First Ever Congressional Hearing Simulcast in an Internet-based Virtual World
WASHINGTON, D.C. - Representative Edward J. Markey (D-MA), chairman of the House Subcommittee on Telecommunications and the Internet, conducted the first ever Congressional hearing simulcast in an Internet-based virtual world today. The hearing addressed the evolution, culture and future of virtual worlds such as Second Life, Zwinky and There which are part of a new form of communication that has exploded over the last few years.
The following is
the chairman's opening statement:
"Good Morning. I'd like to welcome everybody today to the
first simulcast of a Congressional hearing in a virtual world. A re-creation of
this committee hearing room has been developed in Second Life and my avatar is
there as well, in the virtual Chairman's seat.
"There are also
several other avatars who have been invited to watch today's hearing from
Second Life. In particular, I would like to welcome an avatar we have invited
named "Wilde Cunningham" - which was created by an inspirational group of
individuals with Cerebral Palsy at an adult day care center in Dorchester, Massachusetts.
They are using their avatar to run, fly, and communicate with people in a whole
new way. This is a prime example of how
virtual worlds can empower and animate the lives of individuals with
disabilities through the use of broadband technologies. Mitch Kapor, founder of
Lotus in Massachusetts, who has transplanted
out to the Silicon Valley, is also present via
his avatar in the hearing room.
"We have also
invited the avatars of several journalists, online advocates, and academics, as
well as the avatars of several Federal government representatives from NOAA, the
National Oceanic and Atmospheric Administration, who have built an incredible
locale in Second Life where individuals can watch the impacts of global weather
conditions as well as fly into the eye of a virtual hurricane.
"In fact, virtual
worlds often permit people to do things and model conditions that would be
difficult to do in real life. For
example, emergency first responders can train for scenarios that are difficult
to stage in real life. Responses to
things like natural disasters, or a flu pandemic, can be practiced and analyzed
by professionals in this virtual medium.
In addition, the American Cancer Society has raised tens of thousands of
dollars in charitable contributions in Second Life and is quite active in the
medium. Colleges and universities around
the country are also present, harnessing the power of this new medium for
education, experimentation, cultural exchange, and fostering understanding.
"Virtual worlds are
at the cutting edge of so-called "Web 2.0" applications and services, which
enable users to generate the content of the realm, such as with YouTube and
Flickr and Facebook. Virtual worlds can also support business operations and
commercial applications - from real estate sales, to business conferences,
product marketing, music sales, and the general buying of goods and
services. IBM, which is testifying
today, has been an early and active colonizer of this electronic frontier.
"Today's hearing has
been designed primarily to be educational.
In time, virtual worlds will become ever more commonplace and millions
of Americans will inhabit such worlds for parts of their day - for
communications, for business, for education, for health care, for cultural
interests. As that occurs, policy issues
will inevitably arise that mirror the issues that confront policymakers in the
real world - consumer protection, personal privacy, intellectual property
protection, banking issues, online gambling, or child protection concerns. Policymakers will have to continue to monitor
these issues to ensure adequate consumer protection as virtual worlds continue
to evolve and grow.
"However, online
virtual worlds, as represented by Second Life, or Zwinky, or There.com, are, at
their best, vehicles for understanding across borders and for building
communities. They can empower
individuals, companies, and professionals with the ability to visualize and
conceptualize not only what is present, but what is possible. To this extent, today's hearing is both a
glimpse into the future and also a window into the current reality for millions
of people across the world.
"As the Subcommittee
delves into this first, educational hearing about virtual worlds, it is
important to keep in mind that if we want to foster the best of what this
medium has to offer, we must consider the policies that will be conducive to
such growth. These include upgrading our
broadband infrastructure and speed, fostering openness and innovation in our
Internet policies, and ensuring that we bridge digital divides in our country
so that all Americans can benefit.
"I want to thank our
witnesses for their willingness to share their experiences with us this morning
and look forward to their testimony."
FOR IMMEDIATE RELEASE
April 1, 2008 |
CONTACT: Jessica Schafer, 202.225.2836
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