But, at another level, Second Life is a digital canvas upon which the residents paint their fantasies about how their lives, in particular, and the world, in general, should be. People become better looking, more socially adept, more successful at business, accomplished land developers and so on. In some ways Second Life can be thought of as a video game where the only goal is self actualization. But the fantasy in Second Life, unlike the fantasies we keep locked up in our own individual imaginations, is a shared fantasy. And the social component of this shared fantasy adds a compelling sense of realism. After all, if reality is socially constructed, why should digital reality be any different?
In this creative and largely unconstrained environment many interesting things emerge. Personalities and values change. Gender roles become ambiguous. And relationships are formed between avatars that both reflect traditional relationships between people in Real Life and take on a unique flavor in Second Life. Numerous academics are studying the psychological and sociological aspects of Second Life. Where else can you study social and psychological evolution in such a pristine environment where many factors that are not controllable in real life (RL) can be controlled and even manipulated. And if Second Life was nothing more than a 3D chat room that evolved into a sociological experiment it would still be worth the investment of time required to check it out. But that is not all.
Second Life provides a 3D virtual reality interface with some limited object orientation. It still has a way to go to fully realize this paradigm but it strongly suggests what the future of computer interfaces may look like. We can see a progression from punched cards, to command line interfaces on cathode ray tubes, to point and click graphical user interfaces on personal computers, to 3D virtual reality object oriented video game like interfaces. Each advance seemed, at the time, to be a small, but important, improvement over the previous interface. Yet, as the possibilities in the new interface began to become more obvious, the advantages grew until it became possible to do things through the new interface that could not have been dreamt about using the old interface. In this way, the technology of Second Life (or some future incarnation of this technology) is likely to completely change the way we use computers and allow us to do many things that are simply not possible with the current 2D point and click interfaces. Consequently, many entrepreneurs, technical experts, academics, corporations and universities are exploring Second Life trying to figure out how to unleash its potential.
Unfortunately, there are two major shortcomings with Second Life today. First, far too few people have heard about it. And, second, those who have heard about it and have signed up for an account, find it overwhelming. Consequently, the purpose of these pages is to make those unaware, more aware, and to make those who are confused and overwhelmed, a little less confused and a little less overwhelmed. If you would like to explore Second Life yourself, go to the Second Life website where you can sign up for a free account, create your own avatar and embark on an online experience the likes of which you have never before experienced.
A reasonable question to ask at this point is - Why Bother? After all if Second Life technology is the future of computer interfaces, why not wait until that future gets here along with stable software, adquate support, good documentation and decent, well designed classes? The answer to this question depends on what kind of a person you are with respect to technology. At the risk of gross oversimplification I can say that there are early adopters and late adopters of any technology. Early adopters like the excitement of the new and believe that the benefits of being out in front of the technology curve far outweight the risks. Late adopters rely on early adopters to make the technology stable, more easily usable and more accessible. If you lean more towards late adoption then these pages are definatlely not for you. If you are, however, an early adopter, read on. I have much to say that you will want to hear.
![]() |
When you sign up for Second Life you choose a name and an
avatar (again, an avatar is merely a little person who represents you in
Second Life). You cannot change the name, but you can do a lot to the
avatar. The picture you see to the left is a picture of Professor Lane,
one of my Avatars. I use him as a front person to do demos and provide a
public face. Those of you who know me, know that I do not look anywhere
near that good in real life, nor do I ever wear a suit. Already we begin
to see some of the magic of Second Life.
Writers of fiction often claim that once they create a character, the character takes on a life of its own; often beyond the control of the author. A very similar phenomenon occurs with your avatar in Second Life. It will develop a personality, interests and a set of friends that may or may not be what you had intended. There is probably something deeply psychological about this phenomenon. But there is also great fun in it. I actually have a total of twenty alts that I created for various purposes. Some I created to explore different aspects of Second Life just so I could keep the inventories straight. Some I created just to see how other people expereince the world. And others, yet, I created just for fun. I choose to keep some of these alts secret for a variety of reasons. But some are public as you can see by going to my Alts pages: |
In the early days of the World Wide Web, it was a cowboy environment. There was little discipline in development or project management. However, as the web matured the need for discipline grew and more structured approaches began to take over. We see a similar pheonomenon in Second Life. There is no discipline in development and nothing in the way of project management. So there are opportunities to make contributions in these areas.
On of the problems that you encounter over and over again in Second Life is that many people recognize the potential but few if any can see how to realize that potential. This is because realizing the potential of Second Life requires imagination and the ability to see possible applications that do not exist in the world today. I have already begun working on this problem by having my students develop concepts of Second Life applications. I hope to get a handle on the range of possibilities and begin publishing in this area.
I should not forget to mention that I am having more fun than one could ever imagine possible. And, as an added bonus, Second Life is the most stimulating environment I have ever encountered for one's imagination and creativity.
| Professor Artz's Homepage | Email Professor Artz |