Definition of Virtual Worlds

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    Definition of Virtual Worlds - Presentation Transcript

    1. Definition and Taxonomy of Virtual Worlds Mark W. Bell Indiana University
      • Mark Bell
      • Research at Indiana University
      • Synthetic Worlds Institute
      • Author of Second Life For Dummies
    2. Definition How we got here Current vision Future Taxonomy
      • A synchronous, persistent network of people, represented by avatars, facilitated by computers.
      A Virtual World is…
    3. Uma rede sincronizada  e persistente de pessoas, representadas por avatares auxiliadas por computadores
      • A synchronous , persistent network of people, represented by avatars, facilitated by computers.
      • A synchronous, persistent network of people , represented by avatars, facilitated by computers.
      • A synchronous, persistent network of people, represented by avatars , facilitated by computers.
      • A synchronous, persistent network of people, represented by avatars, facilitated by computers .
    4. Robbins-Bell Facets
      • Persistence
      • Multi-user
      • Avatars
      • Wide-Area Network
      • (Robbins-Bell, 2008)
    5. Persistence: A VW can't be paused ; it exists whether you're logged in or not.
    6. Multiuser: A world must be populated , or at least have the potential for population.
    7. Avatars: Rather than an icon that represents a user, a virtual world allows us to create an agent that takes action , an avatar. 
    8. Wide Area Network: VWs are facilitated via wide area networks rather than local ones.
    9. New Technologies Bring New Network Structures Facilitating New Connections between people
    10. Sender Message Receiver Channel
    11. Printing Press Reader Author Book Printer
    12. Telegraph Operator Sender Telegraph Telegraph Operator Receiver
    13. Telephone Sender Network Telephone Receiver Telephone
    14. Telex Sender Network Telex Receiver Telex Receiver Telex Receiver Telex
    15. Radio Sender Network Receiver Radio Receiver Radio Receiver Radio
    16. Television Sender Network Receiver TV Receiver TV Receiver TV
    17. Fax Sender Network Fax Receiver Fax
    18. Broadcast
    19. Broadcast
    20. Dialogic
    21. Dialogic
    22. The computer changed everything
    23. Punch card
      • Connecting computers really connected people
      • People have been connecting a long time
    24. "Communications tools don't get socially interesting until they get technologically boring ." - Clay Shirky
    25. In the beginning, was text …
      • Email
      • Chat
      • USENET
      • The WELL
    26. A Game on A Calculator ?
    27. MUD-1 (1978)
    28. OUBIETTE (1977) Avatar (1977) TinyMUD (1989) TinyMUCK (1990) TinyMUSH (1990) MOO (1990)
    29. Habitat (1986)
    30. The Palace (1994)
    31. Dungeons & Dragons
    32. NeverWinter Nights (1991)
    33. Meridian 59 (1995)
    34. Ultima Online (1997)
    35. EverQuest (1999)
    36. World Of Warcraft (2004)
    37. Rise of social worlds Social worlds
    38. Second Life (2003)
    39.  
    40.  
    41. MMO player < 14
    42.  
    43.  
    44.  
    45. People + Methods of production and distribution + New methods of currency exchange = New Economies
    46. Technology is bright and shiny
    47. People are the brightest and shiniest
    48. Uncanny Valley?
    49. Fun
    50. New Bodies
    51. New Abilities
    52. New Quest and Rewards
    53. Taxonomy
    54. Text
    55. Graphics
    56.  
    57. Persistence
    58. Stigmergic Communication through change in the environment
    59.  
    60.  
    61. Homes
    62. Business
    63. Social Spaces
    64. Virtual Worlds
    65. Real Virtual
    66. Real Virtual
    67. Mark Bell [email_address] SL: Typewriter Tackleberry Facebook Twittter LinkedIn

    + Mark BellMark Bell, 2 years ago

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