USC Faculty Seminar 1.29.08

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USC Faculty Seminar 1.29.08

  1. 1. Faculty Seminar on Virtual Reality Episode 1 - Context and Introductions - 1/29/08 cory ondrejka - cory.ondrejka@gmail.com
  2. 2. before we get started
  3. 3. who are you?
  4. 4. yes, you
  5. 5. who i am
  6. 6. now, on with our program...
  7. 7. Faculty Seminar on Virtual Reality Episode 1 - Context and Introductions - 1/29/08
  8. 8. Faculty Seminar on Virtual Reality ? Episode 1 - Context and Introductions - 1/29/08
  9. 9. Faculty Seminar on Virtual Reality Episode 1 - Context and Introductions - 1/29/08
  10. 10. Faculty Seminar on Virtual Reality Worlds Episode 1 - Context and Introductions - 1/29/08
  11. 11. Faculty Seminar on Virtual Worlds Episode 1 - Context and Introductions - 1/29/08
  12. 12. Faculty Seminar on Virtual Communities Episode 1 - Context and Introductions - 1/29/08
  13. 13. Faculty Seminar on Virtual Communities Episode 1 - Context and Introductions - 1/29/08
  14. 14. Faculty Seminar on Online Virtual Communities Episode 1 - Context and Introductions - 1/29/08
  15. 15. Faculty Seminar on Online Communities Episode 1 - Context and Introductions - 1/29/08
  16. 16. online versus virtual community versus world
  17. 17. online versus virtual
  18. 18. online versus virtual
  19. 19. community versus world
  20. 20. community versus world
  21. 21. not false dichotomies
  22. 22. not false dichotomies “You are standing in the middle of a foreboding great room.”
  23. 23. not false dichotomies !=
  24. 24. not false dichotomies
  25. 25. nota bene this is not a value claim
  26. 26. nota bene it is an assertion of difference
  27. 27. the difference between reading
  28. 28. and doing
  29. 29. or
  30. 30. 1-to-1, sequential
  31. 31. 1-to-1, simultaneous
  32. 32. many-to-many, blended
  33. 33. so, while history matters
  34. 34. focus on the edge
  35. 35. realtime spatialized collaboration
  36. 36. realtime
  37. 37. realtime
  38. 38. realtime
  39. 39. realtime
  40. 40. spatialized
  41. 41. spatialized
  42. 42. spatialized
  43. 43. collaboration
  44. 44. particularly media
  45. 45. consumption
  46. 46. and creation
  47. 47. and creation...
  48. 48. so, we’ll be calling it...
  49. 49. Faculty Seminar on Virtual Worlds Episode 1 - Context and Introductions - 1/29/08
  50. 50. why think about virtual worlds?
  51. 51. some reasons
  52. 52. millions of reasons Online Game Online Communities Online Worlds crapload many lots a few
  53. 53. “crapload” is a term of art
  54. 54. membership hard to measure
  55. 55. some rules of thumb for world-wide numbers: Virtual worlds: 20 million MMOs: 50 million Social networks: 100 million (with lots of overlap)
  56. 56. million$ of reason$
  57. 57. education
  58. 58. lpp
  59. 59. situated
  60. 60. situated
  61. 61. heterogeneous 65% international 41% female 50% over 35 y.o.
  62. 62. on demand
  63. 63. some more reasons
  64. 64. theoretical questions
  65. 65. not to mention
  66. 66. mass customization
  67. 67. breaking global vs. local
  68. 68. new trends
  69. 69. and my favorite
  70. 70. amateur versus expert
  71. 71. amateur versus expert
  72. 72. amateur versus expert
  73. 73. traditional situation
  74. 74. traditional situation amateur
  75. 75. and then
  76. 76. you may want to avert your eyes
  77. 77. the experts arrive
  78. 78. the experts arrive expert amateur
  79. 79. with their expertness “The essential paradigm of cyberspace is creating partially situated identities out of actual or potential social reality in terms of canonical forms of human contact.”
  80. 80. but
  81. 81. in a zero marginal cost world
  82. 82. are we sure about the roles? ? ?
  83. 83. consider
  84. 84. and all this despite
  85. 85. low participation Web Wikipedia Sims Open Source Mainstream Media 65.00 48.75 32.50 16.25 0
  86. 86. except... Web Wikipedia Sims Open Source Mainstream Media Second Life 65.00 48.75 32.50 16.25 0
  87. 87. why is that?
  88. 88. so, over the next several months
  89. 89. history
  90. 90. so, not really history
  91. 91. capabilities impacts untested assumptions applications
  92. 92. virtual worlds
  93. 93. and probably
  94. 94. online worlds and online communities, too
  95. 95. plus mobile
  96. 96. whatever people are doing
  97. 97. because
  98. 98. virtual worlds today
  99. 99. are like the web 10 years ago
  100. 100. so the next 10 years should be very interesting...
  101. 101. stop talking now
  102. 102. cory.ondrejka@gmail.com http://ondrejka.net

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