Virtual Worlds: An Overview and Larger Trends

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A presentation given at Ngee Ann Polytechnic on 11 December 2008. An overview of trends for virtual worlds and how to use them in education

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  • Thank you. You've reminded me of some ideas I'd read way back-source forgotten,however basically we will directly connect with technology through our thoughts-no intermediary devices needed. Imersive web goes much further towards this. We will reclaim our telecommunication abilities as a race...
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Virtual Worlds: An Overview and Larger Trends

  1. 1. Virtual Worlds
  2. 2. What’s This About? <ul><li>Theory and Practice: Paper-Labs-Business </li></ul><ul><li>A Quick Introduction </li></ul><ul><li>Where did this come from? </li></ul><ul><ul><li>Virtual Reality </li></ul></ul><ul><ul><li>Games </li></ul></ul><ul><li>Helping You To Think About Virtual Worlds </li></ul><ul><li>A Peek Into Trends </li></ul>
  3. 3. Contents <ul><li>What are Virtual Worlds? </li></ul><ul><li>The Larger Picture: Virtual Reality </li></ul><ul><li>Frames To look at This: </li></ul><ul><ul><li>Tool versus World </li></ul></ul><ul><ul><li>Visual Thinking </li></ul></ul><ul><ul><li>Emergent Properties </li></ul></ul><ul><li>Trends </li></ul><ul><ul><li>Closed Virtual Worlds versus Immersive Web </li></ul></ul><ul><li>What’s Happening Around The World. </li></ul><ul><ul><li>The Tour. </li></ul></ul>
  4. 4. The Simplest Definition <ul><li>An environment in a computer </li></ul><ul><li>There is something to interact with. </li></ul><ul><li>The User has choices to make. </li></ul>
  5. 5. Familiar Examples <ul><li>Games </li></ul><ul><li>Second Life </li></ul>
  6. 6. Second Life Facts <ul><li>A virtual world created by its users </li></ul><ul><li>Owner and platform provider: Linden Lab </li></ul><ul><li>Went public in 2004 </li></ul><ul><li>Active user base: 1,102,867 (as of April 4, 2008) </li></ul><ul><li>“ Residents” meet, hang out, create, buy, sell and explore in-world. </li></ul><ul><li>Currency: the Linden dollar. (L$270 = 1 USD) </li></ul><ul><li>Daily Transaction about $1 million </li></ul>
  7. 7. Why is it not a game? <ul><li>“ Games are artificial systems , separate in some way from ordinary life.” Salen & Zimmerman </li></ul><ul><li>“ I consider a game to be something that provides us with a common goal , the achievement of which has no bearing on anything that it outside the game .” – De Koven </li></ul><ul><li>“ Rules impose limits … put us inside the game world.” </li></ul><ul><li>Second Life has: A fully convertible currency, credit cards, banks? </li></ul>
  8. 8. The Current Meaning <ul><li>Simulations of some form. </li></ul><ul><li>Which are not designed to be a “game” in the conventional sense </li></ul><ul><li>However this does not mean it is not fun. </li></ul>
  9. 9. Tools v.s Worlds <ul><li>What is Microsoft Windows? </li></ul><ul><li>What is a Theme Park? </li></ul><ul><li>What is Ngee Ann Poly? </li></ul>
  10. 10. Virtual Worlds as a Tool <ul><li>Quotes from Virtual Reality </li></ul><ul><ul><li>Eg. Intelligence amplifier </li></ul></ul><ul><li>Visual Thinking as an important way to be creative and problem solve. </li></ul><ul><li>Some problems are just 3 Dimensional </li></ul>
  11. 11. Virtual Worlds as a Tool <ul><li>Has This already happened? </li></ul><ul><ul><li>Auto-CAD and engineering software. </li></ul></ul><ul><li>Should we teach this in school? </li></ul><ul><li>What is the focus? </li></ul><ul><ul><li>Practical </li></ul></ul><ul><ul><li>Play with it: Discover, Invent. </li></ul></ul>
  12. 12. Virtual Worlds as System <ul><li>SIMS: A Sandbox Game </li></ul><ul><li>Second Life: Real people living online lives </li></ul><ul><li>Emergent Properties: </li></ul><ul><ul><li>What is Emergence? </li></ul></ul><ul><li>Why should we care? </li></ul>
  13. 13. Emergent Properties of VW <ul><li>Learning about systems for users to “create with”. </li></ul><ul><ul><li>User Creating his own experience. </li></ul></ul><ul><li>What will come out of Virtual Worlds? </li></ul><ul><ul><li>Nobody Knows. </li></ul></ul><ul><ul><li>Today: Entertainment, New Economies. </li></ul></ul><ul><ul><li>Taking advantage of emergence: Our Opportunity. </li></ul></ul>
  14. 14. 3-D INTERNET BEGINS WITH VIRTUAL WORLDS. <ul><li>Today’s Situation: </li></ul>Closed Virtual Worlds Immersive Internet.
  15. 15. Closed Virtual Worlds <ul><li>Entering an experience. </li></ul><ul><ul><li>Install a programme </li></ul></ul><ul><ul><li>Run it </li></ul></ul><ul><ul><li>Connect to the internet </li></ul></ul><ul><li>Why? </li></ul><ul><ul><li>That was the state of the technology. </li></ul></ul><ul><ul><li>Easier to keep tabs on and control users. </li></ul></ul>
  16. 16. Closed Virtual Worlds <ul><li>Second Life is the most sucessful </li></ul><ul><li>Many other ‘boutique players’ are entering the market. </li></ul><ul><li>“ The Dream” is to link all the closed virtual worlds: CREATING THE METAVERSE </li></ul>
  17. 17. Open Virtual Environments <ul><li>Plug-in Based Environment </li></ul><ul><ul><li>Unity Plug-in: Paradise Paintball in Facebook </li></ul></ul><ul><li>www.vastpark.com </li></ul><ul><li>www.pelicancrossing.com </li></ul>
  18. 18. Open Virtual Environments <ul><li>Anyone can access the 3-D internet through a web browser. </li></ul><ul><li>People make their own content and host it on their own websites. </li></ul><ul><ul><li>All open source technology. </li></ul></ul><ul><ul><ul><li>IMML – Vastpark.com </li></ul></ul></ul><ul><ul><ul><li>X3D – Community based open-source </li></ul></ul></ul>
  19. 19. Open Virtual Environments <ul><li>A new form of website </li></ul><ul><li>User-created content </li></ul><ul><ul><li>Korean example </li></ul></ul><ul><ul><li>Vastpark click and drag </li></ul></ul><ul><li>They prefer to call it the “Immersive Web”. </li></ul>
  20. 20. Now What? <ul><li>We know there are 2 main approaches to the 3-D internet </li></ul><ul><li>Closed Virtual Environments </li></ul><ul><li>Open Virtual Environments </li></ul><ul><li>What are the approaches companies are taking? </li></ul><ul><li>Again I’m focusing on technology. </li></ul>
  21. 21. KOREA. PART OF MY SOCIAL NETWORK. <ul><li>Cyworld.com habbo hotel </li></ul><ul><li>The Whirlwind Tour of the 3-D internet. </li></ul>
  22. 22. GERMANY. UK. PEOPLE LIKE THE REAL WORLD! <ul><li>Second Interest’s Virtual Berlin </li></ul><ul><li>The Whirlwind Tour of the 3-D internet. </li></ul>
  23. 23. SINGAPORE. VIRTUAL WORLD, REAL FACE. <ul><li>XID’s Tycoona </li></ul><ul><li>The Whirlwind Tour of the 3-D internet. </li></ul>
  24. 24. CHINA. VIRTUAL AND REAL ARE LINKED. <ul><li>Cyber Recreation District and the Dotman platform </li></ul><ul><li>The Whirlwind Tour of the 3-D internet. </li></ul>
  25. 25. AUSTRALIA. DO WHAT YOU WANT. WE’LL JUST HELP YOU DO IT. <ul><li>Vastpark </li></ul><ul><li>The Whirlwind Tour of the 3-D internet. </li></ul>
  26. 26. Other Trends <ul><li>The rise of the Virtual Worlds Developer. </li></ul><ul><ul><li>Anshe Chung Studios </li></ul></ul><ul><ul><li>Second Interest </li></ul></ul><ul><ul><li>Metaversatlity </li></ul></ul><ul><ul><li>And many many more. </li></ul></ul><ul><li>Professional 3-D content developers are on the rise. </li></ul>
  27. 27. The Corporate Come in <ul><li>Who can pay for professional quality virtual worlds development? </li></ul><ul><ul><li>MNCs </li></ul></ul><ul><ul><li>Universities </li></ul></ul><ul><ul><li>Churches </li></ul></ul><ul><li>To advise them, IBM and Gardner are involved in virtual worlds. </li></ul>
  28. 28. Corporate Advisors say… <ul><li>Gardner </li></ul><ul><li>“ 80% of internet users will have a ‘second life’ (using virtual worlds)” – Steve Prentice, Gardner Analyst. </li></ul><ul><li>IBM </li></ul><ul><li>“ IBM is helping to drive the growth and adoption of the 3-D Internet with insights and actions that will shape the future of the 3-D landscape.” –IBM site </li></ul><ul><li>Working with Second Life and Open SIM. </li></ul>
  29. 29. Pit-falls <ul><li>This is a game-based technology. </li></ul><ul><li>It’s hard to see it used for serious stuff. </li></ul><ul><ul><li>Corporate 3-D content changes the ‘rules’ </li></ul></ul><ul><li>At this point, we don’t have a common language to use the interface. </li></ul><ul><ul><li>How do I use this to collaborate with others in projects. </li></ul></ul><ul><li>The technology will take awhile to stablize. </li></ul>
  30. 30. 3-D internet leads to Mixed Reality <ul><li>3-D internet will be layered over reality. </li></ul><ul><li>It comes with new technologies in screens and information input. </li></ul><ul><li>It’s part of mixed reality. </li></ul>
  31. 31. The Samsung Labs example. <ul><li>(Samsung in California) </li></ul>
  32. 32. In Summary <ul><li>There is NO conclusion for Virtual Worlds </li></ul><ul><ul><li>Potential. </li></ul></ul><ul><li>Closed Virtual Worlds versus Immersive Web </li></ul><ul><li>Focus: User-Created Content and Participation </li></ul><ul><li>Way to think: </li></ul><ul><ul><li>Tool </li></ul></ul><ul><ul><li>System with Emergent Properties </li></ul></ul>
  33. 33. My prediction <ul><li>Today we tell and show each other our experiences. </li></ul><ul><li>Tomorrow we let our friends re-live our experiences. </li></ul><ul><li>How do we want to take part in this? </li></ul>[email_address]
  34. 34. What’s The Big Deal? <ul><li>Its about what people are doing. </li></ul><ul><li>Early Potential: </li></ul><ul><ul><li>It changes the way we use computers. </li></ul></ul><ul><ul><li>“Cyber Space” </li></ul></ul><ul><li>Current Potential </li></ul><ul><li>The Questions It Asks. </li></ul>
  35. 35. Part of Virtual Reality <ul><li>People and Interfaces interact with virtual reality. </li></ul>

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