Virtual Worlds: An Overview and Larger Trends

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  • + RuthHoward Ruth Howard 8 months ago
    Thank you. You’ve reminded me of some ideas I’d read way back-source forgotten,however basically we will directly connect with technology through our thoughts-no intermediary devices needed. Imersive web goes much further towards this. We will reclaim our telecommunication abilities as a race...
  • + guest7c37fc guest7c37fc 9 months ago
    Nice Joshua! Great view of what’s coming. Thanks for looking beyond Second Life to other platforms and the immerive internet / immersive web. It might take a few years but it’s going to be so influential to handling the spatial data layer that will be woven into all kinds of devices in the future. =)
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Virtual Worlds: An Overview and Larger Trends - Presentation Transcript

  1. Virtual Worlds
  2. What’s This About?
    • Theory and Practice: Paper-Labs-Business
    • A Quick Introduction
    • Where did this come from?
      • Virtual Reality
      • Games
    • Helping You To Think About Virtual Worlds
    • A Peek Into Trends
  3. Contents
    • What are Virtual Worlds?
    • The Larger Picture: Virtual Reality
    • Frames To look at This:
      • Tool versus World
      • Visual Thinking
      • Emergent Properties
    • Trends
      • Closed Virtual Worlds versus Immersive Web
    • What’s Happening Around The World.
      • The Tour.
  4. The Simplest Definition
    • An environment in a computer
    • There is something to interact with.
    • The User has choices to make.
  5. Familiar Examples
    • Games
    • Second Life
  6. Second Life Facts
    • A virtual world created by its users
    • Owner and platform provider: Linden Lab
    • Went public in 2004
    • Active user base: 1,102,867 (as of April 4, 2008)
    • “ Residents” meet, hang out, create, buy, sell and explore in-world.
    • Currency: the Linden dollar. (L$270 = 1 USD)
    • Daily Transaction about $1 million
  7. Why is it not a game?
    • “ Games are artificial systems , separate in some way from ordinary life.” Salen & Zimmerman
    • “ I consider a game to be something that provides us with a common goal , the achievement of which has no bearing on anything that it outside the game .” – De Koven
    • “ Rules impose limits … put us inside the game world.”
    • Second Life has: A fully convertible currency, credit cards, banks?
  8. The Current Meaning
    • Simulations of some form.
    • Which are not designed to be a “game” in the conventional sense
    • However this does not mean it is not fun.
  9. Tools v.s Worlds
    • What is Microsoft Windows?
    • What is a Theme Park?
    • What is Ngee Ann Poly?
  10. Virtual Worlds as a Tool
    • Quotes from Virtual Reality
      • Eg. Intelligence amplifier
    • Visual Thinking as an important way to be creative and problem solve.
    • Some problems are just 3 Dimensional
  11. Virtual Worlds as a Tool
    • Has This already happened?
      • Auto-CAD and engineering software.
    • Should we teach this in school?
    • What is the focus?
      • Practical
      • Play with it: Discover, Invent.
  12. Virtual Worlds as System
    • SIMS: A Sandbox Game
    • Second Life: Real people living online lives
    • Emergent Properties:
      • What is Emergence?
    • Why should we care?
  13. Emergent Properties of VW
    • Learning about systems for users to “create with”.
      • User Creating his own experience.
    • What will come out of Virtual Worlds?
      • Nobody Knows.
      • Today: Entertainment, New Economies.
      • Taking advantage of emergence: Our Opportunity.
  14. 3-D INTERNET BEGINS WITH VIRTUAL WORLDS.
    • Today’s Situation:
    Closed Virtual Worlds Immersive Internet.
  15. Closed Virtual Worlds
    • Entering an experience.
      • Install a programme
      • Run it
      • Connect to the internet
    • Why?
      • That was the state of the technology.
      • Easier to keep tabs on and control users.
  16. Closed Virtual Worlds
    • Second Life is the most sucessful
    • Many other ‘boutique players’ are entering the market.
    • “ The Dream” is to link all the closed virtual worlds: CREATING THE METAVERSE
  17. Open Virtual Environments
    • Plug-in Based Environment
      • Unity Plug-in: Paradise Paintball in Facebook
    • www.vastpark.com
    • www.pelicancrossing.com
  18. Open Virtual Environments
    • Anyone can access the 3-D internet through a web browser.
    • People make their own content and host it on their own websites.
      • All open source technology.
        • IMML – Vastpark.com
        • X3D – Community based open-source
  19. Open Virtual Environments
    • A new form of website
    • User-created content
      • Korean example
      • Vastpark click and drag
    • They prefer to call it the “Immersive Web”.
  20. Now What?
    • We know there are 2 main approaches to the 3-D internet
    • Closed Virtual Environments
    • Open Virtual Environments
    • What are the approaches companies are taking?
    • Again I’m focusing on technology.
  21. KOREA. PART OF MY SOCIAL NETWORK.
    • Cyworld.com habbo hotel
    • The Whirlwind Tour of the 3-D internet.
  22. GERMANY. UK. PEOPLE LIKE THE REAL WORLD!
    • Second Interest’s Virtual Berlin
    • The Whirlwind Tour of the 3-D internet.
  23. SINGAPORE. VIRTUAL WORLD, REAL FACE.
    • XID’s Tycoona
    • The Whirlwind Tour of the 3-D internet.
  24. CHINA. VIRTUAL AND REAL ARE LINKED.
    • Cyber Recreation District and the Dotman platform
    • The Whirlwind Tour of the 3-D internet.
  25. AUSTRALIA. DO WHAT YOU WANT. WE’LL JUST HELP YOU DO IT.
    • Vastpark
    • The Whirlwind Tour of the 3-D internet.
  26. Other Trends
    • The rise of the Virtual Worlds Developer.
      • Anshe Chung Studios
      • Second Interest
      • Metaversatlity
      • And many many more.
    • Professional 3-D content developers are on the rise.
  27. The Corporate Come in
    • Who can pay for professional quality virtual worlds development?
      • MNCs
      • Universities
      • Churches
    • To advise them, IBM and Gardner are involved in virtual worlds.
  28. Corporate Advisors say…
    • Gardner
    • “ 80% of internet users will have a ‘second life’ (using virtual worlds)” – Steve Prentice, Gardner Analyst.
    • IBM
    • “ IBM is helping to drive the growth and adoption of the 3-D Internet with insights and actions that will shape the future of the 3-D landscape.” –IBM site
    • Working with Second Life and Open SIM.
  29. Pit-falls
    • This is a game-based technology.
    • It’s hard to see it used for serious stuff.
      • Corporate 3-D content changes the ‘rules’
    • At this point, we don’t have a common language to use the interface.
      • How do I use this to collaborate with others in projects.
    • The technology will take awhile to stablize.
  30. 3-D internet leads to Mixed Reality
    • 3-D internet will be layered over reality.
    • It comes with new technologies in screens and information input.
    • It’s part of mixed reality.
  31. The Samsung Labs example.
    • (Samsung in California)
  32. In Summary
    • There is NO conclusion for Virtual Worlds
      • Potential.
    • Closed Virtual Worlds versus Immersive Web
    • Focus: User-Created Content and Participation
    • Way to think:
      • Tool
      • System with Emergent Properties
  33. My prediction
    • Today we tell and show each other our experiences.
    • Tomorrow we let our friends re-live our experiences.
    • How do we want to take part in this?
    [email_address]
  34. What’s The Big Deal?
    • Its about what people are doing.
    • Early Potential:
      • It changes the way we use computers.
      • “Cyber Space”
    • Current Potential
    • The Questions It Asks.
  35. Part of Virtual Reality
    • People and Interfaces interact with virtual reality.

+ JoshuaNairJoshuaNair, 11 months ago

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