Our CTU Week 9 class activity explored scenes that render at the touch of an object, a Second Life tour HUD, and how to complete the socio-technical innovation projects.
As the class began, we tested rezzing the Mahjong tiles on this game table in SL. We also removed and rezzed the island's castle within 10 seconds, showing the speed and power of larger virtual world rezzers and visited a variety of context-sensitive scenes that appeared around us.
If you missed class, be sure to visit and pick up your copy of the Touring Second Life folder. Inside are two notecards, one that organizes a set of landmarks and the other features touring information and a copy of the Boracay Hitchhiker's Guide to SL Heads-up Display (HUD) device. The HUD is included both in the folder and on the touring notecard.
While we were wearing the HUD and testing its interface, I quickly demonstrated how to create a similar prototype and link it.
During our socio-technical project discussion, we explored space travel and hovercraft vehicles as project topics. Both topics may require long-range projections beyond our 10-15 years for non-research topics and 15-30 years for topics within our research areas.
For space travel, the ideas ranged from exploration to a trucking system in space. Naturally, that led to a review of the technological, social, cultural, financial and political influences that need to be considered.
Related technologies may also be needed, such as a mid-air traffic control system for hovercraft vehicles. While it is challenging to consider everything that will be needed, discuss the influences and how they may impact success within the socio-technical plan.
The projects need to include 2-3 models that analyze it and address risk. For Second Life prototypes, one is sufficient. Types of models for the projects include physical (in SL), analogue (on paper or in SL), mathematical and schematic.
During the second class session, we explored a variety of prototypes and particle emitters for project ideas from the residency session, including the diagnostic and treatment medical system.
How will it look, how confident will we feel using it and how will we get feedback from it? Aside from technological capability, how secure, safe and ethical will this system be?
While we will not be able to address every contingency, as we explore an uncertain future, keep in mind the influences that support and hinder your innovation plan.
Next week, we will continue our discussion of the socio-technical innovation plan and summarize the course content. If you plan to design a project prototype in Second Life, contact me for design ideas, textures and scripts.
If you want to hold a graduation ceremony in Second Life during the last week of class, let me know.
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