AUTOMATING AVATARS IN SECOND LIFE, EDUCATIONAL
INSIGHTS AND APPLICATIONS
Santiago Domínguez-Noriega, Juan Manuel Vaca, J. Enrique Agudo
Gexcall, University of Extremadura, Avda. Santa Teresa de Jornet 38, 06800, Mérida, Spain
Gemma Delicado Puerto, Eva Domínguez Gómez
Gexcall, University of Extremadura, Cáceres, Spain
Keywords: Virtual Worlds, Second Life, Bots.
Abstract: Second Life has established itself as the benchmark in virtual world education, offering a set of useful
synchronous communication tools out of the box as well as design construction and a community of
developers and educators working together to create revolutionary projects.
However, the virtual platform lacks interesting activities when tasks are designed for single users. You can
still generate exercises for the student but the sensation of immersion that provides both the motivation and
sense of reality to the student is reduced.
In light of this, our aim in this article is to apply automation technology to a virtual world avatar to remedy
these shortcomings, studying the potential of this idea through the specific implementation of a guided visit
bot.
1 SETTING THE CONTENT
With the arrival of the so-called web 2.0 newer
opportunities have appeared for internet users to
participate, share, communicate and collaborate with
one another in order to spread knowledge and
learning experiences. Unlike their predecessors, the
latest developments allow users to interact, modify
or create more dynamic and enriched information by
means of the integration of social networks and the
appearance of collaborative web projects, learning
management systems and the so-called virtual
words, learning environments which, based on
Social Constructivist Learning Theory, enhance the
development of educational perspectives on
motivation, problem-solving and collaboration
In this sense, this first chapter describes the
context of virtual world learning, focusing on the
capacity to exploit and explore Second Life.
1.1 Virtual Environments Potential for
Educational Purposes
Virtual Worlds are a combination of virtual reality
with a chat environment, also known as Multi User
Virtual Environments (MUVEs). From a technical
standpoint this is the product of the union of a 3D
graphics environment with a social interaction
systems developed for multiple users.
The original uses of these worlds (and still the
most common) are leisure and entertainment,
building communities of players who participate
daily. In the last few years virtual worlds have
become the most used videogames for young and
not so young audiences, creating an industry that is
not just limited to gambling in the virtual world, but
administering tournaments, working in advertising
and merchandising and finally becoming a host of
money.
However, Virtual worlds are currently used
outside of the gaming sector, adjusting educative
projects to the virtual environment. This new
application of technology is called MMOL
(Massively Multiuser Online Learning) and has its
353
Domínguez-Noriega S., Manuel Vaca J., Enrique Agudo J., Delicado Puerto G. and Domínguez Gómez E. (2010).
AUTOMATING AVATARS IN SECOND LIFE, EDUCATIONAL INSIGHTS AND APPLICATIONS.
In Proceedings of the 2nd International Conference on Computer Supported Education, pages 353-357
DOI: 10.5220/0002860103530357
Copyright
c
SciTePress
greatest exponent in the Second Life tool
(Bainbridge 2007).
1.2 Community-driven Experience and
Learning in Second Life
Although the concept of Second Life
is not entirely
new, but a modernized version of multi-user text-
based virtual environments developed decades ago
(e.g., MUDs, MOOs), the new 3D worlds can re-
create traditional classrooms where users (instructors
and students in our case), can simulate educational
applications rich in learning opportunities.
Users in Second Life are represented by avatars
(characters designed at will) which can interact with
each other and the world itself, constituting what is
called "a metaverse".
It offers a totally customizable virtual space in
both design and programming, which has led to its
use by the education community. The multimedia
capabilities of this tool make it perfect for engaging
in eminently practical activities from a remote
location as well as being an interesting alternative to
face to face oral meetings or even implementing
practical protocols in almost real environments
(Zhao & Wu 2009).
In addition, Second Life is a tool that encourages
communication between users and groups,
facilitating the development of collective and
collaborative activities. In this sense this virtual
world is already accepted as a more than useful tool
to prepare our students to work together to achieve
objectives.
1.3 Bots in Second Life: I Spy with My
Virtual Eyes
We can define a bot as a software application that
performs a specific set of tasks automatically.
Traditional examples of bots are standalone content
moderators in chat room service or web analyzers
(crawlers or spiders).
Second Life has an inworld banning policy on
bots that don’t contribute to the user community.
The so-called traffic or camping bots have been
massively used to enhance the visitor statistics for a
particular area and thereby increase their popularity
improperly.
Some useful and accepted applications for a bot
are gathering information about visitors to your
parcel or even a world traveler that stores and
processes the information it gathers, including the
communication and behavior of other users
(Pelachaud et al. 2007).
Finally, we can create bots that, apart from
retrieving data, could offer useful information to the
user. These are the most appropriate bots to provide
functionality to an educational project by interacting
with the user.
In this article we refer to a bot as a Second Life
avatar who, instead of being handled by a real
person, acts independently as a result of a previously
implemented computer code. Thus, like any other
type of avatars, bots can move about the virtual
world, interactions and role-play can vary according
to situations and contexts and can help to facilitate
learner engagement during computer-mediated
communication.
2 PROGRAMMING BOTS IN
SECOND LIFE
We are going to differentiate between two kinds of
bots. On the one hand there are bots created by
appending LSL (Linden Scripting Language) code to
a Second Life prim (a simple object) or set of prims
composing a human form, and on the other hand, it
is possible to implement a piece of software that
actually handles a real avatar, connecting it to the SL
grid with your username and password and
managing it at will. The code used with the second
option gives us more programming liberty than LSL
(strongly focused on events and states) while
building our automation. The disadvantages are that
we can produce some latency derived from the
communication of entities, although very little with
a regular high speed Internet connection.
We will choose the second option for our
developments because of the ease of integrating
external services to our implemented code in a .NET
platform. In addition, we will have no limit on the
size of the code to compile and its complexity will
not affect virtual world stability in a negative way
because the program will run on our own server. The
communication with Second Life will be limited to
the avatar automatic handle according to the specific
situations we have implemented.
2.1 Technical Resources
To create a Linden Scripting Language bot we just
need to design the 3D appearance of the wearer and
create the associated code to be added, but, if we
intend to use the second kind of bot, the so-called
“Automated avatar”, we will need some additional
resources.
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Figure 1: Entities interaction diagram involving the server,
the metaverse, the client software and the users.
There is a library called libomv
(libopenmetaverse) with functions that allows us to
perform basic operations on a character in Second
Life or other virtual worlds. From their own
website they point out how to integrate them into a
.NET project, providing an example. Although this
library is heavily used by the developer community
of Second Life it is important to mention that is still
in beta stage of development. There is an active
mailing list where you can ask for information when
something goes wrong.
There are also independent tools offering easy
implementation of Second Life bots using a
graphical interface or even a text document and
XML standard markup for virtual worlds like
MPML3D (Ullrich et al. 2008), but they all rely on
the libomv libraries to work.
2.2 Implementing an Example, the
Guided Visit Bot
After describing the common settings where
interactive bots should be applied, let us at this time
proceed to implement a specific example to find out
the restrictions of the development process. We
rather create the bot using the libomv library from
scratch. By so doing, we can learn about those
libraries from which different existing tools to
generate multimedia bots are based and we can
directly observe what they can accomplish and what
they can´t.
We own virtual land on the educational island
called Avalon where we currently develop on-line
tandem language courses (English-Spanish-English).
Here, we aim to integrate a bot to work as an
information staff or guide. There, he would offer a
virtual walk along which he would explain the
current developments made and offer details about
the lots he moves around. Finally, the bot would
provide the avatars with a safety card including
useful and reference information.
From the Visual Studio platform we have created
a C# program that performs a sequence of
movements of the avatar, and presents in the general
chat (as well as orally) a preconfigured speech, with
the possibility of changing the language even in the
middle of the speech.
Using the built in events and functions it is
relatively easy to implement an interactive avatar
that acts according to other users chat, movement or
even physical appearance.
3 APPLICATION SCENARIOS
The scenarios where the automated avatar can help
with the learning process are wide-ranging. From
applications based on open-ended questions, where
the bot would assume the role of a speaker, going
through learning scenarios based on courses, up to
becoming an essential tool for a competitive game-
based learning proposal, environment in which the
bot would act as a virtual counterpart of a human
opponent. Likewise, bots can also grow to be a
collaborator with whom to achieve the goals sought
in the activity (Derntl & Hummel s.d.).
Now, we quote some of the current developing
applications, those already implemented or still
within the research process, which are popular
among the virtual platform community and can be
helpful for CALL learning contexts (Computer
assisted language learning).
3.1 Educational Bots in Language
Learning: Can I Help You?
At the end of the day bots are imitations of human
behavior, so they can be programmed to replace an
instructor at least in part. Educational Bots are
usually designed to provide details about the
exercises you must do, to develop situations from
which questions and conclusions can be drawn, or to
act as partner in a particular activity or protocol. In
any case the possibilities of oral communication and
movement/animation make it a very interesting
resource for language learning environments to
develop exercises based on roleplays (Edwards et al.
2008).
AUTOMATING AVATARS IN SECOND LIFE, EDUCATIONAL INSIGHTS AND APPLICATIONS
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Figure 2: Avatars during a guided visit in Avalon Island.
Figure 3: Invoking an automatically handled avatar.
In this sense, integrated voice chat software has a
direct application. Through this tool, virtual office
hours, listening comprehension exercises or oral
exams would neglect the need of in-person
traditional teaching/learning. Another appealing
development is the inclusion of artificial intelligence
speaking bots such as A.L.I.C.E. This bot can be
trained to function within a particular context or
with specific exercises that employ other external
devices such as the Google maps API, designed to
learn languages being orientation aware
4 CONCLUSIONS
The practical applications arising from the
implementation of a permanent bot in Second Life
allow the development of synchronous activities
without the need for a partner or teacher. They also
offer an interactive way to provide information to
users who require it in the virtual world.
Nowadays there are a great deal of teaching
proposals in SL and other virtual worlds already in
use, being however, not so frequent at all the
introduction of these robot-like programs for
educational purposes. Though many can be the
causes leading to such shortage (i.e. lack of
theoretical information or technical expertise for an
effective implementation of an automatization
process as the one presented), we claim for the need
to get insight on this topic and work on the
development of authoring tools which could help to
make teacher´s work easier and straightforward.
We have implemented a concrete example using
external libraries with success, which shows that the
development of an educational automated avatar is
viable. By implementing the software in C# we have
complete freedom to use the external resources we
need and rely on a database or communicate with a
remote server if we need to. Thus, current
developments should aim to use existing services
like artificial intelligence systems or text-to-speech
software and integrate them into educational bots.
REFERENCES
LibOpenMetaverse | Open Metaverse Foundation.
Available at: http://www.openmetaverse.org/projects/
libopenmetaverse [Accessed on December 20, 2009].
Linden Lab Official:Inworld policy on bots - Second Life
Wiki. Available at: http://wiki.secondlife.com/
wiki/Linden_Lab_Official:Inworld_policy_on_bots
[Accessed on December 20, 2009].
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