26 February 2017

RFID and Beat the Street

Originally published on my OU study blog

Learned about RFID (radio frequency identification) tagging as part of TU100 last year. Recently tried this out by activating a Beat the Street card for the scheme running in Milton Keynes from 1 February to 22 March.

The cards, which are free, have a unique number and an activation code. You enter both while registering on the website at https://www.beatthestreet.me/miltonkeynes and it sets you up an account. The cards are used to ‘tap’ on Beat Boxes, which have been attached e.g. to lamp posts along footpaths across the town. The idea is that if you tap two within a certain time period, it gets registered as a journey and you get points. You can walk, run or cycle between Beat Boxes (I gather driving between them isn’t considered quite the thing).

A Beat the Street card

The scheme is about encouraging physical activity. The company behind Beat the Street is a Reading-based company Intelligent Health (who appear to be based on the Earley Gate side of the University of Reading's campus, near Temporary Office Building 1 where I used to work). They claim to make physical activity a way of life "through expertly delivered, measurable campaigns with long-term, community-wide benefits".

A number of my colleagues were doing this, so I decided I'd have a go. The downside has proved to be that, though it sounds a great idea, I've had very patchy success in getting the Beat Boxes to register my card. Taps on four different beat boxes one day last week only resulted in one actually lighting up, with the result that I didn't get any points. It's been reported that the MK scheme is unfortunately experiencing both technical issues and vandalism. Shame.

A Beat Box

8 February 2017

Second Life: part 2

Aha! After a bit of research via encyclopedia Google, I downloaded the beta version of the viewer, and I’m in.

[Caveat: may have had a glass of wine]

Gave up trying to think of an imaginative username that hadn’t already been taken. Eventually settled on ‘Annonny’.

On accessing the site, was faced with the following somewhat disconcerting message:

Luckily my clothes downloaded fairly quickly.

First dilemma: how on earth do you move around? I’m just standing in the middle of the street here.

OK, just narrowly missed being run over by a bus.

Figured out how to walk, with the help of the ‘How to’ facility.

Incidentally haven’t yet met anybody else.

Just got a message saying “You have been logged out of Second Life”.

Logged back in, and teleported to the OU’s ‘Deep Think’ island. It’s lovely. There’s sea and everything.

There’s absolutely no one else here though.

Incidentally my avatar is much slimmer than I am. Perhaps I should make her more authentic by adding a couple of stone?

7 February 2017

Second Life

Probably as a displacement activity when I should be studying MST124, I’m going to have another foray into Second Life this evening. Studied ‘Virtual worlds’ in Block 4 Part 4 of TU100 last year (ah, I miss TU100).

I first heard of Second Life in around 2007-2008, when rumours were going around that my then-boss, who was on long-term sick leave, had become so addicted to the virtual world that she was spending all night on it, which wasn’t helping her already dodgy work attendance and performance.  So it’s been around for a good while – and has quite probably had its heyday by now.

Here’s what I wrote last year when starting to study this part. The instruction was: “take some time (up to 20 minutes should be about right) to jot down some of your own thoughts about virtual worlds.” As often with TU100, about 1 minute sufficed, but this is what I wrote in response to the prompt questions:

Part of me thinks I’m the type of personality who could really have enjoyed and got into this stuff if I’d been exposed to it. Part of me thinks my personality type doesn’t need any encouragement and I should just get out more.

Section 2 of this part asks the question “What do you think the average game world user looks like?” Well, I’d probably give a stereotypical answer like: Hairy; has their own tankard at the pub with runes carved on it; slightly over-intense in everyday conversation.

Section 2 notes that a survey (Yee, 2006) “concluded that players in virtual game worlds enjoy meaningful relationships and significant emotional experiences, as well as developing skills such as leadership that translate into the physical world.” Well, who wouldn’t want some of that.

Second Life began in 2003, apparently. At the time the TU100 module materials were written, the OU evidently owned several virtual islands within Second Life. An embedded video in this part says that “The Open University is a trailblazer in Second Life”. The video features (former) OU Director of Learning Innovation Niall Sclater talking about the OU’s Second Life activities.

When I first had a go at Second Life while I was actually studying TU100, I only had mobile WiFi, and though I managed to set up an account and get access, it was pretty much a no go – endless buffering and moving in an extremely jerky fashion down a virtual street. I gave up pretty quickly. Now that I’ve actually got a proper broadband connection, let’s see if it works any better.

First off: I had to download the Second Life Viewer, as I’ve bought a new (Windows 10) laptop since I last attempted this. Downloaded it from https://secondlife.com/support/downloads/. Tried to install it and got the following message:

My virtual world attempts seem destined to failure at the moment. Back to calculus.