Icm Presentation Whats Out There

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    Icm Presentation Whats Out There - Presentation Transcript

    1. the Social Web the Metaverse and the Future of Games a small insight on what’s happening Corné Kox - Hanzehogeschool Groningen October 1st 2009
    2. Let me introduce myself
    3. Corné Kox
    4. 35
    5. Hanze University ‣ Lecturer Digitale Media ‣ WEB ‣ Beeldtaal (Film and Animation) ‣ Educatieve Multimedia ‣ (Last years) stage ‣ Coordinating ‘Bureau Projecten’
    6. CKM Extended ‣ Network for goal directed communication ‣ Advice and implementation ‣ Digital / New Media ‣ Crossmedia concepting ‣ I like to tell stories ;-)
    7. Asked to talk to you by Josef about a lot of stuff ;-)
    8. So I have to run through...
    9. 75 slides, hope you don’t get bored ;-)
    10. Metaverse Roadmap
    11. Metaverse - 4 pillars
    12. Metaverse Quadrant
    13. Metaverse Quadrant Virtual Worlds
    14. Virtual Worlds ‣ It is about ‘out there’ and ‘now’ ‣ (yet) Not our real world ‣ Ever heard of Cross Reality or Dual Reality? ‣ Senses physics and translates them into the virtual worlds
    15. Virtual Worlds A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars source: www.wikipedia.org
    16. Neopets ‣ <2003 ‣ Age <10 ‣ 45 mlj users ‣ 2005 MTV ‣ 120 miljoen
    17. Club Penguin ‣ age ± 12 > ‣ 15 mlj users
    18. Habbo Hotel ‣ <2003 ‣ age ± 14> ‣ 90 mlj users ‣ does 4mlj a month (nov ’07)
    19. Gaia ‣ <2003 ‣ age ± 14> ‣ 12 mlj users
    20. There ‣ Late 2005 ‣ Age ± 20> ‣ 1,5 mlj users
    21. Active Worlds ‣ Age ± 25> ‣ 1 mlj users ‣ Still growing ‣ Education
    22. Second Life ‣ Age ± 30> ‣ 14 mlj users ‣ Silence after the storm?
    23. Second Life ‣ Q2 2007 - Hype ‣ Still growing ‣ But more serious ‣ Phase II
    24. Second Life ‣ Land ownership is still growing
    25. Just for fun?
    26. Hell no!
    27. SL - Immersive World ‣ Linden Lab ‣ Rivers Run Red ‣ SL Grid ‣ Collaborate ‣ 20 Oct 2008
    28. Virtual Worlds ‣ After the Hype ‣ Still investments are being done ‣ No longer just signage (marketing) ‣ Training ‣ Education ‣ Recruitment
    29. Virtual Worlds ‣ Also a lot of companies moved out ‣ They took the experience ‣ And are building their own Virtual World ‣ ABN Amro ‣ Randstad ‣ IBM
    30. A lot of different worlds ‣ Looking for standards ‣ ISO MPEG-V ‣ Expected soon (2010)
    31. ISO MPEG-V interoperability, virtual travel (ranging between worlds), interaction and rich communication with the physical world and developing avatars that better show human emotion. May 2008, Call for requirements - Jean H.A. Gelissen, Philips
    32. Second Life / Virtual Worlds ‣ Where did it go wrong? ‣ Weird interfaces ‣ You have to learn the program ‣ To much space for to little people ‣ Search isn’t embedded well enough
    33. A look at the interface... ‣ Minority Report ‣ 2002
    34. The interface of the future?
    35. Hell no!
    36. A look at the interface ‣ Cebit ‣ Hannover 2008
    37. Just a demo?
    38. Hell no!
    39. A look at the interface ‣ iPhone ‣ 2008
    40. A look at the interface ‣ MS Milan Project ‣ 2007
    41. You’ll have to learn it ‣ >30 ‣ ‘Net niet’ ‣ <30 ‣ ‘Netters’ ‣ >45 ‣ ‘Nieters’
    42. You’ll have to learn it ‣ Meet Corey ‣ On Guitar Hero ‣ Age 2,5
    43. To much space ‣ Keep it in control? ‣ Have to know which platform people come from? ‣ Need more users? Sony Playstation - Home PS3 sales:10.500.000 (March 2008)
    44. Search... ‣ Google? ‣ 348.387.097 (and more) search queries each day ‣ That’s done by how many users? Google Lively Beta
    45. Google?
    46. Web (2.0) meets Virtual Worlds?
    47. Metaverse Quadrant Mirror Worlds
    48. Mirror Worlds ‣ Based on our daily reality ‣ Google Earth, Google Streetview, MS Virtual Earth, Earthmine, Everyscape ‣ Has a bigger relevance (recognition) ‣ ‘There’ with the experience ‣ Websurfing towards real places on our globe
    49. Mirror Worlds Google Maps, in combination with Google Streetview
    50. Metaverse Quadrant Augmented Reality
    51. Augmented Reality ‣ Enriching the environment with digital information ‣ It’s about ‘here’ and ‘now’ (location based) ‣ Hardware? ‣ Camera ‣ Screen
    52. Augmented Reality BMW Augmented Reality, BMW Research Project
    53. Augmented reality Layar, a Dutch AR Browser
    54. Metaverse Quadrant Lifelogging
    55. Lifelogging ‣ Weblogs, videoblogs, microblogs, youtube, flickr etc. ‣ Users share, re-use, co-create and share it again ‣ More and more into innovation, like gps and sensor technology ‣ ‘to follow’ or ‘to be followed’ - communities
    56. Lifelogging Lifelogging - Nike Plus
    57. Metaverse ‣ Communities matter ‣ People can create a group ‣ Around brands ‣ Around intrests ‣ Around organisations ‣ Can influence organisations
    58. Communities De ‘Lego Factory’ Community
    59. Hey, this is ‘Social’
    60. There were Social Networks long before the Internet...
    61. Social Networks Social Media in Plain English
    62. Most marketeers don’t know how to handle this... yet...
    63. What does this mean for future gaming?
    64. Future Games ‣ Become intelligent (automatic content creation) ‣ More and more with physical interaction ‣ Brain machine interaction and biometric tools influence the game ‣ Location Based ‣ Combining media and devices
    65. Last examples Project Natal, Game Intelligence, Microsoft
    66. Last examples The truth about Marika, Sweden
    67. Thanx for being here! Corné Kox corne@ckmextended.com 065 065 7000 http://www.linkedin.com/in/cornekox http://www.twitter.com/corne
    68. Sources ‣ http://www.virtualworldnews.com ‣ http://www.metaverseroadmap.org ‣ http://www.metaverse1.org ‣ http://www.emerce.nl ‣ http://www.wikipedia.org ‣ http://www.secondlife.com ‣ http://www.hrlog.nl ‣ http://www.youtube.com ‣ http://www.layar.com
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