Showing posts with label wired. Show all posts
Showing posts with label wired. Show all posts

Tuesday, December 9, 2008

Army Invades Second Life

By Joshua S. Fouts
Carnegie Council Senior Fellow
Chief Global Strategist, Dancing Ink Productions, LLC

In the wake of Google closing down its virtual world, "Lively," and Reuters noisily closing its Second Life office, you'd think that virtual worlds would warrant the Sturm und Drang predictions that have replaced an equally misguided first-round buzz of interest.

Maybe it's just growing pains.

Enter the United States Army.

Wired reporter Noah Shachtman recently blogged that the US Army will be opening up shop in the virtual world of Second Life over the next month. According to Shachtman, their effort "will actually consist of two virtual islands. One of them will serve as a ‘welcome center' with an information kiosk and the means to contact a recruiter." The other will offer virtual experiences like, "jumping out of airplanes, and rappelling off of towers and using a weapon."

I asked my friend Peter W. Singer, who is director of the 21st Century Defense Initiative at the Brookings Institution, and author of the upcoming book Wired for War -- what he thought of this. (Singer's program at Brookings is notable in that it was one of the first to host a session on the impact of Second Life on the future of politics -- Singer's wife Sue works for Linden Lab, the creator of Second Life).

"A lot of credit is due to the Army for being willing to take this first step," he emailed back. "It is a great way to connect to potential recruits, who it might not reach otherwise, through a growing medium. But I hope they don't just see it as merely an advertising tool. Just like many other organizations entering Second Life have found, there is a whole new world of possibilities, as well as perils, for them to learn more about."

It's indeed a wise decision for the Army. In our research for the Understanding Islam through Virtual Worlds project, CCEIA Senior Fellow Rita J. King and I encountered many people from around the world who found the experiences in virtual worlds offered them a safe environment in which to explore things with which they were unfamiliar. Why not present the Army in the same light? Stanford University researcher Jeremy Bailenson has already found that people take experiences in virtual worlds with them into the physical world. A May 12, 2008 Time magazine article reported "even 90 seconds spent chatting it up with avatars [in a virtual world] is enough to elicit behavioral changes offline."

The Army might also learn something about their potential recruits in Second Life that they might not learn otherwise from meeting them in person. In an interview I conducted in January 2008 with IBM executive Sandra Kearney, Global Director for Government Research Initiatives and Programs and the lead for many years behind IBM's Virtual Universe Community, she explained that work within virtual worlds has, "made obvious the value people have beyond the box they work in all day long. I'm able to leverage in the organization the passions and the skills that the employee has by what I learn from and about them in virtual worlds. It's addressing the whole person in a really different way."

But it's also a risk--one that I'm glad to see the government taking. Ironically, these kinds of chances seem to be lead by the military more than other parts of the government. For example, in May 2000, before online video games had fully entered into the psyche of advertisers and marketers, the US Army commissioned the creation of the video game "America's Army" which was released in 2002 and later turned into a wildly popular game exceeding even the Pentagon's expectations to become the number one online action game in 2004.

There's reason for hope that other parts of the US foreign and military apparatus are watching and learning. James Glassman, US Under Secretary of State for Public Diplomacy and Public Affairs, made a stunning announcement at the New America Foundation on December 1, 2008 about the State Department's "Public Diplomacy 2.0" efforts. Glassman, who is the "the government-wide lead in strategic communications, or war of the ideas," provides "leadership and coordination for … the Defense Department, the intelligence community, and beyond." In his speech, Glassman makes the case for the importance of integrating a full-fledged approach to Internet outreach, arguing that government needs to let go of its desire to control the message. "[I]n this new world of communications, any government that resists new Internet techniques faces a greater risk: being ignored. Our major target audiences – especially the young – don't want to listen to us lecture them or tell them what to think or how wonderful we are."

I found Glassman's words inspiring and exciting. In the fall of 2005, as director of the USC Center on Public Diplomacy, I had the opportunity to brief Under Secretary Glassman's predecessor Karen Hughes before she took office as Under Secretary of State. Our group recommended that, among other things, she integrate games, virtual worlds and blogs into her public diplomacy outreach strategies. Nearly three years later, I'm thrilled to see that her successor has implemented all of those ideas and more. (Disclosure: Glassman's speech also mentions a January 12, 2009 event in Second Life in which he will be appearing that Rita J. King and I will be co-hosting as part of a project with the American University in Cairo.)

Glassman argued, as do we, that virtual worlds are no substitute for real world experiences. They serve, however, as excellent gateways to better understanding people or opportunities to augment or extend ideas – such as expanding and continuing relationships formed in exchange programs.

While the Army is considering Second Life, maybe they should also consider theater. A year ago, Rita J. King wrote about a play by the Scottish National Theater called "Blackwatch." The play, about the famed Scottish military regiment, described the collapse of the unit after their involvement in the War in Iraq. The play's tour in the US was funded by the British Council, the public diplomacy arm of the British Government. It shed unique insight into the British experience in the US-led War on Terror.

A few weeks ago I had a chance to get a better understanding of a US soldier's experience in the Iraq War. I was a participant in the off-Broadway production of "Surrender," a play co-written by my friend Josh Fox (who coincidentally played in a high school rock band with the aforementioned Wired journalist Noah Shachtman – Shachtman played bass) and Sergeant Jason Christopher Hartley, Iraqi War veteran and author of the extremely well-written "Just Another Soldier," about his experiences in the war in Iraq. The three act play allows you to either observe or participate. I chose to participate. I arrived a few minutes late and was rushed into a changing room where I was issued a standard military uniform while the sound of a drill sergeant (played by Jason Christopher Hartley) barked orders to a group to do push-ups until the latecomers were ready. The play began with training in basic combat techniques including a crash course in rifle handling, room clearing and engaging the enemy. In act two I was deployed with my squad, which consisted of actors and participants, although I did not know which was which breaking into darkened rooms under the deafening cacophony of helicopter gun ships, sirens, gunfire, screams all capped my squad and company leaders fevered commands. Each room offered a different panic-inducing scenario – from interrupting a tryst and having the paramours shoot at you, to encountering an otherwise innocent looking family who also then shot at us. Act three was our hallucinatory "reintegration" into society in which the various participants were required to act out the fate of their characters. This entailed reading lines from a teleprompter while actors responded accordingly. I played the part of a soldier who had to have his legs amputated and ended in a mental institution. Next it was determined, that I had a pre-existing mental condition and would not be receiving medical coverage.

The experience participating in Surrender was a powerful one. It radically changed my view of the experience of soldiers in urban ground combat.

Surrender is opening for one week only January 7 – 12. If you're in New York City and want to understand the Army, this is one virtual experience you don't want to miss. After that, try something little more relaxing like visiting the Army's virtual offices in Second Life.

cross posted at The Ethical Blogger
photo by Seb Ulysses

Sunday, November 25, 2007

One Laptop Per Child Shows Nonprofits' Power

Nicholas Negroponte, the chairman of One Laptop Per Child and one of the founders of Wired magazine, was featured this weekend in the Wall Street Journal. In 2005, Negroponte unveiled his plan to design a 100-dollar laptop and get it in the hands of 150 million of the world's poorest schoolchildren. Read the transcript of his Nov. 2005 presentation "The $100 Laptop: The Next Two Billion People to Go Digital" to the Carnegie Council in New York City where he talks about open source, relating it to Wikipedia:

Open source is a very controversial subject. If you have not seen the Wikipedia, I urge you to do so. The Wikipedia is an open-source encyclopedia, written by the readers. When you do Google searches now, very often the Wikipedia entry comes up.

You say, how could that possibly work? Somebody can go in there and type complete garbage. But the truth is that it is self-cleansing. Somebody else reads it and finds out it's wrong and corrects it. It is so current and up-to-date that within 24 hours after Bush nominated my older brother for director of national intelligence, it was in my entry. It said, "Nicholas Negroponte, the brother of the nominee for director"—and I didn't put it there; he didn't put it there. How did it get there?

Encyclopedia Britannica can't compete. It is not that this is a free encyclopedia; it is a better encyclopedia. And that is what open source is about.

(By the way, you can read the Policy Innovations article here where we coined the phrase "Wiki Influence." That article has been one of the most popular articles in Policy Innovations this year.)

The Wall Street Journal article describes how companies such as Intel have been ramping up efforts to build a laptop that would compete for those emerging markets.

Blogger Matt Asay makes the case that open source means more freedom:

The good news, of course, is that developing nations win as competition ramps up, even if One Laptop Per Child isn't the organization ultimately selling the laptops.

The bad news, however, will be if these vendors use their cheap laptops to entrench themselves in developing markets, such that choice is dampened for decades. This is where open source needs to flex its political clout and stress that price is not the only consideration for countries looking to adopt technology for their children. Freedom should also be a critical factor. This means open source.

I think the cool story here is that a nonprofit, albeit one headed by a person with great ideas (Negroponte calls himself an ideas guy), influence, and contacts, was able to change the market, forcing the big technology companies to compete or lose out. This story is a great example of how NGOs and nonprofits are changing the world, just as Carnegie Endowment head Jessica Matthews predicted in her famous 1997 article "Power Shift" in Foreign Affairs. Here is a pertinent excerpt:
The most powerful engine of change in the relative decline of states and the rise of nonstate actors is the computer and telecommunications revolution, whose deep political and social consequences have been almost completely ignored. Widely accessible and affordable technology has broken governments' monopoly on the collection and management of large amounts of information and deprived governments of the deference they enjoyed because of it.

Saturday, July 21, 2007

Ethical Proprioception from Twitter?

Clive Thompson writes in Wired magazine this week that Twitter can give people an ESP-like ability to know what their friends and community are up to. Read "Clive Thompson on How Twitter Creates A Social Six Sense" here. With this knowledge, people can sense patterns in their community.

By the way, Twitter's tag line is the humorously simple, "What are you doing?"

In the article, Thompson uses this wonderful word: proprioception (Merriam-Webster defines it as the reception of stimuli produced within the organism). He predicts that Twitter technology will be embedded in many websites and applications. I wonder if we can develop not only a sixth sense but an ethical sense from Twitter community's social proprioception.

Here is an excerpt from the Wired article:

It's like proprioception, your body's ability to know where your limbs are. That subliminal sense of orientation is crucial for coordination: It keeps you from accidentally bumping into objects, and it makes possible amazing feats of balance and dexterity.

Twitter and other constant-contact media create social proprioception. They give a group of people a sense of itself, making possible weird, fascinating feats of coordination.

For example, when I meet Misha for lunch after not having seen her for a month, I already know the wireframe outline of her life: She was nervous about last week's big presentation, got stuck in a rare spring snowstorm, and became addicted to salt bagels. With Dodgeball, I never actually race out to meet a friend when they report their nearby location; I just note it as something to talk about the next time we meet.

It's almost like ESP, which can be incredibly useful when applied to your work life. You know who's overloaded — better not bug Amanda today — and who's on a roll. A buddy list isn't just a vehicle to chat with friends but a way to sense their presence. Are they available to talk? Have they been away? This awareness is crucial when colleagues are spread around the office, the country, or the world. Twitter substitutes for the glances and conversations we had before we became a nation of satellite employees.