Measuring Success of Virtual Spaces

Baseball Park in WinterIn order to reach a valid conclusion about the success of a virtual space, we need to understand the reason that space was created. If someone knew nothing about baseball and visited the large barren, snow-covered baseball complex near me that no one has entered for the last 7 months because it has barricades across the drive, they would say what a waste of space. Why would anyone spend millions of dollars to create that? But isn’t this the same conclusion people are making when they decide sites in Second Life and other virtual worlds have failed because they don’t see people there 24/7?

Instead of analyzing success based on the site’s ability to perform its function, they are basing success on the same method used to analyze Web site performance – by site visits and page views. But this is not the correct method by which to measure success of a virtual world.

It is important to understand that virtual spaces are not just static Web pages; instead, just like the baseball park, they are spaces built to perform some function. We have a local government group, MuniGov, that meets on a regular basis in the virtual world of Second Life.MuniGov Meeting If you visited our site, there would most likely be a group of people there only during our meeting times. The site also serves as an area of exploration in the use of this technology. Has the site been successful? A quick random visit will not give you this information. Instead you would have to attend a meeting and talk to members. By doing so you would find that our site has allowed many people to learn and better understand this technology. It has also allowed us to share ideas and practices for improving our job performance. And several of our members have been awarded grants to pursue research and learning of government-related issues using this technology. These efforts enhance and improve delivery of real government services. Could this be considered a successful use of the space? Yes, and this is only one example from our group’s use of virtual worlds.

The other challenge in establishing a true measurement of success in virtual worlds is developing a good general view of 3D communities. And to achieve this understanding, people must adjust their perception of spaces. This is not easy because it takes more than one visit into a virtual world to allow this to happen. I was reminded of this recently when I talked to someone who had only visited Second Life for a few hours. This beginning experience is not intuitive or comfortable. It’s easy for people to decide they don’t like this feeling and then never return. But most worthwhile, life-changing efforts begin the same way. And we only reap the benefits if we have motivation to push past the discomfort. In the end, only people who have made the transition and become familiar with these spaces can really understand what is happening there.

The bottom line is being able to analyze the success of a virtual space is more complex than showing up, seeing no one around, and deciding the site is a failure. The longer I spend time in virtual spaces, the more analogies I see to our offline world. Which makes sense; both are built and used by the same people. But because of this, we need to quit relying on articles and blog posts to analyze our 3D worlds. Instead, we should follow our offline examples and develop comprehensive virtual plans and studies modeled after the same process of analysis we have for community plans. It’s how we’ve been measuring for years the importance and vibrancy of places where we live and hang out so why aren’t we using this approach for 3D places?

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Virtual Cemetery Update

While exploring the virtual grid for government-related sites, I stumbled across a virtual graveyard on the Prince Edward County (Ontario) island in Second Life. And while Second Life has several interesting cemeteries this one caught my attention because the builders had loaded some of the stones with historic narratives from the Prince Edward County area. Thinking about my previous cemetery post, I decided to load a quick update on the topic. Here is a photo of me standing near one of these stones as I listen to the tale of shipwrecks and dangerous vortexes.

Pam Renoir at Prince Edward County Graveyard
Pam Renoir at Prince Edward County Graveyard

The site was developed by the Virtual World Design Centre of Loyalist College. The Centre’s managing director, Kenny Hubble (Second Life name), was not online during my visit, or I would have asked him more about the build. If you are interested in using virtual technologies for teaching or tourism or even virtual cemeteries, I would highly recommend contacting Kenny in Second Life. Or if you want to just check out the cemetery for yourself, you can click this SLURL (you will need a free Second Life account to visit):
http://slurl.com/secondlife/Prince%20Edward%20County/179/161/33

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Virtual Cemeteries

Managing a public cemetery is just one of the many tasks handled by a public works department. Typically we take care of cutting grass, repairing monuments, paving/plowing roads, removing leaves, burying people, selling lots, and handling the documentation and requests for grave locations. Little has changed over the years in how these duties are administered. But now, new tools like mobile devices, virtual worlds, and augmented reality offer us the ability to enhance delivery of some of these services.

Augmented reality (AR), or overlaying a computer generated image onto the real environment, is now available with the use of a mobile device like the iPhone. So how can this be used in the cemetery?

First let’s see how the City of Manor, Texas, used AR to created a Christmas greeting with the help of Muzar.org: http://www.flickr.com/photos/cityofmanor/4203935446/

Applying this concept to cemeteries, cities could contract with organizations like muzar.org to allow people to post digital content for their loved ones grave site. This content could be images of the loved one or family or even the home in which they lived. As a genealogist, I could also see the benefit of displaying documents related to the person’s life. Perhaps eventually people would be offered the chance to save this digital information for their own family history files.

At some point perhaps AR could also allow us to input a loved ones name while standing in the cemetery and have a virtual path displayed on the ground leading us to the grave. This technology could also allow the city to arrange for unsold lots to display a certain color when a person scans the cemetery with a mobile device.

The city of Manor is also using QR codes – here is an example of their use in a city park: http://www.flickr.com/photos/cityofmanor/2780890639/. Cities could use these codes in the cemetery to convey information. The codes could be placed on or near the graves or on maps printed out from a city Website or distributed at the cemetery. Then visitors to the cemetery could access the code once they are in the cemetery. These codes could link to information posted by the family, to information held by the city about that gravesite, or even at some point to information about the person on sites like Ancestry.com.

Finally something I have not yet seen but wonder at its application is the use of virtual worlds. If a cemetery was recreated in a 3-D application such as Second Life, a person could virtually visit the cemetery. This technology also allows for people to attach information, images, and video. I also wonder if someday we will be able to link our avatar’s movements to our own. Then while standing in the real cemetery we could access the virtual cemetery on our mobile device and walk our avatar to the virtual grave while we walk to the real one. This would allow us to experience whatever was placed at the virtual grave while we are standing at the real grave.

As an add-on: @RogerSmolski passed along a link to an interesting post about the use of QR codes in cemeteries in Japan: QR Code from The Grave

Also I am trying to add at the end of each post a disclaimer indicating that the opinions expressed here are my own and are not meant in any way to reflect those of my employer.

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MuniGovCon09 – A Virtual Conference for Government

Yesterday the MuniGov group held the first virtual conference for government in Second Life. This event was the result of about five months of planning and hours of volunteer work by members of the group. Registrations for the event totaled 166 people representing all levels of government from the U.S., Canada, and other countries along with some vendors. In the end, the number of people who actually attended and stayed throughout the day averaged about 77.

Panelists also represented local, state, and federal levels. Their presentations covered government use of wikis, virtual worlds, Facebook, Twitter, and other social media tools. Discussion and questions touched on implementation, policy, and legal challenges. One of the MuniGov members taped the conference so the entire video will eventually be online for anyone interested in viewing the event.

Because people will be able to view the conference for themselves, I wanted to highlight some of the observations and issues not covered by the actual presentations. By doing so, I hope to give people a better idea of what to expect from a virtual conference along with hopefully encouraging others to try attending one in the future.

One exciting aspect of this event was the fact that the majority of the people attending were either learning to use Second Life for the first time or had only visited this virtual space a limited number of times. Because of this, several MuniGov members dedicated time to offer orientations for newer members during the months leading up to the conference. These orientations focused on the initial skills needed to move and communicate in a virtual world. Topics covered walking, flying, teleporting, talking, chatting, using IM, and altering their avatar’s appearance.

Another decision that had to be made early on was where to hold the actual conference. Our normal meeting area can only comfortably accommodate about 60 people or so. Fortunately Paulette Robinson with the National Defense University offered us the use of her agency’s island in Second Life. This center could hold about 200 avatars.

Because everyone was so new, there were some issues at the beginning with making sure everyone could hear and that their own speakers were muted or turned off during presentations. This took some time and for future events, someone advised setting aside time prior to the event for troubleshooting communication issues.

After the conference, people were encouraged to visit the MuniGov area where we regularly meet on Wednesday nights. There we had vendors exhibiting in virtual booths representing the first virtual trade show for government. We had also set up typical Second Life type amenities such as water slides and games to showcase how avatars can interact with virtual objects and how these objects can emulate real life. People could also visit the “govpods” or virtual offices members have set up to represent their agencies.

Overall, everyone seemed pleased with the conference. The cost savings to offer this event virtually rather than in a more traditional venue was about $1500 per person. People could attend from their offices or homes, and many had others in the room with them so actual attendance was probably more than the average 77 avatars in the Second Life space. And most importantly everyone attending had the opportunity to interact with other government professionals from all levels of government. They could also meet with representatives from companies serving government. CDWG, Microsoft, ActiveGovernment, Municibid and Earth911, all had virtual booths at the MuniGov Center.

Of course, because the event was held in Second Life, there were the typical amusing extras that you just don’t get at a regular conference. From Alan parachuting into the MuniGov area at the end to his sitting on the rotating trade show sign while we all networked. And I don’t think I will ever forget one presenter who paused during her presentation to “put us on hold” to take a call from her boss. That could only have been done within this type of venue.

Thanks to everyone – it truly was a monumental and memorable experience that I hope is just the beginning. Below is a scrapbook I made of the event:

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Civil Engineering in the Virtual World

For the past two years, I have been exploring Second Life as a potential tool for civil engineers, public works professionals, and local government. Now, thanks to Silverwing Benoir, a friend of mine from Second Life, I will have the opportunity to present what I have discovered, try to offer some insight into future applications, and hopefully generate some interesting discussion. If anyone is interested in attending this talk, titled Simulating Civil Engineering Projects in Virtual Worlds, it will be held in Second Life at noon (EST), Monday, Dec. 29, 2008. You can register for the presentation for free at the Value-Train Website.

FLSmidth Cement Plant in Second Life
FLSmidth Cement Plant in Second Life

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JISC Releases Serious Virtual Worlds

Virtual worlds are still fairly new to most, and many still view them as games. But there is a growing realization that virtual worlds can offer real value to businesses, government agencies, and educational institutions. A report recently released by JISC presents a comprehensive study of how virtual worlds are being used to enhance learning and training in many industries and institutions. Serious Virtual Worlds presents background information, case studies, glossary, and other resources offering a good read for anyone who has wondered about just what is seriously going on at the moment in virtual worlds.

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