Business Sim Released by Public Works Group

Public Works Group Business Sim

 

Over the last year or so I've worked on creating a 3D environment as a representation of the ADA Toolkit for Local Government. Last December I submitted the build in the Federal Virtual Worlds Challenge. The winners were just announced this week, and my entry was not one of the finalists so I began the process of taking down the build so I can work on something else. But before I secured my demolition permit and completely cleared the site, I removed the ADA-related materials so only the buildings and landscaping remained. Then I saved it as an OAR file. Those of you who work in the Opensimulator environment are probably familiar with this file format. I am offering the build as a download for anyone who might need a build to support a business or e-learning use or anything else you can think of. Here are the main highlights in the build:

  • Main Landing/Welcome area
  • Three forest/park areas
  • Roads through business area
  • Hedge Maze
  • Four commercial buildings, one with a parking lot

Most of the content and images were created by me. However, I have incorporated a few items from Linda KellieNebadon IzumiVanish Seriath and possibly a few other people. All of the items used that were created by others were released for use under an OpenSource or Creative Commons license that would allow me to release them for free under a similar license through this build (any original notecards regarding the licenses can be found in the objects created by others). So have fun, and I hope the build proves useful for others. 

 

Click to start download: PUBLIC WORKS GROUP BUSINESS SIM OAR FILE

This file is released under a Creative Commons, noncommercial, share-alike, attribution license (basically meaning that you just can't sell any of the build or repackage it under your own name or brand – you don't have to attribute to me or the Public Works Group if you use the build.)

 

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Glogging My Virtual Experiences

If you've been reading this blog since its early days, you know I'm a big supporter of the use of virtual worlds and 3D immersive spaces. Although I realize these technologies are not yet mainstream or even well accepted or understood, my experience with them has been tremendously positive. They have quite simply changed my life and career forever. Through using virtual worlds, I've learned skills with computer programs and found information about places and ideas I would have never picked up anywhere else. I've also developed better presentation and delivery skills through interactions in these environments. And most importantly, I've met people I never would have met without entering these spaces. It's been an incredible journey that isn't over yet.

Because of my involvement in all this, I became aware of and decided to participate in 3D Game Lab – a summer class focusing on learning how to use gaming techniques and frameworks to supplement or enhance learning. And this experience has led me to even more information and skills and techniques to help me further develop my career. The class finishes up this weekend. But as with virtual worlds, this experience is not over yet either. All of us who participated can choose to continue on creating our own classes using their software. And after September 1st, we can invite up to 60 people or students to participate in our class. My plan is to start with building a class that will teach drainage, and it will be offered online for free. After the beta period, they are opening up the software for anyone to use to build classes – right now it appears that if classes will be offered for free, the use of the software will be free. I'm hoping to be able to continue creating classes for citizens and for other professionals. When I get closer to launching, I will blog more about the experience.

In the meantime, I'm embedding below a visual summary of my virtual experiences – creating this was one of the assignments in our 3D Game Lab class. And it helped me find out about and learn how to use the Glogster site where anyone can create an educational poster. I can see a lot of uses for people in public works who need to create posters for their department.

 

 

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Failure: The Key Ingredient to Learning

There's been a lot of talk lately about acceptance of failure. Probably because people are pushing for innovation, and it's difficult to innovate if you're afraid to fail. Thus the numerous posts of encouragement across the Internet assuring all of us that failure is ok. Of course as engineers, failure is not something we want to experience. In some cases, an engineering failure can result in loss of life or property damage. So engineers are very careful about eliminating failure as an option. But I suppose, we could consider acceptance of failure in areas of our lives not involving an engineering design. In other words, we should look for those pockets of opportunity throughout our day where innovation with a risk of failure could be an option.

Of course, our conservative and analytical approach requires us to ask, why? Why should we do this when our carefully planned and well calculated approach to life works just fine? To answer this, let's take a look at how others fail and the impacts they experience due to that failure.

Baby Learning to Crawl and WalkIf you have children, it will be very easy to think of how they fail. And it seems that the younger they are, the more they fail. Children are born with few skills and knowledge, but from the time they begin life on their own, they start to search out and learn as much as they can. But this learning process rarely goes smoothly – how many times does a baby fall before he learns to confidently walk? Some parents stand back allowing a certain amount of failure – these are the parents who will say, "let him go; he needs to learn." Other parents hover over their children waiting to rescue them at the hint of trouble. And this approach continues on until they turn into an adult and perhaps for some parents even later. Although I am not sure the same parent takes the same approach every year of their child's life. The one thing I am sure about is we cannot do everything for our child all the time jumping in before the point of imminent failure and save the day then think at age 18 they magically know everything and can go off merrily on their own. They need to learn, and like it or not, they learn through failure. Or they never become fully independent adults.

Now, the lesson is not to let your kid go off doing everything without resriction and hope they survive thinking that is the only way they will learn. After all some risks must be avoided, and as parents, we need to monitor the risks we allow our children to take. But not allowing risk at all not only removes their chance of learning life skills, it also conditions their adult behavior. Which kind of makes you wonder if engineers with their ultra conservative approach to life were raised by parents who minimized risks. I don't know – that's for the psychologists to figure out.

Now, let's look at what our risk aversion has done to our profession. Yes, it allowed us to continually improve our designs allowing for a much safer and more environmentally friendly world. And that is not something to dismiss – it's an amazing achievement for our society. But could we have done more if we better understood failure and risk and were able to distinguish the "ok to fail" opportunities. We explored the results of not innovating with the rest of the world in the "Does Civil Engineering Have a Next Paradigm?" and in "The Rise and Fall (and Rise Again?) of Engineering Consulting Firms."

3D Plant in Virtual World of Second LifePerhaps this is why I have been so intrigued by games and 3D environments. I don't want to take risks with what I do at work, so while I create successful projects with this approach, I perhaps miss out on insights provided by failures. But what I have quickly learned using games and spending time in virtual worlds is I can fail there all I want, and no one gets hurt including myself. And by doing so, I learn amazing things. We can never tell engineers working on an actual project to just go ahead and try any pipe size just to see what will happen. But we can in a game or in a 3D virtual world. Having a water system or plant set up in a game or virtual world where we could switch out pipe sizes,  or pumps, or fittings and watch what happens to the system would provide a great learning opportunity. How much better and faster a hydraulics or fluids lesson would sink in if we could calculate the result then actually try it out in an environment designed to safely allow for failure. 

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MOSES – Ramping up Government Use of Virtual Worlds

We've been fortunate to have a group of federal employees from the US who are dedicated and passionate about government use of virtual worlds. The work accomplished by Eric Hackathorn (NOAA), William May and Lovisa Williams (State Dept), Charles White and Jeanne Holm (NASA), Paulette Robinson (NDU), and Douglas Maxwell and Tami Griffith (US Army) has been groundbreaking and inspirational. (And there are many more who I apologize for not listing.) Recently Maxwell launched a new project named MOSES. And based on what I've seen, this project has the potential to not only build upon these past accomplishments but also ramp up government use of virtual worlds and move us in new directions we have yet to discover.

At first, I thought MOSES was going to be a grid set up only for use by the military but with public access. Then last week, a post on the project site led me to believe MOSES was offering space on their grid to outside agencies/companies. The post talked about a map showing other groups establishing builds on the MOSES grid. While looking at the "Join MOSES" link on the project site, I found that yes, indeed, MOSES seemed to be offering space to other groups!

MuniGov on MOSES

"MOSES is an Open Simulator based project designed for use by the military and our industry/academic collaborators. MOSES is currently an exploratory project designed to test multiple deployment methods of Open Simulator, archival methods for content, and experimental application case studies. Region owners retain full simulator rights, to include terraforming, OAR/IAR upload and download, and region restart access."

To me, this seemed too good to be true! Our MuniGov group had started a grid – GovGrid – in February 2010 to start taking advantage of the benefits of OpenSim and provide space for others in government to explore the technology. But encouraging others to move onto the grid has been a challenge – the technology is still very new to most in government, and unfortunately because we host through a private provider, we have to charge for land. Also, although our group is managed by people working in government, it is not "owned" by a government agency. All of these factors can make it much more difficult to encourage participation by a local government. MOSES addresses most of these issues.

So I took a chance and asked Maxwell if our group could establish a presence on MOSES. He graciously offered a whole sim for MuniGov to set up a local government presence. We are temporarily located on the STTC_7_4 sim of MOSES and will now work on developing the site. MOSES is still considered an experimental effort, but because the grid allows users to back up their work, everything we do can be saved for use on any OpenSim grid. For now, we will retain GovGrid to allow for development of OAR files and other resources that can be shared in the OpenSim community.

It's exciting that Maxwell has allowed our group to be part of this effort. Because of it, local government now has the opportunity to be part of the networking and collaboration provided by the US Army's decision to allow non-military use of the grid. And we have the chance to be part of an incubator-type project destined to advance government use of virtual worlds. I would encourage anyone interested in government use of 3D immersive technology to sign up for an account on the MOSES site and become part of the MOSES experiment!

(You can read about more examples of government use of virtual worlds, including information about MiLands, at our sister site, Grid Works)

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Virtual Worlds: The Next Level of Government

Crowd by davidChief on FlickrIn small numbers, people can usually self-govern themselves. But as the number of people in a group grows, better control is needed. So history has shown anytime a large number of people start hanging out in a particular place, a government structure is formed. In our world today, we have nations which then have further divisions of government down to local or neighborhood levels. And while most of these levels of government are considered public, a small number are privately held and yet still considered a governing body by upper levels of government. So applying this to virtual worlds, have these digital places evolved to the point that another type of government level needs to be formed?

I would expect many people, particularly those who have not yet ventured into a virtual space, would scoff at the idea of creating a new type of government subdivision for computer-generated worlds. During my first few years of hanging out in places like Second Life, I had not considered the need for governance. But during those years, I observed many parallels between the growth of Second Life and the development of a city. And recently, the discussions surrounding the struggles of Linden Lab to address the needs of Second Life "residents," have me more closely analyzing the governance idea.

Although I don't think Linden Lab started Second Life with the intention of creating another governmental entity, it is interesting to see elements of local governance in the early days of the grid. Philip, the creator of Second Life, was labeled Governor Linden, and the users were called residents. Experiments in zoning took place on at least one of the first sims. And the subdivision and sale of land and payment of tier (tax) for that land is an emulation of land ownership in the U.S.

Second Life has gone through phases regarding these issues: tier is still paid and users are still residents, zoning has been created on a much larger scale with the division of adult, mature, and PG spaces, Philip is no longer referred to as Governor although public land is still held by Governor Linden. And as the Lab struggled to determine their policies in these areas, similarities between the problems faced by Linden Lab and those we face as city officials grew. Today there are demands by residents for better functioning infrastructure and platforms through which to voice opinions. Businesses are continually pushing for economic tools, incentives, regulations, and opportunities. All issues faced every day by those of us working in local government.

Server Farm photo from Sugree Phatanapherom on FlickrPost-Victorian water mains by Lars Plougmann on FlickrAt this point, Second Life has evolved to where the primary differences I see between its digital space and the physical space are in the type of infrastructure and the international population. And even the infrastructure, while different, still has many similarities to the operation and maintenance of infrastructure in the physical world because it is part of that physical world. Cities have water mains and roads; Second Life has computers and code.

So, the most challenging difference I can see is the International aspect of the Second Life population; governments in the physical world are based on geographic boundaries. Cyberspace has no geographic location in the physical world. Anyone with a computer and an Internet connection can access places like Second Life. So if a digital space became a governmental entity, into which governmental structure would it fit and in which country? And whose laws govern each person's behavior in that world?

If I travel to another country, I follow that country's rules and yet I am still bound by some of the laws in my own country. If I visit a digital space, I follow the terms of use for that world no matter where it is based in the world. Yet, because I am in the U.S., the U.S. government could argue I need to also follow laws of this country because I am using federally regulated bandwidth to access that world. So some might question, if there are already terms of use for visiting virtual worlds, why aren't those rules good enough?

Terms of use seem to work well for regulating behavior in digital spaces when user freedoms and choices are limited. For example I don't see Blizzard dealing with the same issues facing Linden Lab. Both companies have created virtual worlds, but the MMORPG offers a more structured space with well-defined and limited abilities for its users. While in Second Life, the users have many more freedoms and choices. I compare the MMORPG to a museum I would visit in a city like Chicago. My museum visit is structured and defined by the rules and environment created by that museum. While my behavior and actions in Chicago are only bound by the laws of the city, state, and U.S. government.

City Hall by Editor B - Bart Everson - on Flickr

Even with the growing similarities between digital and physical places, governance in virtual worlds is probably not on the immediate horizon. People are still just getting used to the idea of a digital world. But this concept of a virtual world functioning as an actual place could help companies like Linden Lab better understand what they have created. And as the Lab is finding out, running local government is not easy. But it is an age-old practice with thousands of years of models and literature available for guidance. Maybe what Linden Lab needs now to sort out all their issues is someone with a background in public administration.

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A Brave New Grid – Post 2: The Virtual Plan

Ontario Build in Second LifeIn the first post of this series, I explained my decision about moving my efforts related to building government/public works/engineering sites in virtual worlds from Second Life to OpenSim. And I invited anyone interested to read along or visit as I make this move. From here on out, I will continue to write about the thoughts and processes an agency follows to create and operate a virtual site:

Just like any good story, this one starts at the beginning—back before an agency even sets a digital foot into the virtual arena. Today many agencies might not have even heard of virtual worlds while a few others have heard of them but not yet thought about leveraging this tool to deliver value to citizens. But, eventually someone, either staff or citizens, will bring up the possibility of using virtual worlds to enhance service delivery. At that point the agency must decide whether to ignore the suggestion or investigate virtual solutions. If the agency decides to go forward, the first step is to create a virtual plan. Here are some ideas about how an agency would go about developing their plan:


Developing a Virtual Plan

Create a Project Team

Assuming an agency decides to venture forth, my first suggestion is to form a project team. Team members should be comfortable using online technology, possess good assessment skills and articulation, and have a comprehensive understanding of the agency’s general structure, goals, mission, and strategy. It would also be helpful to include a few community stakeholders on the team such as members of the agency's leadership, residents, business owners, and leaders in community organizations.

Set Goals and Strategies

The team’s first order of business is to determine what the agency would want to accomplish with the use of virtual worlds. These goals should align with the overall goals and strategies for the organization. This is also a good time to think about the targeted audience—who will visit this virtual space? Below are some suggestions for both virtual spaces and related audiences:

  • Engage local citizens.
  • Attract potential tourists and deliver visitor information.
  • Recruit potential employees, citizens, businesses.
  • Plan proposed development and receive input from citizens and developers.
  • Present 3D representations of code and ordinance requirements so residents/business owners can more easily understand and access regulations.
  • Train employees.

 

Decide on Software and Hosting

In order to develop, access, and maintain these virtual spaces, the agency will need to acquire a software package and possibly a hosting plan. Although virtual worlds may seem like a brand new tool, they function in a manner similar to a traditional Website. By this I mean that the agency will use development software to create the world and the content within. Then others will use a software program to access the agency’s site. And just like a Website, the digital space will require a computer on which to reside. Therefore, the agency will need to determine if their virtual space will be served out from their own computers or through a host.

Here is a list of the more common solutions currently in use for enterprise and government purposes:

Virtual world development can be complex so it’s critical the team identify features and requirements for each software package from cost to performance to ease of use and support. This is where tables and charts come in handy. Here are some suggestions to consider including in the analysis:

Developer    Purchase and Annual Cost    User base    Technical Requirements    Security     Scalability    Backup Capabilities    

Database Requirements and Compatibility     Storage Requirements

The team can assess each program by assigning a ranking for each feature and requirement. For example, if a low number is chosen to indicate a more beneficial choice, then the purchase price could be categorized by the following numbering system:

1 – $0 to $999

2 – $1,000 to $4,999

3 – $5,000 to $9,999

4 – $10,000 and greater

 

Technical requirements could be simplified into the following categories for ranking:

1 – Basic computer system costing less than $1,000

2 – Average computer system costing between $1,000 and $2,000

3 – Moderate computer system costing between $2,000 and $3,000

4 – Loaded computer system costing more than $3,000

 

Categories and rankings should be chosen to best describe each agency’s assessment of needs and capabilities. After assigning a rank to each category and adding up all the points for each feature and requirement, the team can rank the software packages.

 

Visit Virtual Worlds

Next the team should download the virtual tools and spend time in virtual worlds created by each software solution under consideration. It’s helpful to document observations and first impressions because this can offer insight into how the agency’s user base will experience their first visit. Team members might also visit existing government sites in virtual worlds. Usually people managing these sites are more than willing to share their experiences with others.

 

Establish a Virtual Site Policy

Visiting virtual spaces can also help the team formulate a virtual space policy for staff and visitors. For employees this policy can address their appearance, communication procedures and guidance, hours of work, and other issues related to representing the agency in a virtual space. For visitors the policy will cover how they should conduct themselves, what they will be allowed to do in the space, how they can dress, if they can access all or just a portion of the space, and consequences for not following the rules.

 

Develop Virtual Site Designs

After spending time in each world and interviewing managers of existing sites, the team can begin formulating a more specific idea of what they will want to create for their own agency. A framework for each can be designed to meet the agency’s goals and to fit within the constraints and structure of each software package under consideration.

Based on the type of build desired and the goals the agency wants to achieve, the team will develop alternative designs for the site. At this point, designs do not have to be detailed. Simply showing a square labeled “Central Business District” can indicate a design that includes a 3D representation of the agency’s downtown. The most important step is to make sure the designs include elements that allow the agency to achieve their stated goals.

Greenies from Second Life

Choose the Development Team

The team must next consider whether the agency can build the virtual site with in-house staff or if a consultant must be hired to perform the work. If the work can be down by agency employees, the team should identify members of a potential development group and their corresponding skills. In making this decision, the team needs to keep in mind not only staff abilities, but the availability of content for each virtual solution. Some worlds, like Second Life, offer extensive ready-made content and building tools that allow most people the ability to create an acceptable space. However, other software solutions require more extensive software skills and offer little to no content.

If a consultant will be hired, the team might want to research potential companies experienced in the creation of virtual worlds. It is important to identify which software tool each company has experience with and visit sites they have created. Interviewing past clients can offer insight into whether the company has the desired experience and understanding to handle a government agency’s requests and needs. Also check to see if the company has retained the employees who created past builds or if you will be working with a new and less experienced staff. Another important consideration is to check with past clients to make sure the company met deadlines and came within budget.

Establish Operations and Management Procedure

Once the site is established, there will be management needs. So the plan should include a section addressing how the site will be staffed and managed during the first few months and then for the long term. Decisions to be made in this step could include if the agency is going to staff the site with existing full or part-time employees or if new employees will be hired. Virtual sites are open 24/7 so the agency also needs to decide on what hours staff will be available at the site. If the agency intends to host events, the hours and staffing for these along with a proposed list of events should be included.London Re-creation in Second Life

Agencies also prefer to assess operations on a regular basis. If the site is created, this assessment needs to become part of the overall operation and management plan of the agency. With this process in place, the project team can be utilized on a regular basis to review the site on an annually and submit a report indicating how well the site is meeting the goals and objectives laid out in the plan. This procedure can also allow for amendments and changes to be made through an established process.

 

Compile the Plan

At this point, the team can begin compiling the virtual plan. The plan should include the following elements:

 

  • General proposal and description of what a virtual site is intended to accomplish

 

  • Specific goals, objectives, and strategies and how they fit into the overall agency plan including references to targeted audience/user base

     

  • Listing and discussion of available software solutions with a summary of the team’s findings (a more detailed report can be included in an appendix)

     

  • Proposed virtual site policy

     

  • Concept designs

     

  • Suggested development team

     

  • Timetable for execution of the virtual plan

     

  • Marketing and/or advertising plan including intended channels to be used

     

  • Short term and long term management of the site including staffing proposal

     

  • Assessment procedure

     

  • Budget for software purchase, development, and management

 

Once a draft of the plan is complete, it is advisable for the agency to host a few public meetings to get input from residents, businesses, and other community stakeholders. Comments should be discussed, and if appropriate, incorporated into the plan. Minutes and comments from all public hearings should be added to the plan as an appendix. The agency's attorney also needs to review the plan at this point and offer any needed revisions.

When the report has been finalized, the team can present the plan to the agency's board or council for formal approval.


 

 

Related reading and resources:

"Virtual Spaces: Enabling Immersive Collaborative Enterprise, Part 1: Introduction to the opportunities and technologies" IBM article

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