Tuesday, May 6, 2008

Task 6

Task 6
Posted for Group C by Anna Hesselberg
May 6, 2008
COM370

After vigorous research, we the Synergizing Quakers are proposing that Carroll College Student Organizations implement the virtual world technology of Second Life into their programs by the year 2010. We have found that regardless of your choice of theory behind media adaption, there are many reasons for the Student Organizations to take part in Second Life technology.

First of all, there are the media characteristics. Second Life offers a rich assortment of communication media, whether it be its built in instant messaging system, audio communication, and even visual cues through individuals' avatars. This allows the user to overcome the primary barriers of computer mediated communication as these visual cues and expressions are available to dispel any unintended connotations/interpretations. Because it is so rich, Second Life is often used synchronously, engrossing the users' complete attention which also leads to a better sense of immediacy as multitasking is not occurring. Participants are immersed in a 3-D virtual world where they can travel about, form their own societies, participate in discussions or activities, etc.
The posted media capabilities also allow information sharing via rich video and/or interactive pieces whether an actual person is available to share it or not.

Next, there is the social information model. College students are well known for being strong technological adaptors, a fact recently proven by the incredible integration of Facebook in the college community. Second life is looked upon by college students as "hip" and new, and most would be willing to at least give it a try –if only to see what the fuss is about.

Lastly, there is what has been termed the "Dual-Capacity" model by Miller (2006). This theory proposes that organizations adopt media not only for their "data carrying" capacity, but for their "symbol carrying" capacity as well. By implementing Second Life, Carroll College would be giving the image of a technically advanced campus that is able to train its students on the technology of the future. Students too would benefit by being able to list their Second Life experience on their resume, showing their employers that they are open to using virtual communication –something that is only going to get more and more popular as we progress further into the age of a global economy.

The first step of implementation would be to make sure all campus computers not only have the Second Life software downloaded, but also meet its technical requirements. Having easy access to Second Life throughout the campus is necessary in order for students to get involved, and it also needs to run smoothly and efficiently. The next step to would be to overcome any learning curves as while the technology does provide its own training sessions –it is still always helpful to have a real, live person to cry to when it comes to computers. The most efficient means of doing this would be to include an introduction to Second Life within the First Year Seminar course that is required of all students and is used to teach not only reading and writing material, but also how to make the most of Carroll's technological capabilities. By including Second Life as a staple of this course's curriculum, students can get set up and acclimated to the virtual world with more guidance and assistance rather than trying it out on their own –helping them have a better experience so that they will be willing to use the technology throughout college and into their professional careers.

Once these steps have been completed, Second Life would have the potential of being a great benefit to Carroll's student organizations. “The popularity of virtual communities reflects the fact that individuals are using new technologies, such as the internet, to fulfill both social and economic goals.” (Porter, 2004). With over fifty different student clubs on campus, having a virtual meeting spots for organization members would make holding meeting and events efficient and easy for those involved, and would be an encouragement for the large percentage of the student population that lives off campus. In addition, student organizations could use Second Life to host lectures, panel discussions or even concerts with professionals from all over the world without having to pay for travel costs. Also, by having a presence in second life, student organizations would be able to better recommend themselves to potential Carroll Students and/or employers, marketing themselves people outside of Carroll's small campus. It would also provide members the ability to discuss shared interests, develop social relations, and allow themselves to explore new identities in a virtual world.

Works Cited:
Miller, K. (2006). Organizational communication: Approached and process (4th ed.). Belmont, CA: Wadsworth.

Porter, C. E., (2004). A typology of virtual communities: A multi-disciplinary foundation for future research. Journal of Computer-Mediated Communication, 10(1), Article 3.

Monday, May 5, 2008

Part 7

Virtual worlds, such as Second Life, have many professional implications as well. Because it can be completely self-paced, it’s great for tutorials, training, and the development of skills. This can be very valuable for businesses as well as job seekers looking to add and develop new talents and experiences. It’s also a useful tool with presentations, panels, and discussions. Professionals are able to meet virtually with accommodation to busy schedules and cross-continental members. In addition, productions would be able to test out new product designs. A virtual prototype would be able to be designed and user-tested. Members of these virtual worlds would be able to give their feedback and provide valuable market research. Other businesses that may benefit include architectural design, modeling, interior design, and urban planning.
Also, a person might exercise a second language in a virtual world. It’d be able to give written as well as verbal communication practice. This allows for cultures to connect effortlessly, giving a whole cultural immersion. Besides, language barriers, virtual worlds also allow for cultural exchange and virtual tourism. Thought it may be purely virtual, the essence of a society can still be represented.
Everyone is capable of benefiting from these societal implications. At times, there’s a divide between technological ability and comfort. However, the aptitude to adopt such technology is there if the user is willing to learn. Informing people about the social and professional benefits will encourage them and provide interest.

Aside from the benefits of implementing second life into businesses, second life is a great recreational tool as well. Flying around space, meeting people from other countries, getting a house at twenty-on, all seems like a dream. However it isn’t. Virtual worlds have created new opportunities for people to become someone other than the person they are at their nine to five. Creating an account in second life helps create an anonymous new you, or avatar should we say. Besides having the ability to sit in your sweatpants, on a Tuesday night in Wisconsin, and go to the Aftershock night club in San Francisco, Second life has a lot more to offer for an avatars social life. Given our social debut to second life we had the opportunity to see what this new virtual craze was all about, and why people might prefer it to meeting new people in person.

In the Module 6 article by Jackson, it explains the optimistic hopes for information technology, explaining that the internet will hopefully facilitate a more equitable distribution of social, economic and political goods and services.” (p.142). Joining the mainstream virtual world of Second Life individuals have the ability to become more social under their anonymous identity and become a part of a virtual society. Not having the social anxiety of meeting someone in person, socializing in a virtual community or group creates a less stressful environment. Second life allows people to interact and communicate through chatting with people across the world, for free. Having the ability to fly around a digital world, visit the apple store, check up on the news, or even go to the extent of visiting an exotic club, second life can cater to any individual, or avatar. Moreover, the use of Linden Dollars is available to buy land, houses, clothes and so forth. The more comfortable people become using the internet and virtual worlds such as second life, the higher the possibility of a “digital divide” disappearing. The international Linden Lab creation of second life gives individuals an outlet from their normal lives, but they can still live a highly social life online.

Despite Jackson’s findings that the use of internet amongst different races and genders (primarily African Americans and Women) with low incomes showed a similar low usage amongst African Americans as well as European Americans, that held similar levels of education as well as income. There are roughly thirteen million accounts as of March 2008.

Second life has the ability to benefit organizations as well as fit into peoples everyday lives for fun. The avatar alter-ego is a fun new way to meet people and see new places, all in the comfort of your home.