Book Review: Making a Metaverse That Matters

Here’s a must read title for anyone who wants to understand the metaverse–  Making a Metaverse that Matters: From Snow Crash & Second Life to A Virtual World Worth Fighting For by Wagner James Au.

In my own personal view, the metaverse is a virtual place not an app. Wagner James Au agrees and he shares Tom Boellstorff’s comment about the metaverse being a place by stating, “And you even see this in English with prepositions, where people say you go on Facebook, but you go in Roblox or Second Life or whatever” (Au, 2023, p. xxiv).

Au’s book gives a thorough examination of the past, present, and future of the metaverse, introduced up front with his definition: “The Metaverse is a vast, immersive virtual world simultaneously accessible by millions of people through highly customizable avatars and powerful experience creation tools integrated with the offline world through its virtual economy and external technology” (Au, 2023, p. xxiii). I feel that my own definition aligns well with his and the book is rich with information about the many uses of virtual environments.

History of the Metaverse

Au validates my belief that Second Life (SL) is the original metaverse stemming from the “now classic” Neal Stephenson novel Snow Crash. While it is obvious that SL didn’t become widely adopted (as predicted in the early days from 2003-2006), it has survived for over twenty years with dedicated users, albeit mostly over the age of 35.  Second Life provided lessons upon which to build a sustainable metaverse platform and Au shares great knowledge of this history, complete with an early days story in the appendix (don’t miss it!) about a revolt against virtual taxes reminiscent of the Boston Tea Party!

His depiction of the ups and downs of Second Life includes amazing stories of artists, musicians, content creators, and close-knit communities from around the world. Having spent years in Second Life and other virtual worlds, Au believes VR headsets are not necessary to experience the metaverse and many educators I work with agree that the metaverse can be experienced on a screen as well as with a headset (which I greatly prefer).  The background presented in this book is important for understanding how the metaverse came to be and how it may evolve.

Current Popular Metaverse Platforms

Roblox and Fortnight are current gigantic metaverse virtual worlds with primarily a gaming focus.  Some companies (and even politicians) utilize these worlds to advertise or campaign or promote activism. Personally, I have heard concerns and frustration from Second Life colleagues about Facebook changing the platform name to Meta and Au highlights Meta’s failure to become the metaverse with a capital M as he shares an excellent overview of all the current platforms rapidly growing in popularity.

Surprisingly, Au holds the view that interoperability (which has been talked about for years as being essential to the real metaverse) may not be necessary! He argues that it is the communities within virtual environments that need to be able to cross platforms—not the platforms themselves.  He tells us that most virtual world users, my colleagues and myself included, use Discord as the connection between virtual worlds.  The concept of interoperability as a core element of the metaverse is, according to Au, a myth. 

Another myth, which may surprise some people, is that the metaverse is for everyone!  Au believes that possibly only one in four individuals find engaging in a metaphor of the world to be an exciting, advantageous experience.  He states, “That said, recall that 1 in 10 of the globe’s Internet users, 500 million+ people, are already active users of a metaverse platform” (Au, 2023, p. 201). This leaves room to expand in the future while still allowing choice for users to find communication tools that work for them in particular ways for specific reasons.

What are the reasons to be in the metaverse?  There are many!  Wagner James Au provides many stories, such as an elderly blues singer, a clothing designer, and a thoughtful artist.  Most virtual environments provide opportunities for gaming and socializing (such as VRChat, Roblox, Fortnight, and many others).  While Au does mention the potential for education in the metaverse, it is not at the top of this list.  This is unsurprising because there is way more money made in the entertainment industry than in the field of education.  But research shows that virtual worlds like Minecraft and Second Life have potential for education and the next generation is already struggling with the perils of social media and the “endless scroll”.  Rather than “edit their lives” with photo apps and constant posts, young people need to understand digital citizenship (my own passion as a librarian educator) and these skills can be embedded in the metaverse through metaliteracy.

Future of the Metaverse

Those of us who have spent years in the Metaverse (Second Life and other virtual worlds) understand that anything you can imagine can be created there. The memories of experiences and places are real.  Yet, reading about “uploading our consciousness” or “potential immortality” can seem downright creepy. 

Au’s view of a future metaverse that brings people together and provides positive outcomes for our economy, culture, and planet are positive.  Of course, I would include the importance of edifying experiences for our youth and educational content rather than more zombie slaying!  Wagner James Au believes that we can learn from the past lessons of metaverse origins toward using virtual environments for best practices.  Hopefully, education, reading, bringing history and stories to life, advocating values like empathy, and connecting people through creative and enlightening experiences will all be in the forefront.  Ban those griefers!

Enter the Human Brain in the Metaverse

Brodmann’s Brain

While the areas of the human brain were mapped by Brodmann over a hundred years ago, they are still useful for study today. Learning about the brain in the metaverse, where students embodied as avatars can enter virtual spaces together, provides a new and enlightening experience.

A recent tour for the VWER (Virtual Worlds Education Roundtable) provided a lively discussion about the potential for students to enter content in new ways. A 3D model built by Dr. David Hubbard (David Arguna in Second Life) illustrates a high quality learning experience that cannot be done in the physical world. One educator said, “This is much easier to see and imagine than simply looking at a picture in a book.”

The metaverse is quickly evolving and will provide new ways to learn. Educators at the VWER weekly meeting on Thursdays at NOON Pacific Time believe VR headsets are not really necessary! Virtual worlds provide a great way to be immersed in 3D learning in the metaverse without the trapped feeling and high cost of individual headsets. In Second Life, students cannot just learn in environments like Brodmann’s Brain, they can create rich learning spaces themselves.

Educators and learners interested in these new opportunities should acquaint themselves with the Virtual Worlds Education Consortium and the Community Virtual Library.

Plunge into My VR Office – One Mind-bending Click Away!

Virtual reality apps have exploded.  Frame.io is a web-based VR platform created by Virbela which is currently in Beta and will be released next year. In addition, augmented reality (AR) has been around for years but is staged to take off in mainstream media for many uses.  We live and work in multiple realities and we juggle multiple communication tools which certainly require metaliteracy.  Click here to visit my VR office Frame.io/valibrarian or (if you have a device nearby) just use a smart camera to access with this QR code.

Note: the default setting is an open microphone.  I need to tell the Frame.io creators that this might be a privacy issue.  I had the tab open on my browser and then left to do work on other tabs.  A couple hours later, I heard a colleague saying, “Hi Val!  Are you there?”  I could not figure out where the voice was coming from until I clicked over to the Frame.io tab. Yikes! That felt weird.

The images in the VR office have links to resources about metaliteracy in metamodern culture, so click away as you wander through both 2D and 3D objects. Metaliteracy is a term, coined by Tom Mackey and Trudi Jacobson, that encompasses the way we juggle many communication tools every day including social media, email, text messages, app notifications, evaluation of online information and much more. If you come visit, you will create an avatar and be able to chat in voice. 

One wall shares a link to the Community Virtual Library Frame.io space, which also is just one click away! My office hours in Second Life at the Community Virtual Library are currently 1-2pm Pacific Time. I will “plunge” into FrameVR and be around if anyone wants to visit. Of course, if you are reading this ten years from now, we may meet elsewhere. Perhaps on Mars!

XR in 3D with Colleagues

Reality has changed! Extended Reality includes mixing physical world and virtual world spaces. For the celebration of Second Life’s 17th Birthday Party, my friend and colleague Renne Brock built a giant Polaroid Camera set up on an oversized desk for avatars to tour, sit, and share memories of meeting both physically and virtually. Playing with the “size” of our world is an interesting phenomenon.

SLB17 by Renne Brock of Nonprofit Commons

My avatar looks tiny sitting on the yellow beanbag. The memory of my librarian colleagues meeting in San Francisco at a conference can be viewed on the Polaroid picture. Many other “real world” meetups were shared as the pictures scrolled by on the giant desk.

Meeting folks in the “real world” after working together virtually is always a pleasure, yet virtual environments like Second Life ARE real. The Assistant Director of the Community Virtual Library (center of photo) has worked with me on numerous projects on a plethora of virtual platforms: Skype, Google Hangouts, Discord, Zoom, SineSpace, Virbella, AltspaceVR, Kitely, Second Life, Mozilla Hubs and more!

The “X” in XR can stand for any type of reality: AR (augmented), VR (virtual), or MR (mixed). Notice the little colored buttons on the desk? Renne gives out a button each time she meets a colleague in the physical world. I have quite a collection of them. Yes…reality has changed for sure!

Virtual Environment Workshops for Educators

Build a Professional Network for #remotelearning

Not all online learning spaces are equal! In fact, many are applications built by designers without any educational background at all. So how can educators explore and build the best sustainable interactive online learning environments for students? Well- one way is to explore innovative virtual learning spaces together to evaluate them.

With that goal in mind, the Community Virtual Library is sponsoring CVL Educator Workshops in numerous virtual environments, such as Second Life, Kitely, and web-based worlds like Cybalounge and 3Dwebworldz. For those interested in virtual reality headsets, CVL has a VR Explorers team and a Discord Channel. Check out the CVL Educators Workshop schedule here! Workshops are just starting, so check the spreadsheet as dates will be added.

Community Virtual Library in Cybalounge

Community Virtual Library Main Branch

The main branch of the Community Virtual Library is in Second Life and librarians, educators and volunteers hold office hours to help teachers, learners, and anyone interested in virtual environments to better understand and use them. Explore the website and see the Virtual Reference tab to find a mentor.

Is education ready for #virtualreality headsets?

Librarians and colleagues are exploring VR headsets while understanding that virtual immersive environments like Second Life are a form of virtual reality that has been proven to be advantageous for years. A recent workshop in the virtual world of Virbela presented a session on where VR is headed in education.

Immersive Art Community Experience: Shui Mo

Last week, I led a tour of Fiona Fei’s Shui Mo Ink Brush Art for the Nonprofit Commons Group in Second Life. Shui Mo means “ink” in Chinese. The group walked across paintings on scrolls where the ink was brushed under our feet. Zooming in on the pictures along the wall, we observed that they were not flat- but were 3D sculptures with little moving birds and butterflies. We walked through lovely koi fish ponds and floated amidst petals and umbrellas, wandering through a black and white ink world, then entered a black door to see One Million Rising for social justice. The tour culminated in a beautiful scene with a bridge where the group found a photo opp!

This lovely art, built by young artist Fiona Fei, exemplifies the use of virtual worlds for artist creativity in 3D spaces. Fiona says,

As a Chinese American, the Shui Mo series is my way of not only connecting with my ancestry, but it’s also a way for me to celebrate centuries of art and old masters who painted in this beautiful art style. I wanted to take full advantage of Second Life’s virtual environment to provide a new perspective on this traditional art style by adding depth, making what has traditionally always been portrayed as 2D pieces into 3D art. When the viewer looks into the art, they are looking into a 3D space, and depending on the angle they are viewing it from, the art changes.

Virtual Learning: the world scrambles to find remote learning spaces

Due to the Corona Virus, I find myself getting numerous questions about how to learn in virtual spaces! As Director of the Community Virtual Library, I have years of experience in immersive learning in virtual worlds. However, it is important to say that it is not a quick and easy tool to learn! In fact, my dissertation topic was factors contributing to the adoption of virtual worlds and findings showed the biggest obstacle was complexity. People have used the term “steep learning curve” to describe virtual worlds for years. The advantages and benefits, I firmly believe, are well-worth the effort. A few weeks of exploration and navigation of the interface provides most of us with a comfort zone and a “sense of presence” that is much more suitable to learning than a web-based platform, quick apps, or webinars.

Librarians discussing virtual world learning environments

Help! Where do we start?

Learning how to utilize virtual worlds for education requires locating a virtual space (a simulated classroom or “sim”) and importing the curriculum used for specific learning outcomes, just as an educator does in the physical world. Building a professional learning network with other educators is the best starting point. Those educators are ready to help you! The International Society for Education (ISTE Virtual Environments Network) has several communities and individuals who meet regularly. Just FYI, I won the ISTE VEN Pioneer of the Year Award last year in 2019. Scroll down to the bottom!

Now’s your chance at VWBPE 2020

If you are interested in learning about virtual worlds, the Virtual Worlds Best Practices in Education Conference 2020 takes place this month: March 26th-28th. I have several presentation during the conference which are available on the schedule.

Visit the Community Virtual Library

Anyone can visit the Community Virtual Library in Second Life or in other virtual worlds and tours can be scheduled. Joining educational groups helps educators find others who have paved the way for bringing deep learning and critical thinking into virtual spaces. Currently, VR headsets are NOT ready for mainstream. There is little research on how these headsets impact the human brain. Virtual worlds have been around for years and research documents high quality simulations for all subject areas.

Library tour at CVL

What age level should use virtual worlds?

Currently, virtual worlds are ready for higher education and some educators bring younger students into specific virtual spaces. Educators should explore first and find the best spot for learning. With all the questions coming my way, plans are underway for workshops to help newcomers explore virtual worlds!

Contact info: https://twitter.com/valibrarian

https://about.me/valibrarian

Virtual Worlds Will Survive

I am sitting in a virtual book orchard listening to relaxing music as I write this.

CVL Write-In August 2018

Finding the right setting and time for writing is not easy in a world of constant distraction. A virtual world “Write-In” provided focus with the encouragement of others around me. Yet another example of the potential for virtual worlds. The Community Virtual Library offers programs such as write-ins, poetry events, research exhibits and everything a physical world library might provide.

Advantages of using an avatar

No cost
No travel
Sense of presence with community
Creative tools
Access to helpful resources
Unique experiences

With rising costs of travel to conferences, virtual worlds provide a cost effective way to network and present information in any field. The Virtual World MOOC 2018 brought learners and educators from around the world into Second Life and a networking forum at the Community Virtual Library sparked conversation on the future of education, libraries and learning in digital culture.

Community Virtual Library Networking Forum August 2018

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Yet, after years of gathering evidence about the potential for learning in virtual worlds, all I hear about day after day is AR and VR (augmented reality and virtual reality). In fact, Hypergrid Business announced “winding down” coverage of virtual world grids as virtual reality hype continues to rise. Will the Metaverse ever become an interconnected landscape that can actually be navigated? Or are we heading to an uncharted sea of information chaos in mixed reality forms?

Oculus Go Headset- example of VR tools While VR developers race to create experiences (which may be dangerous to young minds- who knows?), virtual worlds continue to provide a range of uses for all age groups.

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Accepting the fact that entertainment is the big money focus- not education- it is not surprising the current TOP DOG video game is Fortnight. Yet, it is more than a video game, Fortnight is a virtual world. Virtual worlds are certainly a part of virtual reality and immersive environments.

So- in a nutshell- virtual worlds are here and they will survive. But they are mainly used for battles and zombie-slaying! I certainly do not blame teachers for a lack of interest in virtual worlds. Having spent 25 plus years in education, I understand curriculum mandates, testing procedures, parent conferences, and never-ending paperwork. Learning and embracing virtual worlds has to be done outside the classroom on your own time. Yes- your “own time”! But you are not alone! Educators and learners around the globe face the same issues of understanding and utilizing new media and new technology tools. We will learn the best practices and we will survive. Virtual worlds will survive.

My Thinkerer Award for Virtual World Contributions to Education & Librarianship

Virtual worlds provide unique educational opportunities for learning in digital culture. How honored I am to receive the 2018 Thinkerer Award for contributions to education in immersive learning environments. The silver statue holds a glass ball in my favorite shade of blue!

Virtual worlds are often misunderstood and people think of videogames when they hear the word avatar. But an avatar is simply a representation of one’s self. Jaron Lanier (often credited as being the Father of Virtual Reality) says, “The visceral realness of human presence within an avatar is the most dramatic sensation I have felt in VR. Interactivity is not just a feature or a quality of VR, but the natural empirical process at the core of experience. It is how we know life. It is life (2017, 173)”. Having spent a number of years teaching, learning and developing a professional network across the world through my work in virtual worlds, I have come to understand the best practices (both advantages and disadvantages) of using an avatar as a librarian.

You may ask What does a virtual world librarian do? My virtual world library work is basically the same as the work I have done in libraries for over 25 years! As Director of the Community Virtual Library, I have witnessed and helped implement library programs similar to those found in physical world libraries, such as book discussions, writing workshops, exhibits, speakers, reference services and more. Imagine not just reading a book….but entering the book!

Library visitors have the opportunity to enter historical eras (like the life of Anne Frank or Charles Dickens’ A Christmas Carol). Moving pictures brought stories and books to life over a hundred years ago. Now, we can enter stories (both fiction and nonfiction) and experience them together. This interactivity with others is imperative to learning because we do not learn in isolation.

All media formats are valuable for various purposes: movies, images, sounds, as well as immersive virtual experiences (and certainly print). I think the real reason I continue to work in a virtual world is because the children growing up today will never know a world without constant incoming information on mobile devices. Exploring ways to use technology for deep learning (not disposable quick apps) and to promote digital citizenship is the purpose of the Community Virtual Library. A team of great librarians, educators and volunteers share my passion.

Thank you mentors, friends, family and colleagues who inspire me to persevere in an ever-changing information landscape. So many of you are the reason for this lovely Thinkerer Award!

Examples of CVL Programs and Projects

Exhibits and displays (Genealogy, Art, History, etc) Monthly book discussions & literary study, Digital Citizenship Museum in Kitely, Poetry garden and writing workshops, Art study group, Trivia nights, Reference services, Virtual World Database, Virtual World Bibliography, Book Orchard & immersive learning spaces, Virtual world networking of educational communities, Historical role play for immersive learning, Charles Dickens Resource Center (for historical simulation), Gutenberg Press (for historical simulation) Presentations & speakers Virtual archives.

Lanier, Jaron. (2017) Dawn of the New Everything: Encounters with Reality and Virtual Reality. Henry Holt & Company. Valibrarian on digital culture: “Whether or not one has an avatar, we all live in virtual worlds”.

Virtual Worlds vs Virtual Reality: a Comparison of Immersive Experiences

After a decade in virtual worlds and a few years of exploring virtual reality (VR), I believe I understand the difference and predict that both have purpose and potential for learning. In my view, a virtual world is a persistent “land” space and virtual reality is a disposable “bubble” experience.

Virtual Worlds are persistent spaces of land

Virtual worlds can be visited again and again. One can explore spaces, build them and watch communities grow. An example is the Community Virtual Library which has recently undergone a huge move to a new space near educational writing/publishing communities. The Community Virtual Library (CVL) houses a main library building, a networking hub, a pier on the beach for events, a library pub, four exhibit/gallery/display areas, an art study group space, book discussion space, virtual poetry garden, book orchard, and other immersive experience locations. Library Land (on Cookie Island in Second Life) can be visited over and over just like a physical place. CVL is a real library.

Virtual Reality is an experience bubble

An example of a VR experience is my recent “walking out on a beam over the city”! It felt so real. Looking down below, my knees were shaking and then a helicopter came by right at eye level.

Other “bubble’ experiences (meaning one time experiences- then ‘pop’! it is gone) include: climbing an ancient rock structure, stabbing zombies, shooting arrows at medieval warriors, and working inside a rocket ship to troubleshoot the engine. While most developers focus on entertainment, there is obviously potential for education in virtual reality.

Teachers should use with caution as studies have not fully examined the impact on the human brain. VR can sometimes feel as real as the physical world, making it nearly impossible for young children to distinguish between virtual and physical world experiences. Reality is changing and anyone working in virtual worlds understands that they are “real” places.

One of my favorite VR experiences so far is Google Tilt Brush. It is like stepping inside an empty canvas of space to create digital art! Similar to programs like Paint, Photoshop or other applications, you choose colors, brushes, textures and tools to create and sculpt in 3D. What is amazing is that you can save your 3D work and share it with others allowing them to step inside. The ability to share work with others is unique to this VR experience and similar to the collaborative work I have experienced in virtual worlds. Most VR experiences are limited to a short period of time with little opportunities for user-generated content as developers create the space in programs like Unity or Unreal Engine.