Your SlideShare is downloading. ×
NMC Symposium- FAS- Gaming In Second Life
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×

Introducing the official SlideShare app

Stunning, full-screen experience for iPhone and Android

Text the download link to your phone

Standard text messaging rates apply

NMC Symposium- FAS- Gaming In Second Life

304
views

Published on

Concept Overview

Concept Overview

Published in: Business, Technology

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

No Downloads
Views
Total Views
304
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
10
Comments
0
Likes
2
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. Sachin Patil Federation of American Scientists 08/14/2007 Gaming in Second Life Second Life version of Discover Babylon
  • 2. Traditional ways of simulating real life environment in synthetic learning environments
    • Virtual reality simulations
      • High fidelity, highly engaging simulation
      • expensive setup of multi modal interfaces
      • not easily distributable
      • interaction is limited to a small group of users
    • Pre-programmed movies
      • high-fidelity realistic viewers’ experiences
      • easily distributable in multiple formats
      • limited interactivity
  • 3. We want to develop ….
    • a multi-faceted game-like learning environment, where
      • collaboration,
      • interaction,
      • immersion, and
      • information merit equal importance
  • 4. Four main design goals,
    • Collective intelligence and collaboration
    • Engaging viewer experience
    • Game-like features
    • Timely, context sensitive instructional capabilities
  • 5. Is Second Life a solution? Second Life Features Requirement
    • Support for Web technologies
    Timely, context sensitive instructional capabilities
    • LSL- 3D programming interface
    Game-like features
    • Customizable 3D Environment
    • Built-in 3D modeling toolkit
    Engaging viewer experience
    • Massively multi-player capabilities
    • In-world business model
    Collective intelligence and collaboration
  • 6. Concept Overview
    • Visitor
      • Beneficiaries of island content
      • Learners, Wanderers, Game Players
      • Purpose: Entrainment, Information Access
    • Resident
      • Contributors of island content
      • Subject Matter Experts, Teachers, Researchers, Programmer, 3D Modeler, Graphics Designer, etc.
      • Purpose : Study, Work, Business, Role Playing
    • Administrator
      • Administrators of island content
      • City Manager, Property Manager (such as Museum Curator, Housing Complex Manager), Island Administrator,
      • Purpose: Monitoring, Administration
    Simulation Environment Contributors Visitor Admin
  • 7. The Factory and Warehouse Model
    • backbone of collaborative system of content creation and content sharing
    • Allow subject matter experts to monitor 3D content
    • Factory: act as a bridge between
      • technical support groups and
      • subject-matter content contributors
    • Warehouse: a centralized repository for
      • first life data, and its metadata
      • Second Life data and its metadata
    Simulation Environment Contributors Visitor Admin Warehouse Factory
  • 8. Virtual Animals
    • Autonomous and Intelligent
    • Loaded with routine dialogs and behaviors for daily events
    • Mode of operation
      • in manual mode by SL Agents who want to be part of simulation by taking certain roles available in simulated cities
      • In automatic mode by remote modules coded for intelligent behaviors
    Simulation Environment Contributors Visitor Admin Intelligent Virtual Animals Role Player