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

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    Emerging realities in metaverse, media and learning part 1 and 2 - Presentation Transcript

    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
      • The Future = Wireless
      • 7 th Mass Medium
      Web 2.0 + Mobile = Web 3.0
      • The Future = 2D > 3D
      2D > 3D = Web 3.0
      • The Future = 2D > 3D
      • Film
      • Navigation
      • TV
      • Chat
      • Printers
      • Games
      • Books
      • Photo’s
      • (CAD Modelling )
      • Web
      2D > 3D = Web 3.0
    29. Web 2.0 + Mobile = Web 3.0 2D > 3D = Web 3.0
    30. Web 2.0 + Mobile = Web 3.0 2D > 3D = Web 3.0 Web 3.0 = Metaverse
    31.  
    32. Other worlds Universe Metaverse
    33. Metaverse Augmention External Intimate Simulation
    34. Metaverse Simulatie Augmention
    35. Metaverse External Intimate
    36. Metaverse 4 square External Intimate Augmention Simulation
    37. Metaverse 4 square Intimate Simulation Augmention External
    38. Metaverse 4 square Intimate Simulation Augmention External
    39. Virtual Worlds Intimate Simulation Augmention External
    40. 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
    41.  
    42.  
    43. 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
    44. 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
    45. Second Life Amsterdam
    46. Metaverse 4 square Intimate Simulation Augmention External
    47. Metaverse 4 square Intimate Simulation Augmention External
    48. Lifelogging Intimate Simulation Augmention External
      • Subscribe to the lives of your friends, family and others.
      • Read their agenda, thoughts and ideas.
      Lifelogging
    49. Lifelogging
      • Blogs
      • iPod & Nike (GPS !)
      • Twitter and Jaiku/Google
      • Seesmic
      • Kyte.tv en Operator 11
      • Socialight (mobile tagging)
    50. Twitter =
      • Connecting People & Data
      • Globalisation of individuals, groups and networks
      • Logging your life (life-logging)
      • Makes the invisible parts of peoples lives visible
    51.  
    52.  
    53. Lifelogging Applications (1)
      • Personal
      • Fun
      • Community
      • Empathy & support
      • Emergency 911
      • Multi-tasking (TV, radio, events etc.)
      • Travel
      • Business
      • Communicationchannels
      • Information (stats, sites, recommendations, tracker)
      • Testing (products, campagains, concepts)
      • Tasks, Objectives
      • Partners
      • Brands
      • New web applications
      • Start-ups
      Lifelogging Applications (2)
    54. After Twitter ?
      • Blogject
      • Twittering animals and objects
      • Mobile Web Server
      • Seesmic
      • Cluztr
      • Dopplr
    55.  
    56.  
    57. Ms. Guoleifsdottir Ms. Guoleifsdottir
    58.  
    59. Metaverse 4 square Intimate Simulation Augmention External
    60. Metaverse 4 square Intimate Simulation Augmention External
    61. Mirror Worlds Intimate Simulation Augmention External
    62. Mirror Worlds
      • Google Earth/Maps
      • Microsoft Virtual Earth
      • Yahoo Maps
      • MapQuest
      • Earthmine
      • Everyscape
      • OpenStreetMap
      • Google StreetView
    63. Mirror Worlds
      • 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
    64. Google Earth
    65. Google Earth Rotterdam 3D
    66. Google Earth
    67. Google Earth inside panorama’s Museum outside Tate Andy Warhole inside Tate Tate Modern Museum, London
    68. USA Capitol
    69. Metaverse 4 square Intimate Simulation Augmention External
    70. Metaverse 4 square Intimate Simulation Augmention External
    71. Augmented reality Intimate Simulation Augmention External
    72. A.R.
    73. Augmented Reality
        • Here and now
        • Stronger learn effect.
        • Everything is miscellaneous
        • (fysical + digital ! )
        • Fysical activity
    74. A.R.
    75. Augmented Reality
        • Emotional connection:
        • Strong social-relational view
        • Clearer historical view
        • More insight in proces
    76. A.R.
    77.  
    78. Augmented Reality
      • Digital overlay on fysieke products in reality
      • Digital overlay on digitale products in reality
        • MOGI / Japan
    79. A.R.
    80. A.R.
    81. A.R.
    82. Metaverse 4 square Intimate Simulation Augmention External
    83. Metaverse 4 square Intimate Simulation Augmention External
    84. Metaverse 4 square Intimate Simulation Augmention External
    85. Metaverse 4 square Intimate Simulation Augmention External The Matrix ?
    86. Metaverse 4 square Intimate Simulation Augmention External Metaverse
    87. Metaverse 4 square Intimate Simulation Augmention External Summary
    88. Virtual Worlds Intimate Simulation Augmention External
    89. Lifelogging Intimate Simulation Augmention External
    90. Mirror Worlds Intimate Simulation Augmention External
    91. Augmented Reality Intimate Simulation Augmention External
    92. Metaverse 4 square Intimate Simulation Augmention External
    93. Metaverse 4 square Intimate Simulation Augmention External
    94. Metaverse Roadmap http://www.metaverseroadmap.org/index.html
    95. Other worlds Universe Metaverse
    96. 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
    97. Emerging realities of metaverse, media and learning
        • Part 2
    98. 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
    99. Metaverse in depth
      • More in depth in the
      • metaverse reality.
      • What is already happening?
      • 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
    100.  
    101. 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
    102. 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 %
    103. 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
    104. 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
    105. Academia, museums, non-profits Princeton Art Gallery Science Friday International Spaceflight Museum Computer History Museum American Cancer Society Relay for Life
    106. 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
    107. Government, politics and collective action US Congress European Community US Congress – hot topic legislation Campaign HQs Davos protest
    108. 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
    109. Interact
    110. Build objects and structures
    111. Design neighborhoods and sims Second Health, SciLands Sim 34 island multinational cross-disciplinary SciLands science complex Dublin
    112. Learn and collaborate
    113. Have fun
    114. Relax
    115. Imitate life
    116. Virtual tourism
    117. 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
    118. 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
    119. 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
    120. 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
    121. Advanced data apps Intelligent pets
    122. 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
    123. Advanced data apps Eolus real-time monitoring
      • Artificial intelligence,
      • Genetic algorithms
      • Visual representation of identity information
    124. Advanced data apps Tools: scripted objects Dynamic Internet data displays
    125. Advanced data apps
      • Greeter Bots,
      • Landbots
      GeoGlobe Urban planning mashup: Brooklyn Greeter Bot
    126. Advanced data apps Real-time LAX airport traffic Molecular rezzer Real-time NOAA weather data Babel Fish chat translator
    127. Advanced: use of scale Genetic structure Carbon nanotube
    128.  
    129. Metaverse 4 square Intimate Simulation Augmention External
    130. Metaverse 4 square Intimate Simulation Augmention External
    131. Other worlds Universe Metaverse
    132.  
    133. What is Reality?
    134. ‘ Real’ vs ‘Artificial’ The real as the ‘natural’, the real as the non-created
    135. ‘ Real’ vs ‘Fake’ The idea of ‘real’ as ‘genuine’ or the real as ‘original’ “ It’s the real thing”
    136. ‘ Real’ vs ‘Illusory’ The idea of the ‘real as something that ‘exists’
    137. ‘ Real’ vs ‘Delusion’ The idea of the ‘real’ as being the mark of ‘sanity’ or of reliable perception “ Get real” Freud
    138. ‘ Real’ vs ‘Virtual’ The idea of ‘real’ as being ‘physical’ or, at the very least, non-digital…
    139. ‘ Real’ vs ‘Metaverse’ The idea of ‘real’ as being ‘physical’ versus - as in Metaverse - augmented reality, virtual worlds, mirror worlds or lifelogging reality.
    140. 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
    141. 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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