From Web 2.0 to Web 3.D: Rethinking the Architecture of Social Connection
Computer-Mediated Social Networking - An Executive Summary of the Conference and the Future Research Directions
This paper provides a comprehensive executive summary of the 2008 International Conference on Computer Mediated Social Networking (ICCMSN). It synthesizes emerging trends in Web 2.0 and Web 3.D, specifically exploring how social platforms and virtual worlds like Second Life transform education and professional collaboration.
TL;DR
This report summarizes the landmark ICCMSN 2008 conference, which marked a pivotal shift from passive web consumption to highly interactive, 3D social networking. It explores the rise of user-generated content, the "Digital Me," and the technical necessity of high-bandwidth networks like KAREN to support the transition from 2D social sites to immersive virtual worlds.
The Evolution of Social Presence: Why Web 1.0 Failed us
The early internet was a library—static, one-way, and document-heavy. The ICCMSN conference highlighted that while Web 1.0 allowed for "massive publishing," it lacked the social affordances of the real world. The core motivation behind the shift to Web 2.0 and subsequently Web 3.D was the need for spontaneous, creative, and meaningful interactions that mirror human society.
The authors identify a fundamental tension: Freedom vs. Rules. If social network protocols are too rigid, users leave; if too lax, "vandals and free-riders" take over. The solution proposed is a balanced, technology-mediated interaction protocol that thrives on user agency.
Methodology: The Shift to 3D and the Virtual Grid
The most significant technical insight from the conference was the move toward Web 3.D. Unlike the flat pages of Facebook or LinkedIn, Web 3.D is characterized by:
- Immersive Avatars: Establishing a "Digital Identity" that moves beyond a profile picture into a 3D persona.
- Mashups and SaaS: Using lightweight scripting to bundle various plugins into cohesive Social Network Systems (SNS).
- The National Virtual World Grid (NVWG): To bypass the limitations of commercial entities like Linden Lab (Second Life), the researchers proposed an open-source grid based on OpenSim.
Note: The architecture relies on the interplay between multi-core servers, high-speed education networks (KAREN), and heterogeneous portable devices.
High-Bandwidth: The Oxygen of Virtual Worlds
A recurring theme in the keynote speeches by Professor Martin Purvis and John Eyles was the bandwidth bottleneck.
- Cloud Computing: While data is "in the cloud," those clouds are physically distant. Without high-speed links, the latency (lag) destroys the "sense of presence."
- Scalability: As tagging and media-sharing (YouTube, Flickr) scale, the amount of data to be collated and manipulated grows exponentially.
Experimental Evidence: The ONGENS Virtual World Grid
To prove this, an experimental grid was established between Otago and Canterbury Universities. The results demonstrated that bypasssing standard internet congestion and using the KAREN network allowed for much higher quality of service (QoS) for interactive education.
Note: Performance measurements showed localized OpenSim grids outperformed US-based Second Life servers for New Zealand users.
Case Studies in Education
- Podcasting and iTunes U: Otago University became the first in NZ to use iTunesU, seeing massive engagement (4,000 downloads in 96 hours), proving that social media is a viable academic distribution channel.
- Midwifery and Professional Mentoring: Using blogs and Wikis to facilitate knowledge transfer in high-stakes health professions.
- SME Knowledge Transfer: Leveraging "Storytelling" through folksonomies and shared portals to bridge the gap between small businesses and international networks.
Critical Analysis & The Future
Limitations
The conference identified several "side effects":
- Unintended Consequences: As humans build social patterns unconsciously (the "anthill" analogy), we may create digital structures we cannot control.
- Barriers to Entry: Virtual worlds often require "Linden Dollars" or high-end hardware, potentially creating a digital divide in education.
Conclusion
The ICCMSN 2008 conference was a prophetic look at what we now call the "Metaverse." The key takeaway remains relevant: Technology is not just a tool for publishing; it is a medium for mediated social networking. To make these worlds viable, we must prioritize open access platforms and invest in the "high-speed pipes" (networks) that feed them.
Future Outlook: We are moving toward a world where the distinction between real and virtual identity blurs. Future research must focus on better integration to avoid "duplicate entities" and ensure digital identities are as secure and meaningful as our physical ones.
