Virtual Worlds as a Socio-Spatial Operating System

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Virtual Worlds as a Socio-Spatial Operating System

  1. 1. Virtual Worlds as a Socio-Spatial Operating System David Burden Daden Limited
  2. 2. About Daden <ul><li>Virtual Worlds solution provider </li></ul><ul><li>In Virtual Worlds since late 1990s, and Second Life since 2004 </li></ul><ul><li>World-class capability in Integration and Artificial Intelligence </li></ul><ul><li>Member, Serious Games Institute </li></ul><ul><li>Based in Birmingham UK, and Second Life </li></ul><ul><li>Winner Times Higher Education Award for Outstanding ICT 2009 </li></ul><ul><li>Winner US Government Federal Virtual World Challenge 2010 </li></ul>
  3. 3. Who We've Worked For
  4. 4. What We Do…. Built Environment Visualisation and Consultation Artificial Intelligence and Web Integration Collaboration, Meetings and Data Visualisation Learning, Training and Education
  5. 5. Synthetic Environments
  6. 6. Serious Games The Business Game – Pixel Learning <ul><li>Often no avatar </li></ul><ul><li>Usually single user </li></ul><ul><li>One game = one task </li></ul><ul><li>Often stand-alone PC </li></ul><ul><li>Short duration </li></ul><ul><li>Limited goals </li></ul><ul><li>Limited actions </li></ul><ul><li>Game-play & score orientated </li></ul><ul><li>No persistence </li></ul>
  7. 7. Simulations VBS2 – Bohemia Interactive <ul><li>Often no avatar </li></ul><ul><li>Usually first-person view </li></ul><ul><li>Single/multi user </li></ul><ul><li>Scenario/environment based </li></ul><ul><li>Stand-alone or networked PCs </li></ul><ul><li>Short/medium duration </li></ul><ul><li>Wider goals </li></ul><ul><li>Wider actions </li></ul><ul><li>Real-life not game rewards </li></ul><ul><li>Limited persistence </li></ul>
  8. 8. Sandbox Games Grand Theft Auto <ul><li>Avatar based </li></ul><ul><li>Trailing camera/first-person view </li></ul><ul><li>Multi/single user </li></ul><ul><li>Scenario/environment based </li></ul><ul><li>Networked/Stand-alone PCs </li></ul><ul><li>Medium duration </li></ul><ul><li>Wider goals or storyline </li></ul><ul><li>Wider actions </li></ul><ul><li>Gameplay & score driven </li></ul><ul><li>Limited persistence </li></ul>http://blog.media-freaks.com/other-horizons-different-applications-of-3d-animation/
  9. 9. Virtual Worlds SL5B Conference Panel – Second Life <ul><li>Avatar based </li></ul><ul><li>Trailing camera/first-person view </li></ul><ul><li>Multi user </li></ul><ul><li>Scenario/environment based </li></ul><ul><li>Networked PCs </li></ul><ul><li>Medium/long duration </li></ul><ul><li>Wide/no goals </li></ul><ul><li>Very wide actions </li></ul><ul><li>Money & reputation </li></ul><ul><li>Persistence </li></ul>
  10. 10. Synthetic Environments Action Scope Goal Scope Serious Games Simulations Virtual Worlds “ sandbox games”
  11. 11. Application Platforms Scope Of Action Range/Number/Complexity of Goals Serious Games Simulations Virtual Worlds Game engine Simulation engine Virtual World engine
  12. 12. Synthetic Environments <ul><li>Don't confuse application platform and user experience/environment </li></ul><ul><li>Limitations of technology and maturity of application tend to currently link platform with experience/environment </li></ul><ul><li>As technology and applications mature further: </li></ul><ul><ul><li>A virtual world application platform could deliver a simulation and/or a serious game </li></ul></ul><ul><ul><li>A simulation platform could deliver a serious game </li></ul></ul><ul><ul><li>A serious game platform can only deliver a serious game </li></ul></ul>
  13. 13. One Platform – Many Environments Vastpark as 2D user interface Vastpark as avatar-less game Vastpark as virtual world Vastpark as simulation
  14. 14. Socio-Spatial Applications
  15. 15. Procedural/Task Training
  16. 16. Interpersonal Skills Training
  17. 17. Data Visualisation
  18. 18. Remote Management
  19. 19. Building Design
  20. 20. Remote Meetings
  21. 21. Remote Conferencing
  22. 22. Spatial/Social Applications Skills Training Ops Mgt/Trg Data Viz /Intel Building Design Remote Meetings/ Confs Collabor- ation
  23. 23. Applications in/as Worlds Skills Training Ops Mgt/Trg Data Viz /Intel Building Design Remote Meetings/ Confs Collabor- ation Platform A Platform B Platform C Platform D Platform E Platform F Game/ Simulation/ Virtual World
  24. 24. Towards a Flexible Architecture
  25. 25. The PIVOTE Model Skills Training App Second Life OpenSim VastPark ... Web Management Interface Virtual Worlds Internet Web Services Web Mobile
  26. 26. Virtual Worlds as User Interface Different Virtual World User Interfaces Web/Mobile User Interfaces Web Management Interfaces Virtual World Web Web Services Skills Training Ops Mgt/Trg Data Viz /Intel Building Design Remote Meetings/ Confs Collabor- ation
  27. 27. Conclusions <ul><li>A virtual world platform has the potential to deliver a wide range of user experiences, from games and serious games, through simulations to the true virtual world experience </li></ul><ul><li>At present organisations invest in a wide range of platform specific applications to serve a wide range of disparate business functions </li></ul><ul><li>By building an application as a web-service it can potentially be accessed from any environment, including virtual worlds </li></ul><ul><li>Virtual worlds can provide a single technical platform from which to access a wide variety of socio-spatial applications: </li></ul><ul><ul><li>Reducing development, deployment and support costs </li></ul></ul><ul><ul><li>Reducing training time and costs </li></ul></ul><ul><ul><li>Increasing synergistic benefits </li></ul></ul>Virtual Worlds as a Socio-Spatial Operating System
  28. 28. Web: www.daden.co.uk Blog: www.converj.com/blog Email: [email_address] Twitter: daden5 Second Life: Corro Moseley Second Life sim: Daden Prime Virtual Worlds as a Socio-Spatial Operating System David Burden

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