History of Virtual Worlds and current applications
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History of Virtual Worlds and current applications

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A quick summary of the history of virtual worlds and their current most interesting applications.

A quick summary of the history of virtual worlds and their current most interesting applications.

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History of Virtual Worlds and current applications Presentation Transcript

  • 1. Virtual Worlds Simulation, Collaboration and Training. Opportunities and Best Practices 1 July 7° 2011
  • 2. Agenda 1. A brief history of Virtual Worlds 2. Virtual Worlds we adopt 3. Users and Markets 4. A new generation of learners 5. Why 3D learning 6. Critical Factors 7. Best Practices 8. Case Studies 2
  • 3. A LITTLE HISTORY Precursors of Virtual Worlds 3
  • 4. History 1 • 1962 Sensorama – Mechanical machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its world. • 1968 Ivan Sutherland – Virtual Reality Head display (Harward U.) • 1974 Maze Wars on Arpanet – First 3D multiuser shooter game • 1978 MUD1 – Text based precursor of MMORPGS • 1985 Compuserve’s Worlds Away Dreamscape • 1987 Habitat by Lucas Film – First considered Virtual World – For Commodore 64, running on Quantun Link (AOL precursor) • 1996 Virtual Helsinky, Finland – 3D virtual city model online. 4
  • 5. 5 Head Display by Ivan Sutherland
  • 6. Maze Wars 6
  • 7. MUD 1 7
  • 8. Worlds Away 8
  • 9. Habitat 9
  • 10. Virtual Helsinki 10
  • 11. History 2 • 1999 – Linden Lab foundation – Creators of Second Life • 2003 Launch of Second Life • During and after the development of Second Life, many other 3D and flash based virtual worlds are launched. • For this presentation purpose, we will only analize the ones that are relevant to corporate training, leaving aside the social aspects of virtual worlds. 11
  • 12. VIRTUAL WORLDS TODAY 12
  • 13. Virtual Worlds Structure 13 Territory Based • A number of sectors (islands, lands, continents) forming an extended mapped territory. Sector Based • The world is formed by a variable number of spaces, rooms, environments, with no explicit connection among them. • No geographical configuration or territory.
  • 14. ISN Virtual Worlds Platforms for business 14 Fully functional 3D virtual worlds we adopt and adapt for training and collaboration purposes. • Olive (ex Forterra now SAIC) - Custom Install • SL Grid - Hosted • Blue Mars - Hosted • Entropia Universe - Hosted and custom STANDALONE VIEWER • Google O3D • Unity • Jive Reactiongrid BROWSER BASED • Blue Mars • Jive Reactiongrid • Unity MOBILE
  • 15. ... IS THE MARKET READY? The Technology is there … 15
  • 16. R oger ’s innovat ion curve Saturation Mainstream adoption Take-off time adoption Peak of media attention TV INTERNET VIRTUAL WORLDS VIRTUAL REALITY 2011 SNAPSHOT OF DIGITAL MEDIA
  • 17. Critical Factors 17 Bandwith Usability Scalability System Integration
  • 18. Why Web 3D? • Web 3D technologies are simply the natural evolution and convergence of several technologies commonly used to collaborate nowadays. (web 2.0, social networking) • Web 3D allows: – Synchronous learning and real time interaction, with voice, chat and video. – Gives users the ability to contribute and create content within the learning and collaboration system. – Gives users the ability to share data and information with others in the 3D virtual world, enabling informal learning. – 3D content is fun to use and engages people into the learning process in a more effective way. – A 3D learning environment combines powerful collaboration tool, within a videogame-like atmosphere, thus accomplishing a more enjoyable learning experience.
  • 19. A New Generation of Learners • Grew up immersed in technologies. • Enter the business world with a different focus mentally and with a different learning style than the previous generation. • The learning style is forged through video gaming and learning to master them. • Grew up in the age of the Internet, where they create content, become an Avatar and create their own realities electronically.
  • 20. A NEW GENERATION LEARNING SOLUTION A New Generation of Learners requires
  • 21. Immersive 3D Collaboration Solutions • An innovative 3D collaboration and training solution, accessible through a standard web browser or a local interface. • Formed by a 3D environment that integrates a set of business and collaboration tools, in a collaborative framework that allows synchronous interaction among users connecting from different devices, through an Avatar. • Can be implemented as a complete collaboration and training solution or as an add-on module for 3D collaboration based on any existing platform.
  • 22. BEST PRACTICES Virtual Worlds and Web3D Simulations 22
  • 23. Key Factors EXPERIENCE INTERACTION INTERFACE INTEGRATION 23
  • 24. User Experience Design • Design around the user – Model environments on the users. – Learn from communities. • Make it an experience – Make it appealing for users. • Remember emotional values – 3D immersion allows to trigger more emotions than broadcasting. • Feel good tasks – Make people do things that are not too easy, but not frustating. – Tasks should engage and motivate. • Use leveling - Be Dynamic – Build a simulation with levels of progress and rewards. • Adopt a participation pyramid – When building collaboration envrironments. 24
  • 25. Participation Pyramid 25
  • 26. User Motivation Matrix 26
  • 27. Interaction Design • Plan and design how users will interact with: – Other users – Objects – Learning Objects – Services – Forms • Draw a full interaction map – List every interaction and process. • Draw an animation map – List animations and their relation to interactions. 27
  • 28. Interface Design • Look good feel good – A good looking and efficient environment will make people happy to work with it. – A feel good/look good application adds value to the image of the company and brand perception is better. • Idiot-proof – Make it easy to use. • Fast – Lightweight is good-weight! – Model the environment with a clean approach. • Integration Design – Design how to integrate a 3D interface with other existing ones. 28
  • 29. Plan Integration • ICT infrastructure – Analyze how the 3D application will integrate in the company ICT infrastructure and how it will exchange data with other applications. • Security – Evaluate the level of security needed. – Establish multiple access levels. – Plan monitoring systems. • Web Services – Plan and map core and complementary web services to integrate web 3D spaces. • Accessibility & Mobility – Level depth of immersion and adapt. – Divide Core Functions from Accessories. 29
  • 30. CASE STUDIES Virtual Worlds and Web 3D Simulations 30
  • 31. Use Cases 31 • A simulation on risks prevention in construction sites. • Client: Formedil – Consorzio di Formazione Edile Virtual Construction Yards. • Virtual Agristage for agricoltural interpreneurs training. • Client: Serifo – Training tools for agricolture. V3DAS • A simulation to test ability to handle patients in an emergency department. • Client: ASL Ragusa, in partnership with Intema. Virtual Hospital Emergency Simulation CLICK HERE FOR MORE PROJECT BY ISN VIRTUAL WORLDS
  • 32. Virtual Construction Yards 32
  • 33. V3DAS Virtual Agricolture Simulation 33
  • 34. ASL Ragusa Clinic Risk Simulation 34
  • 35. THANK YOU! info@qbittech.com 35 www.qbittech.com