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	<title>Comments on: Second Life Staff Meeting</title>
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	<link>http://cogdogblog.com/2006/04/19/second-life-staff-meeting/</link>
	<description>Alan Levine&#039;s space for barking about and playing with technology</description>
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		<title>By: Croquet 2 Play &#187; Blog Archive &#187; Where Voice Chat Helps</title>
		<link>http://cogdogblog.com/2006/04/19/second-life-staff-meeting/comment-page-1/#comment-4621</link>
		<dc:creator>Croquet 2 Play &#187; Blog Archive &#187; Where Voice Chat Helps</dc:creator>
		<pubDate>Mon, 24 Apr 2006 23:04:16 +0000</pubDate>
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		<description>[...] If you have to deliver something in the near term, the short answer is: both and.  The New Media Consortium staff held a meeting in Second Life.  One of the staffers makes a good case for why audio chat is more effective for some things than text: Most communication in SL is via a text chat, where anyone in proximity can see what you have to “say”. Chat comes with its own mode of communication, abbreviations, typos, but most noticeable, the overhead of focusing on the keyboard. On the “NMC Island” we are also using TeamSpeak, a server based audio application that allows us to create “channels” where we can communicate via audio in an external application, and the channels are associate with different “places”. We have also used some Skype conferencing and it makes a huge difference to be able to have audio communication “why do I keep flying into the ceiling?”, “Which way is the meeting room?”, “Why is your skin so blue?” that is better as you can focus your concentration in the navigation and interaction, not typing conversations. [...]</description>
		<content:encoded><![CDATA[<p>[...] If you have to deliver something in the near term, the short answer is: both and.  The New Media Consortium staff held a meeting in Second Life.  One of the staffers makes a good case for why audio chat is more effective for some things than text: Most communication in SL is via a text chat, where anyone in proximity can see what you have to “say”. Chat comes with its own mode of communication, abbreviations, typos, but most noticeable, the overhead of focusing on the keyboard. On the “NMC Island” we are also using TeamSpeak, a server based audio application that allows us to create “channels” where we can communicate via audio in an external application, and the channels are associate with different “places”. We have also used some Skype conferencing and it makes a huge difference to be able to have audio communication “why do I keep flying into the ceiling?”, “Which way is the meeting room?”, “Why is your skin so blue?” that is better as you can focus your concentration in the navigation and interaction, not typing conversations. [...]</p>
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		<title>By: Gardner</title>
		<link>http://cogdogblog.com/2006/04/19/second-life-staff-meeting/comment-page-1/#comment-4517</link>
		<dc:creator>Gardner</dc:creator>
		<pubDate>Thu, 20 Apr 2006 23:22:44 +0000</pubDate>
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		<description>Gobsmacked with coolness here. A great post and a great project. Also great to read this on the day that Croquet 1.0 SDK was released. Is anyone at NMC active in Croquet development at all?

Gotta get into Second Life....</description>
		<content:encoded><![CDATA[<p>Gobsmacked with coolness here. A great post and a great project. Also great to read this on the day that Croquet 1.0 SDK was released. Is anyone at NMC active in Croquet development at all?</p>
<p>Gotta get into Second Life&#8230;.</p>
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		<title>By: Scott Leslie</title>
		<link>http://cogdogblog.com/2006/04/19/second-life-staff-meeting/comment-page-1/#comment-4488</link>
		<dc:creator>Scott Leslie</dc:creator>
		<pubDate>Wed, 19 Apr 2006 23:38:56 +0000</pubDate>
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		<description>Alan, this is a really cool post and a neat experiment that NMC is embarking on. The audio thing sounds like a real downfall though - have a look at something like a networked version of Call of Duty 2 http://www.callofduty.com/cod2/ (or really any of the newer games that have a networked team component) for a feel of how integrated the virtual environments and communication can be intertwined. 

But I don&#039;t want to take away from praising what a cool experiment this is - and it is great that an organization like NMC is involved, because for this to really succeed we need to recognize the importance of the first M in MMOG.

Cheers, Scott</description>
		<content:encoded><![CDATA[<p>Alan, this is a really cool post and a neat experiment that NMC is embarking on. The audio thing sounds like a real downfall though &#8211; have a look at something like a networked version of Call of Duty 2 <a href="http://www.callofduty.com/cod2/" rel="nofollow">http://www.callofduty.com/cod2/</a> (or really any of the newer games that have a networked team component) for a feel of how integrated the virtual environments and communication can be intertwined. </p>
<p>But I don&#8217;t want to take away from praising what a cool experiment this is &#8211; and it is great that an organization like NMC is involved, because for this to really succeed we need to recognize the importance of the first M in MMOG.</p>
<p>Cheers, Scott</p>
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