Thursday, October 28, 2010

Module 4: The Disruptive Power of Second Life




Bower and Christensen (1995), describe a disruptive innovation as an innovation that disrupts an existing market. The term is used in technology to describe innovations that improve a product or service in ways that the market does not expect.  Disruptive Technologies are new technology that has a serious impact on the status quo and changes the way people have been dealing with something, perhaps for decades (Bower and Christensen, 1995).  


Second Life (abbreviated as SL) is an Internet-based virtual world launched in 2003, developed by Linden Research, Inc (commonly referred to as Linden Lab), which came to international attention via mainstream news media in late 2006 and early 2007 (Sege, 2006).   A downloadable client program called the Second Life Viewer enables its users, called "Residents", to interact with each other through motional avatars, providing an advanced level of a social network service. An avatar is a computer user's representation of himself/herself or alter ego whether in the form of a three-dimensional model used in computer games,or a two-dimensional icon (picture) used on Internet forums and other communities (Blackwood, 2006).    



How is Second Life a disruptive technology?

I feel that Second Life is a disruptive technology in that it “…improved a product or service in ways that the market did not expect.”  In our 21st century world where technology is virtual, the creation of Second Life may seem to some as the logical next step. After all, technological developments of recent years have not only simplified life, but utterly transformed it, changing the way we work, communicate, apply for jobs, entertain ourselves and even socialize.



What technology or innovation did it displace? 

Second Life seemed to team with social networks and made virtual creativity a free possibility. Complete with avatars and replicas, filled with artwork, Second Life seeks to go one step beyond technology and into the treacherous world of virtual reality. In Second Life, one can enjoy most of life's pleasures – virtually, of course. Avatars can read, socialize, listen to music, go for walks, etc.  Students can use Second Life for creative projects, or for study groups and library research help. Professors can stream lectures from their very own virtual classrooms in Second Life.



How many years do you think Second Life has left before another emerging technology or disruptive technology replaces it? 

I think it is already here...



Croquet is a new open source software platform for creating deeply collaborative multi-user online applications. It features a network architecture that supports communication, collaboration, resource sharing, and synchronous computation among multiple users. Using Croquet, software developers can create powerful and highly collaborative multi-user 2D and 3D applications and simulations. http://atsosxdev.doit.wisc.edu/croquet2/newsroom.html



What are the social benefits of Second Life, and what might be the social implications of virtual worlds in your industry? 

Undoubtedly, Second Life can (and does) offer a slew of educational benefits and conveniences to students, professors and administrators alike. Critics of social networking sites worry that the Internet has negatively affected our generation's ability to interact socially.  Second life technology has great power to distance you from human interaction.

Monday, October 11, 2010

Module 3: Ryhmes of History Technology

  • With these thoughts in mind, find an example of a technology that represents a rhyme of history.

The new technological advancements in music listening devices – like the MP3 player.



  • What does that technology rekindle or retrieve from the past that is a recurring theme of history?
I think the use of MP3 player rekindles the love that humans have for music.  Music has been with us as long as we can collectively remember. Musical instruments have been found dating back tens of thousands of years. Music was an important feature in Ancient Greece (BC) and continues to be an important feature today. (http://www.metmuseum.org/toah/hd/grmu/hd_grmu.htm)

Ancient Greece



The ancient Greeks had a special place for music in their culture. It was commonly believed that music nurtured a man's relationship with the Gods. In fact, many ancient Greek myths included musical instruments, especially the lyre. It was believed that this instrument was invented by the god Apollo. One example is that Amphion, son of Zeus, used a lyre to help build the walls of Thebes. According to the myth, as soon as Amphion started playing, the stones started building themselves into a wall.

The lyre was a stringed instrument originally made of a tortoise shell with anywhere from three to twelve strings. The lyre was played with a plectrum, or pick. All the strings were strummed, but the player would press down the strings that he didn't want to be heard. The lyre was distantly related to the harp. The lyre was also used in Egypt and Sumeria. While the lyre was an instrument that amateurs could play, it's bigger brother, the kithara, was used by professional musicians. Similar in appearance to the lyre, it was bigger, heavier, and usually made of wood. The lyre migrated to Europe, but became rarer in medieval times to be replaced by the lute in popularity. (
http://library.thinkquest.org/04apr/00275/ancient_ins.htm)


Australia (Aborigine)


The Aborigines of Australia came up with one of the world's oldest instruments - - the didgeridoo. Consisting of only a long, hollow tube, the didgeridoo is thought to be one of the earliest instruments made my man. A didgeridoo player blows into the instrument in a similar manner to a trumpet player. The didgeridoo produces a muffled tone that can be continuous through the use of a special kind of breathing. Above the one note drone that the instrument produces, the didgeridoo player can sing while playing, creating complex harmonies.