This discussion has been the most enlightening  I've seen in a long time!
Thank you everyone!

My experience agrees that faculty don't generally want to learn 3D content creation.

Students are an interesting mix, and in high-stress programs also have very little tolerance or capacity for steep learning curves.
===
*On simplicity *

In terms of students building things that didn't exist, maybe there is a game-principle based sweet-spot, because it's clear from the numbers that tens of millions of people spend tens or hundreds of hours with Minecraft.

That suggest to me that students would love to co-create cool stuff, but the interface for doing so needs to have an extremely extremely simple /*starter subset*/. I say "starter", because gaming-principles also show that people who stick around and pay for worlds like World of Warcraft*_like challenges_*, or "unnecessary difficulties" as Jane McGonigal's "/*Reality is Broken*/ - why Games make us Better and How they can Change the World" book explains so well. (Imagine the interest in golf if the average length from tee to hole was ten feet, in a straight line, on a flat course, and the hole was ten feet across.) This is a great book, by the way, and very eye opening and challenging a lot of misunderstood concepts about "games", the nature and type of feedback that works, and why so many people voluntarily spend so much time on them, that is directly applicable to building any learning environment.

For experienced builders (or those past their anxiety - resistance stage), yeah, prefabs in Unity are great!

What is even better is that in Unity you CAN build/*hierarchical objects,*/ then mix and match the parts. In OpenSim and Second LIfe, once you put the wheels on the car and make a link-set, all traces of "wheel" are gone, and it becomes absurdly difficult to go back and put different wheels on the car if each wheel has 47 parts like spokes or lugnuts. You can approximate some of that capacity with "Builder's Buddy" or other tools that let you rez an entire multiobject scene with one click, but those are a true pain to load and maintain.

So, whether it's Unity or OpenSim, I think one thing that is needed that is very hard to still see for Virtual reality natives is exactly HOW SIMPLE the INITIAL interface has to be, so that it is satisfying and rewarding to try to use for a terrified newbie, peeking though the fingers of the hands over the eyes. So simple in fact that even a faculty member might say "Oh heck, even I can do THAT!".

===
*On "weakest links" in collaborative environments*

And both faculty and students are greatly upset by technological failure where they are used to trivial behavior, such as having voice working. The collaborative environment is much harsher than individual user environment since for voice (or many other things) to actually be useful, it has to work for EVERYONE, not just most people.

This is a feature of collaborative environments that I didn't realize till Gary Olsen pointed it out. A collaborative environment can become a "weakest link" exposer, where everyone's experience is limited by the least capable user. This is one of the issues with, say, Electronic Health Records systems that is underappreciated and distinguishes it from, say, a cloud-based spreadsheet.




_______________________________________________
Opensim-users mailing list
[email protected]
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users

Reply via email to