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Web, Web 2.0 and Virtual Worlds

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For a lecture given at UCL in 2007, an overview of the Web, Web 2.0 and virtual worlds.

For a lecture given at UCL in 2007, an overview of the Web, Web 2.0 and virtual worlds.

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  • Overview of Web 2.0 and introduction to Virtual Worlds

Web, Web 2.0 and Virtual Worlds Web, Web 2.0 and Virtual Worlds Presentation Transcript

  • Web, Web 2.0 and Virtual Worlds Roo Reynolds Metaverse Evangelist [email_address]
  • Web
  • Netscape Navigator – 1994 - 1998
  • Mosaic - 1993
  • WorldWideWeb - 1990
  • First web server (Tim Berners-Lee’s NeXTcube) – 1990 "This machine is a server. DO NOT POWER IT DOWN!!"
  •  
  • Web 2.0
  • Web 2.0 examples (then and now)
    • Personal websites -> blogs
    • Britannica Online -> Wikipedia
    • DoubleClick -> Google AdSense
    • Domain name speculation -> search engine optimisation
    • Screen scraping -> web services
    • Content management systems -> wikis
    • Directories (taxonomy) -> tagging ("folksonomy")
  • Web 2.0 components / characteristics The Web as “ The Platform” Tools: RSS, AJAX, PHP, Ruby Services, not packaged software Architecture of participation Small pieces loosely joined, or “re-mixed” Harnessing collective intelligence Software that gets better as more people use it Standards: REST, XHTML Techniques: Mash-up, wiki, tagging, blogging Rich user experience Light-weight programming models
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  • Key themes to remember
    • User-generated content
    • Social networking
    • Feeds – the glue that holds it together
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  • Web 2.0 attitude
    • “ Web 2.0 is an attitude not a technology . It’s about enabling and encouraging participation through open applications and services . By open I mean technically open with appropriate APIs but also, more importantly, socially open , with rights granted to use the content in new and exciting contexts.”
    Ian Davis http://iandavis.com/blog/2005/07/talis-web-20-and-all-that
  • Virtual Worlds
  • Mars Base Alpha 4
  • Some history
    • Text based adventure games - Adventure / ‘Advent’, 1975
    • MUD ( M ulti- U ser D ungeon/Domain/Dimension) - 1978
    • Talker - real-time, text-based communication, 1984
    • Rogue - early 80s ASCII ‘graphics’. e.g. Nethack is ‘roguelike’
    • Graphical MUD - Habitat, 1985
    • IRC - Internet Relay Chat, 1988 (via MUT talker)
    • MOO ( M UD O bject O riented) - AlphaMOO, 1990. Later LambdaMOO
    • 3D games - Wolfenstein 3D, first 3D F irst P erson S hooter, 1992
    • Online FPS - Doom, 1993
    • Instant messaging - (` talk`), popularised with GUIs (ICQ, AOL) ’90s
    • MMORPG (Massively Multiplayer Online Role-Playing Game)
    • Virtual Worlds…
  • Virtual Worlds – as distinct from MMORPGs
    • MMORPGs (Massively multiplayer online role-playing games)
    • e.g. NeverWinter Nights, Everquest, World of Warcraft, Ultima Online, Runescape…
    • Virtual Worlds - Massively multiplayer (but not role-playing games)
    • e.g. There.com, Second Life, Big World, …
        • The users generate the content
        • Not a game ; no objectives
    • Terminology: Virtual World or
        • virtual social environment, MUVE (multi user virtual environment), synthetic world, …
  • Who are the games players?
    • In 2005, video and computer games sales came in at $7billion
      • Slightly down on 2004 – due to new consoles
    • 69% of American heads of households play computer or video games
    • The average game player age is 33
    • 25% of gamers were over the age of 50
    • 42% of online game players are female
    • Women aged 18 or older represent a significantly greater portion of the game-playing population (30%) than boys age 17 or younger (23%)
    • Source: Entertainment Software Association., “Essential Facts about the Computer and Video Game Industry, 2006”
  • Second Life
    • Stats
      • 4,490,000+ user accounts and growing fast
      • 1,600,000+ logged on in past 2 months. Usually 20,000+ concurrently online
    • Not a game
      • A place for meeting, building, selling, collaborating and exploring
    • Active economy
      • Millions of US$ changes hands between players every month.
    • Media coverage
      • BBC, Wired, Economist, Business Week, Observer, Sunday Times, Guardian, Channel 4, CBS, USA Today, The Register, Forbes, … everyone
  • More thoughts
    • Are you an immersionist or an augmentationist ?
      • Replacing real life, or augmenting it?
    • How to treat each world. Its own country?
      • Each has own culture(s), with etiquette and often economies. Tax? Who are the rulers?
    • “ The Web in ‘96”
      • Immature, lacking many conventions. Sex and gambling. Walled gardens.
      • At least the Web had HTTP
  • BBC – One Big Weekend concert with streaming audio and video
  • Major League Baseball event hosted in virtual stadium
  • Regina Spektor – marketed in-world by Warner Bros.
  • American Apparel virtual store
  • Reuters have a Second Life office, complete with embedded journalist
  • Why does IBM care?
  • Meetings
  • IBM Alumni event (http://greateribm.com)
  • IBM Innovation Jam, CEO and VP present from SL
  • IBM 12 island innovation complex
  • Circuit City
  • Sears
  • Wimbledon demo… Integrating real-world ‘Hawkeye’ ball tracking data with Second Life for Wimbledon demo July 2006
  • Australian Open Jan 2007
  • More possibilities
      • Marketing, brand promotion
      • Retail (consumer feedback)
      • Design (trials)
      • Media and entertainment
      • Education (e-learning, blended learning, …)
      • Training (and rehearsal)
      • Conferences
      • Community events
      • Networking and collaboration
      • Modelling (visualisation, simulation, …)
      • Research, including monitoring (and data-mining)
  • What’s next?
    • eightbar.co.uk
    • rooreynolds.com