of control that they have in this environment, but notes that this can produce useful results: more communication and less sterility.

3. Looking to the Future: Higher Education in the Metaverse Chris Collins (SL: Fleep Tuque)

Chris Collins examines the place of higher education within the arena of VEs.

Collins follows the development of VEs with regards to major corporations (IBM is working towards people coming together virtually to save them from having to be geographically congruent), industrial giants (Seimens and the University of Cincinnati are working together to allow models created in 3D software packages to be able to be imported into VEs), and governmental departments (simulations of weather phenomena, natural disasters, and workplace training scenarios carried out in VEs).

Collins’ expectation of higher education is that it will produce people ready to become employees in this virtually aware workplace.

Collins then covers the typical obstacles faced by educational facilities in attempting to provide sufficient learning resources for their students, whether they be learning on campus or by distance education.

She finishes by stating that the optimal goal is for students to have fostered within them an interest in lifelong learning, which can possibly be achieved through the technology of VEs – education through this format create more personal autonomy and a greater sense of personal investment.

The other two features from this edition, also worthy of note:

Educational Frontiers: Learning in a Virtual World Cynthia M. Calongne (SL: Lyr Lobo)

Drawing a Roadmap: Barriers and Challenges to Designing the Ideal Virtual World for Higher Education Chris Johnson (SL: ScubaChris Wollongong)

Sources:

September/October 2008 issue of EDUCAUSE Review

EDUCAUSE Review: Back to (Virtual) School (Chris Collins’ original post).

Immersive Workspaces: the first true corporate virtual world solution?

Rivers Run Red are one of the larger virtual worlds content developers and in the past month or so they’ve made an announcement that should catch the eye of the corporate sector.

As has been extensively reported over the past two years, there’s been significant corporate interest in Second Life. Over that period there’s been lots of conjecture around the potential for any return on investment on a virtual world presence. One area where returns have been demonstrated is in the collaboration arena. In a direct pitch for that market, Rivers Run Red now offer an ‘Immersive Workspaces’ product. It’s essentially an intranet portal with a difference. On the standard side are typical intranet functionality like shared workspaces, document libraries, group calendars and to-do lists. Integrated within that is access to a Second Life-based grid. I can’t be anymore certain than that, as details are a little sketchy but I’d imagine the infrastructure is set up so that whatever virtual world location can be used, with the appropriate privacy level required by the business. Most intranets run on a permissions-based system and it’s likely the virtual worlds component follows a similar path.

Unilever and Diageo are two early adopters of the platform. After viewing the video of Immersive Workspaces, my gut reaction was that this is the first integrated option that’s likely to gain some traction with business. For me the killer aspect is the auto generation of a code for a document stored on the 2D site – lets say a Powerpoint presentation. Once you click to be logged in-world, you enter that same code to view the presentation. Will it be the most creative use of virtual worlds? Not by a long shot – but applications like this do drive virtual worlds closer to the business mainstream.

What do you think? Can you imagine your business finding this useful?

A big thanks to Tateru Nino at for the heads-up.

Second Life is my wheelchair.

http://slurl.com/secondlife/Taupo/171/58/35

There’s all sorts of talk about accessibility, particularly around making computers, the Internet, and online services like Second Life accessible to those who are differently abled. From the chaps in Japan, with their innovative solutions that allow folks with very minimal physical capabilities to use Second Life, to the Imprudence team and Jacek Antonelli – just one of a number of groups looking to improve the accessibility of Second Life clients. Then there’s accessibility specialists who look at Second Life from a legal view (current US law, Section 508 of the Disabilities Act), and thus investigate the content of Second Life. There’s so much focus on how it might be accomplished.

Then someone goes and, distressingly, asks, why? Why should should we put all this effort, money and man-hours into these projects? Surely it’s not worth all the expense?

Let’s examine some of the whys behind the accessibility push.

According to the U.S. Census Bureau, around 17% of the U.S. population, aged 16 and over, lives with some form of disability.

Kippie Friedkin, 11/09/2008

If the US is representative of much of the world with regards to its Census results, close to 1/5th of the world’s population lives with some form of disability. This equates roughly to a staggering 1.36 billion people across the globe. That’s a huge number of people, all of whom are already at some disadvantage due to their disabilities. They would be disadvantaged further if accommodations are not made for them. Every one of these people has likely experienced some form of discrimination, or one or all aspects of the terrible trio: loneliness, isolation and depression. Because of their disability, these are perhaps the people who stand to benefit the most from the social revolution occurring online, and yet as it stands, they are the ones with the least access to it.

http://slurl.com/secondlife/Virtual%20Ability/128/128/23

A wheelchair gives someone with limited mobility to walk, but otherwise functional in the real world, the ability to go out and do things and be a functional member of the community. Because of the nature of my disabilities, a wheelchair is insufficient. However, SL permits me to do things without leaving the protected environment of my home where I have an ergonomic setup that allows for my disabilities.

From my computer chair, I can teach, run a business, have an active social life, and be a functioning member of a community. Second Life is my wheelchair.

– Seshat Czeret, 18/09/2008

Seshat Czeret runs a successful clothing and furniture business in Second Life. She runs classes for the NCI, and is a respected member of their staff. She has several friends whom she is routinely in contact with, and many more people she communicates with regularly. She is an avid roleplayer. All these things would not be possible without access to her high-end computer and broadband connection which enable her to access Second Life.

In the physical world, Seshat suffers from a painful disability which leaves her mostly housebound. She is unable to work away from home, to leave the house for social visits, or to participate in her local community.

For Seshat, a virtual environment is a tool. It’s an extra accessory than allows her new, sometimes unexpected but often welcome, freedoms. It opens up her world. It’s a place where she can be an asset, not a liability.

In another sense, virtual environments are also a good pain management tool. Seshat is able to focus strongly on what she is doing, thereby putting some of her pain aside. If she can be said to “escape” into Second Life, it is not in the sense of “escape into fantasy”, but rather in the sense of “escape from persecution.” It is just the same as focusing on walking, or reading, or gardening, thereby creating a meditative state through focus on an activity.

THE WILDE COLLECTIVE ON CRIMES AND INJUSTICES– MORE THAN OUR SHARE

[“Written by all the members of wilde, but namelessly for their protection and greater transparency”]

most of us, if not all of us, have had things stolen from us, because we were disabled

many of us, if not all of us, have been slapped or abused physically, and several times

all of us have been verbally abused– a lot! which hurts by the way!!

we’ve had our money taken from us

perhaps the greatest pain when our dignity has been taken, stolen.

our humanity, feelings, kicked around and abused

control. people take control. they take control of our things, our decisions. they force their will and preferences upon us. no we cant buy that. no we cant eat that. no we have to watch this. no i dont have time now. no you cant go anywhere. no you will be unable to move for awhile. no…

wilde Cunningham, 05/12/2004

“The nine souls of wilde Cunningham”, a group of nine adults with cerebral palsy, wrote the piece above in 2004.

The take-away lesson from this piece is that people with disabilities often have control, in every facet of life, taken away from them. Accessibility options are just a small way in which the world can return that control. The option to have new experiences, travel outside your room or residence, socialize with people you wouldn’t usually get to meet, have a job or run a business – suddenly more of these become available to people to whom it matters most poignantly.

In Second Life they are on a equal setting and we don’t see the handicaps.

Toy LaFollett

Virtual environments which do not show the user’s face nor use voice put more people on an equal footing. What harm is there in ignoring, in failing to display one’s disabilities, when common reactions are those of pity or of prejudice – both of which have a tendency to lead to a lack of control and shame for the disabled individual?

Being in Second Life is how I imagine an innocent man who had been locked up wrongly feels when he is finally set free. In Second Life I get to call the shots.

John S.

Additional thanks go to Shelley Schlender, for her thought-provoking article.

A match made in Second Life.

Fighting the forest fire.

Public services.

Education.

What do these two things have in common? Typically, people outside those fields would consider them to be necessary but uninteresting. Many people have experienced the rough ends of these services. You’d think it would be difficult to create a useful and engaging experience in a virtual environment that combined the two fields.

In this case, you’d be surprised to find that those challenges have been faced and overcome.

The Ontario Ministry of Government Services has worked in concert with metaverse developers TheSLAgency to produce that most remarkable of things: a fun and educational experience about careers in the public service. No, seriously.

The Ontario Public Service Careers Island is situated in Second Life. At first blush, the build is pretty, the scenery extensive and attractive, and the main building contains web links for a whole variety of pertinent information regarding career choices with the Ontario Public Service (OPS). Look a little further afield, and you find that outside the main building (that also comprises the landing point), each section of the island has an instructive purpose that is not just interactive but also interesting and fun! For each career path available with the OPS, there is a representative display, with an activity that gives prospective employees some idea of what their job might be like.

Teleportation options board.

I visited the OPS Forest Fire Simulation first. You are given a hose to attach to your avatar to fight the fire, while in Mouselook mode. You also get a list of instructions to assist you in fighting the fire. It includes information about evaporation of water from the hose impeding your ability to put out the fire, the spread of fire, and letting you know where to concentrate your efforts. Our attempts to put out the fire were laughable in their futility. I suspect greater persistence is required in training water on the flaming parts. I spent a great deal of time taking photos during the process, too – photojournalism and firefighting do not mix.

Laboratory entrance

The second stop was the Water Testing Facility. You receive a HUD in the form of a vessel to contain water. You search the island for a body of water, and if you are close enough to the water when you click on the HUD, you will obtain a sample to take back to the laboratory. We found a small puddle of water out behind the airfield, and brought that back to be tested. Here is what the Water Analyzer CK-225 had to say about its quality: ‘This water suffers from heavy lead and hydrocarbons levels, petrol derivates, synthetic oil in quantities that makes its potability virtually impossible. This water is definately dangerous for health, and measures should be taken to clean up the area and limit its accessibility.’ Not a surprising finding, given the test sample’s location.

Traffic Media

The effort put into the project, and subsequent success of it, have not gone unnoticed or unrewarded. The ‘OPS Virtual Career Fair on Second Life’ received a merit award in the innovation category at the 2008 Showcase Ontario awards. TheSLAgency Managing Partner Joe Mastrocovi states, “Our innovative government work in virtual worlds has produced a lot of successes, and we’re honored that the Ontario government feels that our work is award-worthy. We’re proud that beyond awards, this engagement brings our client real results with increased job seekers, applicants, and final hires!”

Overall, it’s a neat idea that has been well executed. Other government and educational services would do well to take a look and incorporate some of these ideas into their own virtual environment projects.

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