Year 1/Stage 1 Report AUSTRALIAN LEARNING AND TEACHING COUNCIL Not for Publication Grants Scheme Year 1/ Stage 1 Report - 17th December 2009 FACILITATING FLEXIBLE, ENQUIRY-BASED EXPERIENTIAL LEARNING THROUGH AN ACCESSIBLE, THREE-DIMENSIONAL VIRTUAL LEARNING ENVIRONMENT (3DVLE) CG8-738 Lead institution: University of South Australia Partner institution/s: Flinders University University of Sydney Edith Cowan University RMIT Monash University University of Sheffield (UK) Project leader/s and contact details: Dr. Denise Wood and Assoc Professor Gerry Bloustien School of Communication University of South Australia St Bernards Road, Magill, SA 5072 Phone: 08 8302 4642 Mobile: 0413 648 260 Email: denise.wood@unisa.edu.au Revised June 2009 Page 1 of 55 1. Progress against specified outcomes and deliverables This project address the limitations of existing 3D virtual learning environments (3DVLEs) and as outlined in the initial project proposal, aims to encourage and raise awareness of the potential of 3DVLEs as generic pedagogical tools for flexible, experiential and community-based disciplinary and cross-disciplinary learning in simulated environments. In accordance with the agreed outcomes and deliverables the project thus far has achieved the following milestones: Design and develop an accessible open source 3DVLE as a generic pedagogical tool for flexible, experiential and community-based disciplinary and cross-disciplinary learning in simulated environments The requirements of the platform have been specified based on: a) extensive review of the literature; b) ethnographic research undertaken in the 3D virtual environment Second Life to identify accessibility specifications, authoring tool requirements and multimedia features to be incorporated in the final learning platform, and c) consultation with industry experts, people who identify as being disabled and project team members. Several accessibility solutions have been developed in collaboration with disability groups in Second Life including Virtual Helping Hands. As a result of this collaboration a range of accessibility specifications have been developed, technical solutions designed and initial testing conducted in Second Life. A list of the specifications, solutions developed so far and planned changes are documented in this report. Several peer reviewed papers have been published and conference presentations delivered reporting on the findings from the research completed to date (see Appendix A). A network has been established linking key researchers in the educational use of virtual worlds in Australia and a subgroup from that consortium is acting as the reference group for this project. There has been significant industry consultation as well as collaboration with disability organisations to ensure the platform under development meets industry standards, is consistent with W3C accessibility guidelines and is a suitable learning environment for higher education providers. There has also been significant media coverage throughout the project. Develop source code based on the same open source standards as popular 3DVEs such as Second Life (SL), which is a privately owned 3D virtual world operated by Linden Laboratories Over the last twelve months we have been comparing the features of various open source platforms. To this end we have installed two different open source systems on our University based server (OpenSim and SUN MicroSystems Wonderland). As part of this evaluation process we have continued to conduct trials in Second Life, and we have met with various industry experts from SUN to discuss the features of the Wonderland platform, as well as consultation with academics from other related ALTC funded projects (including USQ). Our evaluations initially led us to rank Wonderland as our preferred platform for development. That platform has undergone significant development over the last twelve months and has required us to revise specifications constantly to accommodate revisions released to the open source community. In parallel, there have been important developments with both the OpenSim platform and Second Life. A large number of universities and libraries are beginning to trial OpenSim, and a company has now established a private, protected grid with solutions that allow institutions to install the platform on their own h ost institution servers. The underlying platform for this grid is OpenSim. Another major development has been the release of a ‘behind the firewall’ option for educators using Second Life as their preferred teaching and learning platform. This means that a University can now host Second Life on their own servers, although the server software remains under the control of Linden Lab, the company that owns and manages Second Life. This is an important development for this project because the viewer (client) software for Second Life is open source. This is the same viewer that is used to access OpenSim virtual worlds. Moreover, the Media Grid Consortium in the US has now successfully transported avatars via their grid between Wonderland and Second Life, with OpenSim also one of the standards they are supporting. As a result, we are now focusing development on the client viewer so that it provides an accessible interface by which learners can interact with either OpenSim or Second Life 3DVLE platforms. This means that education providers already using Second Life will not have to convert to a new platform if they prefer using Second Life on their own server, but will be able to use the tools and accessibility technologies we are already developing in Second Life on either platform. We have installed OpenSim on our University server and this will be ready for trials in February 2010. We have also negotiated four free SIMs on ReactionGrid (a public platform running OpenSim) for trials of courses and have advised our partners and the newly established Australian Research and Education Virtual Worlds Association that these SIMs will be available for external trials throughout 2010. Two of the SIMs are already fully built with one established to trial career planning events and Student-Employer fairs next year (see Appendix B). Ensure the 3DVLE developed using open source standards will integrate a range of accessibility features that are currently not supported by 3DVEs As mentioned, extensive work has been done in this area through consultation with recognised disability experts, meetings with disability advocates in Second Life and ethnographic research with individuals who identify as disabled. We have been consulting with the Media Grid Consortium, the Association for Virtual Worlds, ReactionGrid and most recently, Linden Lab in Second Life to ensure the solution we develop is compatible with all of the existing virtual worlds. We have also been consulting with the Australian Human Rights and Equal Opportunity, Trace Centre, Madison-Wisconsin and the International Center for Disability Resources on the Internet to ensure the accessibility solutions, guidelines and policies that we are developing meet the required international accessibility standards. The identified accessibility issues with current technologies have been widely reported through a combination of peer reviewed publications, conference presentations and ‘in world’ forums conducted in Second Life. Denise Wood is reporting on the research developments in a monthly segment on Radio 5RPH, which has a listener base of 60,000 people with disabilities, and a series of Webinars reporting the outcomes of the research is being hosted twice monthly by the California based Easy Access to Information organisation. As a result of this work, Denise was appointed to the Australian Communications Consumer Action Network Standing Advisory Committee on Disability Issues earlier this year and was invited to present on the topic of accessibility of Web 2.0 and 3D virtual worlds at the Gov 2.0 roundtable held at Parliament House on November 26 th, 2009 (http://www.katelundy.com.au/2009/11/25/gov2-0-roundtable-onaccessibility-for-people-with-disabilities/). The shell open source accessible interface is well into development. Dubbed AccessGlobe, this open source viewer enables the user to select from a drop down list which 3D world they want to connect to. It vocalises all menu options, inventory items and narrates any text typed in the text chat window by utilising the user’s built in voice engine (Appendix C). Further developments will involve integrating ‘in world’ scripting that will speak aloud the names of avatars nearby, find and narrate the labels of objects and lead the user’s avatar to an object or follow another avatar. We are also working on a solution that will speak aloud the coordinates of the 3D world grid so that a visually impaired user can locate their avatar in world. These enhancements are summarised below: Completed: Modify Snowglobe (AccessGlobe) to implement text to speech output for: ◦ Buttons ◦ Login Fields ◦ Chat Messages ◦ Instant Messages ◦ System Notifications and alerts Modify AccessGlobe viewer to allow login to Reaction Grid from login screen. Clean up button and field names to have human understandable names instead of programmatic names. Create install / deinstall application for AccessGlobe and related software. Install Open Sim Server on UniSA server. Configure Open Sim Server on UniSA Server. In Progress: Extend Text to speech to: ◦ Inventory ◦ Friends List Modify viewer to allow login to local UniSA Server. Open the AccessGlobe viewer for testing by beta testers. Planned: Recode the viewer to correctly detect grid when drawing world map. (Currently the standard Second Life map is drawn) The accessibility features of this open source viewer can turned off by the user if not required making the viewer suitable to students regardless of whether or not they have a disability. Provide a range of accessible open source 3DVLE ‘tools’ such as whiteboards, streaming media player, slide presenter, quizzes, interactive feedback form, polling system and guest books, enabling academics to adapt ‘real life’ approaches to the creation of interactive activities designed to maximise learner engagement We are developing a large number of accessible teaching tools that can be used in world and also simultaneously accessed from a standard web page for users who cannot access the 3D virtual world environment. These tools include: Multi Grid / Multi Platform Slide-show / Movie Presenter (in progress) Slide Presenter Closed Captioning tool. (Completed – See Appendix D) IRC / WEB / Virtual World Chat Bridge. Implement Google Auto-Captioning system. Develop a virtual world / Web based quiz / exam system. Develop a Guest book tool for Virtual Spaces. Once these accessibility tools have been fully developed they will be trialled in nominated courses across the partner institutions. Develop guidelines to address pedagogy, accessibility and legal, ethical and intellectual property (IP) responsibilities, as well as case studies of best practice across disciplines to guide academics in designing environments that facilitate learner engagement and experiential learning Socio-cultural, accessibility, legal and ethical issues that need to be addressed by the project have been identified through review of the literature and ethnographic research undertaken in Second Life. Team members have also undertaken review of health and defense case studies in Second Life. The findings have been reported via peer reviewed publications and conference presentations. The trials of courses undertaken in Second Life have identified a range of pedagogical benefits and issues as well as limitations in relation to intellectual property. A case study template (Appendix E) has been distributed to partner institutions and as our partners trial courses they are documenting the findings using the template. Several courses have already been written up using this template (see Appendix F as an example). Once a sufficient number of cases have been documented, the project team will be analysing the findings and finalising the pedagogical guidelines. The completion of case studies is running to schedule. In my previous report I mentioned that delays in the signing of partner contracts impacted on our partners’ capacity to complete case studies within the planned timelines as well on one of the planned deliverables, which involves the design of ethical guidelines. As a result of the delay Professor Mark Israel from Flinders University was not able to commence this component of the project due to his ALTC commitments and other University commitments. A six month extension was requested and approved by the ALTC to accommodate these unforeseen delays in finalisation of partner contracts. At this stage Professor Israel plans to continue as a team member as adjunct Professor at Flinders University and this aspect of the project will be carried out in 2010. Release the deliverables from the proposed project to the Carrick community allowing universities access to the benefits of 3DVLEs. Dissemination of outcomes from our initial review of the literature , trials in Second Life and consultation with stakeholders has been ongoing through publication, conference presentations, ‘in-world’ meetings and via the project website. This is to ensure high profile and accountability of the project and to encourage stakeholder ‘buy-in’ enabling the project to best meet the requirements of the wider academic community. The project website and the ALTC exchange will be the main vehicles for dissemination of the final deliverables (ie guidelines and the open source code itself). There have also been a significant number of peer reviewed publications and considerable media coverage, which are documented later in this report. 2. Review of Progress This project addresses the limitations of existing 3D virtual learning environments (3DVLEs) and as outlined in the initial project proposal, aims to encourage and raise awareness of the potential of 3DVLEs as generic pedagogical tools for flexible, experiential and community-based disciplinary and cross-disciplinary learning in simulated environments. In accordance with the agreed outcomes and deliverables the project thus far has achieved the following milestones: Design and develop an accessible open source 3DVLE as a generic pedagogical tool for flexible, experiential and community-based disciplinary and cross-disciplinary learning in simulated environments The design specifications have been completed and widely reported via our comprehensive dissemination strategy. As described above, a large number of accessibility tools have been developed in Second Life in collaboration with disability groups and these are being adapted to our open source platform. Both Wonderland and OpenSim have been installed on our test server. Guidelines and standards for designing 3DVLEs using these two open source platforms are well under development. The solution we have arrived at in focusing development on the client software using open source standards means that the final deliverable will enable educators much greater choice in which 3DVLE platform they wish to use, thereby maximising the benefits to the higher education community. Develop source code based on the same open source standards as popular 3DVEs such as Second Life (SL), which is a privately owned 3D virtual world operated by Linden Laboratories As mentioned above, both Wonderland and OpenSim platforms already exist and can be freely downloaded by any individual and installed on their own servers. Second Life can also now be installed on an institutional server using the ‘behind the firewall’ solution. This environment cannot be modified, but the interface solution we are developing using the client software will ensure the learning environment is more usable and accessible regardless of whether OpenSim or Second Life is the preferred platform. Moreover, the teaching tools we develop will be supported by both the open source OpenSim platform and Second Life. Ensure the 3DVLE developed using open source standards will integrate a range of accessibility features that are currently not supported by 3DVEs Extensive work has been done in this area through consultation with recognised disability experts, meetings with disability advocates in Second Life and ethnographic research with individuals who identify as disabled. The identified accessibility issues with current technologies have been widely reported through a combination of peer reviewed publications, conference presentations and ‘in world’ forums conducted in Second Life. A series of Webinars reporting the outcomes of this research is also being hosted by the California-based Easy Access to Information organisation. These extensive consultations are documented in the preceding section. A significant development in the project has been the willingness of Linden Lab to now work with us on the solutions we are developing as their liaison staff are acknowledging that the open source technologies we are developing can also serve the higher education community currently utilising Second Life as their preferred education platform. Provide a range of accessible open source 3DVLE ‘tools’ such as whiteboards, streaming media player, slide presenter, quizzes, interactive feedback form, polling system and guest books, enabling academics to adapt ‘real life’ approaches to the creation of interactive activities designed to maximise learner engagement. As mentioned above, the teaching tools are well into development and will be trialled in 2010. Develop guidelines to address pedagogy, accessibility and legal, ethical and intellectual property (IP) responsibilities, as well as case studies of best practice across disciplines to guide academics in designing environments that facilitate learner engagement and experiential learning. Socio-cultural, accessibility, legal and ethical issues that need to be addressed by the project have been identified through review of the literature and ethnographic research undertaken in Second Life. The findings have been reported via peer reviewed publications and conference presentations. Trials of courses undertaken in Second Life over the last twelve months (see example case study in Appendix F) have identified a range of pedagogical benefits and issues as well as limitations relation to intellectual property. This initial research will form the basis for further development of guidelines as the new platform is developed and trialled. To date six courses have been trialled at UniSA in the Communications discipline and we are negotiating to conduct trials in the Health Sciences and Marketing in the coming months. Our partner institutions have also been conducting trials with two case studies completed by our UK partners. Professor Ilana Snyder and Dr Michael Henderson have been undertaking trials investigation the potential use of 3D virtual worlds for HDR pedagogy and Dr Ian Maxwell has been developing case studies in the disciplinary fields of Education and Medicine at the University of Sydney . As mentioned above, the development of the ethical and IP guidelines has been deferred until 2010 in view of the delays with the finalisation of partner contracts as documented above. Release the deliverables from the proposed project to the ALTC community allowing universities access to the benefits of 3DVLEs. Dissemination of outcomes from our initial review of the literature, trials in Second Life and consultation with stakeholders has been ongoing through publication, conference presentations, ‘in-world’ meetings and via the project website. This is to ensure high profile and accountability of the project and to encourage stakeholder ‘buy-in’ enabling the project to best meet the requirements of the wider academic community. The project website and the ALTC exchange will be the main vehicles for dissemination of the final deliverables (ie guidelines and the open source code itself). 2.2 Lessons learnt The milestones originally anticipated sign-off on criteria and design specifications by the end of 2008. This proved unrealistic because the platform chosen for development underwent major revisions during the first s ix months of the project with some revisions not released until May 2009. As explained in preceding sections, the significant developments that have also occurred with other platforms meant that we have had to reassess our preferred enviro nment for development. Thus, we will begin trials of the new platform in 2010 rather than the latter half of 2009 as originally envisaged. Lead time for contract negotiation was not factored into our original milestones as we had envisaged this to be a much less complex process than has proven to be the case. So while we had recruited a suitable programmer for the project in October 2008 and he was keen to commence the project immediately, the legal complexities involved in sub-contracting a programmer located off-shore (in this case the US) led to delays in finalisation of the required contract. This delay was also discussed in our six monthly report in January 2009. However, we had not anticipated that there would also be significant delays on finalisation of partner contracts, with the last of the contracts not received by UniSA until the end of February of this year – six months later than envisaged. In future, milestones therefore had to be adjusted to accommodate the delays, Future projects should factor into the timelines the possibility that contracts with partners might take up to six months for finalisation to avoid creating unrealistic timelines for partner involvement. 2.3 Challenges met The milestones originally anticipated sign-off on criteria and design specifications by end of 2008. As documented above, this proved unrealistic because the platform chosen for development was undergoing major revisions and given the other technological developments occurring during that period, we were forced us to reassess the preferred platform for development. The challenges arise because 3D virtual environments are undergoing rapid evolution and it is very difficult to anticipate some of the developments in advance. Instead, we must adapt to changes as they occur and leverage the benefits from all platforms to ensure maximum benefit to the higher education community. Lead time for contract negotiation was not factored into our original milestones as we had envisaged this to be a much less complex process than has proven to be the case. The delays in finalisation of partner contracts impacted on the development of case studies and associated guidelines. 2.4 Indicate if and how these challenges will impact on the outcomes, the timeline and the budget? Please specify. These issues have not impacted on the outcomes or budget. However, we had to request an extension of six months (which was approved) to allow our partners sufficient time to contribute their components of the project as documented in the original proposal. 2.5 In terms of the planned deliverables, what is your estimation of how far the project has progressed? Please indicate percentage below: 0% 25% 50% 75% 100% 3. Formative Evaluation Please attach copies of evaluations of events / activities undertaken 3.1 What Formative Evaluation Processes are being used? As outlined in original project proposal, trials of the use of 3DVLEs have been ongoing and the outcomes of the trials have been evaluated through a combination of anonymous online student questionnaires, focus groups and interviews with teachers. The outcomes from these trials have been used to inform the development of the platform as well as the guidelines to accompany the final deliverables. The project website includes a bug tracking tool and Wiki, which will enable academics to report issues as the project progresses. Formal evaluations of student experience using 3D virtual worlds in the specified courses have been conducted via anonymous online questionnaires. The case study provided in the Appendix section of this report includes an example of the online questionnaire completed by students (Appendix F). The findings from these trials have been widely reported via conference presentations and published peer reviewed papers. Once the beta of the platform under development is ready for trials early next year, formal evaluation via online questionnaires and ‘in world’ focus groups will be implemented to evaluate the effectiveness of the new open source platform and the guidelines under development in a formative manner. Several individuals who identify as having disabilities have been recruited to beta test the platform in terms of accessibility and usability. Initial testing has already begun with members of disability groups in Second Life. The UniSA Legal Services Department is advising us on the appropriate protocols to follow in contracting the services of these individuals. There has been widespread industry consultation as well as liaison with disability organisations to ensure that what we are developing meets international standards. The input from these expert groups has been invaluable in allowing us to revise the technologies and guidelines that are being developed progressively and in an iterative manner. Denise Wood is reporting on progress on the project and other technological developments in the field via her regular radio 5RPH program segment, associated blog and EASI Webinars. A national reference group has been established comprising members from related ALTC projects, educators and industry providers who have considerable expertise in the field. The representatives include: Professor Peter Albion (University of Southern Queensland) Linda McKeown (University of Queensland) Professor Farzad Safaei (University of Wollongong) Associate Professor Melissa de Zwart (formerly Monash now at University of South Australia) Mandy Salomon (Swinburne University of Technology) James Sankar AARNET An initial meeting was held earlier this year, a second meeting was held on the 15th July 2009 and a national meeting was held at the University of Wollongong September 2009. Professor Ron Oliver (Edith Cowan University) has agreed to undertake the independent evaluation of the project and will participate in many of our monthly teleconference meetings throughout 2010. 3.2 What have you learnt from these processes thus far? The ongoing trials in Second Life have proved to be a very effective mechanism for identifying issues in existing platforms as well as identifying variability in student responsiveness to 3DVLEs, which need to be taken into account in the development of pedagogical guidelines. Given the accessibility guidelines have applicability beyond education it has been particularly beneficial to have the participation of the wider disability community as the accessibility guidelines are developed. The widespread media attention, public consultation as well as our presentations at a variety of conferences (Appendix A) has helped to ensure our project is publicly accountable. 4. Dissemination What dissemination activities have you undertaken? See Appendix A for detailed list of all dissemination activities to date. These include: Four book chapters (3 submitted for publication / in press and one under review) Four peer reviewed journal papers either published or under review Eight national and international conference presentations completed or proposed for 2010. Presentations at various forums, colloquia and seminars as documented in Appendix A Widespread industry consultation including: • Linden Lab • Immersive Media Consortium • Association for Virtual Worlds • Australian Virtual World Collaboration • AARNET • Australian Human Rights and Equal Opportunity Commission • Trace Centre, Wisconsin-Madison • International Center for Disability Resources on the Internet • Easy Access to Software and Information • Virtual Helping Hands • Virtual Ability Inc • Alliance Library System in the US • Gimp Girl • Wheelies group in Second Life • Our Australian education reference group Significant media coverage (see Appendix A) Radio 5RPH and associated blog Presentation at AARNET hosted national workshop in September 2009 at University of Wollongong Presentation at Gov 2.0 RoundTable at Parliament House on 26 th September 2009. Project Website 5. Impact Is there any evidence of the impact from your project? If yes, where and how? Yes, the interest shown by all of industry groups represented above, education providers and the media is evidence that the innovative technological solutions under development are ground breaking and will have significant benefit for improving the accessibility of 3D virtual learning platforms for diverse learners. 6. Events Provide details of events held during the period. Events include workshops, forums or colloquiums involving participants outside of the project team. Date/s of the event Event title, Location (city only) Brief description of the purpose of the event Number of participant s Number of Higher Education institutions represented Number of other institutions represented 26th 2009 Gov 2.0 RoundTable, Canberra Presentation to Ministers, Disability Discrimination Commissioner and several Senior Government policy makers as well as representatives from disability organisations on accessibility issues in Web 2.0 applications and 3D virtual worlds and the solutions we are designing with ALTC funding support. Workshop demonstrating Approx 35 Only UniSA (rest of participants were reps from Govt and NGOs) Approx 1012 Approx 40 Approx 12 Approx 6 Nov 17th September, AARNET/Virtual worlds workshop, 2009 Wollongong 12th August, 2009 ATEM Central Region Event, Adelaide 17th November, 2009 Healthy Development Adelaide 31st July, 2009 Technologies of Disability Forum, Sydney 27th June 2009 ‘Helen Keller’ event in Second Life (virtual) 18th February 2009 Health Literacy on the Internet, Education Development Centre, Adelaide 1 st and 5 th December, 2008 South Pacific User Services workshop, Adelaide Second Life Health conference (virtual) 1st October 2008 different 3D virtual learning platforms to representatives from Aust Universities Presentation about Webs, Wikis, Blogs and 3D worlds Approx 40 3 none Presentation on health education programs in 3D virtual worlds Presentation on accessibility issues in 3DVLEs Approx 40 3 ? Approx 20 2 Teaching in 3D virtual worlds workshop/present ation Presentation by Gerry Bloustien 12 Unknown (virtual participants) Unknown (virtual participants) 50 3 one Presentation on teaching in 3D virtual worlds Approx 18 ? ? Accessibility virtual worlds Approx 610 Unknown (virtual participants) Unknown (virtual participants) in Provide details of events planned over the next six months. If you would like to publicise forthcoming events on the ALTC website please go to http://www.altc.edu.au/submit-event 7. International collaboration Provide details of any international fora where the project has been represented. Poster session held at the IEEE Accessing the Future Conference in Boston, 20-21st July 2009: . http://ewh.ieee.org/conf/accessingthefuture/documents/wood.pdf EASI in California is broadcasting monthly podcasts from Denise’s regular radio segments on Radio 5RPH. 8. Requests for approval of proposed amendments There are no further amendments requested beyond those previously approved and documented in previous reports. Appendices (if applicable) Appendix A: Dissemination (publications, workshops and media coverage arising from the project thus far) Appendix B: Screen shot of one of the four SIMs established on the ReactionGrid public Server (careers sim) Appendix C: Screen shots of accessible open source viewer under development Appendix D: Example of accessible teaching tools under development Appendix E: Case Study Template used by team for trials Appendix F: Completed Case Study examples Appendix A – Dissemination Book Chapters Wood, Denise (forthcoming 2010). The benefits and unanticipated challenges in the use of 3D virtual learning environments in the undergraduate media arts curriculum. In G. Vincenti and J. Bramam (eds.) Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom, IGI Global, Hershey PA. Fewster, R., Chafer and Wood, D. (forthcoming 2010). Staging Second Life in real and virtual spaces. In G. Vincenti and J. Bramam (eds.) Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom, IGI Global, Hershey PA. Hickey-Moody, A. and Wood, D. (in press). Ethics in Second Life: Difference, desire and the production of subjectivity. In C.Wankel.and S. Malleck (eds.) Emerging Ethical Issues of Life in Virtual Worlds, New York. Lindsay, N. and Wood, D. (under review). Supporting diversity through culturally appropriate entrepreneurship training in a 3D virtual world. In A. Edmundson (ed.) Globalised and Culturally Appropriate eLearning: Challenges and Solutions IGI Global, Hershey PA Peer Reviewed Journal Publications Wood, D. (in press). Virtually inclusive online learning environments, to be submitted for special edition of Discourse: Studies in Cultural Politics of Education, Carfax, Taylor and Francis, 2010. Wood, D. (in press). Engaging the ‘net generation’ in research focused activities through the use of Web 2.0 and 3D virtual learning environments, the International Journal of Humanities. The University Press Journals, New York and Victoria. Wood, D. (2009). Real life access to Second Life worlds: The potential, the problems and the possibilities for a barrier-free future, the International Journal of Diversity in Organisations, Communities and Nations, 8(6). The University Press Journals, New York and Victoria. Bloustien, G and Wood. D. 2009 ‘Can I borrow your face for a minute?’: Issues of aesthetics and bodily transformations in Second Life. Body and Society (under review) Hickey-Moody, A. and Wood, D. (2008). Virtually sustainable: Deleuze & desiring differenciation in Second Life, Continuum: Journal of Media & Cultural Studies, 22(6), pp. 805-816. Routledge, London. Peer Reviewed Conference Presentations Wood, D. (2009). Experiential learning in 3D virtual worlds: Students making a difference to ‘real’ lives in ‘virtual’ places. Proceedings of the 26th Annual ASCILITE Conference: Same Places: Different Spaces, Auckland, New Zealand, 6 th-9th December, 2009. Fewster, R., Chafer and Wood, D. (2009). Performance pedagogy in ‘real’ and ‘virtual’ spaces, to be submitted for review to Same Places, Different Spaces: The 26th Annual Ascilite Conference, Auckland, New Zealand. Lindsay, N. and Wood, D. (2009). Designing a flexible entrepreneur training program for ‘real’, ‘virtual’ and ‘blended’ spaces, to be submitted for review to E-Learn--World Conference on E-Learning in Corporate, Government, Healthcare, & Higher Education, Vancouver, Canada, 26-30 October, 2009. Bloustien G . ‘Teenagers, social networking & health literacy: a ‘Deadly’ mix? Key note presentation at Bloustien, G. (forthcoming 2009) Does my skin look big in this? Aesthetics and bodily transformations in 3DVE for panel “No escape from reality: S(t)imulating experiences in three dimensional virtual learning environments (3DVLE) to be presented at The Australian Anthropological Society Annual Conference 2009: The Ethics and Politics of Engagement, Macquarie University, NSW, 10-11th December, 2009”. Bloustien G & Wood, D. (forthcoming 2009) “Refractions through virtual space: photography as methodological tool and research object in 3D immersive environments” to be presented at 1st International Visual Methods Conference. Leeds University September 15-17th 2009. Bloustien, G. and Wood, D. (forthcoming 2009). 'Can I borrow your face for a minute?' Issues of aesthetics and bodily transformations in Second Life. Paper presented at the CFP - Cosmetic Cultures: Beauty, Globalisation, Politics, Practices, University of Leeds, 24 - 26 of June 2009. Seifert, J (2009) Vandalism and Terrorism in Second Life to be presented at The Australian Anthropological Society Annual Conference 2009: The Ethics and Politics of Engagement, Macquarie University, NSW, 10-11th December, 2009. Morgan, A (2009) Using Second Life for Medical Understanding of Hallucinatory Experiences to be presented at The Australian Anthropological Society Annual Conference 2009: The Ethics and Politics of Engagement, Macquarie University, NSW, 10-11th December, 2009. Christie, E and Bloustien, G (2009) ‘I cyborg: or how I became a better human through machines’ Paper presented at Paper presented at Cosmetic Cultures: Beauty, globalisation, politics, practices. Leeds University June 24th 2009. Also to be presented at The Australian Anthropological Society Annual Conference 2009: The Ethics and Politics of Engagement, Macquarie University, NSW, 10-11th December, 2009. Hickey-Moody, A. and Wood, D. (2009). Ethnography and the ethics of affect in virtual worlds to be presented at The Australian Anthropological Society Annual Conference 2009: The Ethics and Politics of Engagement, Macquarie University, NSW, 10-11th December, 2009. Wood, D., Morris, C. and Ussery, J. (2009). Accessibility Solutions for 3D Virtual Learning Environments. Peer reviewed abstract for publication in Proceedings of IEEE Accessing the Future Conference, Boston, 20-21st July 2009. http://ewh.ieee.org/conf/accessingthefuture/ Wood, D. and Hopkins, L. (2008). 3D virtual environments: businesses are ready but are our ‘digital natives’ prepared for the changing landscape? Proceedings of ASCILITE 2008: Hello! Where are you in the landscape of educational technology? Deakin University, Melbourne. Hickey-Moody, A. and Wood, D. (2008). Imagining Otherwise: Deleuze, Disability & Second Life, Proceedings of Australian & New Zealand Communication Association Annual Conference, 2008, Massey, New Zealand. Other presentations Wood, D. (2009). Invited presenter at the Gov 2.0 Roundtable on Accessibility for People with Disabilities, Parliament House, Canberra, 26th November 2009. Wood, D. (2009). Avatars, Health and Education in Virtual Worlds, Broaden your Media Horizons, Healthy Development Adelaide, 17th November, 2009. http://www.adelaide.edu.au/hda/news/ Wood, D, (2009). Virtual Worlds, AARNet training workshop, the University of Wollongong, 17th September, 2009. Wood, D. (2009). Technologies of disability in virtual worlds. Panelist with Hickey-Moody, A. and Goggin, G. Technologies of Disability Symposium, Sydney University, Sydney, Australia, 31st July, 2009. Wood, D., Morris, C. and Ussery, J. (2009). Accessibility Solutions for 3D Virtual Learning Environments. Extended abstract IEEE Accessing the Future Conference, Boston, 20-21st July 2009. http://ewh.ieee.org/conf/accessingthefuture/documents/wood.pdf Wood, D., Raghavendra, P. and Newman, L. (2009) Internet use by children/adolescents with physical disabilities: Implications for social networking at the 2009 Research Symposium, Novita Regency Park Centre, Wednesday 5th August. Wood, D. (2009). Ethics in screen production research, panelist at the Australian Screen Production Research and Education Association annual conference, 9th July, 2009, Adelaide. Wood, D. (2009). Teaching in Second Life, invited speaker at the Helen Keller event in Second Life, 27th June, 2009 [http://www.unisa.edu.au/news/2009/250609A.asp]. Wood, D. (2009). Webs, Wikis, Blogs and Avatars! What the? ATEM Central Region, invited speaker, 12 th August, 2009, Adelaide. Bloustien, G. (2008) Refractions through virtual space: photography as tool and symbol in 3D immersive environments. Photographies: new histories, new practices conference, ANU School of Art in conjunction with VIVID, the inaugural National Photography Festival 11 th July 2008. Bloustien, G. (2008). Invited presentation: Refracting subjectivity: photography as mimetic tool and symbol in 3D immersive environments. Sociology Departmental Seminar, Flinders University, Adelaide, Thursday July 18th Wood, D. (2008). Keynote speaker: Virtually inclusive Web 2.0 and 3 D online communities. Australian Rehabilitation and Technology Conference, Adelaide, 22 nd September 2008. Wood, D. (2008). Invited presentation: Accessibility in 3D virtual worlds. Paper presented at the Alliance Library Second Life Health Info Round Table, 8th October 2008. Wood, D. (2008). Student engagement in immersive 3D virtual learning environments: Pitfalls and promises. Paper presented at the UniSA Division of Education, Arts and Social Sciences Teaching and Learning Colloquium, November 2008. Wood, D. (2008). Invited presentation: Second Life in higher education. Demonstration conducted at the South Pacific User Services Conference, Adelaide, 1st December 2008. In progress Gerry Bloustien is also preparing a paper for her edited collection a Framed: screen representations of otherness and refracted subjectivity. Negotiations for publication are underway with two potential British publishers: PalgraveMacmillan and BFI. Denise Wood is negotiating with a publisher regarding a proposed edited collection of chapters for a book titled Designing Accessible Virtual Worlds. Media Coverage 2009 Interview with Peter Greco, 5RPH Radio 28th November 2009, discussing outcomes from the Round Table on Government 2.0 held at Parliament House on the 26th November. Article by Lowell Cremorne, Interview – Denise Wood, University of South Australia, The Metaverse Journal, November 2, 2009, http://www.metaversejournal.com/2009/11/02/interview-denise-wooduniversity-of-south-australia/ Article in Technology Guide, Real Experience in an Unreal World, Education Review, October 2009, p. v1. UniSA News article September 2009, Improving communities, enhancing student learning, http://www.unisa.edu.au/unisanews/2009/September/feature.asp Interview with Peter Greco, 5RPH Radio 29th August 2009, discussing student engagement and experiential learning (Community Webs project and Health Support Coalition student projects) Interview with Peter Godfrey, Radio Adelaide 101.5 FM, 17th August 2009 about our research into providing accessibility solutions in 3D virtual worlds for students with disabilities Interview with Peter Greco, 5RPH Radio 25th July 2009, report on the IEEEIBM Accessing the Future Conference, Boston. Interview with Peter Greco, RPH radio, 27th June 2009, report on the Helen Keller event in Second Life. Virtual Ability. SBS World News special on 30th May 2009. 2008 It's A Buyer's Market As Crunch Hits Virtual Realty, Sun Herald, December 28th, 2008, journalist Edmund Tardos. Virtually Real. Outlook article published in City Messenger and Eastern Courier Outlook, May 2008, journalist Louise Russell. APPENDIX B: ONE OF THE REACTIONGRID SIMS FOR OPENSIM TRIALS APPENDIX C: OPEN SOURCE ACCESSIBLE VIEWER UNDER DEVELOPMENT Appendix D: ACCESSIBLE SLIDE SHOW PRESENTER (in world and via Web based interface with voice and text) APPENDIX E: 3D VIRTUAL LEARNING CASE STUDY TEMPLATE Institution Course/Subject Contact Prerequisite Skills Background Aims and Objectives Intended Learning Outcomes Assessment Description of Learning Activities Related material Evaluation Conclusion Relevant References Publications Relating to this Case Study Evaluation Tools Appendix F: 3D Virtual Learning Example Case Study Institution: University of South Australia Course/Subject Electronic Arts: Visual Theatre (PERF 2006) Contact Russell Fewster (coordinator) Prerequisite Skills Students have completed one year of undergraduate study No prerequisite skill in using 3D virtual learning environments assumed Background Electronic Arts: Visual Theatre is a second-year course that runs on a weekly 3-hour basis over a 12 week period. The course offers students the opportunity to create performance work that integrates visual technologies. Com positional principles are conveyed through the body and technology and developed via improvisation and team work. Reference to historical and new emerging technologies offer interesting and exciting vantage points from which to explore the creation of highly visual stage work. Aims and Objectives On completion of this course, students should be able to: make judgements about the use of scenographic projection and parallel technologies; develop projects employing visual theatre elements; understand and engage with audience reception of multiple visual communications Intended Learning Outcomes The drama program at UniSA focuses on performance making. The Electronic Arts: Visual Theatre course encourage students to think of themselves as creators or devisors and their roles may range between performer, technician, stage manager, technical operator and director. The course also gives strong prominence to experiential learning with and provides students with the opportunity to engage in a process of trial and error as they negotiate the generation of ideas and the challenges of implementing these ideas in the theatre. Students completing the course were required to demonstrate their understanding and mastery of visual theatre concepts based on the following criteria: Integration of the live performer with the projected image Live body extension, posture and balance Live and virtual bodies, voices and characters Rhythm of live and projected action Relating to the audience Geography of Second Life Assessment The course is practice based with each session set aside for students to develop work for assessment. Assessment is divided between three groupdevised pieces that the students create over the duration of the course. In turn this practical work is complimented by an essay where students draw on the weekly readings set aside. The course primarily focuses on the integration of media with live action and this is reflected in the readings i, practical and written work. In the second semester 2008 offering of the course three practical assessments were divided up between three tasks involving the creation of the following pieces: Form of assessment Length Weighting Due date Assessment 1a: Mediatised Performance One minute 15% Week 3 Assessment 1b: Staging Virtual Worlds Three minutes 25% Week 7 Assessment 2: Essay 1200 words 35% Week 10 Assessment 3: Composition Five minutes 25% Week 12 The Second Life exercise (assessment 1b) required students to demonstrate their developing understanding and use of the body and the voice, body language, theatrical space and physical performance, and the performer’s relationship with an audience in a dual setting of live and virtual performance. The criteria for assessment were similar for all three practical projects and reflected the focus on exploring the play between live and digital or virtual presence. Description of Learning Activities Over a four-week period twenty-one students (13 male and 8 female) enrolled in the second semester 2008 offering of the Electronic Arts: Visual Theatre course undertook the staging of Second Life in a conventional proscenium arch theatre. Following a session in a computer laboratory exploring the Second Life environment, the students rehearsed short scenes that were shown as a workshop-in-progress to an audience of University staff and students. The students were directed by their course coordinator, Russell Fewster and visiting director, Joff Chafer from Coventry University, assisted by lighting designer Nic Mollison and computer programmer Kyal Tripodi. Encountering Second Life Students spent their first class in a computer laboratory creating their own avatars. For most this was their first experience with Second Life. The subsequent sight of twenty student-created avatars of varying shapes, sizes, colours and genders hanging suspended in the sky together over the University Island was like witnessing the spawning of a tribe. Attempts were made to co-ordinate the group to do a series of actions together with varying success; first positioning the group together as a starting point and secondly simple gestures such as bowing, clapping, blowing a kiss became realisable. More complicated movements like flying together were problematic as it was too difficult to keep the group together. The notion of how Second Life gestures might translate theatrically offered a way to transpose the virtual into real life; indeed feedback from students and the programmer highlighted the ‘clunkiness’ of Second Life i.e., the time lag between typing and responses and the robot like stiffness of the gestures. In turn, the coordinator encouraged the students to consider how they might stage this ‘clunkiness’ and to play with and enjoy transposing such Second Life clichés theatrically. The Set-up The set-up of the theatre (see Figure 1) was designed to create the illusion that avatar actors and live performers were interacting in the same shared space. To achieve this illusion, the Second Life world was projected onto a large scrim positioned at the front of the stage and the student performers located behind the scrim on the stage were lit appropriately to appear as if they were in the same space as Second Life. The stage lighting had to be set low to avoid washing out the projected image and to balance the illuminati on of the live actor with the projected image. Two computers located in the auditorium were used to control the camera and projection unit, and to act as the controller for the actors. The second computer allowed technical support staff to move avatar actors around the 3D environment and to set-up props that did not appear on camera but were visible on the avatar actor screen. The overall goal was to ensure avatar, 3D props and the virtual landscape could merge with the live performer so that the virtual and real had a sense of shared time/space continuum. This required the use of two main techniques designed to match the two spaces by overlaying the 3D space in the real theatre space: 1) positioning the avatar in the 3D space to match the size of the live performer and 2) lighting the physical stage floor while projecting the avatar into this space to create an illusion that the avatar was standing on a physical floor plane. Since this floor plane was the same floor the live actor was standing on it helped t o convince the audience that the interactions were occurring between the live and virtual actors in the same shared space. Figure 1: Set-up of the theatre showing scrim in front of actors on stage and lighting arrangement Working with the Live Performers: Rehearsal to Performance The first rehearsal in the theatre involved students mimicking gestures in real time. Following the rehearsal, the students formed groups of between five and six students and improvised short scenes, which were then be worked up for staging. Students played out Second Life clichés of time lag and stilted gestures creating comical routines designed to emphasise the “clunkiness” of virtual worlds. The varying gestures of Second Life avatars are fixed and restricted to certain types of movements that are embodied in a mechanical manner. For the performer to interact in a meaningful way with the avatars they had to similarly embody Second Life gestures and movements. As one student remarked: The live performer based their performance around what the avatar was doing because it is a lot easier and quicker for a live performer to change what they are doing than someone controlling an avatar. Through trial and error it became evident that simple interactions between performer and avatar were the most effective. Thus narratives proposed by students were simplified to limit the programming and live manipulation of the avatar to a set number of movements and gestures. Following are descriptions of the scenes constructed by students: The first scene involved improvisation of the game ‘rock, paper scissors’. This group of students developed a scene that began with one student playing against an avatar projected onto the scrim, that was then extended by two more students entering and another avatar entering as well. A mock fight then occurred between the two groups of live performers and avatars, after which avatars and live actors exited. Live actors would replicate the ‘muscle flex’ gesture of the avatar symbolising victory when they ‘won’ the game, while the avatar’s gesture would be to cry; when the live actors ‘lost’ they would replicate the crying gesture while the avatar would embody the victory gesture and so on. The second scene drew on two techniques: the first was based on the early silent films of George Melies, which focused on magic and slight of hand; the second technique drew on traditional Japanese Bunraku style puppet and object manipulation techniques. The piece began with an avatar creating a box in Second Life that was projected onto the scrim; the box was moved through space before disappearing or rather dissolving into an identical real box that was suddenly revealed on stage. Out of this real box emerged an actor holding a stick with ping pong balls to replicate the building signals of Second Life who then created a ball. The ball appeared to the audience to be a virtual ball, but was in effect a large white balloon illuminated by a torch and fixed to a boom attached to the balloon, which a hidden puppeteer operated. This pi ece therefore mixed live actors with avatars and real objects with a virtual object to blur the boundaries between the real and the virtual worlds. The third scene played heavily on the time lag and “clunkiness” of Second Life gestures. Live actors mimed throwing the ‘virtual’ ball to each other with significant delays between the ball arriving in their vicinity and their attempts to catch it. The piece began with live actors and the puppeteer operated balloon after which an avatar joined in with the game. This scene, as with the first scene, progressed to a mock fight in which the avatar and live performers took turns knocking each other over with the balloon ball. The fourth scene was one of the more effective scenes for its simplicity and economy of staging. The ball was transformed into a virtual mirror ball accompanied by a musical piece and an avatar entered and began to dance with the music, employing ‘bump and grind’ gyrating movements. A live actor was then revealed upstage and danced with the avatar, emulating the avatar’s movements. The connections between the two were most obvious when both avatar and live performer were simultaneously dancing the same movement. This scene also reflected the importance of physically separating the performer and the avatar to better distinguish between them. As a student commented: The live performer and the avatar needed to be standing a reasonable distance away from each other […] so the audience could differentiate between them. The fifth scene integrated the Second Life landscape with the live performer. The performer mimed lifting off to fly with the Second Life landscape falling simultaneously around them; a technique borrowed from Melies and known in cinematic terms as the ‘matte’ effect. The performer who lifted off was then replaced by a performer lying flat on a hidden bench who mimed flying through the Second Life landscape twisting their torso sideways and up and down as they seemingly passed between the projected buildings and mountains. A kinetic integration was achieved between live performer and the projected Second Life landscape. The final piece involved a giant avatar of a T-Rex, which dramatically filled the stage. A live performer entered and called out ‘Rex’ much like calling to a pet dog. The projected T-Rex subsequently appeared and approached the actor. After some verbal coaching from the performer, the T-Rex sat as a dog would follow instructions from its owner. The T-Rex then began to become overtly excited, jumping up and down bringing down a virtual lighting rig (created to mimic the actual rig in the theatre) resulting in the actor rapidly exiting. One of the key ways of integrating the T-Rex with the actor was to program the T-Rex to swing its tail around in a 360 degree sweep and have the actor duck at the opportune time. This gave the illusion of the two being connected by the same action creating a sense of cause and effect between avatar and actor. Related material (eg student presentations, images, student discussions, example assignm ents) Following are photos taken from the auditorium (audience view) of the theatre stage showing live student actors interacting with avatar actors projected from the Second Life screen on the scrim at the front of the stage. The photos illustrate the improvised pieces created and performed by students experimenting with live and virtual theatre in shared space. Live student actors play “ball” with the virtual avatar actor Associated student script for the ‘ball’ piece follows: Group: Balls NOTE: ALL SPELLING IS AS WE WANT IT JULIETTE is on stage asleep. CHRIS and DANIEL enter and Juliette awakens. Juliette: hi lol Chris: hi Daniel: Hi Juliette: how r u? Chris: gud Daniel: fin Daniel: fine* A ball rolls on Daniel: look, a ball (POINTS) All: oooh! Juliette bends down and picks up the ball Juliette throws the ball to Chris Chris bounces the ball back to Juliette Juliette throws the ball over Chris to Daniel AVATAR whistles from offstage before walking on Avatar: “Hey!” (WAVES) All: “Hey!” (WAVES) Daniel throws the ball hard at the avatar and the avatar falls over The avatar gets up and throws the ball hard back at Daniel The ball knocks over Daniel and Chris The avatar claps Juliette picks the ball up and throws it back at the avatar The avatar catches it Avatar throws the ball back and Juliette and knocks her over The avatar claps All stand up and clap the avatar All bow All do muscleman poses The live and avatar actor virtual dance routine Live student actor interacting with the T-Rex avatar on stage Evaluation The twenty-one students enrolled in the course were invited to complete an anonymous online questionnaire at the conclusion of the semester. This questionnaire included questions aimed at identifying students’ familiarity with and use of Web 2.0 and 3D virtual world technologies, and to assess the extent to which the Second Life platform of delivery was perceived by students to support the objectives of the course and enhance their learning. The questionnaire included a mix of Likert-scale (5 point scale ranging from 1 strongly disagree to 5 strongly agree) and open-ended text field questions. Fourteen students (66.7%) responded to the evaluation; of those 7 (50%) were male and 7 (50%) female and all were aged between 19 and 24 years. Al l respondents had computers and broadband access at home and stated they use the computer at home frequently or often. Yet despite fitting the profile of Prensky’s (2001) ‘digital native’ population (those born after 1982), 9 (64.3%) students stated they never use online multi-user games with the remaining 5 students (26.7%) stating they rarely use these technologies. Similarly, of the 14 respondents, 13 (92.8%) stated they never use 3D virtual worlds such as Second Life, with only one student (7.2%) claiming to sometimes access 3D virtual world. This was particularly surprising to us given 10 (71.4%) of the students are enrolled in media arts related programs and therefore pursuing careers in which they may well be designing for such platforms. Table 1 shows student responses to the three questions relating to the effectiveness of social interactions in Second Life. The average rating overall for these questions (based on a scale of 1 representing strong disagreement, 3 representing a neutral agreement and 5 representing strong agreement) was 3.25. The criterion with the highest rating ‘The learning offered opportunities for interaction and communication in Second Life’ received a rating of 3.62. The lowest rating was given to the criterion ‘I felt as if I was communicating with a real person in Second Life’ (2.92). Table 1: Effectiveness of social interactions in Second Life Statement (1=strongly disagree to 5=strongly agree) Mean Effectiveness of social interaction in Second Life I felt as if I was communicating with a real person in Second Life I was able to be expressive in Second Life The learning offered opportunities for interaction and communication in Second Life Average for all criteria 2.92 3.21 3.62 3.25 Student ratings of the nine criteria relating to the effectiveness of learning activities in Second Life are shown in Table 2. The overall rating of these criteria was higher than for the criteria relating to social interactions (3.47 compared to 3.25 for social interactions). The criteria that received the highest ratings ‘I was willing to put in the effort needed to complete the learning activities’ (4.29); ‘I was engaged in the learning experience in Second Life’ (3.71) and ‘The learning experiences were active and collaborative in Second Life’ (3.64) suggest the environment can provide engaging collaborative experiences for students. The next highest rating ‘I liked using Second Life as part of my course” (3.50) was interesting given the students’ rating of the criterion ‘I would take another course that used Second Life’ was much lower (2.79). This rating would appear to be an active reflection of respondents’ views, since reverse ratings were obtained in response to an alternative question included in the survey, which was worded negatively ‘I would avoid using classes using Second Life in the future’. Students rated this criterion as 3.21, with only 3 (21.4%) media arts students disagreeing (1 strongly disagree and 2 disagree), and all but one of the remaining students st rongly agreeing (21.4%) or agreeing 6 (42.9%) that they would avoid taking courses that use Second Life in the future. The one remaining student responded to this question with a neutral rating. This finding indicates that even though students in the main agreed that using Second Life in this course was worthwhile, they would not want to continue using Second Life as part of their studies in the future. Table 2: Effectiveness of learning activities in Second Life Statement (1=strongly disagree to 5=strongly agree) Mean Effectiveness of learning activities in Second Life The learning activities in Second Life required me to think critically I was engaged in the learning experience in Second Life Second Life was an enriching experience The learning experiences were active and collaborative in Second Life Using Second Life was fun and exciting I was willing to put in the effort needed to complete the learning activities I would take another course that used Second Life I would recommend that the instructor continue using Second Life I liked using Second Life as part of my course Average for all criteria 3.23 3.71 3.23 3.64 3.43 4.29 2.79 3.43 3.50 3.47 Students were also asked a series of questions relating to the adequacy of the preparation they were given and the supports available to them in Second Life. As shown in Table 3, the overall student rating for these criteria was 3.47, with the highest rating for the criterion relating to the clarity of the introductory explanations (3.57) and the lowest rating relating to how well the activity was organised in Second Life (2.50). Student responses to a series of open-ended questions about their experience in Second Life suggest that some of the technical limitations of the communication tools in Second Life impacted on the effectiveness of the medium for interaction in-world. Several students commented that since they were already communicating in ‘actual life’ the limitations of the chat tools made communication more difficult. One student noted that ‘it was exactly like using a chat room only more complex and complicated, just because it has more options doesn't mean it's better’. Conversely, another student suggested that ‘We didn't actually use Second Life much ourselves, but we did all enjoy it in the class when we all used Second Life together and generated some good interaction both in-program and in real life’ indicating that a blended learning approach has merit and is worthy of exploration. Several students commented on the need for more time to become acquainted with the environment as well as the technical demands in integrating the virtual with live theatre. As one student pointed out ‘We could have done with a lot more time learning about how Second Life worked, because there were a lot of problems to work out technically, as well as problems staging’. This is not a surprising response given, contrary to our expectations most students were not familiar with 3D virtual worlds or games prior to taking this course. The instability of the platform was a source of irritation for many students and no doubt impacted on their attitudes towards the experience. Typical comments such as ‘Being reliant on the internet made Second Life difficult to work with due to lag, glitches, etc, and many people became impatient’ highlight this frustration. On the other hand, some students recognised such challenges can provide useful learning experiences. As one student commented ‘I learned how many technical things will and can go wrong when using such a ‘glitchy’ program - so, in a way, kind of learning about "disaster recovery plans" for the theatre’. Other students were more specific in criticising the platform but noting the potential of mediatised performance, with one student commenting ‘It made me hate Second Life, but the idea of using computer generated media with live performance I found extremely fascinating. I would like to attempt it again with other forms of video games with more rehearsal time and technical set up time. It’s been quite an inspiration source’. Staff and students were in agreement about the lack of time for the activity. Apart from the technical demands imposed by the limitations of the Second Life platform, the nature of the mediatised performance with live actors and avatars created additional challenges. As the course coordinator explained, the natural tendency was for actors to move towards the projected avatar (i.e. downstage towards the scrim) but this only resulted in the actor disappearing out of the light. In reality, the actor needed to move sideways to appear to the audience as if they were moving toward the avatar. The coordinator also observed that it was very difficult for the actor to know what this visual relationship looked like from the auditorium. As a result, student actors were heavily reliant upon the staff in the auditorium for guidance and direction; more so than in a normal conventional actor /director relationship. Students echoed such challenges noting ‘it was almost impossible for the actors to know what it looked like from the audience, so it meant that the actors had to rely heavily on the director for guidance’ and as another student commented ‘it was also difficult to co-ordinate all of the smaller things such as performance qualities, the projection, timing and the various interactions between live and projected objects’. Despite these limitations, staff and students acknowledged the value of the learning experience and were able to identify strategies for addressing the identified difficulties in future offerings of the course. Clearly students need a longer period in the lead up to the performance activities to learn how to navigate the Second Life environment and use the Second Life communication tools more effectively. The need for more time for rehearsals was also noted by both staff and students. One student suggested that ‘we could possibly have filmed rehearsals and watched them back to be able to perfect the performance and we could have pre-recorded more of the Second Life projections more times and chosen the best ones’. The benefits of the experience despite the frustrations with Second Life as a platform were evident in several student responses. For example, one student suggested ‘I feel like if we maybe used a video game, like Super Mario or Super Nindendo, it could have been a lot easier to move the characters around. The Second Life avatars were quite ‘glitchy’ and difficult to work with from what i could see’. Another student commented that ‘I was able to see what technology was capable of to create a performance from a new perspective in a way I wasn't expecting- I'm pretty cluey with computers but learning to control the avatar proved more difficult than originally anticipated’. The overall benefit of the mediatised performance learning activity for students is perhaps best exemplified by one of the respondents who stated that ‘I learned a fair bit from using SL in this course because it was a bit different and it developed my experience and understanding of experimentation and the visual aspect of mediatisation in theatre’. Conclusion The course coordinator used mediatised performance environment as a research laboratory in which students were encouraged to engage with new technologies and consider how to stage them in relationship to the performer. As the coordinator explained, ‘Digital presence is taken as a given as the current dominant cultural presence in the arts and students are challenged to consider how live presence may negotiate digital presence within a theatrical environment’. Within this educational framework the stage is considered to be a ‘hypermedium’ because of the unique capacity of theatre is able to absorb other art forms and technologies while asserting its own authority. The staging of Second Life project within the Electronic Arts: Visual Theatre course played upon the liminal space between real and digital. The coordinator commented that part of this frisson between real and virtual worlds the performers embodied the stiffly programmed and somewhat uncoordinated gestures and movements of Second Life in order to appear as much as possible like an avatar. Similarly, as the coordinator explained, an object that could be replicated in both real and digital worlds such as the box served to cross over effectively between the two. The real balloon/ball gained its efficacy much like the performers for appearing to be digital. This was achieved by imitating the glow of a digital ball and for the ball’s puppeteer being hidden. In turn the performers’ gestures or actions that directly related to the virtual world aided this effect of integration; the flying action of the live performer not only embodied a Second Life gesture, but when performed within a moving Second Life landscape enabled the connection between the two. Finally, gestures that the avatars were programmed to enact and which the actors could physically react to also enhanced the sense of interaction. The cause and effect of the swinging tail of the T-Rex and subsequent ducking of the live performer and the games of rock paper scissors and passing the ball between performer and avatar all served to bring the real and digital together in a shared time/space continuum. There was a genuine interplay between performer and avatar resulting in a ‘mutual affect’ between these different media. In the coordinator’s opinion, the staging of Second Life gave the students an opportunity to transpose a virtual world into a theatrical setting. The students actively played between these two media in turn becoming intermedialists. Within the hypermedium of the theatre they were able to remediate the conventions of Second Life via their bodies and manipulation of objects. This experience, according to the coordinator, reflects a growing trend in performance pedagogy where technology and new ways of thinking about its applications are increasingly integrated into the curriculum. The trial of Second Life in the Electronic Arts: Visual Theatre course therefore demonstrated the potential of 3D worlds to engage students in collaborative performance activities that combine the live and the virtual. While it is likely that the technical issues did frustrate many students, the problem solving that arose from addressing the challenges clearly engaged some of the students who were then able to see the potential of mediatised performance despite the technical constraints of the Second Life platform. The observation that most students regarded the learning experience as worthwhile indicates that the learning objectives were achieved even though most students stated they would not like to undertake another course using Second Life. Given some of those students did suggest alternative platforms that might be used in future offerings, it would seem that the limitations of Second Life as an environment should not be regarded as a reflection of the possibilities afforded by 3D virtual world platforms in general. Notwithstanding the specific limitations of the platform identified by staff and students, the trial of the use of Second Life in this course did highlight several issues that can be addressed in future offerings of the course. It was apparent that students need more time to become familiarised with the 3D virtual world environment; one should not assume that students h ave any prior experience using such environments. Students also need more time to rehearse their performances and as one student noted, to also watch recordings of their rehearsals to be able to better reflect on changes they need to make in the final live performance. Many of the technical problems staff and students experienced in combining the virtual with live performance have been identified and strategies for addressing these limitations identified through a process of trial-and-error undertaken during the course. While this trial-anderror process reflects the nature of a research laboratory, not all students were resilient enough to cope with the technical frustrations they experienced. A better balance between engaging students in problem-solving and collaborative activities, and the challenges that arise in such an experimental laboratory can be achieved in future offerings now that many of the unexpected technical difficulties have been identified and addressed. The next offering of this course will occur as a combined workshop with UniSA and Coventry University in 2009. This planned learning opportunity will enable students to experience another important dimension of mediatised performance, which as Giannachi (2004) suggests, ‘challenges notions of locality and regionality as well as globality, and even renders the idea of art being in and about a location somewhat redundant’ (p. 11). Relevant References Auslander, P. (1999). Liveness: Performance in a mediatized culture. Routledge: London. Carlson, M. (2003). Video and stage space: Some European perspectives. In J. Tompkins (ed.) Modern Drama (Special Issue: Space and Geographies of the Theatre), XLVI (4). Dixon, S. (2007). Digital theater and scenic spectacle. In Digital Performance, pp. 335-361. Fewster ,R. (2008). Live media and the ‘alive’ actor. Retrieved 21 February 2009 from http://ses.library.usyd.edu.au/bitstream/2123/2549/1/ADSA2006_Fewster .pdf Giannachi, G. (2004). Virtual theatres : an introduction. London and New York: Routledge. Giesekam, G. (2007). Magic to Realism: European Pioneers. In Staging the Screen, pp. 27-50. Hoffman, K. (2006). Stage management for multimedia performance scenography. In Live Movies, pp. 149-155. Live Design. Retrieved 21 February 2009 from http://www.LiveDesignOnline.com Lavender, A. (2006). Mise en scene, hypermediacy and the sensorium. In Intermediality in Theatre and Performance, pp. 55-65. Lehmann, H-T. (2006). Media in postdramatic theatre, pp. 167-174. Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), pp. 1-6. White, G. (2006). New media scenography. In Live Movies, pp. 125-133. Publications Relating to this Case Study Fewster, R., Chafer and Wood, D. (forthcoming). Staging Second Life in real and virtual spaces. In G. Vincenti and J. Bramam (eds.) Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom, Hershey PA: IGI Global. Evaluation Tools Example of the online questionnaire students completed at the end of the course. Experiences using 3D virtual worlds such as Second Life in courses at UniSA Thank you for agreeing to participate in this survey. Data collected through this survey will be used to improve the quality of teaching and learning at UniSA and could also be used in external publications and presentations. Individual responses will remain confidential and no individuals will be identified. Demographic 1. What is your Program at UniSA? (Enter text into this box, maximum 2000 characters) 2. Age Range 3. Gender (Enter text into this box, maximum 2000 characters) Computer Us 4. How often do you use a computer at home? 5. How often do you use a computer at University? 6. How often do you use chat software / instant messenger (e.g. AOL, MSN, ICQ, etc)? 7. How often do you use social networking sites (e.g. Facebook, MySpace, Flickr.)? 8. How often do you use online multi-user computer games (e.g. World of Warcraft, Everquest, etc)? 9. How often do you use 3D online virtual worlds such as Second Life? 10. How often do you use social bookmarking sites? 11. How often do you use the computer to access podcasts / webcasts? Internet Access 12. Do you use a high speed connection to the Internet from home or dial-up? Second Life Student Survey 13. What communication tools did you use? None Second Life chat tool Second Life audio tool (Voice Over IP - VOIP) Tools outside of Second Life (discussion boards, chat, blog, etc) Other (explain in final comments) 14. How would you classify your performance in this course (i.e. grades)? Excellent Above Average Average Below Average Poor Other (explain in final comments) Social Presence (immediacy and intimacy) 15. I felt as if I was communicating with a real person in Second Life. 16. I was able to be expressive in Second Life. 17. I was comfortable interacting with other participants in Second Life. Engagement 18. I was engaged in the learning experience in Second Life. 19. Second Life was an enriching experience. 20. The learning experiences were active and collaborative in Second Life. 21. Using Second Life was fun and exciting. 22. I was willing to put in the effort needed to complete the learning activities in Second Life. 23. Second Life was a waste of time. Online Learning Community 24. The learning activity encouraged contact between myself and my classmates in Second Life. Satisfaction 25. I would take another course that used Second Life. 26. I would recommend that the instructor continue using Second Life. 27. I liked using Second Life as part of my course. 28. Participating in Second Life was a useful experience. 29. It was difficult to access Second Life. 30. Getting into Second Life was easy. 31. Technical support was available when I needed it in Second Life. 32. I would avoid classes using Second Life in the future. 33. I would not recommend this course to a friend. Learning 34. Second Life allowed me to better understand concepts. 35. Using Second Life helped me think more deeply about course material. 36. Second Life did not help my learning in the class. Online learning design (support, design, delivery, assessment) 37. The introductory explanations on how to use Second Life were clear. 38. The activity in Second Life was well-organized. 39. I understood all components of the activity in Second Life. 40. The instructions for Second Life were clear. 41. The activity offered opportunities for interaction and communication in Second Life. 42. The goals in Second Life were clearly defined. 43. I understood what was expected of me in Second Life. Open-Ended Questions 44. How did Second Life impact your communication and interaction with others in this course? (Enter text into this box, maximum 2000 characters) 45. How was using Second Life different than using tools in a Course Management System, like discussions or chat tools? (Enter text into this box, maximum 2000 characters) 46. What was one thing that you would change about your experience in Second Life? (Enter text into this box, maximum 2000 characters) 47. What was one thing that you liked about your experience in Second Life? (Enter text into this box, maximum 2000 characters) 48. How did Second Life impact your learning for this course? (Enter text into this box, maximum 2000 characters) 49. What were the challenges in staging Second Life in a theatrical context? (Enter text into this box, maximum 2000 characters) 50. How did you integrate the live performer with the avatar from Second Life? (Enter text into this box, maximum 2000 characters) 51. As a live performer what was it like interacting with an avatar from Second Life? (Enter text into this box, maximum 2000 characters) 52. Is there anything else you would like to share with us about your experience? (Enter text into this box, maximum 2000 characters) i The readings begin with the early integration of film into theatre by George Melies, move to the current liveness debate and whether theatrical presence has become absorbed by digital presence and develops to newer forms of thinking on this issue in the theories of post-dramatic theatre and intermediality. The readings also refer to industry approaches to staging new technologies. The readings include the following texts: Giesekam, Greg 2007, ‘Magic to Realism: European Pioneers’, in Staging the Screen, Chapter 1 pages 27-50; Auslander, Philip 1999 Liveness: Performance in a Mediatized culture, Routledge, London; Carlson, Marvin 2003, ‘Video and Stage Space: Some European Perspectives’, in Joanne Tompkins (editor) Modern Drama (Special Issue: Space and Geographies of the theatre), volume XLVI Number 4, Winter 2003; Dixon, Steve 2007, ‘Digital Theater and Scenic Spectacle’ in Digital Performance, Chapter 14 pages 335-361; Fewster ,Russell 2008, Live Media and the ‘Alive’Actor see http://ses.library.usyd.edu.au/bitstream/2123/2549/1/ADSA2006_Fewster.pdf ; Lavender Andy 2006, ‘Mise En Scene, Hypermediacy and the Sensorium’ in Intermediality in Theatre and Performance, pages 55-65; Lehmann, Hans-Thies 2006, ‘Media’ in Postdramatic Theatre, pages 167-174; White, Gail Scott 2006, ‘New Media Scenography’ in Live Movies, pages 125-133 and Hoffman Kira 2006, ‘Stage Management for Multimedia Performance’ Scenography’ in Live Movies, pages 149-155.; Live Design a Trade Journal available at http://www.LiveDesignOnline.com