Archive for the 'Tech' Category

System upgrade

Friday, September 25th, 2009

I’ve just upgraded this blog to the latest WordPress. Everything seems ok, but please let me know if you spot anything wrong.

It’s about time we had something better than the old John Hancock…

Monday, September 14th, 2009

New ETSI standard for EU-compliant electronic signatures.

Open content and libraries

Tuesday, August 11th, 2009

I was really interested in Tony Hirst’s recent post Open educational Resources and the University Library Website, which raised something which had never occurred to me and I am not sure why.  At the end of the Mosaic project one of our key conclusions was “maximise discoverability, put open content where people already look for things” and somehow in writing this, immersed in the web and web 2.0 and thinking of google and flikr I overlooked one of the  key places where people already look for things are library sites.

It still seems to me the two biggest barriers to wide-scale uptake  of OERs remains 1)  licenses and 2) the ability to find useful OERs in the first place.

So I agree with Tony, this is something we have to resolve, and soon.

Who needs Flash anyway?

Thursday, August 6th, 2009

Twitter particle systems using HTML5

Also see:  Die IE6.

Postdigital: Escaping the Kingdom of the New?

Friday, June 19th, 2009

New things are exciting. For example social networking. It’s a whole new way to interact with others, a reason why society is moving online isn’t it? But how to make it useful? What can we do with this new digital tool that goes beyond chit-chat? It should be possible to use facebook and Twitter for something of value for education but which one is better? Which one is more popular? Maybe there is something new just around the corner? …What could we do with Google Wave?…

I admit that I have a habit of thinking in this manner. It’s exhausting and somehow hollow. On a bad day I get a form of techno paranoia which involves creating a profile on any number of new services most of which I never revisit. To be totally honest some of my most successful conference presentations are attended by an audience 50% of whom are driven there out of a mild form of this paranoia. I like ‘new things’ and I enjoy talking about what new developments could mean for education but at times I have been overwhelmed and lost focus.

Digital Danger

 The Dangers of Being Digital
http://www.flickr.com/photos/calliope/49634405/

I have been numbed by a tidal wave of the new:

“The speed of the change, however, has left us with the mistaken belief that social change was somehow ‘created’ by the digital rather than simply played out on a the canvas of the digital; that the digital itself is the main driver of change.”

This quote comes from a working document outlining the postdigital. A principle which highlights the dangers of assuming the digital is the sole driver of change and makes the point that the digital as ‘new’ will quickly pass away.

As the ‘Planning for the Postdigital’ document describes all technologies go through a transition whereby they become culturally normalised. For example, the pen and the book have become ‘transparent’ tools, extensions of ourselves to be used appropriately to achieve goals but rarely discussed in of themselves. In the same way email and word processing are well on there way to becoming transparent. We now send a message or write a document. The digital is not discussed. It has ceased to be new.

“Things digital will be accepted alongside our other technologies and the slate swept clear of many of the distracting dualisms (and technological factions) that pervade the educational discourse. The postdigital frees us to think more clearly and precisely about the issues we face, rather than become tied to an obsession with, and the language of, the new.”

Electronic Calculator
An ‘Electronic’ Calculator?
http://www.flickr.com/photos/thecheals/2780671422/

Too much time is spent arguing about the relative merits of digital spaces such as Twitter and facebook. The key term here being ‘relative’. We are pitting digital against digital, new against new, a form of one-upmanship which distracts from the larger picture.

“The transition to a postdigital way of thinking allows for that previously coded as ‘digital’ to be woven into the wider discussion of social dialects that people bring to their acts of collaboration. One of the things we’ve learned from social research is that people tend to go online to find people they know and tend to replicate, at least in part, their social performances online. These performances, the communities that they occur in and the dialects that they represent and produce should be the critical loci for research in the postdigital age, not the technologies themselves.”

During the recent Open Habitat project, activity in a digital space (in this case Second Life) forced us to reflect upon and change our educational approach in day-to-day non-digital spaces. As this mirror effect emerged I became increasingly uncomfortable. We had set ourselves the goal of discovering new ways of teaching with new technologies not re-considering the nature traditional teaching. Worse than that, because Second Life supported a high level of social interaction the skills needed to teach within the digital space had a large overlap with those needed in a physical classroom. “When are you going to tell us something new” was the comment I received halfway through one presentation on the project.

I of course should not have felt uncomfortable but at the time my thinking was locked onto the digital and what it could provide that was new rather than what it brought that was of value. The Open Habitat project discovered approaches that were of relevant both online and offline. I needed to adjust my thinking to accept that this was valid, that it was ok to revisit age-old principles of socialisation and collaboration. The new technology could be a catalyst for this thinking even if it wasn’t the ultimate home for all of the what we had learnt.

The discourse that surrounds elearning (an ‘e’ which is increasingly redundant) is in danger of stagnating. As the digital becomes increasingly transparent we are likely to find ourselves squabbling over ever smaller chunks of newness. We will become like tadpoles in an evaporating pond, fighting for the last of what will inevitably disappear. Maybe it’s time for a metamorphosis in approach, away from the digital, towards the postdigital.

OpenSpires

Tuesday, May 26th, 2009

TALL is part of a team, led by Oxford University Computing Services, that has recently been awarded funding from the JISC/HE Academy Open Educational Resources Programme for the Open Spires project.
The project has two purposes: to increase the amount of learning content (especially audio and video) released from Oxford and to enable the University to investigate the implications of making some of this material available as ‘Open Content’ under a Creative Commons or other suitable license. This means that quality educational content will be available for reuse and redistribution by third parties globally, provided that it is used in a non-commercial way and is attributed to its creator.
This funding will enable the University to build upon the Oxford iTunes U service launched in October 2008, which has widespread participation from Oxford academics. Oxford podcasts currently include recordings of guest lectures, interviews with researchers and conference presentations. The project will have a global impact, as the free-to-download resources are in many cases from speakers, researchers and visiting lecturers with high international profiles.
The project hopes to benefit the University by:

  • Enhancing Oxford’s global reputation – enabling the production of more material that has international impact and places the University in a leading position within the UK Open Content movement.
  • Ensuring expert legal scrutiny – the complex licensing and IPR issues associated with Open Content will be investigated by the University’s Legal Service office.
  • Enhancing current provision and accessibility – text transcripts will be produced to accompany existing podcasts.
  • Enabling the University to produce more audio and video content that brings the modern day University to life for its many alumni.
  • Improving admissions by enabling the production of more podcasts that will reach and inspire the key 16-18 age group.

The project started on 30 April 2009 and will last for one year.

Too much dependance on javascript?

Thursday, May 21st, 2009

I’ve installed the NoScript Firefox extension to protect against XSS and other javascript-based attacks, but am finding that lots of sites are depending on javascript for basic functionality :-(

To all web devs – please remember Checkpoint 6.3 of the WCAG: Ensure that pages are usable when scripts, applets, or other programmatic objects are turned off or not supported.

Eventedness

Thursday, January 22nd, 2009

Following on from my ‘That Was an Interesting Experience’ post I got to thinking about how to define what makes MUVEs distinct from other online spaces. The diagram below is my attempted answer, a diagram which I ‘trailed’ in my presentation at the Eduserv+JISC/Cetis Virtual Worlds event last Friday. (slidecast of the presentation at the end of this post)

Eventedness and Co-presence

During the JISC funded ‘Open Habitat’ project we piloted Second Life with art & design undergrads and with lifelong distance learners studying philosophy. The axes of the diagram represent two of the major effects we saw across the pilots that are central to what an MUVE provides.

Eventedness: This goes beyond a shared experience which could be aimless in activity terms and assumes that everyone involved is heading towards a particular goal even if this goal does not involve close collaboration. For example, a themed philosophical discussion which, if it goes well, should have a shared direction as the learning moves forwards.

Co-presence: As well as the Co-presence that comes from being embodied as avatars this definition includes what is experienced when an individual is certain that their contribution (usually in text form) will be read and responded to by others. For example it is possible to get a strong sense of the presence of others when microblogging because the exchanges are often frequent, they often reference each other and the response time can be a matter of seconds. Messages are linked to the particular point in time and their value erodes over time. There is a relationship between the speed in which the value of nodes of communication erode within a technology and the potential for Co-presence. In addition the individuals’ level of trust that their contribution will be understood and responded to within a particular technology has a large bearing on both Co-presence and Eventedness. It is of note that there is very little latent social presence in MUVEs. When you log-off your presence all but evaporates leaving almost no trace of your identity or that fact that you were in the MUVE. This is in contrast to social networking sites which are designed to extend your presence after you log-off. (See my ‘Visitors – Residents‘ post which discusses why this form of latent social presence is an important issue)

So, the green areas are not a quantative mapping of a range of functionalities but the qualitative potential of a technologies ability to provide a certain type of experience. The greater the chance of Co-presence the greater the chance of Eventedness and vice versa which is why the green areas have diagonal tops.

I should point out that the relative mapping of the technologies in the diagram could be debated until the cows come home because the axes are dealing with subjective terms. Individuals encounters with these technologies will vary greatly in the context of these terms hence the use of ‘potential’ which allows for a latitude in experiences.

A key point here is that the MUVE has the potential to support a huge range of experiences. This is partiality because of the effect of avatars but also because an MUVE is not a single technology but a cluster of tools gathered around a 3D environment. To tie this down a bit I will run through the types of experience that I think take place at points ‘a’, ‘b’ and ‘c’ on the diagram.

‘a’: At this point an individual feels isolated from others and alienated by the environment. They are directionless and have not discovered the ‘point’ of the environment for themselves. This sense of isolation and alienation is amplified by the knowledge that there are others in the MUVE who are enjoying being part of a social group that they are excluded from (either socially or because of a lack of technical skills). It is also amplified because they can see other avatars who appear to be much better looking, better dressed and with more elaborate hairstyles. They begin to fell anonymous, unskilled and lacking in a definable persona (they are part of the homogenous ‘n00b’ category). All of this is compounded by the fact that it is very difficult to ‘lurk’ in an MUVE. There a few opportunities to learn the in world culture(s) and mode(s) of communication that don’t involve social engagement. This is in contrast to other successful online social platforms have functionality such as an open chat channels (World of Warcraft) or the ability to see the flow of communication (Twitter) giving new users the opportunity to absorb the culture of that space before making their voice heard.

‘b’: At this point the individual feels like they are contributing to a shared endeavour, that they are part of a relevant activity. They have come to know and trust the other participants in their group and enjoy both the learning and the social aspects of the experience. This is only likely to take place if a member of that community has organised an activity. Or, to put it another way, the tutor has planned a relevant session. (The implication here being that the tutor needs to be part of a community of learners not above it in the MUVE space)

‘c’: At this point the individual is probably spending time with people they know and trust. They are socialising within the MUVE but are not attempting to achieve anything beyond simply being together. They are likely to feel part of a community but not that they are communally working towards a goal.

In terms of teaching and learning this huge breath of potential experience is what makes using MUVEs a high risk option. The better designed a session and the more responsive the tutor the higher it will map against Eventedness but a strong sense of Co-presence will only grow over time. Initially this happens as people get to grips with the technology then increasingly as they form relationships and trust grows. This breath of potential is in my opinion why a bad session in an MUVE leads to the suspicion that it would have been more satisfying and more effective to have simply used a straight text chat format or in some cases a traditional forum. This is compounded by the fact that MUVEs really lock you in and if a session breaks down it is complex and disruptive to sidestep to another format. Nevertheless, some of the most engaging and exciting online teaching and learning I have experienced has taken place in an MUVE.

As the diagram makes clear MUVEs do have the potential to outstrip many other technologies in their ability to provide a sense of belonging and purpose. However, if you don’t feel that words such as ‘belonging’, ‘communal’ or ‘experience’ are relevant to your practice then MUVE are probably not for you. Even for those of us that do think these aspects of learning are important MUVEs are a high risk option which require teaching sessions that are both well organised and highly reactive. We hope that the guidance and advice that comes from our experiences in the ‘Open Habitat’ project (to be published in March) will reduce this risk but it is like so many things in life MUVEs will remain a challenging option with the potential of great rewards.

Below is a slidecast of the my presentation at the Eduserv + JISC/Cetis Virtual Worlds event on 16/01/09 in Glasgow. Thanks to Rowin Young for providing the slidecast.

License awareness, for perfectly informed consumers…

Tuesday, December 16th, 2008

These days it’s very easy to acquire digital copies of stories, pictures, music, video, fonts, code – any sort of media you care to mention. Sometimes this is legal, notably through open source/free software, creative commons licenses, and Bittorrent. Sometimes it’s illegal – through Bittorrent*, copying files from websites, lending CDs/DVDs, etc.

Obviously, this is in clear conflict with established media industries, often represented by acronyms groups like the BSA, RIAA, and MPAA, who want to maintain their historical place in the distribution channels. Many others around the web have commented on how these businesses need to realize that they don’t have a right to a profit in their particular part of the market, and I concur, but won’t rehash that here.

Instead, the whole reason for this post is to point to what I hope is the way forwards: License transparency at the client level – nicely demonstrated with the display of licensing information in recent work on the Banshee media player.

I don’t think this feature has filtered out to a release yet, but a suitably enabled Banshee will display the license information for songs, along with the track name, duration, etc.

This may not seem like the sort of thing that would be useful to 99% of the population, but it is relevant to 100% of the population, as many people may not realize that, in many cases, ripping the CD they borrowed from cousin Kev is illegal. For the cases where it’s the artist’s intent that copies should be made, I think it should be advertised and encouraged.

As a both a musician and an open-source enthusiast, licensing rights can be an important tool to help me ensure the quality and longevity of my work in both those areas. I haven’t a solid plan for this, but suspect that outright, no-strings, free-for-all copying won’t help me develop my rock-star career. (Any advice on developing the rock-star career is welcome :-)

I believe that most people don’t currently consider the licensing of the media they use, and just copy it if they feel like it. Rather than taking the futile DRM approach, I think it’d be better to share media quite liberally, and for software to inform people what’s going on, enabling appreciative users to support it – with financial (particularly for music), and direct (more relevant with software) contributions.

If we’re in a market-driven economy, let’s try and work towards perfectly informing the consumers…

Merry Christmas!
Dave B.

* Note the dual use (legal/illegal) potential of some technologies.
† Ok, I’m a drummer – it’s close enough ;-)

That Was an Interesting Experience

Thursday, November 27th, 2008

As the piloting activity of the Open Habitat project draws to a close it’s time to gather out data and our thoughts and consider what it all might mean. We have plenty of evidence that MUVEs are a useful for teaching and learning and much guidance and direction to give to teaching practitioners considering taking the plunge. We also have, I think, an overarching message from the project:

“Teaching and learning in virtual worlds is an experience.”

I’m not trying to be facetious or flippant I mean it in the true sense of the term. Taking part of a teaching session in an MUVE is more than simply using a tool or achieving a task, it feels like an event, a particular moment in time when you have the chance to interact with others at a level of intensity which is rarely felt in other online spaces. A teaching session in an MUVE can become a focal event for a significant slice of teaching. A learning design can be created which leads up to and then away from an MUVE session. Much like a traditional field-trip, the teaching can frame the time that students spend out in the field or in this case the MUVE and work generated during that time can be considered upon their return. The ‘otherness’ of the alternative environment can act as a mirror for the students, helping then to reflect on their practice as they see how it is influenced by the virtual world.

Like any immersive experience it is at times challenging for an individual to assess what they have learnt during the experience itself but over time the benefits of being taken out of the comfort of their day-to-day environment starts to become apparent. If you believe that MUVEs are capable of supporting an online culture or beyond that an online society then maybe a session in one is akin to visiting another country. We are socially and psychologically transposed into this new land and whilst not physically transported we are visually represented. Like any exploration into new territories it can be chaotic, alienating, exhausting, and frustrating. There are new forms of communication to learn and new cultural norms to adjust to. It can be intriguing, surprising and occasionally exhilarating, offering inspiration and new perspectives on ideas which may have become stagnant. These experiences with others in these virtual worlds is a form of travel and they do say that travel broadens the mind.