This document discusses virtual worlds and their use for simulation, collaboration, and training. It begins with a brief history of virtual worlds, from early precursors like Sensorama in 1962 to modern platforms like Second Life. Key factors for virtual worlds are discussed, like user experience, interaction, interface design, and integration. Best practices for virtual world design focus on user experience, interaction mapping, interface design, and integration planning. Case studies are presented on virtual construction yards, an agricultural training simulation, and a hospital emergency room simulation. The document promotes the use of virtual worlds and 3D simulations for engaging a new generation of learners.
An introduction to 3D Training Simulations and Serious Games. Innovative approaches to learning and training. Case studies and examples of best practices in virtual reality environments.
N.o.d.e. A New Concept for Incubation and AccelerationMattia Crespi
A short overview of an innovative model for an incubator network, aggregating value and fostering the acceleration of innovative business models and ideas.
Simulative Business Games are useful to train on various topics in business training, from general management to finance, hospitality, organizational behavior, human resources and marketing or to study economics models through simulations.
The new way of working has a tremendous impact on the way we will organize knowledge work. The role of the office will have to change as well.... how to deal with this new paradigm?
Urban Interaction Design: Exploring the Space between People and the CityMichael Smyth
Presentation at the Connecting Cities Urban Media Lab Event at iMal, Brussels, June 2014
Video of presentation can be viewed here https://www.youtube.com/watch?v=8xCxPlQoOa0
An introduction to 3D Training Simulations and Serious Games. Innovative approaches to learning and training. Case studies and examples of best practices in virtual reality environments.
N.o.d.e. A New Concept for Incubation and AccelerationMattia Crespi
A short overview of an innovative model for an incubator network, aggregating value and fostering the acceleration of innovative business models and ideas.
Simulative Business Games are useful to train on various topics in business training, from general management to finance, hospitality, organizational behavior, human resources and marketing or to study economics models through simulations.
The new way of working has a tremendous impact on the way we will organize knowledge work. The role of the office will have to change as well.... how to deal with this new paradigm?
Urban Interaction Design: Exploring the Space between People and the CityMichael Smyth
Presentation at the Connecting Cities Urban Media Lab Event at iMal, Brussels, June 2014
Video of presentation can be viewed here https://www.youtube.com/watch?v=8xCxPlQoOa0
Many of us feel inspired by technology, both emotionally and creatively. Others are evangelists of the idea that once we rely on technology, we lose the ability to be creative. The objective truth is, however, that technology and creativity often go hand in hand.
Creativity is innate and ubiquitous to human actions and thoughts, and has been one of the key driving forces of innovation throughout human history. The description of properties that define a creative mind has long eluded a precise definition. Traditionally, creativity has been linked with literature and art, but since the last century, science has also been acknowledged as reliant on creative processes. In contrast to literature and art, in which it is necessary to comprehend the underlying properties of space and how such properties are experienced by different observers, a creative technological idea entails both originality and appropriateness. Creativity inspires technology not only from a perspective of generation of novel ideas but also in a way that idea produces a verifiable representation of new processes of interaction between people.
On the other hand, technology facilitates the access to social networks and large amounts of information, as well as the ability to interactively improve our ideas. In the past, people assumed that creativity has a strict consequence of personality traits of specific individuals. However, recent studies advocate that in addition to particular individual trails creativity also depends on the social and cultural context. For example, in a recent study, Vera John-Steiner analyzed of some of the greatest minds in our history, e.g. personalities like Charles Darwin and Albert Einstein, and concluded that their breakthroughs were depended also on collaboration’ activities and social support.
The mutually beneficial relation between technology and creativity, allow us to expand our cognitive abilities to new levels of creativity at a much faster pace than before, but if such relation is not properly balanced it can lead to both distractions and interferences with our natural rhythm of life, thereby suppressing our innate ability to create. Hence, the truth question is how can use creativity to design technology to take the way we express our thoughts and innovate to a whole new level.
In this talk, I will speculate starting from my own perspective, on how technology is and can support the process of producing creative works, as well as how professionals involved in creativity activities are nowadays exploiting technology to assist their creations.
Ponencia de Tomeu Serra y Toni Solà de la Universidad de las Islas Baleares dentro del seminario "Smart Cities y Smart Destinations en el marco de Internet del Futuro" organizada por Prodigy Consultores el día 17/12/2013 en el ParcBit de Palma de Mallorca con el apoyo de la Smart Office del Ayuntamiento de Palma de Mallorca y con la colaboración del Ministerio de Industria, Energía y Turismo, la Plataforma Tecnológica Española de Convergencia hacia Internet del Futuro (es.INTERNET) y el ParcBit.
Technology is changing the human experience, creating new connections between people, products and markets around the world. The computer is stepping out, off the desk, even out of our pockets, to become embedded in our world, around us, on us, and even in us. With this trend, user interaction will go above the glass, beyond the screen, and beyond pixels. In his talk, Brandon Edwards addressed the implications of these changes on consumer behavior, and the 5 futures of interaction design.
Damon Kiesow – Head of Mobile Initiatives, The McClatchy Company
Do you need to read Martin Heidegger’s “Introduction to Metaphysics” to build a great mobile user experience? No, but understanding what makes a tool “present-at-hand” is an underlying principle for the field of human computer interaction. We will look at what Heiddegger thinks about hammers, what Mark Weiser says about “effectively invisible” tools and how, as our technology becomes ever closer to us (keyboards> mice> smartphones > wearables), bad UX can become a physical assault on the senses. Find out why UX is more important than ever and how learning a bit of philosophical hermeneutics can help you design the next big thing.
INSPIRE: A new learning centre, a new learning environment. Presentation to the 3rd Annual Learning Space Design Summit, 23 November 2012, Sydney AUSTRALIA
Future Proof Design and the Platform Design CanvasSimone Cicero
This presentation was given as an introduction of a workshop on the platform design canvas during the Barcelona Design Thinking Week at the Elisava Design and Engineering School.
The objective of the canvas is to help people design Platforms and Ecosystems not only one shot, one feature, linear products.
The canvas itself is derived by the Business Model Canvas of which it tries to overcome the limitations when applied in Platform Design.
The Platform Design Canvas is currently in Live Edit here http://goo.gl/wz615
Context post: http://meedabyte.com/2013/06/26/the-platform-design-canvas-a-tool-for-business-design/
Technovation: An interactive session in AICTE approved STTP on Cloud Computing, Virtualization and Big Data. The talk covered an overview of what is creativity and innovation on a global scale and how they have impacted the world. Participants have identified a few takeaways: awareness of current trends, how ideas can be crystallized into products, how to mentor and guide projects,the world is changing and we as teachers also need to change.
Slides courtesy: Internet.
Titles and agenda courtesy: Meenakshi Nandula.
As digital interfaces become even more pervasive and diverse, the challenge of managing the content that appears on them becomes more and more complex.
Curated by the BIMA Technology council, join BIMA, IBM and a panel of experts from the worlds of content strategy and technology as they give their opinions on Headless Content Management and what that means for developers and content creators.
Many of us feel inspired by technology, both emotionally and creatively. Others are evangelists of the idea that once we rely on technology, we lose the ability to be creative. The objective truth is, however, that technology and creativity often go hand in hand.
Creativity is innate and ubiquitous to human actions and thoughts, and has been one of the key driving forces of innovation throughout human history. The description of properties that define a creative mind has long eluded a precise definition. Traditionally, creativity has been linked with literature and art, but since the last century, science has also been acknowledged as reliant on creative processes. In contrast to literature and art, in which it is necessary to comprehend the underlying properties of space and how such properties are experienced by different observers, a creative technological idea entails both originality and appropriateness. Creativity inspires technology not only from a perspective of generation of novel ideas but also in a way that idea produces a verifiable representation of new processes of interaction between people.
On the other hand, technology facilitates the access to social networks and large amounts of information, as well as the ability to interactively improve our ideas. In the past, people assumed that creativity has a strict consequence of personality traits of specific individuals. However, recent studies advocate that in addition to particular individual trails creativity also depends on the social and cultural context. For example, in a recent study, Vera John-Steiner analyzed of some of the greatest minds in our history, e.g. personalities like Charles Darwin and Albert Einstein, and concluded that their breakthroughs were depended also on collaboration’ activities and social support.
The mutually beneficial relation between technology and creativity, allow us to expand our cognitive abilities to new levels of creativity at a much faster pace than before, but if such relation is not properly balanced it can lead to both distractions and interferences with our natural rhythm of life, thereby suppressing our innate ability to create. Hence, the truth question is how can use creativity to design technology to take the way we express our thoughts and innovate to a whole new level.
In this talk, I will speculate starting from my own perspective, on how technology is and can support the process of producing creative works, as well as how professionals involved in creativity activities are nowadays exploiting technology to assist their creations.
Ponencia de Tomeu Serra y Toni Solà de la Universidad de las Islas Baleares dentro del seminario "Smart Cities y Smart Destinations en el marco de Internet del Futuro" organizada por Prodigy Consultores el día 17/12/2013 en el ParcBit de Palma de Mallorca con el apoyo de la Smart Office del Ayuntamiento de Palma de Mallorca y con la colaboración del Ministerio de Industria, Energía y Turismo, la Plataforma Tecnológica Española de Convergencia hacia Internet del Futuro (es.INTERNET) y el ParcBit.
Technology is changing the human experience, creating new connections between people, products and markets around the world. The computer is stepping out, off the desk, even out of our pockets, to become embedded in our world, around us, on us, and even in us. With this trend, user interaction will go above the glass, beyond the screen, and beyond pixels. In his talk, Brandon Edwards addressed the implications of these changes on consumer behavior, and the 5 futures of interaction design.
Damon Kiesow – Head of Mobile Initiatives, The McClatchy Company
Do you need to read Martin Heidegger’s “Introduction to Metaphysics” to build a great mobile user experience? No, but understanding what makes a tool “present-at-hand” is an underlying principle for the field of human computer interaction. We will look at what Heiddegger thinks about hammers, what Mark Weiser says about “effectively invisible” tools and how, as our technology becomes ever closer to us (keyboards> mice> smartphones > wearables), bad UX can become a physical assault on the senses. Find out why UX is more important than ever and how learning a bit of philosophical hermeneutics can help you design the next big thing.
INSPIRE: A new learning centre, a new learning environment. Presentation to the 3rd Annual Learning Space Design Summit, 23 November 2012, Sydney AUSTRALIA
Future Proof Design and the Platform Design CanvasSimone Cicero
This presentation was given as an introduction of a workshop on the platform design canvas during the Barcelona Design Thinking Week at the Elisava Design and Engineering School.
The objective of the canvas is to help people design Platforms and Ecosystems not only one shot, one feature, linear products.
The canvas itself is derived by the Business Model Canvas of which it tries to overcome the limitations when applied in Platform Design.
The Platform Design Canvas is currently in Live Edit here http://goo.gl/wz615
Context post: http://meedabyte.com/2013/06/26/the-platform-design-canvas-a-tool-for-business-design/
Technovation: An interactive session in AICTE approved STTP on Cloud Computing, Virtualization and Big Data. The talk covered an overview of what is creativity and innovation on a global scale and how they have impacted the world. Participants have identified a few takeaways: awareness of current trends, how ideas can be crystallized into products, how to mentor and guide projects,the world is changing and we as teachers also need to change.
Slides courtesy: Internet.
Titles and agenda courtesy: Meenakshi Nandula.
As digital interfaces become even more pervasive and diverse, the challenge of managing the content that appears on them becomes more and more complex.
Curated by the BIMA Technology council, join BIMA, IBM and a panel of experts from the worlds of content strategy and technology as they give their opinions on Headless Content Management and what that means for developers and content creators.
Comment Coyote Systems utilse le Data Science Studio de Dataiku pour optimise...Le_GFII
Intervention de Hugo Le Squeren, Sales Engineer chez Dataiku et Florian Servaux, Chef de projet chez Coyote.
Séminaire DIXIT : Les nouvelles frontières de la « data intelligence » : content analytics, machine-learning, prédictif
Abstract : omme dans les activités TELECOM, le modèle COYOTE est basé sur l’abonnement. À ce titre, la fidélisation du parc d’abonnés est un facteur clé de succès. Afin d’optimiser ses actions de fidélisation et d’accroître la connaissance client, COYOTE en partenariat avec DATAIKU, a croisé les différentes sources de données à sa disposition. Il en résulte des analyses prédictives sur le comportement client.
Source : http://www.gfii.fr/fr/document/seminaire-dixit-les-nouvelles-frontieres-de-la-data-intelligence-content-analytics-machine-learning-predictif
Given at the Federal Social Media Community of Practice event, July 30, 2013, exploring NASA's successes on Google+ using the Hangout On Air feature to connect with new audiences.
Media and Entertainment Industry - 2016 By Roshni TrivediRoshni Trivedi
Learning Objective:
How M&E Industry is changing its strategy and grabbing the opportunities to exist their presence
Mobility and digitization has changed and become dominance access over M&E industry
Applying virtual environments in distance learning of product developmentHAMK Design Factory
Applying virtual environments in distance learning of product development webinar of Regional University Network. Hosts Jari Jussila, Markku Mikkonen & Jali Närhi
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...Unity Technologies
It's high time for augmented reality to be brought to a wider audience. In ABB, we know that it is not just a gimmick any more. However, with every innovative technology comes new challenges. In these slides, we show how to overcome them and deliver valuable products with Hololens and Unity.
Speakers:
Maciej Włodarczyk - ABB
Rafał Kielar - ABB
Watch the session on YouTube: https://youtu.be/QFsj8Pi_3Ho
3D Internet in Web 3.0 is one of the most important technologies world is looking forward to. Generally, we do our things manually in the daily life, which can be said to be in the form of 3D. But when it comes to internet we are actually using it in the form of 2D rather than 3D, hence this concept i.e. 3D Internet helps in achieving that.
Also known as virtual worlds, the 3D Internet is a powerful new way for you to reach consumers, business customers, co-workers, partners, and students. It combines the immediacy of television, the versatile content of the Web, and the relationship-building strengths of social networking sites like Face book . Yet unlike the passive experience of television, the 3D Internet is inherently interactive and engaging. Virtual worlds provide immersive 3D experiences that replicate (and in some cases exceed) real life.
People who take part in virtual worlds stay online longer with a heightened level of interest. To take advantage of that interest, diverse businesses and organizations have claimed an early stake in this fast-growing market. They include technology leaders such as IBM, Microsoft, and Cisco, companies such as BMW, Toyota , Circuit City , Coca Cola, and Calvin Klein, and scores of universities, including Harvard, Stanford and Penn State .
The World Wide Web, which has started as a document bank, is rapidly transforming to a full fledged virtual environment that facilitates services, interaction, and communication.
Under this light, the Semantic Web and Web 2.0 movements can be seen as intermediate steps of a natural evolution towards a new paradigm, the 3D Internet.
Here we Going to Present How to Implement 3D internet against 2D Technology and present 3D methodologies
3D printing is gaining more and more momentum to build
customized product in a wide variety of fields. We con-
duct an exploratory study of Thingiverse, the most popular
Website for sharing user-created 3D design les, in order to
establish a possible connection with software product line
(SPL) engineering. We report on the socio-technical aspects
and current practices for modeling variability, implementing
variability, configuring and deriving products, and reusing
artefacts. We provide hints that SPL-alike techniques are
practically used in 3D printing and thus relevant. Finally,
we discuss why the customization in the 3D printing eld
represents a challenging playground for SPL engineering.
Qbit’s VR training environments are virtual spaces which allow users to be trained through learning-by-doing experiences from a first or third person view.
Companies are using VR to let people experience their services: hospitality and travel services providers can convince someone they can offer amazing experiences by letting people experience them in VR.
Qbit’s VR e-Commerce environments are designed to bring the online shopping experience to the next level by taking the users into fully interactive 3D online stores.
What is future foresight.
The basics of future foresight as a strategic competitive tool to be ahead of the curve in business strategy and implement a constant process of change in your Organization.
For more information please see qbittech.com
A 3D virtual museum can be either a virtual fantasy space or a simulation of a real life museum, online. Visitors can come and leave any time and can walk into a virtual museum in 3D with a personalized avatar.
An overview on Virtual Reality and the rise of the Metaverse and Qbit Technologies approach in contributing to create immersive worlds and experiences.
With the Internet we have built the basic infrastructure for our next dimension to live in. This dimension is the one of Virtual Reality.
This presentation highlights the main factors that are driving virtual reality towards mainstream market.
The presentation is dated May 2015.
An introductions to 3D Simulations used for risk training. Why 3D Training Simulations are ideal for risk training. Advantages, critical factors, and practical examples with case studies.
How are learners evolving?
Where does the motivation to learn come from?
What makes learning better?
How do we keep a learner happy to learn?
How do we make collaborative Serious Games an ideal environment for learning and why?
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
2. Agenda
1. A brief history of Virtual Worlds
2. Virtual Worlds we adopt
3. Users and Markets
4. A new generation of learners
5. Why 3D learning
6. Critical Factors
7. Best Practices
8. Case Studies
2
4. History 1
• 1962 Sensorama
– Mechanical machine used the senses of vision,
sound, balance, smells and touch (via wind) to
simulate its world.
• 1968 Ivan Sutherland
– Virtual Reality Head display (Harward U.)
• 1974 Maze Wars on Arpanet
– First 3D multiuser shooter game
• 1978 MUD1
– Text based precursor of MMORPGS
• 1985 Compuserve’s Worlds Away
Dreamscape
• 1987 Habitat by Lucas Film – First considered
Virtual World
– For Commodore 64, running on Quantun Link
(AOL precursor)
• 1996 Virtual Helsinky, Finland
– 3D virtual city model online.
4
11. History 2
• 1999 – Linden Lab foundation
– Creators of Second Life
• 2003 Launch of Second Life
• During and after the development of Second Life,
many other 3D and flash based virtual worlds are
launched.
• For this presentation purpose, we will only analize
the ones that are relevant to corporate training,
leaving aside the social aspects of virtual worlds.
11
13. Virtual Worlds Structure
13
Territory
Based
• A number of sectors (islands, lands, continents)
forming an extended mapped territory.
Sector
Based
• The world is formed by a variable number of
spaces, rooms, environments, with no explicit
connection among them.
• No geographical configuration or territory.
14. ISN Virtual Worlds Platforms for business
14
Fully functional 3D virtual worlds we adopt and adapt
for training and collaboration purposes.
• Olive (ex Forterra now SAIC) - Custom Install
• SL Grid - Hosted
• Blue Mars - Hosted
• Entropia Universe - Hosted and custom
STANDALONE
VIEWER
• Google O3D
• Unity
• Jive Reactiongrid
BROWSER
BASED
• Blue Mars
• Jive Reactiongrid
• Unity
MOBILE
15. ... IS THE MARKET READY?
The Technology is there …
15
16. R oger ’s innovat ion curve
Saturation
Mainstream adoption
Take-off
time
adoption
Peak of media attention
TV
INTERNET
VIRTUAL WORLDS
VIRTUAL REALITY
2011 SNAPSHOT OF DIGITAL MEDIA
18. Why Web 3D?
• Web 3D technologies are simply the natural evolution and convergence of several
technologies commonly used to collaborate nowadays. (web 2.0, social
networking)
• Web 3D allows:
– Synchronous learning and real time interaction, with voice, chat and video.
– Gives users the ability to contribute and create content within the learning and collaboration system.
– Gives users the ability to share data and information with others in the 3D virtual world, enabling
informal learning.
– 3D content is fun to use and engages people into the learning process in a more effective way.
– A 3D learning environment combines powerful collaboration tool, within a videogame-like
atmosphere, thus accomplishing a more enjoyable learning experience.
19. A New Generation of Learners
• Grew up immersed in technologies.
• Enter the business world with a different focus mentally and with a
different learning style than the previous generation.
• The learning style is forged through video gaming and learning to master
them.
• Grew up in the age of the Internet, where they create content, become an
Avatar and create their own realities electronically.
20. A NEW GENERATION LEARNING SOLUTION
A New Generation of Learners requires
21. Immersive 3D Collaboration Solutions
• An innovative 3D collaboration and training solution, accessible through a
standard web browser or a local interface.
• Formed by a 3D environment that integrates a set of business and
collaboration tools, in a collaborative framework that allows synchronous
interaction among users connecting from different devices, through an
Avatar.
• Can be implemented as a complete collaboration and training solution or
as an add-on module for 3D collaboration based on any existing platform.
24. User Experience Design
• Design around the user
– Model environments on the users.
– Learn from communities.
• Make it an experience
– Make it appealing for users.
• Remember emotional values
– 3D immersion allows to trigger more emotions than broadcasting.
• Feel good tasks
– Make people do things that are not too easy, but not frustating.
– Tasks should engage and motivate.
• Use leveling - Be Dynamic
– Build a simulation with levels of progress and rewards.
• Adopt a participation pyramid
– When building collaboration envrironments.
24
27. Interaction Design
• Plan and design how users will interact with:
– Other users
– Objects
– Learning Objects
– Services
– Forms
• Draw a full interaction map
– List every interaction and process.
• Draw an animation map
– List animations and their relation to interactions.
27
28. Interface Design
• Look good feel good
– A good looking and efficient environment will make people happy to work
with it.
– A feel good/look good application adds value to the image of the company
and brand perception is better.
• Idiot-proof
– Make it easy to use.
• Fast
– Lightweight is good-weight!
– Model the environment with a clean approach.
• Integration Design
– Design how to integrate a 3D interface with other existing ones.
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29. Plan Integration
• ICT infrastructure
– Analyze how the 3D application will integrate in the company ICT
infrastructure and how it will exchange data with other applications.
• Security
– Evaluate the level of security needed.
– Establish multiple access levels.
– Plan monitoring systems.
• Web Services
– Plan and map core and complementary web services to integrate web
3D spaces.
• Accessibility & Mobility
– Level depth of immersion and adapt.
– Divide Core Functions from Accessories.
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31. Use Cases
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• A simulation on risks prevention in
construction sites.
• Client: Formedil – Consorzio di
Formazione Edile
Virtual
Construction
Yards.
• Virtual Agristage for agricoltural
interpreneurs training.
• Client: Serifo – Training tools for
agricolture.
V3DAS
• A simulation to test ability to handle
patients in an emergency department.
• Client: ASL Ragusa, in partnership with
Intema.
Virtual Hospital
Emergency
Simulation
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