Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Virtual Worlds: An Overview and Larger Trends

2,067 views

Published on

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

Published in: Technology
  • 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...
       Reply 
    Are you sure you want to  Yes  No
    Your message goes here

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>

×