OpenSim is making headway as a viable alternative to Second Life. About 98% of the functionality of Second Life is present in OpenSim. The remaining 2% primarily deals with vehicle physics. Although it is still considered “alpha” software, OpenSim hosting is sold, and teachers, students, and businesses are taking advantage. The alpha status reflects more on the rapidly changing nature of the virtual world market, than the stability of the software itself. Microsoft and IBM have some backing in it. Intel operates its ScienceSim experiments with OpenSim, and has made headway in providing models for ubiquitous shareable content and massive user connections.
There are definitely some measures being taken to address educators’ needs. The Jokaydia and 3rd Rock Grids have been around for several years, and they are largely education-oriented. Last year, Firesabre launched its own Starlight Grid, which provides private hosting for educators. And Kitely is starting to establish itself as the premiere third-party choice for educators, and provides the option for making user-created regions private. However, as hypergridding becomes more stable and common, this can be the vehicle to unite different grids into a single education-related hypergrid. The common “education hypergrid” should blend the most relevant content for students and teachers into a singularly accessible virtual space. There should never be any reason for a teacher or student to log out of their viewer and log back into another grid with a whole new avatar. But we need to think about how to make such a hypergrid suitable for students, especially K-12 since there’s often a litany of additional laws and policies governing online interactions and access for them.
A few thoughts and ideas come to mind:
- It is more productive to include students rather than solely use teachers to create content. Many teachers already do this, since with their often beyond-full-time jobs they simply don’t have the time to both learn the skills needed for building in a virtual world, and actually construct the content alone. We should use the skills of the young tech-savvy generation, and develop constructionist class projects that appeal to our students.
- Activities should directly tie in with the curriculum. This is rather obvious, but it would be useful if virtual world activities were tagged with the relevant standards and/or objectives they address. This way, others in the same state, province, or country can find relevant material, without having to wonder if it actually addresses the necessary learning content or is just another topical sim.
- To address safety issues, different approaches have been taken. I mentioned above how FireSabre and Kitely provide private regions. For educators, they don’t want inappropriate content to drift in, or outside trolls to visit the region and cause havoc while students are using it. While securing a sim for exclusive private access is well-intentioned, they miss out on the community-produced educational content. Whether this is on Second Life, OSGrid, or any other virtual world system, a significant strength of the virtual world is in its shared content. We should avoid having to recreate the wheel each time.
- One solution could be to script a session monitor. Those who wish to join the education hypergrid can be required to place a script inside each region which connects to a server and monitors participants. Teachers who wish to use a particular region (or group of regions) for learning but are worried about others coming in and disrupting the class can reserve a session, and either enter their students’ avatar names, or have the students sign up themselves. The script would monitor anyone entering or currently in the region and kick out anyone not registered for the session. A publicly viewable calendar in the regions and on the web would let others know what time slots are open.
- We need to provide a venue for coordinating with educators and organizations who are considering investing actual time or money in the development of a sim. If similar goals and objectives can be identified, pooling resources together may help alleviate the burden for all parties involved.
One solution to the problem of inappropriate content and the ability to provide a safe gateway to Second Life for students 16+ may be to build a custom viewer that uses whitelists. Ideally based on Viewer 2/3 (e.g. Kokua and Firestorm are two viewers being developed off this branch), it would access a server-maintained whitelist of regions appropriate for students. Anything not on the whitelist would not be accessible from the viewer. This can cross over to OpenSim as well. Though some regions on different grids may be “education-appropriate” and suitable to be hyperlinked to, other regions may not be. A mechanism in the viewer could prevent teleporting to regions that aren’t specifically part of the education hypergrid. This doesn’t prevent the usage of other viewers from bypassing these client security measures, but it’s still one measure that could help, and may meet the security policies of many schools and districts. Another option is to implement a teleport-restricting module on the server side so it limits access to educational regions, but since OpenSim is still in alpha, requiring it be included in all upgrades may be inconducive, unless a separate fork of OpenSim is made (much like OSGrid or Diva Distro).
- When appropriate, content should be Creative Commons-licensed. This isn’t entirely necessary, and I believe there is tremendous value in reinforcing the commercial OpenSim goods market. But any CC content could be provided as OARs and IARs (compressed archives of OpenSim content), so it can be installed on private servers. Direct links to OARs and IARs should be posted inside the regions themselves, when possible.
- We should create an open, zero-cost (for the end user) conference region. This can be accessed from anywhere in the hypergrid, and can be reserved for school events or professional development as needed.
Hopefully I’m not too far off base with some of these thoughts. I believe as we move forward it will become increasingly important to standardize how educational simulations are maintained so they can meet the policies and safety standards of most school systems.
This article was reprinted in Hypergrid Business.
I’m close to finishing an underwater simulation in OpenSim to help teach students about marine biology. I’ve been working on it for a couple weeks now, and it’s been interesting and fun to create. In this sim, students become underwater explorers. They board a submarine and take a trip to an underwater lab, which contains a classroom, observation rooms, and exhibits about marine life.
There’s two missions students will undergo. The first is to explore the ocean. After an orientation, students put on a deep sea diving suit and go out and walk around on the ocean floor, and participate in a scavenger hunt to locate, identify, and photograph different biological specimens using the viewer’s snapshot tool. The second mission involves the students creating their own posters about marine wildlife which are then added to the virtual world for the benefit of future visitors. Adventurous students may even be given the ability to texturize, script, and build their own undersea animals. This way, the sim will continue to build on itself as more students use it, and later visitors will enjoy the effort students have put into it. Since I hope to use this Underwater Observatory as part of a larger virtual world system in our school district at a later date, I believe it’s important to use a constructionist approach when designing our educational sims, where students are the main content creators rather than the teachers. Our teachers don’t have the time to create elaborate regions, so we need to encourage students to “Leave it better than you found it!”
The amazing thing is most of this has been created with freebies. OpenSim has a constantly growing repertoire of good, free content available on the web, which I was able to use. For example, the undersea building itself was created with Tube City. Much of the plant life and some furniture is from Linda Kellie’s collection, and some other components are taken from Universal Campus. There are other pieces from OpenSim Creations, too, and a lot of the details I created myself, such as the lights, the diving suit, the fish swimming around, and the squid. There are some other little easter eggs as well, such as a treasure chest and a shipwreck which the students may come across, and the squid will [harmlessly] follow around anyone who comes within 20 meters.
I’ve been trying to get Ferd Frederix’s blue whale to work in OpenSim, too, but have been having limited success. Apparently sculpties can’t use the llMoveToTarget() function in OpenSim yet. But normally this would be one of the other reasons OpenSim is such a great choice as an educational virtual world: there are thousands of free LSL scripts for Second Life, and most of them work quite well in OpenSim. Since teachers and students may not have the time to become master scripters, there’s often a script for anything they need that they can just “plug in” to what they create. There’s also plenty of tutorials to help those interested learn how to do it.
There’s still a few things I want to add, and I’d like to fill out more of the rooms because some of them feel a little empty. I still haven’t created a decent submarine to take students to the lab. I was originally going to use Garry’s Beaumont’s fantastic Submarine Nebuchadnezzar, but I’m taking a crack at building my own. Vehicle support is limited in OpenSim due to the physics engine, but I think I can come up with something that works decently enough.
As soon as the sim is finished, I’ll post the OAR files for download here.
UPDATE: 2012-02-27 – I’ve thrown up a few more photos of the work, including the vehicles created for the sim. The Deep Sea ATV is quite fun, but needs a more open space to really go wild. To reach the observatory I ended up deciding to give each student their own “personal submarine” that works as an attachable vehicle, rather than a single giant submarine to take everyone there. I did this for a couple reasons. Although I’m packaging this sim as one region, for my own usage I’m going to plan on everyone traveling across a couple underwater regions to get to the observatory. Physical vehicles can’t cross regions, and I don’t want to force megaregions on the OAR, so an attachable vehicle was the best solution. Crossing multiple regions to get to the sim will help make the descent a little longer to build the anticipation, and help mask the fact I had to raise the sim’s water level higher than the rest of the grid. Plus it’ll be cool to see a fleet of mini-submarines swimming around.
I’m extremely close to being finished now, and have just a few things left to accomplish: Making sure my jellyfishes and squid stay within their boundaries, figuring out why my jellyfishes keep falling (even though their buoyancy should be set to keep them afloat), preventing the squid from flopping around wildly whenever it follows an avatar, and adding videos and informational material to the kiosks in the lobby.
I’m currently working on re-encoding all the videos on WeberTube, Weber School District’s media-sharing site. As mobile devices become more and more common in our schools, it is becoming increasingly necessary to accommodate them. I’ve been wanting to do this for awhile, so it’s exciting to get to work on it now. One problem with Apple devices such as the iPhone and iPad is that they don’t support Flash video (FLV), which is what WeberTube currently uses. So we’re converting them to H.264/AAC MP4s, which will allow them to be played on pretty much any device.
At first I tried to recompile mencoder to do this. Mencoder is the Linux program that WeberTube uses now to convert any video that gets uploaded to FLV format. It needed some reconfiguration to allow H.264/AAC videos, namely the x264 and FAAC libraries. However, no matter how much I tried, I couldn’t get the audio to work. So after wrestling with compile errors, I switched to ffmpeg, compiling it with the H.264/AAC support. Everything so far is working great, except for a few audio/video sync problems, but I’m confident I can get those resolved. Even after we deploy the WeberTube updates, it’ll be a process of tweaking and re-tweaking the settings until we feel good about the balance of video quality to filesize.
Now we just need to back-convert all the 5500+ videos on WeberTube.