Virtual Worlds
Simulation, Collaboration and
Training. Opportunities and Best
Practices
1
July 7° 2011
Agenda
1. A brief history of Virtual Worlds
2. Virtual Worlds we adopt
3. Users and Markets
4. A new generation of learner...
A LITTLE HISTORY
Precursors of Virtual Worlds
3
History 1
• 1962 Sensorama
– Mechanical machine used the senses of vision,
sound, balance, smells and touch (via wind) to
...
5
Head Display by Ivan Sutherland
Maze Wars
6
MUD 1
7
Worlds Away
8
Habitat
9
Virtual Helsinki
10
History 2
• 1999 – Linden Lab foundation
– Creators of Second Life
• 2003 Launch of Second Life
• During and after the dev...
VIRTUAL WORLDS TODAY
12
Virtual Worlds Structure
13
Territory
Based
• A number of sectors (islands, lands, continents)
forming an extended mapped ...
ISN Virtual Worlds Platforms for business
14
Fully functional 3D virtual worlds we adopt and adapt
for training and collab...
... IS THE MARKET READY?
The Technology is there …
15
R oger ’s innovat ion curve
Saturation
Mainstream adoption
Take-off
time
adoption
Peak of media attention
TV
INTERNET
VIRT...
Critical Factors
17
Bandwith
Usability
Scalability
System
Integration
Why Web 3D?
• Web 3D technologies are simply the natural evolution and convergence of several
technologies commonly used t...
A New Generation of Learners
• Grew up immersed in technologies.
• Enter the business world with a different focus mentall...
A NEW GENERATION LEARNING SOLUTION
A New Generation of Learners requires
Immersive 3D Collaboration Solutions
• An innovative 3D collaboration and training solution, accessible through a
standard...
BEST PRACTICES
Virtual Worlds and Web3D Simulations
22
Key Factors
EXPERIENCE
INTERACTION
INTERFACE
INTEGRATION
23
User Experience Design
• Design around the user
– Model environments on the users.
– Learn from communities.
• Make it an ...
Participation Pyramid
25
User Motivation Matrix
26
Interaction Design
• Plan and design how users will interact with:
– Other users
– Objects
– Learning Objects
– Services
–...
Interface Design
• Look good feel good
– A good looking and efficient environment will make people happy to work
with it.
...
Plan Integration
• ICT infrastructure
– Analyze how the 3D application will integrate in the company ICT
infrastructure an...
CASE STUDIES
Virtual Worlds and Web 3D Simulations
30
Use Cases
31
• A simulation on risks prevention in
construction sites.
• Client: Formedil – Consorzio di
Formazione Edile
...
Virtual Construction Yards
32
V3DAS Virtual Agricolture Simulation
33
ASL Ragusa Clinic Risk Simulation
34
THANK YOU!
info@qbittech.com
35
www.qbittech.com
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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.

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Transcript of "History of Virtual Worlds and current applications"

  1. 1. Virtual Worlds Simulation, Collaboration and Training. Opportunities and Best Practices 1 July 7° 2011
  2. 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. 3. A LITTLE HISTORY Precursors of Virtual Worlds 3
  4. 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. 5 Head Display by Ivan Sutherland
  6. 6. Maze Wars 6
  7. 7. MUD 1 7
  8. 8. Worlds Away 8
  9. 9. Habitat 9
  10. 10. Virtual Helsinki 10
  11. 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. 12. VIRTUAL WORLDS TODAY 12
  13. 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. 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. 15. ... IS THE MARKET READY? The Technology is there … 15
  16. 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. 17. Critical Factors 17 Bandwith Usability Scalability System Integration
  18. 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. 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. 20. A NEW GENERATION LEARNING SOLUTION A New Generation of Learners requires
  21. 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. 22. BEST PRACTICES Virtual Worlds and Web3D Simulations 22
  23. 23. Key Factors EXPERIENCE INTERACTION INTERFACE INTEGRATION 23
  24. 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. 25. Participation Pyramid 25
  26. 26. User Motivation Matrix 26
  27. 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. 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. 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. 30. CASE STUDIES Virtual Worlds and Web 3D Simulations 30
  31. 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. 32. Virtual Construction Yards 32
  33. 33. V3DAS Virtual Agricolture Simulation 33
  34. 34. ASL Ragusa Clinic Risk Simulation 34
  35. 35. THANK YOU! info@qbittech.com 35 www.qbittech.com

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