Beyond the Rift: Virtual Reality Games and the Future of Communication

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How virtual reality, games, and social media are converging to transform the way we communicate -- and what the future holds for communication in space . . . and beyond :)

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  • process: source idea, message, encoding, channel, decoding, feedback / participants: sender(s) / receiver(s) / modes: interpersonal vs mass)
    Purpose of message?
     
  • process: source idea, message, encoding, channel, decoding, feedback / participants: sender(s) / receiver(s) / modes: interpersonal vs mass)
    Purpose of message?
     
  • process: source idea, message, encoding, channel, decoding, feedback / participants: sender(s) / receiver(s) / modes: interpersonal vs mass)
    Purpose of message?
     
  • process: source idea, message, encoding, channel, decoding, feedback / participants: sender(s) / receiver(s) / modes: interpersonal vs mass)
    Purpose of message?
     
  • https://highfidelity.io/company
  • http://www.nasa.gov/content/nasa-s-next-prototype-spacesuit-has-a-brand-new-look-and-it-s-all-thanks-to-you/#.U3QG6FhdUWV
  • http://www.nasa.gov/content/nasa-s-next-prototype-spacesuit-has-a-brand-new-look-and-it-s-all-thanks-to-you/#.U3QG6FhdUWV
  • http://www.nasa.gov/content/nasa-s-next-prototype-spacesuit-has-a-brand-new-look-and-it-s-all-thanks-to-you/#.U3QG6FhdUWV
  • Colossal Cave / Adventure
  • https://highfidelity.io/company
  • https://highfidelity.io/company
    Live team – who’s who?
    voxels
  • Mobbles
  • http://www.nasa.gov/content/nasa-s-next-prototype-spacesuit-has-a-brand-new-look-and-it-s-all-thanks-to-you/#.U3QG6FhdUWV
  • Birdly – Zurich university of art
  • Player mo
  • http://www.nasa.gov/content/nasa-s-next-prototype-spacesuit-has-a-brand-new-look-and-it-s-all-thanks-to-you/#.U3QG6FhdUWV
  • Player mode: cooperation / competition / coopetition / team / solo
    Purpose: education / entertainment / social interaction [social game]
  • Player mode: cooperation / competition / coopetition / team / solo
    Purpose: education / entertainment / social interaction [social game]
  • Player mode: cooperation / competition / coopetition / team / solo
    Purpose: education / entertainment / social interaction [social game]
  • Player mode: cooperation / competition / coopetition / team / solo
    Purpose: education / entertainment / social interaction [social game]
  • Player mode: cooperation / competition / coopetition / team / solo
    Purpose: education / entertainment / social interaction [social game]
  • Beyond the Rift: Virtual Reality Games and the Future of Communication

    1. 1. BEYOND THE RIFT VR Games & the Future of Communication Jeannie Lee Novak Co-Founder, Novy Unlimited, Inc. • Kaleidospace, LLC (Indiespace) Lead Author & Series Editor, Game Development Essentials (Cengage) International Space Development Conference • May 2014
    2. 2. COMMUNICATION TRADITIONAL MODEL Source / Idea Message / Content Encoding / Format Channel / Medium Decoding/ Format Feedback / Response
    3. 3. Source / Idea Message / Content Encoding / Format Channel / Medium Decoding/ Format Feedback / Response SENDER RECEIVER COMMUNICATION SENDER & RECEIVER
    4. 4. Source / Idea Message / Content Encoding / Format Channel / Medium Decoding/ Format Feedback / Response SENDER RECEIVER COMMUNICATION SENDER & RECEIVER
    5. 5. Source / Idea Message / Content Encoding / Format Channel / Medium Decoding/ Format Feedback / Response SENDER RECEIVER COMMUNICATION SENDER & RECEIVER
    6. 6. Single- Player PvE Two-Player PvP Multiplayer . . . (and Massively Multiplayer) . . . Teams  Competition  Cooperation  Coopetition Player Character (PC) Player Character (PC) Player Character (PC) “[Virtual] Environment” Non-Player Character [NPC] or Game Engine COMMUNICATION PLAYER & INTERACTION MODES
    7. 7. INHABITING REAL LIFE (RL) THE NEW NOMADS
    8. 8. INHABITING REAL LIFE (RL) DULL, DIRTY, DANGEROUS
    9. 9. INHABITING REAL LIFE (RL) HUMANOID HELPER
    10. 10. INHABITING REAL LIFE (RL) HYBRID TECH
    11. 11. 2014: “Virtual reality is not the same thing as virtual worlds. VR is an interface; VWs are a concept.” – Richard Bartle 1999: “Is a technology such as this really, in practice, ever likely to be developed? Well, yes, it is. In fact, it was invented in Mesopotamia some five thousand years ago, and it's called ‘text.’” INHABITING VIRTUAL LIFE (VL) MULTI-USER DUNGEONS: MUD1
    12. 12. “We thought . . . this would be such a great game to create a virtual world around—where you're a character inside the game and you can explore this fantastic universe.” – Mike Morhaime INHABITING VIRTUAL LIFE (VL) MASSIVELY MULTIPLAYER ONLINE GAMES: WORLD OF WARCRAFT
    13. 13. "It's a bit like The Matrix . We provide the land, and the community builds the actual world, which gives everyone a huge sense of being pioneers in a great experiment.” - Philip Rosedale (Linden Lab / High Fidelity) INHABITING VIRTUAL LIFE (VL) MULTI-USER VIRTUAL ENVIRONMENTS: SECOND LIFE
    14. 14. AUGMENTED REALITY GOOGLE GLASS “We shouldn’t be concerned if our entire lives are recorded and made visible to others—because if you have something that you don't want anyone to know, maybe you shouldn't be doing it in the first place.” – Eric Schmidt
    15. 15. VIRTUAL REALITY MORPHEUS PROTOTYPE “Morpheus takes the PS4 to the next level of immersion and demonstrates the future of gaming. . . . Players feel as though they are physically inside the virtual world of a game.” – Sony GDC 2014 announcement “What if you want your entertainment to be available wherever you go? Don't worry--we've got you covered.” – Kazuo Hirai
    16. 16. VIRTUAL REALITY OCULUS RIFT “This is really a new communication platform. By feeling truly present, you can share unbounded spaces and experiences with the people in your life.” – Mark Zuckerberg
    17. 17. COMMUNICATION IN SPACE WHAT ABOUT THE SUIT?  Interplanetary  Earth  Moon [synchronous]  Earth  Mars [asynchronous]  Intra-planetary (extra-terrestrial)  Augmented reality (AR) vs. virtual reality (VR)  Suit with embedded communication replacing Communications Carrier Assembly (CCA)  New integrated audio system (tested with HATSMAN – head & torso sim)  Digital Speech Level Analyzer (DSLA) – vocal tracks for testing  Light-emitting patches  Suit with AR or VR capabilities?
    18. 18. VIRTUAL REALITY HIGH FIDELITY  Voxels / nested content  Peer-to-peer avatars  Cryptocurrency  Oculus Rift / PrioVR harness integration
    19. 19. AUGMENTED REALITY THE PLAYROOM The new “sandbox”: Say hello to my little friends  Robots in the living room
    20. 20. THE NEW TELEPRESENCE “TUNING IN & TURNING ON” IN THE PLAYROOM Tuning in The Playroom: “Live” a “reality” series that listens to you Turning on The Playroom: “Interactive” a game that plays for you “Watcher” directs the conversation through chat “Watcher” controls the player’s experience through commands
    21. 21.  Bragging vs. bemoaning  or both (“humblebragging”)  Age of the amateur  Seeking “attention” / celebrity  Voyeurism vs. exhibitionism  Archiving life  Sharing moments, expertise, comments  Anonymous griefers  Creating artificial events  Psychological complexity / partitioning COMMUNICATION TRANSFORMATION EVOLVING “SOCIAL” TRENDS
    22. 22. COMMUNICATION TRANSFORMATION LEXICON: THE NEW “SOCIAL CIRCLE” Like  Share  Tweet  Pin  Embed  Link  Tag  Powerups/boosters  Achievements (stickers, badges)  Feeling [____] “alone,” “meh,” etc.  Friend / unfriend  Upvote / downvote   @ #  Leaderboard  Integration  Profile  Page  Blog  Go “viral”
    23. 23. COMMUNICATION SYMBOLOGY VISUAL INTERFACE: THE SIMS
    24. 24. COMMUNICATION SYMBOLOGY INVISIBLE INTERFACE: JOURNEY “Like ships passing in the night”: chance communication among strangers
    25. 25. COMMUNICATION & COGNITIVE ENHANCEMENT SOCIAL & SERIOUS GAMES Candy Crush Saga Foldit
    26. 26. COMMUNICATION & COGNITIVE ENHANCEMENT SYMBOLOGY & PLAY INTERACTION  Communication is redefined: more symbolic & abstract  Sensory enhancement (haptics, olfaction, taste)  Sensory synthesis (synesthesia)  Interaction “synthesis” / “mind meld”  Altering identity  Transcending humanity Messages from space in 2001: A Space Odyssey and The Last Starfighter
    27. 27. Procedural knowledge Virtual Agent (“Doppelbot”) Declarative knowledge COGNITIVE ENHANCEMENT PRIMARY & SECONDARY COGNITION Secondary Cognition Higher Order Thinking Skills (HOTS) Primary Cognition
    28. 28. High-Level Communication . . . Brainstorm . . . Play COGNITIVE ENHANCEMENT EMERGENCE OF THE “SUPERORGANISM” Communication Network
    29. 29. VIRTUAL REALITY GAMES PRESENT BENEFITS & FUTURE APPLICATIONS  Constructivism / experiential learning  Social interaction / communication  Simulation / immersion  Procedural knowledge = internal (e.g., level grinding, collecting)  Declarative knowledge = external (e.g., trivia, quiz, wordplay, calculation)  Higher order thinking skills (HOTS) = meta (e.g., strategy, branching, co- authorship, exploration, discovery)
    30. 30. VIRTUAL REALITY GAMES IN SPACE (PART ONE)  Will we create an underground network in space that allows for real-time communication?  Will asynchronous communication make a comeback in what are now primarily real-time “virtual worlds”?  Will a VR or AR “spacesuit” with embedded communication components be beneficial to inhabitants of space colonies by extending reality and becoming a type of “space” free of constraints?  Will communication continue to develop and evolve so that it encompasses more symbolic and abstract forms for efficiency?
    31. 31. VIRTUAL REALITY GAMES IN SPACE (PART TWO)  Will it be possible (and preferable) to “split” our consciousness so that our virtual agents can embrace most (if not all) procedural and declarative knowledge acquisition and tasks?  Will we use VR games as intra- and interplanetary communication (including interactions with virtual agents – e.g., our Earth Agents)  Will we use VR games to train these virtual agents through gameplay elements such as level grind (procedural knowledge) and trivia (declarative knowledge)?  Will our cognitive focus in these games be HOTS rather than other types of knowledge, leading to the emergence of the “superbeing”?  Will our virtual agents record all aspects of our “lives” (past, present, future), and will we begin to see these agents as representing our memories (or a new type of “past life”)?

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