The Disruptive Power of Second Life
I. How is Second Life
a disruptive technology?
“Disruptive technologies are those which may
surface without warning and change the way things are done, but, they may have
the same functionalities of an old technology while functioning more
efficiently”, (Thornburg, Laureate 2009). Second Life technology may be
considered to be a disruptive technology due to the fact that it surfaced
quickly in the industry and seeks to apply technology that is used to create
virtual worlds that may replace more traditional computer games, decrease F2F
learning environments and potential distance learning opportunities.
II. What technology or innovation did it replace?
This technology innovation sought
to enhance video gaming with the intent of affording a higher level of
involvement in the learning process using 3D technology. Second Life is used for a variety of purposes. An
example includes universities that seek to present a virtual experience of
their college and affords the potential to replace the need for field trips and
enables users to virtually visit educational settings and environments.
Individual learning styles may be enhanced via resources towards role playing
and collaborative projects.
III. How many years do you think Second Life has left
before another emerging or disruptive technology replaces it?
Companies such as Linden Lab engaged
in a joint effort with IBM (2008) to create an open virtual world grid
permitting an operator’s avatar to travel freely between Second Life and
software such as OpenSim. (Livingstone, n.d.) noted that “Holographic imaging
is another technology which could
replace Second Life allowing users to travel to virtual locations and affords a
greater ability to create backups of work and share assets via XML-based
archived formats”.
IV. What are the social benefits of Second Life, and what
might the social implications of virtual worlds in your industry be?
Social
benefits of Second Life or other virtual worlds are key to providing learners access
to various resources, learning aids, instructional methodologies and concepts
that may not otherwise be available. Creativity is greatly enhanced while
managing and controlling learning environments towards a richer learning
environment. Virtual worlds such as flight simulation may be enhanced and more
adeptly developed towards higher fidelity scenario-based training
opportunities. However, it may be more appropriate and a more efficient use of
corporate finances to employ virtual world technology for course curriculum
development and recurrent training resources.
References and Links
Hologram on CNN:
http://www.youtube.com/watch?v=v7fQ_EsMJMs&feature=related
http://www.youtube.com/watch?v=jRck4hpWRKs&feature=related
Livingstone, D. (2011). Second Life is dead, long live
Second Life? Retrieved from
http://www.educause.edu/EDUCAUSE+Review/EDUCAUSEReviewMagazineVolume46/SecondLifeIsDeadLongLiveSecond/226180
PBS. (2009). What is Second Life? Retrieve from
http://www.modohisland.com/thwakk/pbs/what-is-second-life.html
Thornburg, D. (2009). Evolutionary technology Vodcast: In
Laureate Education, Inc. Emerging and future technology
Virtual World Watch. (2011). Jim Scullion's contribution to
snapshot #10. Retrieved from http://virtualworldwatch.net/snapshots/
Tag: Second Life
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