Definition of Virtual Worlds
Presentation from a talk given in Sao Paulo, Brazil
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- Slide 1: Definition and Taxonomy
of Virtual Worlds
Mark W. Bell
Indiana University
- Slide 2: Mark Bell
Research at Indiana University
Synthetic Worlds Institute
Author of Second Life For
Dummies
- Slide 3: Definition
How we got here
Current vision
Future
Taxonomy
- Slide 4: A Virtual
World is…
A synchronous, persistent network of people,
represented by avatars, facilitated by
computers.
- Slide 5: Uma rede sincronizada e persistente de pessoas,
representadas por avatares auxiliadas por
computadores
- Slide 6: A synchronous, persistent network of people,
represented by avatars, facilitated by
computers.
- Slide 7: A synchronous, persistent network of
people, represented by avatars, facilitated by
computers.
- Slide 8: A synchronous, persistent network of people,
represented by avatars, facilitated by
computers.
- Slide 9: A synchronous, persistent network of people,
represented by avatars, facilitated by
computers.
- Slide 10: Robbins-Bell Facets
• Persistence
• Multi-user
• Avatars
• Wide-Area Network
(Robbins-Bell, 2008)
- Slide 11: Persistence: A VW
can't be paused;
it exists whether you're logged in or
not.
- Slide 12: Multiuser: A world must be
populated, or at least have the
potential for population.
- Slide 13: Avatars: Rather than an icon that
represents a user, a virtual world
allows us to create
an agent
that takes action, an avatar.
- Slide 14: Wide Area Network: VWs are
facilitated via wide area
networks rather than local ones.
- Slide 15: New Technologies
Bring
New Network Structures
Facilitating
New Connections between people
- Slide 16: Channel
Sender Message Receiver
- Slide 17: Printing Press
Author
Printer
Book
Reader
- Slide 18: Telegraph
Sender Operator
Telegraph
Telegraph
Operator Receiver
- Slide 19: Telephone
Sender
Telephone
Network
Telephone Receiver
- Slide 20: Telex
Sender
Telex
Network
Telex Telex Telex
Receiver Receiver Receiver
- Slide 21: Radio
Sender
Network
Radio Radio Radio
Receiver Receiver Receiver
- Slide 22: Television
Sender
Network
TV TV TV
Receiver Receiver Receiver
- Slide 23: Fax
Sender
Fax
Network
Fax Receiver
- Slide 24: Broadcast
- Slide 25: Broadcast
- Slide 26: Dialogic
- Slide 27: Dialogic
- Slide 28: The computer changed
everything
- Slide 29: Punch card
- Slide 30: Connecting computers really connected people
- Slide 31: People have been connecting a long time
- Slide 32: \"Communications
tools don't get
socially
interesting
until they get
technologically
boring.\" - Clay
Shirky
- Slide 33: In the beginning, was text…
Email
Chat
USENET
The WELL
- Slide 34: A Game on A Calculator?
- Slide 35: MUD-1 (1978)
- Slide 36: OUBIETTE (1977)
Avatar (1977)
TinyMUD (1989)
TinyMUCK (1990)
TinyMUSH (1990)
MOO (1990)
- Slide 37: Habitat (1986)
- Slide 38: The Palace (1994)
- Slide 39: Dungeons
& Dragons
- Slide 40: NeverWinter Nights (1991)
- Slide 41: Meridian 59 (1995)
- Slide 42: Ultima Online (1997)
- Slide 43: EverQuest (1999)
- Slide 44: World Of Warcraft (2004)
- Slide 45: Social worlds
Rise of social worlds
- Slide 46: Second Life (2003)
- Slide 49: MMO player < 14
- Slide 53: People
+
Methods of production and distribution
+
New methods of currency exchange
=
New Economies
- Slide 54: Technology is bright and shiny
- Slide 55: People are the brightest and shiniest
- Slide 56: Uncanny Valley?
- Slide 57: Fun
- Slide 58: New Bodies
- Slide 59: New Abilities
- Slide 60: New Quest and Rewards
- Slide 61: Taxonomy
- Slide 62: Text
- Slide 63: Graphics
- Slide 65: Persistence
- Slide 66: Stigmergic
Communication through change in the environment
- Slide 69: Homes
- Slide 70: Business
- Slide 71: Social
Spaces
- Slide 72: Virtual Worlds
- Slide 73: Real Virtual
- Slide 74: Real Virtual
- Slide 75: Mark Bell
bellmw@indiana.edu
SL: Typewriter
Tackleberry
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