Web, Web 2.0 and Virtual Worlds

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    Overview of Web 2.0 and introduction to Virtual Worlds

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    Web, Web 2.0 and Virtual Worlds - Presentation Transcript

    1. Web, Web 2.0 and Virtual Worlds Roo Reynolds Metaverse Evangelist [email_address]
    2. Web
    3. Netscape Navigator – 1994 - 1998
    4. Mosaic - 1993
    5. WorldWideWeb - 1990
    6. First web server (Tim Berners-Lee’s NeXTcube) – 1990 "This machine is a server. DO NOT POWER IT DOWN!!"
    7.  
    8. Web 2.0
    9. 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")
    10. 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
    11.  
    12.  
    13.  
    14.  
    15.  
    16.  
    17.  
    18. Key themes to remember
      • User-generated content
      • Social networking
      • Feeds – the glue that holds it together
    19.  
    20. 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
    21. Virtual Worlds
    22. Mars Base Alpha 4
    23. 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…
    24. 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, …
    25. Who are the games players?
      • In 2005, video and computer games sales came in at $7billion
        • Slightly down on 2004 – due to new consoles
      • 69% of American heads of households play computer or video games
      • The average game player age is 33
      • 25% of gamers were over the age of 50
      • 42% of online game players are female
      • Women aged 18 or older represent a significantly greater portion of the game-playing population (30%) than boys age 17 or younger (23%)
      • Source: Entertainment Software Association., “Essential Facts about the Computer and Video Game Industry, 2006”
    26. Second Life
      • Stats
        • 4,490,000+ user accounts and growing fast
        • 1,600,000+ logged on in past 2 months. Usually 20,000+ concurrently online
      • Not a game
        • A place for meeting, building, selling, collaborating and exploring
      • Active economy
        • Millions of US$ 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
    27. 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
    28. BBC – One Big Weekend concert with streaming audio and video
    29. Major League Baseball event hosted in virtual stadium
    30. Regina Spektor – marketed in-world by Warner Bros.
    31. American Apparel virtual store
    32. Reuters have a Second Life office, complete with embedded journalist
    33. Why does IBM care?
    34. Meetings
    35. IBM Alumni event (http://greateribm.com)
    36. IBM Innovation Jam, CEO and VP present from SL
    37. IBM 12 island innovation complex
    38. Circuit City
    39. Sears
    40. Wimbledon demo… Integrating real-world ‘Hawkeye’ ball tracking data with Second Life for Wimbledon demo July 2006
    41. Australian Open Jan 2007
    42. 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)
    43. What’s next?
      • eightbar.co.uk
      • rooreynolds.com

    + Roo ReynoldsRoo Reynolds, 3 years ago

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