Virtual World Basics

323 views
293 views

Published on

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
323
On SlideShare
0
From Embeds
0
Number of Embeds
2
Actions
Shares
0
Downloads
6
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

Virtual World Basics

  1. 1. Virtual  Worlds   By  Mike  Danielsen  and  Terri  Ertlmeier  
  2. 2.   Industry     Business  Failures     Business  Success     Training     Meetings  and  Collaboration     Simulation  and  Prototyping     How  To  Get  Started  
  3. 3.   The  two  big  trends  in  IT  today  are  Cloud   Computing  and  Virtual  Worlds  (VWs).       They  are  similar  in  that  they  both  rely  on  client   server  architecture  and  both  rely  on  the  server   to  do  the  majority  of  the  work.     Cloud  Computing  shift  our  typical   computing  jobs  to  a  server  on  the  internet.     Virtual  Worlds  move  our  communications   and  collaborations  to  a  server  on  the   internet.  
  4. 4.   When  they  got  set  up  in  Second  Life  they   learned  the  following  lessons:     Virtual  world  sales  have  nothing  to  do  with  real   world  sales.     Exposure  was  poor  due  to  sparse  population   density.     Traditional  approaches  to  marketing  do  not   work  in  Virtual  Worlds.     The  entry  barrier  was  difficult  for  many  people.  
  5. 5.   Today  businesses  have  found  three  main   uses  for  Virtual  Worlds  to  improve  the   business  practices.       These  have  little  to  do  with  marketing  but  a  lot   to  do  with  enterprise.     The  three  uses  are:   ▪  Training   ▪  Meetings  and  collaboration   ▪  Simulation  and  prototyping  
  6. 6.   Over  200  universities  have  made  a   presence  in  Second  Life  including:       Princeton     Rice  University     Pepperdine  University     University  of  Derby  (UK)     Vassar     the  Open  University  (UK)     Harvard     SUNY     University  of  Texas  (San  Antonio)       Stanford   Case  Study:  Children’s  Memorial  Hospital  Chicago     MIT   Uses  Second  Life  to  Conduct  Emergency  Training       and  many  others.   Posted  by  Amanda  Linden  on  Oct  7,  2009    
  7. 7.   Creating  product  prototypes  in  the  virtual   world  allows  one  to  test  concepts  and   gauge  human  feedback.     Avatars  bring  the  human  factor  into   simulations.     Virtual  prototypes  can  be  developed   quickly  and  inexpensively.     Superior  3D  visualization  of  processes  and   simulations.     Virtual  worlds  provide  the  ability  to   walk  through  simulations  as  they  are   occurring.     Non  interruptive  testing  of  solutions   where  real  world  testing  is  not  possible   due  to  costs,  scheduling  and/or  risk.  
  8. 8.   http://www.teleplace.com/     http://www.activeworlds.com/     http://www.protonmedia.com/     https://lg3d-­‐wonderland.dev.java.net/     http://www.forterrainc.com/     http://opensimulator.org/wiki/Main_Page     http://work.secondlife.com/en-­‐US/  
  9. 9. 1.  Go  to  http://secondlife.com/   2.  Create  an  account.  (avatar)   3.  Download  and  install  viewer   4.  Login  to  Second  Life  
  10. 10.   A  good  computer  with:     2-­‐4  Gigs  of  RAM     Good  3D  graphics     High  speed  internet     Headset     Highly  recommended:     Space  Navigator     http://www.3dconnexion.com/3dmouse/spacenavigator.php  

×