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Showing posts with label real world. Show all posts
Showing posts with label real world. Show all posts

Friday, December 30, 2022

GeekSpeak - 2023! Where will it take us? Join the discussion Saturday, December 31st at 12pm SLT

 


What are your predictions, hopes, and fears, for 2023 and beyond?

Will we see asteroid mining, a moon base, people on Mars?  Worldwide democracy, an end to war?  A cure for cancer?

Or will we see World War 3?  And the collapse of civilisation? And new pandemics from artificial viruses?

Where do you see Europe, USA, Iran, China, Russia going in 2023? 

Tell us what you fear and hope for, for the world or personally. Where are we all going? And what do you want for yourself in this new year?

Join us at GeekSpeak on Saturday at noon SLT to talk about the future, and what we all hope from it.

IM Vulcan Viper teaches a meditation class every Wednesday in the GeekSpeak auditorium if you have ideas for new subjects.


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

Wednesday, April 30, 2014

Spotlight on Second Life Movie- Interview with Mickey Desantis- Lanai Jarrico Reporting…


Second Life - The Movie Trailer from Michael J Dawson on Vimeo.


For those who are not familiar with the virtual world; Second Life, they are missing out on a phenomenal technological advancement that can be used in so many different ways.
 Many people may have the wrong idea that Second Life is just a game and for some virtual platforms it is. When an economy is introduced to the equation, such as in Second Life, it becomes a means of generating an income and expanding on business and projects that exist in the real world.

Second Life is a virtual world that was created by Linden Lab for the people by the people. Creative minds from all over the world create an avatar and participate in this unique 3D world in a variety of ways. From art, music, fashion and media; content is created all the time.  Relationships are formed and amazing things happen.

The SL Enquirer came across one such character. His name is Mickey DeSantis. Unlike other avatars, his existence is not to be portrayed as a human. Instead, his avatar is part of a project that has tied both the virtual and real world together in a very unique way.


Interview with Mickey Desantis

Saturday, December 1, 2012

Awareness Days for December - Recognized by the United Nations



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December 1 - World Aids Day (Recognized by the UN)

 
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