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Emerging realities in metaverse, media and learning part 1 and 2

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Emerging realities in metaverse, media and learning. …

Emerging realities in metaverse, media and learning.
part 1 and 2. See also part 3-5 in next publication powerpoint.
for more info on me see:
http://tammeblog.blogspot.com/index.html

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    • 1. Emerging realities of metaverse, media and learning Tamme de Leur Part 1 and 2
    • 2. opening slide About me:
    • 3. o See: http://tammeblog.blogspot.com Tamme de Leur 12 years in media as creator, director, exectutive producer and manager digital TV channel
    • 4. o Tamme de Leur I love ....
    • 5. and .... This
    • 6. and .... This
    • 7. See: http://tammeblog.blogspot.com Media Art Storytelling Books Philosophy God Culture Creation Family Friends People ...
    • 8. See: http://tammeblog.blogspot.com Media Art Storytelling Books Philosophy God Culture Creation Family Friends People ...
    • 9. But now something else:
    • 10. Emerging realities of metaverse, media and learning
        • Part 1: Metaverse 4 square
        • Part 2: Metaverse in depth
        • Part 3: Media World
        • Part 4: Learning
        • Part 5: Critical issue’s
    • 11. Emerging realities of metaverse, media and learning
        • Part 1: Metaverse 4 square
        • Part 2: Metaverse in depth
        • Part 3: Media World
        • Part 4: Learning
        • Part 5: Critical issue’s
    • 12. Emerging realities of metaverse, media and learning
        • Part 1
    • 13. What is Reality?
    • 14. ‘ Real’ vs ‘Artificial’ The real as the ‘natural’, the real as the non-created
    • 15. ‘ Real’ vs ‘Fake’ The idea of ‘real’ as ‘genuine’ or the real as ‘original’ “ It’s the real thing”
    • 16. ‘ Real’ vs ‘Illusory’ The idea of the ‘real as something that ‘exists’
    • 17. ‘ Real’ vs ‘Delusion’ The idea of the ‘real’ as being the mark of ‘sanity’ or of reliable perception “ Get real” Freud
    • 18. ‘ Real’ vs ‘Virtual’ The idea of ‘real’ as being ‘physical’ or, at the very least, non-digital…
    • 19. Reality
    • 20. Our World
    • 21. Emerging World
      • 1970 – 1980: Connecting Computers
      • 1980 – 1990: Connecting Networks
      • 1990 – 2000: Connecting Documents
      • 2000 – now: Connecting People & Data
    • 22. Emerging World
      • 1970 – 1980: Connecting Computers
      • 1980 – 1990: Connecting Networks
      • 1990 – 2000: Connecting Documents
      • 2000 – now: Connecting People & Data
        • World Wide Web
      Information Technological Revolution
    • 23. Emerging World
    • 24. Web 2.0
      • Social Machine
      • Web = 'OS' (+ offline access)
      • Open APIs (open standard)
      • RSS and Widgets
      • Weblogs
      • Social networking
      • Wiki’s
      • Tagging and tag clouds
      • User Generated Content (UGC)
    • 25. Web 3.0
      • Social Machine
      • Web = 'OS' (+ offline access)
      • Open APIs (open standard)
      • RSS and Widgets
      • Weblogs
      • Social networking
      • Wiki’s
      • Tagging and tag clouds
      • User Generated Content (UGC)
      • Mobile
      • 3 D Web
      • Metaverse
    • 26. Web 3.0
    • 27. Web 3.0
    • 28. Web 3.0
      • Mobile
      • 3 D Web
      • Metaverse
    • 29.
      • The Future = Wireless
      • 7 th Mass Medium
      Web 2.0 + Mobile = Web 3.0
    • 30.
      • The Future = 2D > 3D
      2D > 3D = Web 3.0
    • 31.
      • The Future = 2D > 3D
      • Film
      • Navigation
      • TV
      • Chat
      • Printers
      • Games
      • Books
      • Photo’s
      • (CAD Modelling )
      • Web
      2D > 3D = Web 3.0
    • 32. Web 2.0 + Mobile = Web 3.0 2D > 3D = Web 3.0
    • 33. Web 2.0 + Mobile = Web 3.0 2D > 3D = Web 3.0 Web 3.0 = Metaverse
    • 34.  
    • 35. Other worlds Universe Metaverse
    • 36. Metaverse Augmention External Intimate Simulation
    • 37. Metaverse Simulatie Augmention
    • 38. Metaverse External Intimate
    • 39. Metaverse 4 square External Intimate Augmention Simulation
    • 40. Metaverse 4 square Intimate Simulation Augmention External
    • 41. Metaverse 4 square Intimate Simulation Augmention External
    • 42. Virtual Worlds Intimate Simulation Augmention External
    • 43. Virtual Worlds
      • 100 milj. users worldwide
      • 10% of all internet users worldwide
      • Examples:
        • Stardoll
        • MTV Laguna Beach
        • There.com
        • Multiverse
        • Home
        • CyWorld
        • Habbo Hotel
        • Second Life
    • 44.  
    • 45.  
    • 46. The biggest virtual world
      • 40,000 concurrency (at any time)
      • 450,000 active users (last 7 days)
      • 1.4 m active users (last 2 months)
      • 10.6 milj total accounts
      • 2 milj assets created per day
      • 35 TB of user-created data
      • 800,000 unique items sold or traded per month
      • 500 events per day
      • 15 m concurrent scripts
      • 10 Gbps peak bandwidth
      Source: http://secondlife.com/whatis/economy-graphs.php Million Square Meters of Second Life Land Total User Hours (millions) Source: Linden Lab Second Life
    • 47. Second Life
      • 10 milj. registrated users worldwide.
      • In Holland:
      • Per month 600.000 active, unique users
      • Per month 30.000 active users
      • Active users: 60 hours per month (!!!)
      • Growth in users: 10% per month.
      In Holland
    • 48. Second Life Amsterdam
    • 49. Metaverse 4 square Intimate Simulation Augmention External
    • 50. Metaverse 4 square Intimate Simulation Augmention External
    • 51. Lifelogging Intimate Simulation Augmention External
    • 52.
      • Subscribe to the lives of your friends, family and others.
      • Read their agenda, thoughts and ideas.
      Lifelogging
    • 53. Lifelogging
      • Blogs
      • iPod & Nike (GPS !)
      • Twitter and Jaiku/Google
      • Seesmic
      • Kyte.tv en Operator 11
      • Socialight (mobile tagging)
    • 54. Twitter =
      • Connecting People & Data
      • Globalisation of individuals, groups and networks
      • Logging your life (life-logging)
      • Makes the invisible parts of peoples lives visible
    • 55.  
    • 56.  
    • 57. Lifelogging Applications (1)
      • Personal
      • Fun
      • Community
      • Empathy & support
      • Emergency 911
      • Multi-tasking (TV, radio, events etc.)
      • Travel
    • 58.
      • Business
      • Communicationchannels
      • Information (stats, sites, recommendations, tracker)
      • Testing (products, campagains, concepts)
      • Tasks, Objectives
      • Partners
      • Brands
      • New web applications
      • Start-ups
      Lifelogging Applications (2)
    • 59. After Twitter ?
      • Blogject
      • Twittering animals and objects
      • Mobile Web Server
      • Seesmic
      • Cluztr
      • Dopplr
    • 60.  
    • 61.  
    • 62. Ms. Guoleifsdottir Ms. Guoleifsdottir
    • 63.  
    • 64. Metaverse 4 square Intimate Simulation Augmention External
    • 65. Metaverse 4 square Intimate Simulation Augmention External
    • 66. Mirror Worlds Intimate Simulation Augmention External
    • 67. Mirror Worlds
      • Google Earth/Maps
      • Microsoft Virtual Earth
      • Yahoo Maps
      • MapQuest
      • Earthmine
      • Everyscape
      • OpenStreetMap
      • Google StreetView
    • 68. Mirror Worlds
    • 69.
      • Market leader.
      • > 200 milj users
      • 3D integration
      • Functional, instrumental, economic
      • Market : everybody !
      • Potential bigger than virtual worlds !
      • MyWorld -> integration of
      • all Google web apps?
      Google Earth
    • 70. Google Earth
    • 71. Google Earth Rotterdam 3D
    • 72. Google Earth
    • 73. Google Earth inside panorama’s Museum outside Tate Andy Warhole inside Tate Tate Modern Museum, London
    • 74. USA Capitol
    • 75. Metaverse 4 square Intimate Simulation Augmention External
    • 76. Metaverse 4 square Intimate Simulation Augmention External
    • 77. Augmented reality Intimate Simulation Augmention External
    • 78. A.R.
    • 79. Augmented Reality
        • Here and now
        • Stronger learn effect.
        • Everything is miscellaneous
        • (fysical + digital ! )
        • Fysical activity
    • 80. A.R.
    • 81. Augmented Reality
        • Emotional connection:
        • Strong social-relational view
        • Clearer historical view
        • More insight in proces
    • 82. A.R.
    • 83.  
    • 84. Augmented Reality
      • Digital overlay on fysieke products in reality
      • Digital overlay on digitale products in reality
        • MOGI / Japan
    • 85. A.R.
    • 86. A.R.
    • 87. A.R.
    • 88. Metaverse 4 square Intimate Simulation Augmention External
    • 89. Metaverse 4 square Intimate Simulation Augmention External
    • 90. Metaverse 4 square Intimate Simulation Augmention External
    • 91. Metaverse 4 square Intimate Simulation Augmention External The Matrix ?
    • 92. Metaverse 4 square Intimate Simulation Augmention External Metaverse
    • 93. Metaverse 4 square Intimate Simulation Augmention External Summary
    • 94. Virtual Worlds Intimate Simulation Augmention External
    • 95. Lifelogging Intimate Simulation Augmention External
    • 96. Mirror Worlds Intimate Simulation Augmention External
    • 97. Augmented Reality Intimate Simulation Augmention External
    • 98. Metaverse 4 square Intimate Simulation Augmention External
    • 99. Metaverse 4 square Intimate Simulation Augmention External
    • 100. Metaverse Roadmap http://www.metaverseroadmap.org/index.html
    • 101. Other worlds Universe Metaverse
    • 102. Emerging realities of metaverse, media and learning
        • Part 1: Metaverse 4 square
        • Part 2: Metaverse in depth
        • Part 3: Media World
        • Part 4: Learning
        • Part 5: Critical issue’s
      See part 3-5 in next publication
    • 103. Emerging realities of metaverse, media and learning
        • Part 2
    • 104. Emerging realities of metaverse, media and learning
        • Part 1: Metaverse 4 square
        • Part 2: Metaverse in depth
        • Part 3: Media World
        • Part 4: Learning
        • Part 5: Critical issue’s
    • 105. Metaverse in depth
      • More in depth in the
      • metaverse reality.
      • What is already happening?
    • 106.
      • Demand for streaming video, data visualization and 3D data display
      • Detailed capture of reality
        • Geospatialization
        • Life capture
      • Augmented reality
      • Lifelogging
      • Virtual worlds
      • Mirror worlds
      Metaverse in depth
    • 107.  
    • 108. Virtual worlds
      • Definition: 3D online persistent world with a sense of presence and simultaneous experience in context
      • Examples (over 30 worlds):
        • ActiveWorlds
        • Entropia Universe
        • There
        • MultiVerse
        • Vast Park
        • Metaplace
        • Club Penguin (pre-teen)
        • WebKins (pre-teen)
        • Second Life
    • 109. Diverse Second Life residents
      • 43% female
      • 60% international
        • Top 5 countries: US, Germany, Brazil, Japan, UK
      Source: http://static.secondlife.com/economy/stats_200710.xls Resident market share by age tier Average monthly hours by age tier %
    • 110. Entertainment Rezzable.com “The Greenies” Rezzable.com “Black Swan” Showtime “The L Word” MTV “Virtual Laguna Beach” NBC “The Office” CBS “CSI NY” Traditional brands come in-world Rise of virtual world brands Scarlett Johansson HBO
    • 111. Business Motorati SpokesAvatar: caLLie cLine H&R Block IBM Dr. Dobbs Life 2.0 Conference Cisco Best Buy’s Geek Squad Preen Principal: Aimee Weber
    • 112. Academia, museums, non-profits Princeton Art Gallery Science Friday International Spaceflight Museum Computer History Museum American Cancer Society Relay for Life
    • 113. Academia, museums, non-profits Princeton Art Gallery Science Friday Over 1000 universities with presence; 700 av conf may 2007; many delivering content via SL Classes only offered in-world; entrepreneurs, home schooling, SL-related (building, scripting) Multi-channel communication
    • 114. Government, politics and collective action US Congress European Community US Congress – hot topic legislation Campaign HQs Davos protest
    • 115. People come to virtual worlds to:
      • Interact, enjoy, experience, relax, explore, entertain, earn
      • Collaborate, recruit, conduct business
      • Build, create, prototype, model, simulate, test
      • Learn, teach, demonstrate
      City of Arcadia CA Water Treatment Plant, Etopia Sim Second Health Operating Theatre, SciLands Sim
    • 116. Interact
    • 117. Build objects and structures
    • 118. Design neighborhoods and sims Second Health, SciLands Sim 34 island multinational cross-disciplinary SciLands science complex Dublin
    • 119. Learn and collaborate
    • 120. Have fun
    • 121. Relax
    • 122. Imitate life
    • 123. Virtual tourism
    • 124. Governance
      • Land covenants
      • Self-governing Sims
        • Confederation of Democratic Simulators (CDS), est. 2004
          • Constitution and Code of Law
          • Sims: Neufreistadt and Colonia Nova
        • Metaverse Republic, est. 2007
          • Judiciary, parliament, executive
      Sources: http://slcds.info , http:// neufreistadt.info , http://neufreistadt.info/id25.html (Constitution), http://colonianova.wordpress.com, gwynethllewelyn.net, http:// www.metaverserepublic.org
    • 125. Economy
      • Reuters
      • Banks
      • Stock markets
        • SL Capital Exchange (US, 20 listings)
        • World Stock Exchange (Australia, 15 listings)
        • VSTEX (Italy, 7 listings)
        • Ancapex (US, 3 listings)
      • Financial exchange platforms
      • Tax
      Source: http://secondlife.reuters.com
    • 126. Buy or lease land
      • Purchase raw land via auction or resident-developed land
        • Premium membership required ($9.95/mo)
        • USD $13 / $5 monthly for 512 m
        • USD $1,675 / $295 monthly for 65,536 square meter island
      • Rent resident-developed land
      Source: http://www.secondlife.com Available plots Available island areas 2007 2005 2003
    • 127. Virtual Worlds: What’s next?
      • More activity
        • Worlds, participants, hours, content
          • 1990s: website
          • 2000s: sim presence
        • Interactive entertainment
      • Advanced data applications
      • More structure
        • Open source initiatives
        • Security, legal, economic initiatives
      • More tools
        • Search, directories
        • Uniquely identified objects
        • Geotagged photos
        • Virtual world archiving
    • 128. Advanced data apps Intelligent pets
    • 129. Advanced data apps Svarga Artificial Life Ecosystem Artificia Life, Ecosystems AL experiment on Svarga, where a complete ecology runs autonomously including clouds, rain, trees, sunshine, bees, birds, trees, flowers Pets, behavior from environmental cues; code passed out of SL to a predictor Eolus (yo-luss) swiss construction firm; integrated with SAP, RT monitoring of energy use and other factors avatars as online agents
    • 130. Advanced data apps Eolus real-time monitoring
      • Artificial intelligence,
      • Genetic algorithms
      • Visual representation of identity information
    • 131. Advanced data apps Tools: scripted objects Dynamic Internet data displays
    • 132. Advanced data apps
      • Greeter Bots,
      • Landbots
      GeoGlobe Urban planning mashup: Brooklyn Greeter Bot
    • 133. Advanced data apps Real-time LAX airport traffic Molecular rezzer Real-time NOAA weather data Babel Fish chat translator
    • 134. Advanced: use of scale Genetic structure Carbon nanotube
    • 135.  
    • 136. Metaverse 4 square Intimate Simulation Augmention External
    • 137. Metaverse 4 square Intimate Simulation Augmention External
    • 138. Other worlds Universe Metaverse
    • 139.  
    • 140. What is Reality?
    • 141. ‘ Real’ vs ‘Artificial’ The real as the ‘natural’, the real as the non-created
    • 142. ‘ Real’ vs ‘Fake’ The idea of ‘real’ as ‘genuine’ or the real as ‘original’ “ It’s the real thing”
    • 143. ‘ Real’ vs ‘Illusory’ The idea of the ‘real as something that ‘exists’
    • 144. ‘ Real’ vs ‘Delusion’ The idea of the ‘real’ as being the mark of ‘sanity’ or of reliable perception “ Get real” Freud
    • 145. ‘ Real’ vs ‘Virtual’ The idea of ‘real’ as being ‘physical’ or, at the very least, non-digital…
    • 146. ‘ Real’ vs ‘Metaverse’ The idea of ‘real’ as being ‘physical’ versus - as in Metaverse - augmented reality, virtual worlds, mirror worlds or lifelogging reality.
    • 147. Emerging realities of metaverse, media and learning
        • Part 1: Metaverse 4 square
        • Part 2: Metaverse in depth
        • Part 3: Media World
        • Part 4: Learning
        • Part 5: Critical issue’s
      See also publication of part 3-5
    • 148. Thank You! Thanks too: Metaverse Roadmap Yuri van Geest Melanie Swan, Steven Downes, WWW, Google, N. Postman, M. McLuhan, L.Sweet and all others

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