Friday, April 14, 2017

Alex - Week 5 Photo

Week 5 - Lindenaire


This week I connected my credit card dropped 10 dollars and decided to go shopping



First thing I needed was some new gear.


and sadly learnt the hard way that just because you buy something doesnt mean its going to work properly (75 linden wasted)


This also led into to my normal clothes glitching out so now I needed new normal clothes.


I've realised that 90% of clothes are catered towards female avatars.


Anime style dress $160. I must admit changing into a female avatar makes the game feel a bit strange. I dont know when it happened I do feel some sort of connection to my avatar.

okay second life is really pervy.



This strangely makes me feel more uncomfortable than the soft core porn...


Even Pokemon is sexualised???


Also with a female avatar I was hit on 3 times in half an hour....



Eventually i found a revolution in my shopping needs. Apparently you can shop within the second life browser.



Pikachu ears ($35) starting to look pretty good


To end my shopping trip I thought id buy an entire avatar with clothing. It was meant to be a a full costume of a popular anime character.... HOWEVER i got totally ripped off and ended up buying a picture of what I thought I was buying... haha.. haha.. ha $500...

Ive come to the end of my second life adventure. I can honestly say I have been surprised, disappointed amazed and sadly ripped off. Its been a fun trip.

Thursday, April 13, 2017

Alex - Week Four Photo

Week Four: Exploring Second Life


This week I decided to go sight seeing in second life. Have a nice relaxing bike ride through the many worlds.



First area I decided to explore was a demolished city. However, upon arrival I found that it actually looked quite nice and not destroyed at all...

So I decided to indulge myself and cycle over to the lord the rings world of Galadriels mirror.


Which surprisingly seems to resemble ancient Egypt? complete with hieroglyphics and cat worship.


 
However, the door way did look pretty elvish.




Going through the door I was surprised to find Rivendell which looked surprisingly good. For a moment it felt like I was actually cycling through middle earth itself..






The next place I decided to visit was a Pokemon sim. At first I was dropped into some Pokemon store filled with a variety of stores selling virtual Pokemon ware.


After finally finding an exit I was surprised to find myself in a recreation of from what I can guess is Celadon city from the original pokemon series. Excited I decided to look around some more


Sadly that was the end of the sim.

Its amazing to see how far people have pushed second life and also how many people use second life to sell virtual goods.

Nia Week 5 - Literature Review

Real Life Access to 'Second Life" Worlds: The Potential, the Problems and the Possibilities for a Barrier-Free Future.
Web 2.0 has evolved dramatically with internet users collaborating, creating and sharing their experience using a variety of media platforms. With this rich variety of online tools and platforms it provides accessibility to some users with access to the Internet but not all. Moreover, the digital age allows opportunities for users with disabilities to transcend the limitations of real life in virtual spaces. This may sound positive, however it is important to note that there can be barriers insomuch as, “further disadvantage by way of social, physical, sensory and technological issues.” (Wood, 2009) 
According to Wood (2009), “…this study describes the potential of Web 2.0 as a narrative space for those who are isolated in real life, outlines the current accessibility problems imposed by Web 2.0 technologies and explores possible approaches for addressing the identified barriers to accessibility.”
This study was divided into three main sections related to accessibility, Web 1.0 sites, Web 2.0 applications and 3D Virtual Worlds. It is important to mention that there is a World Wide Web Consortium which is responsible for Web Content Accessibility Guidelines (WCAG). Wood (2009) uses this as somewhat a framework to distinguish the accessibility standard within each Web phenomenon.
The results determined Web 1.0 as having lower than anticipated accessibility standards within the WCAG guideline. Web 2.0 in comparison is satisfactory however with the changing facets of technologies on the Web and user-generated platforms, the accessibility standard must also change and meet this changing face of the Web. Finally, 3D Virtual Worlds presents to be particularly beneficial for users with disabilities such as the Second Life group ‘Wheelies’ that is created as a disability friendly environment. However, barriers in forms of sensory and cognitive impairment have yet to be accepted and continue deniability insofar as participation within Virtual Worlds.
Furthermore this study provides some solutions with accessibility, such as a universal design and a need for a design for all. As Wood (2009) explains this movement needs, “increasing awareness of the importance of equality of access to information services, the passing of legislation in various countries making accessibility of Web sites a legal requirement, and the establishment of The World Wide Web Consortium’s Web Accessibility Guidelines…using an inclusive or universal design approach.” It is not to say there is not any form of awareness or step towards this movement. This can be evident in YouTube caption option and Google’s varied services including audio indexing however for there to be governed protocol and format into full accessibility is yet to be produced and implemented.
As a discussion this study brings into light the need for a universal design for online accessibility for all. As Web 1.0 pointed out it transmitted some limitations that were evident in real life. Moving towards Web 2.0 the issue for full accessibility became aware and legislation and guidelines were implemented to support this notion. Furthermore, at present 3D Virtual Worlds have evolved dramatically and technologically which can prove to be limiting in itself for full accessibility however, as mentioned in this study this idea can be improved. This can be a challenge for the future however awaiting the future developments this study can provide some important insight into harnessing user-generated communities to empower this notion for full accessibility and create or recreate worlds that support this notion.
Reference
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. University of South Australia. (8). 6.

Wednesday, April 12, 2017

Nia Week 4 - Literature Review

Mapping virtual communities by their visual productions: The example of the Second Life Steampunk Community.

This study presents the idea of mapping communities within Virtual World, specifically Second Life Steampunk community. Steampunk can be defined as a genre usually construed as re-enactment of a fantastical whimsical Victorian era.
This study presents that the height of virtual spaces has developed dramatically and inevitably virtual communities constitute presence and internal communities to accommodate these spaces. Furthermore, Cristofari and Guitton (2014) suggests in order for these communities to endure, there is presence, structuring and maintenance. Therefore ‘markers’ of identity can be implemented and can therefore identify which community they belong to.

By using Second Life Steampunk community as a model for research. Cristofari and Guitton (2014) attempts to, “…show how visual and lexical clues are used to construct the identity of a given virtual community, and the varying degrees of proximity that exist between different communities, through the analysis of the visual presentation of community-generated artifacts, the lexicon used in artifact descriptions, as well as the visual landscape of related virtual city. Comparisons with five other virtual communities made it possible to map their relationships on a multi-dimensional continuum.”

The method used in this model involved less subjective visual characteristics of the Steampunk community and five other communities, which were Victorian, Vampire, Medieval, Gorean and Star Wars. Corpuses of 400 items were collected from Steampunk and 200 from each other community. These items were collected using ‘Most relevant’ function of the search engine under key words Steampunk, Victorian, vampire, medieval and gor, with maturity ratings restricted to ‘general’ and ‘moderate’. Furthermore this study focused on non-archetypal characteristics as it carried an aesthetic purpose.

The results in terms of visual aesthetics found to be a large number of decorative characteristics for the Steampunk community. In comparison to that of medieval, gorean and star wars communities, had simpler functional aesthetics with limited decorative aspects. Moreover, three characteristics were common throughout all communities, which were glass, decorated surfaces and wrought metal. In terms of mapping communities the results were determined as follows. This diagram “…displays the highest sum (13.13) and was therefore considered the most likely representation of the relationships between those six communities.”

The most important lexical clue found from this study was foremost technology (565 words, 29.8%). This lexical analysis also showed greater importance in words related to Science, Time, Travel and Adventure. 
To conclude Cristofari and Guitton (2014) demonstrates “…that a community may be constructed without relying on offline social clues. Instead it can rely on the collective constitution of a distinctive aesthetics, shared – and thus identified and understood – by all its members.” Evidently this analysis of visual material produced by members of communities provides strong insight into how members identify their own community, insofar as what they perceive as belonging to it. In other words, identification and self-identication are crucial to the constitution of online communities.

The limitations of this study determine that not all characteristics of virtual worlds can be analysed using this same model. The reason for this is because some MMORPG oriented Virtual Worlds form some constraints within its formation, which differs from Second Life that provides variation of building artifacts and environment customization.

Reference
Cristofari, C., & Guitton, M. J. (2014). Mapping virtual communities by their visual productions: The example of the second life Steampunk community. Computers In Human Behaviour, 41374-383. Doi: 10.1016/j.chb.2014.10.017

Tuesday, April 11, 2017

Alex - Week Three Photo

Week Three: Work and Romance



After hearing about one of my classmates having found a girlfriend in second I decided to have a look into the second life dating scene myself. Not knowing what to expect I had a couple of beers waited till 3am when more people would be on and dived in.

Going into the destination of sweet heart clubs I may have broken the record for fastest ejection from the world. As soon as I biked in it everyone was (surprisingly) not impressed by my sweet wheels.





Seeing that my sick wheels wouldn’t be enough to get any attention I decided to change outfits.





Looking back this probably wasn’t a good idea and sadly I was immediately kicked from the world.



  




Which lead to me being stranded in the ocean.
However, after a quick change and apology I was allowed to return.







The scenery combined with the music makes the world really elegant. The dress code does add to this affect and after having a proper look around and talking to some of the other people I began to feel a bit guilty about the way I acted before. Its obvious people put a lot of time into making and maintaining the atmosphere of this place.




Now that I had had some fun it was time to move on to some serious work.



After a quick cycle I found myself in the drive through ESL School of English. Interestingly the school seems to provide help on how to navigating and using second itself.





I wanted to look around further but sadly magic force field stopped me 




Alex - Week Two Photo


This week I thought it would be a good idea to try build something in second life. It didn’t seem too hard to do and loads of other content creators build amazing things so I thought I would join them.





After about an hour of solid work of building and using scrips I finally made a house. If you thought it was the above house bless your heart as I wish it looked like that. Sadly, my house looked like this…



Yes, that’s the house I built. After an hour of work I had built a pretty much a box. The biggest problem i faced was judging thickness of the walls and also trying to put them so that it looked joined




I feel as if second life wasn’t exactly meant for building. Through further study I found that there are external programs people use to build things in second life. So I do feel a little better about my attempt at building.




I must admit the scripting part did let me feel like a hacker and is probably the most advanced coding ill ever do in life (sadly)

In conclusion building in second life is hard and i really dont want to try it again. I had plans to visit other places and learn more about second life building but my house was so bad it made me rage quit.

Building in second life scores
Difficulty: 4/5
Fun: 3/5
Outcome: 0/5





Alex - Week One Photo

Week 1: Introduction to SL



So, apparently second life is a game that isn’t a game that’s kind of like a game. It looks like a 2000 mmo but without and objectives and seems really really REALLLY plain. First, we picked an avatar.







I picked this generic guy in a suit because I liked the red tie and because the suit does look pretty badass. I must admit I was really really sceptical at this point. The game? Itself looks terrible and doesn’t play very well either. However, I persevered.



    
It wasn’t until we came to freebie galaxy that I realised how massive second life is. Levels upon levels of free goods to customise your avatar. It was here I realised that second life isn’t a game it’s a universe. I spent a long time within freebie galaxy considering how I wanted to look until I came across the perfect item.



A bmx bike. This changed my whole perspective of second life. This is the only accessory I would ever need.


The bike also lets me do sick as moves.








Next place I visited was Hiroba Japan. I was surpised at how stunning the visuals looked. Its actually quite striking. However, I can never find anyone to talk to. It’s getting quite lonely in the second life world. I think I will need to look for company.





I headed down to the helping having. A featured world for noobs. Here I actually talked to some friendly people who showed me around and helped me out.

Second life doesn’t seem as bad as I first thought. It has definitely caught my interest and I look forward to exploring it more.