1. Virtual Worlds
Simulation, Collaboration and
Training. Opportunities and Best
July 7° 2011
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
3. A LITTLE HISTORY
Precursors of Virtual Worlds
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
• 1987 Habitat by Lucas Film – First considered
– For Commodore 64, running on Quantun Link
• 1996 Virtual Helsinky, Finland
– 3D virtual city model online.
Head Display by Ivan Sutherland
6. Maze Wars
7. MUD 1
8. Worlds Away
10. Virtual Helsinki
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
• For this presentation purpose, we will only analize
the ones that are relevant to corporate training,
leaving aside the social aspects of virtual worlds.
12. VIRTUAL WORLDS TODAY
13. Virtual Worlds Structure
• A number of sectors (islands, lands, continents)
forming an extended mapped territory.
• 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
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
• Google O3D
• Jive Reactiongrid
• Blue Mars
• Jive Reactiongrid
15. ... IS THE MARKET READY?
The Technology is there …
16. R oger ’s innovat ion curve
Peak of media attention
2011 SNAPSHOT OF DIGITAL MEDIA
17. Critical Factors
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
• 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
– 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
• 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
• 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
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.
25. Participation Pyramid
26. User Motivation Matrix
27. Interaction Design
• Plan and design how users will interact with:
– Other users
– Learning Objects
• Draw a full interaction map
– List every interaction and process.
• Draw an animation map
– List animations and their relation to interactions.
28. Interface Design
• Look good feel good
– A good looking and efficient environment will make people happy to work
– A feel good/look good application adds value to the image of the company
and brand perception is better.
– Make it easy to use.
– Lightweight is good-weight!
– Model the environment with a clean approach.
• Integration Design
– Design how to integrate a 3D interface with other existing ones.
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.
– 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
• Accessibility & Mobility
– Level depth of immersion and adapt.
– Divide Core Functions from Accessories.
30. CASE STUDIES
Virtual Worlds and Web 3D Simulations
31. Use Cases
• A simulation on risks prevention in
• Client: Formedil – Consorzio di
• Virtual Agristage for agricoltural
• Client: Serifo – Training tools for
• A simulation to test ability to handle
patients in an emergency department.
• Client: ASL Ragusa, in partnership with
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