| Universities are racing to 
                        create virtual campuses on the web, providing 
                        mind-boggling opportunities for teaching, research and 
                        simulations. Stephen Phillips reports.
 Bryan Carter's undergraduate classes on cyberculture 
                        and literature at the University of Central Missouri are 
                        convening at the Black Sun this semester, but the 
                        associate professor of literature has not repaired to 
                        the pub in search of a suitably offbeat location. With a 
                        dark Blade Runner-style aesthetic culled from 
                        the pages of seminal cyberpunk novel Snowcrash, 
                        the venue offers a futuristic setting in keeping with 
                        the subject matter. Carter (or "Bryan Mnemonic", as he 
                        is called in the Black Sun) and many of his students 
                        wear cyberpunk or "Goth" attire. 
                         In fact, Carter and his students do not meet 
                        physically at all. The thrice-weekly hour-long classes 
                        take place in Second Life, the online parallel universe 
                        that has in four years gone from cult hit to mainstream 
                        phenomenon, capturing the attention of many educators 
                        along the way. 
                         Carter and his students manoeuvre their alter egos, 
                        or "avatars", around a virtual classroom from wherever 
                        they happen to be. In a typical class, Carter says, his 
                        avatar might screen a PowerPoint slide show, movie short 
                        or live streaming video of a real-life lecture on the 
                        Black Sun's television, before dishing out assignments 
                        to students, who can mouse-click on banks of information 
                        kiosks linked to web pages for more details. They are 
                        then free to venture into the field to conduct 
                        ethnographic research on the "subcultures" to be found 
                        in Second Life, says Carter, while his avatar reclines 
                        on a couch to field any queries (via instant messaging 
                        or text entered into a "talk" window on the "client" 
                        interface, downloaded to users' computers, which serves 
                        as their portal into Second Life) - the virtual 
                        equivalent of office hours. 
                         Carter tapped a modest grant to give his students an 
                        allowance of 20,000 Linden dollars, the coin of the 
                        realm (less than £5), to buy "digital content". These 
                        include clothing items or algorithms governing avatar 
                        movements developed by enterprising Second Lifers (who 
                        retain intellectual property rights over their 
                        creations) using the virtual world's scripting language, 
                        so students can accessorise their avatars and augment 
                        their stock gestures. The Black Sun's TV was scrounged 
                        for free from its charitable Second Life creator. 
                         On May 8, Second Life counted more than 6.19 million 
                        registered "residents" (although the number actually 
                        logged in hovered around a more modest 40,000 or fewer), 
                        and denizens had transacted more than $1.5 million worth 
                        of business over the preceding 24 hours, according to 
                        Linden Lab, the venture-capital-backed San Francisco 
                        start-up behind it. Firms such as Adidas and Toyota have 
                        been snapping up parcels of the pixelated land to gain a 
                        marketing perch in the rapidly populating virtual world. 
                        Last October, Reuters opened a Second Life bureau, 
                        stationing a correspondent there to track fast-moving 
                        developments. 
                         Educators have found Second Life particularly 
                        inviting. In the vanguard of the land grab is a growing 
                        influx of campuses for which the virtual environment 
                        opens potential new learning modalities, research 
                        possibilities and opportunities to enrich distance 
                        learning. Some 250 education institutions have a 
                        presence in Second Life, says John Lester, academic 
                        programmes manager at Linden Lab. These include Harvard, 
                        Stanford, California, Berkeley, Edinburgh, Lancaster and 
                        Sheffield Hallam universities. The site is also home to 
                        a vibrant community of teaching staff and postgraduate 
                        researchers who congregate on list servers to swap 
                        pedagogical and research tips. 
                         To demonstrate its educational utility, the New Media 
                        Consortium, which comprises more than 200 campuses and 
                        other educational organisations, has created 30 
                        simulated "islands" in the virtual world - collectively 
                        dubbed NMC Campus - purpose-built for universities, with 
                        virtual libraries, museums, planetariums, classroom 
                        space and a science centre. Linden Lab offers campuses 
                        single-acre plots free for one semester. 
                         Ultimately, many institutions create a discrete 
                        island (for which there is an educator's discount) and 
                        set their own protocols governing access to it. 
                         They can run it as an intranet for designated users 
                        only or open it to all comers with the attendant risk of 
                        non-students crashing classes. 
                         In March, the NMC's annual Horizon Report 
                        identified virtual worlds among the six most promising 
                        emergent higher education technologies, farther out than 
                        "user-created content" (blogs, wikis and YouTube, for 
                        example) and social networking websites such as MySpace 
                        and Facebook, but "likely to have a large impact on 
                        teaching, learning and creative expression" within three 
                        years. 
                         Educators drawn to Second Life cite its scope for 
                        modelling concepts, testing hypotheses, running 
                        simulations and historical re-creation that would be 
                        prohibitively expensive or wildly impractical in real 
                        life. 
                         "Because it's virtual you can play with scale - for 
                        instance, a lesson on Einstein's theory of relativity 
                        where the scale is at the level of a photon," says 
                        NMCchief executive officer Larry Johnson. 
                         "It affords students the tools to make their 
                        environment," says Dmitri Williams, assistant professor 
                        of speech communication at the University of Illinois. 
                        "I know instructors in English, physics, social 
                        sciences, the arts and planning who've found ways to 
                        adapt lessons to Second Life; it's so malleable." 
                         Sarah Robbins, a PhD candidate at Ball State 
                        University, Indiana, has customised the Second Life 
                        classroom where she teaches undergraduate writing with 
                        "breakout spaces" for group work, student dormitory and 
                        coffee shop. In the same anything-goes vein - with 
                        gravity no object - the Black Sun floats 600 metres 
                        above Glidden Campus, a virtual representation of 
                        Northern Illinois University, of which Carter is a 
                        sort-of cyber tenant. 
                         The rarefied altitude reduces non-student intrusions, 
                        says Aline Click, assistant director of e-learning 
                        services at Northern Illinois, who developed the Black 
                        Sun with Carter. "People have to figure out how to get 
                        up there." 
                         At ground level and a little more down-to-earth, 
                        Glidden replicates aspects of Northern Illinois's 
                        campus, rendered by Click from topographical maps. 
                         Exercising her creator's prerogative, Click says her 
                        real-life office is not as well appointed as her 
                        quarters in Glidden, while the actual campus bus stop 
                        does not double as a "teleportation pad" to the Black 
                        Sun. 
                         Like Northern Illinois, many other institutions have 
                        replicated iconic features from their physical campuses 
                        in Second Life. Providing familiar features helps 
                        students feel more comfortable, says Click. The 
                        University of Illinois envisages a planned Second Life 
                        annex to its Global Campus online degree initiative, to 
                        be launched in 2008, as a touchstone for far-flung 
                        students. "One challenge is to get these students to 
                        feel they're part of the University of Illinois," says 
                        Chester Gardner, a professor of electrical and computer 
                        engineering who is spearheading Global Campus. "We feel 
                        Second Life might allow us to construct a virtual 
                        presence that will give them a feeling they're part of 
                        the university." 
                         Others eye Second Life's potential to offer more 
                        engaging forms of distance learning. "How many times do 
                        we hear about the maths teacher who changed people's 
                        lives? This effect can be achieved in traditional online 
                        learning environments, but it's harder, the visual 
                        social presence is missing - something you can at least 
                        simulate in virtual environments," Click says. 
                         Meanwhile, one particularly fascinating research 
                        application of virtual world-related technology lies 
                        with so-called massively multiplayer online games 
                        (MMOs). Distinct from "open-ended" Second Life (that is, 
                        it has no particular purpose), "educational MMOs combine 
                        a carefully crafted setting with specific educational 
                        objectives," says NMC's Horizon Report, which 
                        puts their wider institutional adoption at four to five 
                        years away. 
                         Edward Castronova, associate professor of 
                        telecommunications and director of the Synthetic Worlds 
                        Initiative (SWI) at Indiana University, first realised 
                        the academic possibilities of MMOs after observing that 
                        minor changes in rules governing games he played 
                        recreationally resulted in profound behavioural shifts 
                        among participants. In 2001, he found one variant of the 
                        game EverQuest in which players could "use combat spells 
                        to attack other players" and another in which this was 
                        forbidden. 
                         "The social atmospheres were dramatically different. 
                        The world where you could not attack was much more 
                        peaceful, but people grouped together far more for 
                        protection in the more dangerous world," he says. "You 
                        could write a paper on violence and social capital, but 
                        here is a case where people relinquished individual 
                        rights and liberties to be in groups because it was a 
                        matter of life or death." 
                         In a paper on SWI's website, Castronova elaborates on 
                        the potential of synthetic worlds to function as 
                        "social-science Petri dishes: controlled environments 
                        for studying the evolution of macro-level forces of 
                        government, law economics, sociality, learning and 
                        culture". Attempting such exercises in real life is 
                        fraught with "horrible causation problems", but 
                        "causation is obvious" in carefully controlled games 
                        settings, he says. 
                         SWI's first initiative, Arden, to be made available 
                        later this year, will immerse Indiana University 
                        students in a simulation of Shakespearian England using 
                        characters from the Bard's plays - as an educational 
                        exercise in its own right, but also as a laboratory for 
                        social experiment. 
                         Castronova plans to test a hypothesis that has been 
                        proven empirically, such as the price elasticity of 
                        demand for certain goods, "to validate the research 
                        environment", before proceeding to more speculative 
                        hypotheses about the impact of variables on social 
                        behaviour. 
                         In the ongoing social experiment of Second Life, 
                        meanwhile, crystal-ball-gazing is difficult. "In ten 
                        years' time we'll look at what people are doing and say, 
                        'Wow, no one ever saw that coming,'" Lester predicts. 
                         
 
 
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