The world is increasingly immersive


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VicRoads, a government authority responsible for vehicle, driver and roads administration, explored virtual worlds, both conceptually and hands -on in the Lab at Swinburne University of
Technology. Melbourne Australia, 1st July 2010.

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  • bring Napoleon's face to life. They provided Image Metrics with an intricate 3D model of Napoleon's head and an HD video performance of a French actor. The head was rigged using Image Metrics' in-house transfer technology. The video was then analyzed using software that is able to pick up the subtle nuances in the actor's face used to drive the CG head.
  • Georgia Tech Augmented Reality:
  • Reduced marketing budgets Cutting costs, reducing carbon footprint
  • Scenario 1. If Federal Parliament decided to have a virtual Parliament House, people could move around it, view it from different perspectives, meet and chat with other people from all over the world there. An Australian student meeting an Indonesian counterpart, could chat, leading to a cultural exchange. Communication would be done though instant text or live chat. Objects within Parliament house could be embedded with information: clicking on the ghost gum columns in the Great Hall might cause them to whisper the Dreamtime, clicking on a portrait of Alfred Deakin might start bring up a menu of a dramatised reading from his diaries, the Powerhouse Museum’s collection of memorial objects from Federation or archival footage from the National Film and Sound Archives. The narratives woven into virtual Parliament House would mean a multitude of journeys and experiences for an enquiring mind
  • The world is increasingly immersive

    1. 1. Mandy Salomon Senior Researcher Smart Internet Cooperative Research Centre [email_address]
    2. 2. Thought for the day <ul><ul><li>We cannot, indeed, foresee to what extent the modes of production may be altered, or the productiveness of labour increased, by future extensions of our knowledge of the laws of nature, suggesting new processes of industry of which we have at present no conception. </li></ul></ul>John Stuart Mill, 1848
    3. 3. But I don’t have time for my first life let alone my second life....
    4. 4. The world is increasingly immersive
    5. 5. Who do you want to be ? Image source :
    6. 6. Where do you want to be ? Virtual London, Twinity
    7. 7. How do you want to get there ? Georgia State University: Peach Tree Corridor: Developers, planners and residents can access and navigate the 22-mile strip on a computer “ Georgia Tech Digital Building Lab collaborates with corporate and government entities on building research, ranging from conceptualization and design to fabrication & project management.” <>
    8. 8. What tools might help you get there ? ‘ Layar’ , an augmented reality browser combines real-world images with computer-generated images on a screen for iPhone, Android and soon Nokia. Games, guides, retail info, events, ‘floaticons’: 3D objects used to express yourself in the augmented space’
    9. 9. What will you do there ?
    10. 10. <ul><li>Community </li></ul>
    11. 11. Education and Training: Imperial College students study robotic surgery
    12. 12. vGov 5 U.S. Federal Agencies ...with National projects ...have Distributed workforce ...seeking Interoperability and Collaboration Government Singapore iN2015
    13. 13. For ‘uncertain times’: Virtual Trade Shows UNISFAIR.COM Q1 2009: 25 trade shows
    14. 14. Trending: Acquisition of Virtual Goods
    15. 15. Shopping and customisation
    16. 16. Avatar , The Zeitgeist <ul><li>Noun </li></ul><ul><li>1. </li></ul><ul><li>Zeitgeist - the spirit of the time; the spirit characteristic of an age or generation </li></ul><ul><li>flavor , flavour , feel , spirit , smell , feeling , look , tone </li></ul>image source:
    17. 17. Proliferation of digital personas across the web
    18. 18. <ul><li>The Nitty Gritty </li></ul>
    19. 19. Today’s online environment <ul><ul><li>The rise of Social Media </li></ul></ul><ul><ul><li>Creative solutions arising from Open APIs </li></ul></ul><ul><ul><li>Metadata, that is, data about data </li></ul></ul><ul><ul><li>Internet-enabled mobile devices </li></ul></ul><ul><ul><li>Virtual Environments : Simulated Digital Worlds </li></ul></ul>
    20. 20. Taxonomy: the boundaries are increasingly diffused the sum is bigger than the parts
    21. 21. What is a virtual world ? <ul><li>A technological platform, sold as a software, or delivered as a service, offering: </li></ul><ul><li>a 3D environment, created by users </li></ul><ul><li>into which users can move through avatars </li></ul><ul><li>interacting using multiple channels (chat, voice, gestures, movements...) </li></ul><ul><li>sharing synchronously a common content. </li></ul>
    22. 22. What they are not <ul><li>Web 3D interface </li></ul><ul><ul><li>no interaction between users </li></ul></ul><ul><li>Social Networks </li></ul><ul><ul><li>no 3D interface, asynchronous </li></ul></ul><ul><li>MMORPG </li></ul><ul><ul><li>The game owns the Intellectual Property </li></ul></ul>
    23. 23. Online Immersion Synchronous ………………………..............Asynchronous ENVIRONMENT visual spatial auditory persistent editable PRESENCE shared expressive customised emotional tactile (touch) active agile identifiable INTERACTION space sounds objects relationships documents media
    24. 24. Habbo : Low immersion, high value(160Million Registrations) <ul><li> </li></ul><ul><li>Click to edit Master text styles </li></ul>
    25. 25. What are the expectations of virtual world ‘natives’ as they become adult and enter the work place? Registered virtual world accounts 671 million, having grown 92 million in Q3 2009 (KZERO) ives’ as they become adult and enter the work place. (K-Zero) Of these, close to 400 million are in the 10 -15 age range, with Habbo growing by 13 million in three months. However, the largest percentage growth is in the under 5-10 age range, averaging 40% over Q2 and 3 in 2009.
    26. 26. virtual world analytics
    27. 27. Virtual goods (source KZERO) In US$bn
    28. 28. Corporate uses <ul><ul><li>Intranet/Extranet Communication </li></ul></ul><ul><ul><li>Virtual meetings </li></ul></ul><ul><ul><li>Collaboration and Design </li></ul></ul><ul><ul><li>Training and Role Play </li></ul></ul><ul><ul><li>Serious Games </li></ul></ul><ul><ul><li>Showroom </li></ul></ul><ul><ul><li>Co-design </li></ul></ul><ul><ul><li>V-commerce </li></ul></ul>
    29. 29. Tools TOOLS Social networking Collaboration Content creation Metrics/Analytics Multi-media
    30. 30. Every organisation needs a champion <ul><li>Parents were invited to the virtual site, to explore the building prior to construction and give feedback </li></ul>Westley Field, Director of Online Learning at MLC Sydney / Managing Director Skoolaborate
    31. 31. Microsoft: virtual events about 1/3 the cost of traditional events (slide courtesy of Erica Driver, 19 Source: Flickr user G2 Virtual Worlds-Microsoft Launch 2008 Microsoft product launch event in Second Life, April ‘08 <ul><li>150% attendance rate (150  220) — plus another 270 who just dropped in </li></ul><ul><li>90% of attendees stayed for entire day </li></ul><ul><li>Cost of in-world event: $4,000 </li></ul><ul><li>Now that assets are built, cost of in-world events ~1/3 cost of comparable physical events </li></ul>
    32. 32. Summary of virtual worlds features • Bespoke content, (making digital objects to order). • Programmable objects (objects move or behave in particular ways). • Persistent space (site remains intact when you log off, and reconfigures to that point when you come back to it, although modifications may be made by permitted users in the interim.) • Multiple media channels, streamed live from the physical world, or archived. • Physics, like shadows, wind, and other natural elements. • Embodied presence (avatars). • Interaction with other users in real-time via gesture, voice and text chat. • Activities aligned with online game-play and social networking such as building communities, setting goals and acquiring digital goods. • Ability to capture, store and replay action and events in the world. • Collaboration and document tools such as ‘drag and drop’ and importing of web or desktop data.
    33. 33. Summary of Trends <ul><li>Branded Worlds </li></ul><ul><li>P2P trade </li></ul><ul><li>Gaming becomes respectable </li></ul><ul><li>Recognition of high level skills and use </li></ul><ul><li>Kids T’weens and Teens </li></ul><ul><li>Enterprise, Education, Ehealth </li></ul><ul><li>Augmented reality via smart devices with location apps </li></ul><ul><li>Gen A-vatar </li></ul><ul><ul><li>- protocols, reputation, identity, augmentation, transformation </li></ul></ul>
    34. 34. Why not every institution ?
    35. 35. <ul><li>What role for Vic roads ? </li></ul><ul><li>The VicRoads Virtual World Lab Blog: < > </li></ul><ul><ul><ul><ul><ul><li>(thank you) </li></ul></ul></ul></ul></ul>
    36. 36. [email_address] <ul><li>VicRoads Virtual World Lab Blog: </li></ul><ul><li>< > </li></ul><ul><ul><ul><ul><ul><li>thank you </li></ul></ul></ul></ul></ul>