Wednesday, July 28, 2010

Module 4 Second Life




Many technologies become disruptive merely because they cross a tipping point in price or performance or dramatically increase accessibility and/or capabilities relative to the incumbent technologies (Thornburg, 2009). An example or method of disruptive technology is the way individuals communicate today. Communication, within a large environment, consisted of word of mouth, Alexandra Graham Bell’s telephone, cell phones, emails, and now the great world of social networking. Humans now have the instant access to connect to others, present their emotions, follow individuals electronically, and chat to multiple individuals at one time.

In the world of Second Life, a rich network connects innovators and their ideas to help each other create better products (Rosedale, 2007). Second Life displays the human’s fantasy ideas and goals. According to Rosedale (2008), virtual worlds allow us to reinvent ourselves and they contain anything and everything, and probably anything could happen there. An example of Second Life is the World of WarCraft. World of WarCraft allow people, around the world, to connect and battle amongst each other and world.

Technology and, more generally, knowledge are diffusing today at an unprecedented rate along pathways limited only by the global reach of the Internet (Thornburg, 2009). I personally feel that Second Life will have more time to accomplish its goal of acceptance before a new technology replaces it. Second Life has not overcame its jitters or knocked out the rust of the system. With the introduction of new technologies like 3-D voice, which will let SL residents speak to each other, and Web integration, the virtual lab, with its low costs and cross-fertilizing possibilities, becomes an ever more attractive alternative to old-fashioned reality (Rosedale, 2007). Once people learn the ropes and the unlimited boundaries, Second Life will submerge. It is going to stir the Human Society to its roots by challenging the existing logic, motions, transactions, inter-relationships, and interactions in ordinary human life in most confounding ways (KulKami, 2007).

Educational environments that mix real and virtual instruments and places will enrich the learning experiences of the school children (Cerf, 2007). Students can feel connected to the distant class mates, create animated experiences, and have more involvement in their education.

Additional Information:

Second Life in Education http://www.csmonitor.com/2006/1005/p13s02-legn.html

Sources:

Cerf, V.G. (2007). The disruptive powers of networks. Retrieved on July 26, 2010 from: http://www.forbes.com/free_forbes/2007/0507/058.html

Kulkami, G. (2007). How second life is a disruptive idea? Retrieved on July 26, 2010 from: http://ganeshayan.blogspot.com/2007/05/how-second-life-is-disruptive-idea.html

Rosedale, P. (2007). Alter egos. Retrieved on July 26, 2010 from: http://www.forbes.com/forbes/2007/0507/076.html

Rosedale, P. (2008). Second life [video]. Retrieved from http://www.ted.com/index.php/talks/the_inspiration_of_second_life.html.

Thronburg, D.D. (2009). Disruptive Technologies. Laureate Education, Inc. Retrieved from http://sylvan.live.ecollege.com/ec/crs/default.learn?CourseID=4199715&Survey=1&47=5797856&ClientNodeID=984645&coursenav=1&bhcp=1

Monday, July 12, 2010









An example of technology that represents a rhyme of history is social networking websites and visual communication with Skype and Apple’s Iphone 4. Social networking websites rekindles reunions and neighborhood gatherings from the past. The first social networking website launched in 1997 (SixDegrees.com). Due to lack of applications, early adopters complained that there was little to do after accepting friend requests, and most users were not interested in meeting strangers (Boyd & Ellison, 2007). Entrepreneurs paid close attention to the failures of SixDegrees.com. Myspace.com heightened the social networking epidemic in 2003. Myspace differentiated itself by regularly adding features based on used demand and by allowing users to personalize their pages (Boyd & Ellison, 2007).

Through social networking, people can use networks of online friends and group memberships to keep in touch with current friends, reconnect with old friends or create real-life friendships through similar interests on groups (TopTenReviews, 2010). Social networking websites supersede the younger generation. People of all ages and backgrounds have discovered that they can enrich their lives through the contacts they make on a social networking website (TopTenReviews, 2010).

Another interesting piece of technology that represents a rhyme of history is visual communication. Visual communication can be obtained with Skype and Apple’s Iphone 4. Skype is a software that allow users to make video calls (with multiple users) from their computers. Rather than using standard voice over IP (VOIP) protocols such as SIP and H.323, Skype uses proprietary protocols that incorporate a peer-to-peer architecture (Answers.com, 2010). Skype has taken an additional step and can be found in the latest cell phones. Skype can be found within Verizon’s Android phone.

Apple’s Iphone 4 also offers visual communication. This new application is called Face Time. Face Time uses Wi-Fi, which provides high quality video, and is built upon Internet Engineering Task Force Standards. This makes 3GPP video calls comparable to SMS messages rather than IETF standards based on email or instant messaging (Dilger, 2010). For additional information on the new Iphone 4’s video conferencing, please click on this link: http://www.zdnet.com/videos/events/iphone-4-video-calling/431580

Visual communication rekindles telephone conversation (individuals hidden behind wires and distance) and mores codes (texting and chatting) from the past. Visual communication enhances conversations because people obtain information in two forms: visually (body expressions and emotions) and auditory (verbally).

References:

Answers.com. (2010). Skype. Retrieved on July 10, 2010 from: http://www.answers.com/topic/skype

Boyd, D. M. & Ellison, N. B. (2007). Social network sites: Definition, history, and scholarship. Journal of Computer-Mediated Communication, 13(1), article 11. Retrieved on July 10, 2010 from: http://jcmc.indiana.edu/vol13/issue1/boyd.ellison.html

Dilger, D. E. (2010, June 20). Iphone 4 face time video calls won’t use cell minutes. Apple Insider. Retrieved on July 10, 2010 from: http://www.appleinsider.com/articles/10/06/20/iphone_4_facetime_video_calls_wont_use_cell_minutes.html

TopTenReviews. (2010). Social networking website reviews. Retrieved on July 10, 2010 from: http://social-networking-websites-review.toptenreviews.com/