Sacred Space and Religious Ritual in the Virtual World: An exploration of religion in Second Life

Adrian Stagg & Dr Helen Farley, University of Southern Queensland Part of CW12

Religious and spiritual communities have leveraged the enormous potential of the internet to provide information to worshippers but also bring them together as a faith community. They have used chat rooms, discussion boards and podcasting to create or augment that sense of community generally only experienced at a service or religious festival. Virtual worlds, however, offer a step beyond what is traditionally seen as ‘supplementary’ religious information by creating online sacred spaces. It is within these spaces (be they churches, mosques or henges) that worshippers – through motional avatars –come together and worship. Adherents and participants claim that their worship experience in this space is genuine, yet this raises numerous issues around legitimacy, authority and authenticity.

The virtual world of Second Life is home to many religious buildings and spaces. Communities sometimes overtly, sometimes less so, come together to discuss religion, study scripture and often to participate in rituals, festivals or religious services. While many are undoubtedly genuine in their involvement (using it to augment or replace their real life religious activities), many more are experimenting with new faiths or roleplaying as an intellectual curiosity. This paper will explore the diversity of religious activity in Second Life, while pre-empting how religious practice in this space may evolve with the advent of new technologies such as Microsoft Kinect.


Student and Staff engagement with iBooks Author

Hohepa Spooner, Auckland University of Technology Part of CW12

Teachers in tertiary education need strategies to communicate directly and individually with students and engage them with technology advances like iBooks Author to shape and entice educational experiences for them. The Apple iPad with the iBooks Author application and the iPad iBooks app has the potential to make what was previously the preserve of technology-savvy educators, access to effective and efficient pedagogy in an easy and intuitive way. My presentation will cover how the use of the iPad and Apple applications in teaching over the last 10 months is used to enhance engagement with learning for tertiary teaching.


What’s with all these resolutions I have to do art for now!

Andrew Bennett, University of Tasmania Part of CW12

This presentation is targeted at artists, it will give a brief overview of Apple’s devices, how an artist and a developer is impacted by supporting each display, and how artists and developers can make things easier for each other.

The presentation will outline some of Apple’s technologies, introduce some apps, and blend in composition technique. All of this aims to make life easier for both art and dev while maintaining a consistent and usable design.

The presentation will then go into real-world challenges of resolution independent art in shipping apps, and as a solution presents a simple art/design workflow.


The development of students’ oral skills in fully-online language courses

Susan Yue Hua Sun, Auckland University of Technology Part of CW12

While many people are yet to be convinced that fully-online language courses are capable of developing learners’ oral/spoken language skills, strong empirical evidence is starting to emerge. It shows that online language learners’ oral skills can be adequately, if not exceedingly well, developed through the use of the increasingly sophisticated online tools, especially voice tools, e.g., Blackboard Wimba Voice Board, Voice Presentation, Voice Authoring, and the latest available Blackboard Collaborate, etc.

This study looks into two fully online Chinese language papers in a New Zealand University, and examines how the development of student oral skills takes place, i.e., their curriculum designs, technology choices, pedagogical considerations behind, and assessments related to oral language development. Needless to say, the technology choices are at the central place in the discussion, as the two papers are taught in the total absence of the traditional face-to-face classroom and its success or even just its survival are decidedly relied on online technology.

The examination will focus on the use of Wimba Voice Board, Voice Presentation, and Voice Authoring, and painstakingly point out their strengths and weaknesses. The inadequacy of technology and the frustrations which have been felt by the instructors along the way will also be detailed and discussed. Finally, commentary is made with regard to the latest available online tool – Blackboard Collaborate in Blackboard Learn.

This study concludes that through careful design and use of online voice tools such Voice Board and Voice Presentation, students’ oral skills can be well-developed in total-online language courses.

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Shooting S3D: Currently Available Options for Aquisition and Editing

Luke Monsour, Griffith University Part of CW12

This presentation will provide a brief overview of current production options for shooting stereoscopic media (S3D). It will look particularly at camera and stereo rig options, basic S3D workflow, and available post production pathways, with a particular focus on education.


Sweet Success: Making Machinima for Sugarcane Farmers

Helen Farley, University of Southern Queensland Part of CW12

Machinima is the art of using virtual worlds or games to make films. Second Life has proven popular venue for the creation of machinima for a number of reasons including the ability of users to create custom content, the facility to reuse items made by other users, and the capacity to readily alter avatars and landscapes. Though this medium is used by budding film makers to create fictional pieces and simulated documentaries, educators and researchers have also been quick to spot the potential of this form.

This paper reports on a project undertaken by the Australian Digital Futures Institute and the Centre for Sustainable Catchments both at the University of Southern Queensland to use machinima to inform sugarcane farmers’ decisions around sustainable farming practices. Future issues such as regional sustainability and predicted changes to climatic regimes will place an even greater burden upon struggling rural farming communities. This project will improve decision-making by regional communities, policy-makers and civil society through the development of an innovative, web-based, discussion support system, leading to sustainable and resilient regional areas.

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Copyright, the digital economy, and change

Stephen Young, University of Melbourne Part of CW12

Why ‘digital’ makes a difference in copyright

The rights of the author and the employer

Using the work of others; others using your work

Confusion in the cloud – who is the actor?

Highlights of the Australian Law Reform Issues Paper “Copyright and the Digital Economy’

– Speculation on outcomes and what they could mean for Higher Education


Taking the “boring” out of history

Tim Nugent & Nic Wittison, University of Tasmania Part of CW12

Last year we developed a prototype app as part of a multidisciplinary project by the Schools of Computing and Information Systems, Engineering and History and Classics to combine spatial and historical data together to better improve historical and physical exploration of the Hunters Wharf area of Hobart. The prototype is an iPad and iPhone app that takes current maps of Hobart and allows users to overlay different historical maps of the same area to compare and contrast with the modern – allowing the historical information normally tied up in books to be available in a more modern and accessible form.

This presentation will cover what the app can currently do, and how it has been used by the different disciplines involved in its creation and how we envisage the app and similar tools being used in the future. This talk will also highlight the unique process undertaken to try and best fit the differing needs of the group when faced with presenting a traditionally hard to understand data source.

This talk will cover aspects of both education, system design and data visualisation.


ARstudio – Opportunities for Augmented Reality in Education

Danny Munnerley, University of Canberra Part of CW12

As a relatively new and rapidly developing technology, applications for mobile devices, web cameras and now glasses that augment reality with digital objects are being taken up as potential educational tools.
There is a danger of educational applications being driven by what is technically possible, and by the interests and agendas of the early adopters, rather than what is pedagogically desirable, or empirically defensible. The risk of such a fragmented approach to augmented reality (AR) implementation may be to make it harder for academics and teachers to incorporate augmentation into their learning and teaching practices, and it may even alienate the less technically-minded, with AR left seeming as yet another flash-in-the-pan, short-lived technological toy, accessible only to those with technical know-how and high levels of IT literacy and competence.

In this presentation, we discuss how multi-modal, sensorial augmentation of reality links to existing theories of education and learning, focusing on ideas of cognitive dissonance and the confrontation of new realities implied by exposure to new and varied perspectives.

We stress that augmented realities, unlike virtual realities, are not substitutions for physical reality; not approximations to reality; but the layering of perspectives and experiences to augment and enrich reality. We discuss what opportunities AR opens up, and how those opportunities might be exploited within a given (constructivist) approach to learning and teaching. Finally, we consider existing applications of AR, trends in AR research and possibilities for uses of this technology in education.


Immaterial material: an exploration of the relationship between physical and virtual during the artists making process

Pritika Lal, Auckland University of Technology Part of CW12

This presentation expands on my current Masters post graduate research and introduces the audience to techniques and approaches in practice-led research.

This practice based research project explores meaning through making during the artists creative process. Through a series of experiments using Mac OSX and Xbox Kinect I explore the relationship between the physical of the artists hands and a virtual material created using depth mapping and projection.
This project draws on theories of the hybrid or cyborg as found in the writing of Donna Haraway, examples of body tracings from Ana Mendieta’s Silueta Series and concepts of cyber bodies initially found in William Gibsons Neuromancer and Verner Vinge’s True Names.

The presentation will include examples of experiments as video documentation, a technical description of digital material i.e Mac OSX, Xbox Kinect, MaxMSP, projection.
A demonstration of the creative outcomes and discuss related concepts and theories and a future use for the research.