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Showing posts with label moonite1687. Show all posts
Showing posts with label moonite1687. Show all posts

Wednesday, April 27, 2022

Learning in SecondLife: The Brooklyn Law School enters the metaverse and sparks a change



It is not uncommon for a real-life (RL) academic institution to innovate in education and how education is delivered. In fact, the COVID-19 outbreak that took the world by storm in March 2020 forced schools and other entities that function through face-to-face interactions into a reconfigured space of engagement, peer-to-peer, and business-to-customer. However, before the Pandemic, universities saw potential in Secondlife as the perfect vehicle to disseminate knowledge, even if it were and still is unusual. Look through the list of Secondlife's various destinations under education. You will see universities like Stanford, North Carolina State, and the University of South Florida, to name a few, listed there. However, the one that sticks out the most due to its relative 'newness' is the Brooklyn Law School, which has joined the bandwagon of education leaders at the forefront of digital learning. 


Because of Secondlife's unique nature, many see this multiverse as prime real estate to replica, to some degree, the academic experience schools provide to their students offline. Linden Labs, the entity behind Secondlife, has created a safe space for creatives and others that utilize Intellectual Property (IP) as its currency, thereby making it safe for schools and non-profits to enter the virtual world and establish an extension of their services, according to edutopia.org. 


For this reason, many SecondLife residents are granted access to educational information where there is none available or the opportunity to continue their education uninterrupted through an immersive adventure that allows the user to learn and do so in a unique way that draws their focus. The Brooklyn Law school identified this experience and decided to dive headfirst into the space. 


As with many academic institutions, this started with the emergence of the Pandemic. The students could not come to attend in-person law classes, so Joy, the law professor behind the launch of the virtual campus in late 2020, was struck with a genius idea---bring the experience of the classroom to the virtual world. This move to virtually enhance the learning experience of her law class gave her students and, soon, many others the opportunity to learn in a novel manner and partake in the socialization that SecondLife is renowned for. 


Soon, the virtual iteration of the Brooklyn Law School started to garner media attention from various universities across the globe for the innovative approach to the pedagogy of the law. Joy stated that many schools reached out to learn more about how. The answer is simple: replicate the natural world experience in SecondLife, which, as we all know, is not in the least bit impossible. For the law school, this means inviting professionals in the realm of the law to deliver lectures in-world, foster the space of learning and peer-to-peer engagement, and intently focus on the effects of immersion---a phenomenon frequently mentioned throughout the conversation. 


However, as Joy mentioned, the students were initially apprehensive because learning a subject as intense and involved as the law seemed impossible in a digital space like SecondLife. Nevertheless, students soon learned that his fear was unwarranted. The learning experience in the metaverse can be just as enriching as learning in the physical world, if not more, because of the boundless means of expression and interactivity that Zoom, the original learning vehicle for Joy's students, could not provide. 


When asked if the school is open to general residents, Joy declared that at the moment, no, it is designed for pupils of the Brooklyn Law School only; however, this is only for the moment. 


To learn more about the virtual rendition of the Brooklyn Law School, you can visit: 


https://www.law.com/2022/04/01/foreshadowing-how-law-schools-may-use-the-metaverse-brooklyn-law-created-virtual-campus-using-second-life-technology-at-beginning-of-pandemic 


An account is required to view the content. 

Visit www.secondlife.com to create a Second Life account.

Monday, April 18, 2022

The SORBET Project drives residents of SecondLife and other virtual worlds to rethink social distancing and engagement during COVID-19.



COVID-19 has been a very sore spot for all, regardless of what many went through. Some lost their source of livelihood, many lost family members, homes, a sense of security, unity, and many other casualties of the pandemic. However, everyone lost their sense of freedom when the government, per the recommendations of the CDC and the World Health Organization (WHO), suggested that businesses, schools, and other public venues shut down to encourage social distancing--a set of non-pharmaceutical interventions to prevent the spread of a contagious disease with measurable physical space between individuals. As a result of the shutdown, people everywhere faced the challenge of dealing with being forced to stay home in place of being with family and friends at the mall or their favorite restaurant. 

Many people took up new hobbies and new ways to generate income during the earlier phases of the pandemic; others turned to their expansive collection of books or movies to cope. Others took to the metaverse to regain some semblance of social life and escape the pandemic and the doldrums. During this time, it was evident that SecondLife had regained traction with those familiar with the metaverse while newcomers were roused to start an account and see what the virtual world had to offer. Linden Labs, the creators behind SecondLife, saw the virtual world's economy take a sharp upturn during lockdown periods when no one had a way to engage other than through a vehicle like SecondLife, according to Yahoo! Finance. This positive change in SecondLife's economic data meant that more users logged in or joined the community at that time. 

Naturally, with COVID-19 as disruptive, many would want to either forget the event or talk more about its effects while interacting with many of SecondLife's users. To satisfy the latter, a few groups and places cropped up on the grid. However, one place that I found to be particularly interesting is the location of The SORBET Project. Veritas Raymaker is the leading mastermind behind the project but is the sole owner proprietor of its location in SecondLife. After making this remarkable discovery, I had to tap Veritas for an interview being that this particular location was a part of something that had a real purpose, in my opinion. 

I was curious as to where the idea for the SORBET Project sprouted from, so I asked Veritas for his response to this burning question, and here is what he said: 

"The SORBET Project came about as a virtual research project that a team of mathematicians wanted to start to teach children and adolescents and the general public about social behaviors that are appropriate for the pandemic. The point of this was to rewire the brains of people to believe that these practices were intrinsic to their existence and not feel as if they were another set of directives that they were required to follow," states Veritas. 

When asked why SecondLife was the medium of choice, the response was, "James Gee* had written about something he referred to as projective identity. So, as people familiar with operating as avatars, we understand that 'whatever happens to our avatar in-world, our minds generally take it as happening to our atomic selves,' this can be designed for and made use of in learning." 

He adds, "By using environments such as SL, learners can 'play' and modify their behaviors and subsequently discuss the implications of their personal decisions on the wider community, without negatively impacting the community. for example, they could see how decisions to wear masks/take a vaccination influence the degree of diffusion of the virtual virus among the community." 

Usually, such a project measures the effects of such research longitudinally. Veritas stated that "we have not undertaken any longitudinal studies primarily because our initial work was self-funded (our priority in 2020 was to respond rapidly to the teachers' expressed need to take learning to home-based settings). We were awarded formal funding in 2021 to take SORBET to the mobile platform; however, we will not be studying participants longitudinally because the funding is to develop the app and not to investigate this (pertinent) question [sic].

However, I asked whether there were measures of the project's success or failure, and Veritas provided pages of his research journal. The measurements you will see below are taken directly from the journal, which tended toward many pre-and post-questionnaires.

Leading image of descriptive statistics from the pilot that pertains to students’ responses to four statements on a five-point Likert Scale (where “1” is ‘strongly disagree and “6” is ‘strongly agree’). 

Statements used in the pre-and post-surveys on attitudes to citizenship education. 

As far as a support group for COVID or hangout spot, I felt that highlighting this cool project not only utilized SecondLife as a space to conduct a study but taught students and people about the importance of changing social happens during something as lethal, and life-altering as the COVID-19 Pandemic is far more advantageous and worth the coverage. 

*For reference, James Gee is a retired American researcher who has worked in psycholinguistics, discourse analysis, sociolinguistics, bilingual education, and literacy.


Veritas Raymaker Socials: 

LinkedIn: https://www.linkedin.com/in/kennethytlim/

Twitter: @thinkermaker 

A personal site for SORBET Project: 

https://sites.google.com/site/disciplinaryintuitions/covid-19-safe-distancing-through-math

Link to In-world Location:

The SORBET Project

Link to the Journal Entry: 

https://www.sciencedirect.com/science/article/pii/S2666557321000136

Saturday, April 16, 2022

Travel around the world virtual- SL Itinerary for Explorers: BEST MEN's CLOTHING STORES- moonite1687 Reporting…




When you look up the word shopping, in more words or less, articles in one form or another describe the only shoppers on the planet as women. There is a disregard for the male shopper, probably because statistics found that women shop more, according to Optinmonster. Female shoppers make up 72% of the shopping market, while male shoppers bring up the rear at 68%. While this gap is not significant, it does show that men shop less than women, but the keyword is that they do shop. According to Zoovu, men may shop less because their reasoning behind the habit is different from women; Men shop for the item's functionality while women are purported to shop for the thrill of the hunt and the joy shopping brings. While this statistical data may be valid or invalid, I believe there is a shift in the male thinking regarding the habit of shopping. And, to cater to the more fashion-forward male that enjoys leisurely shopping for the thrill, here are a few locations on the SL grid that caters to a discerning male fashion palette. 


I took to the pavement, coming across the MENS DEPT event in-world, spotting Semller, a store I knew from a past iteration. Semller is a Secondlife store well known for its trendy footwear located in-world and on the marketplace. Semller provides trendy, high-quality footwear, from boots to sneakers and clothing, to the fashionable male avatar that enjoys quality. While they do not cater to just male shoppers, they provide footwear the male shopper likes. In fact, on my visit to the store in-world, there were twice as many male shoppers as there were female shoppers. The only downside is that the creator of the brand has only made it available for legacy male and female; eBody; Belleza male and female; Gianni;  and unrigged/resizable, with the latter option in the list being available for those whose mesh form the shoe does not have a size for. 





An image of the sizes that Semller caters to





The only clothing item in the Semller store in-world

A showcase of some of the shoe styles sold at Semller


In-world URL: http://maps.secondlife.com/secondlife/Bali/230/30/1001

Marketplace URL: Second Life Marketplace - Semller by semller

Facebook URL: Semller - Home | Facebook

Flickr URL: semller | Flickr

Group URL: https://my.secondlife.com/groups/abeeb204-12fd-27aa-febe-8f14a668aba7 




In a group chat a day or two ago, a question about which store was best for male fashion was posted, and one name thrown around a bit was Cold Ash, so I decided to explore the store to see why it had come highly recommended. I dropped in and could immediately see that the store's content is high quality with fantastic attention to detail. For the most part, they cater to the most popular male mesh forms, I presume, and they have a decent selection of clothing for every occasion. The store was pretty much a ghost town when I dropped in; however, if I were a male avatar, I would often drop into Cold Ash to add to my clothing collection.



The storefront for Cold Ash


The entrance of Cold Ash



An aisle in the Cold Ash store


Flickr: https://www.flickr.com/photos/coldashsl

Facebook: https://www.facebook.com/coldashsl

Instagram: https://www.instagram.com/coldashsl

Plurk: https://www.plurk.com/ColdAsh

Twitter: https://twitter.com/coldashsl

In-world URL: http://maps.secondlife.com/secondlife/Cold%20Ash/172/198/35

Marketplace URL: Second Life Marketplace - Cold Ash by ColdAsh

 

Nothing in this world, or the real world, is sexier than the skin you are in. I do not care how fancy or qualitative the clothing that one wears; what matters most is the skin that the clothing is hiding underneath looks. With the demands for photorealistic and premium quality skins on the rise, more and more creators are investing more time and energy into creating skins that mimic real life. The meticulous placement of shadows and highlights to the mindful chiseling of the fine lines, wrinkles, and pores provides numerous options for quality skins. One creator of quality skin, Stray Dog, has gotten the attention of many male avatar users. The brand's name is misleading as there is nothing shabby or low quality about the brand's content. Stray Dog provides skin for all of the top male mesh forms, and they cater to all of the top mesh head brands. The best thing about the company, in my opinion, is that they provide their skin tone RGB codes to ensure that all of your attachments blend seamlessly. There are many options for mesh head skins that span every ethnicity.



Stray Dog Entrance




Some of Stray Dog’s BOM options



Some of Stray Dog’s more enormous collection


In-world URL: http://maps.secondlife.com/secondlife/Heavens%20Touch/96/191/22

Group URL: secondlife:///app/group/c26611b9-f30c-7993-98c0-262d872f73e9/about

Flickr: https://www.flickr.com/photos/gac_akina/ 

Facebook: https://www.facebook.com/mynameisgac

Marketplace: Second Life Marketplace - STRAY DOG by Gac Akina 



Disclaimer: In no shape or fashion am I acting as the authority on male fashion or the fashion creators that cater to this demographic. These are but one person's opinions based on their taste in quality and style. What defines the "BEST" in male fashion is what suits your individual needs and desires. Happy Shopping!

 
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