3D SOCIAL VIRTUAL WORLDS
3D SOCIAL VIRTUAL WORLDS SUDHEER BY
CONTENTS HISTORY AND EVOLUTION SVW MAPPING BETWEEN REAL WORLD & SVW HOW IS IT DEVELOPING? GROWTH OF SECOND LIFE PEOPLE WHERE IT IS USING? IN BUSSINESS AREA SOCIAL AND POLITICAL AREAS COMMUNICATION AND COLLABORATIVE  WORK AREA EDUCATIONAL AND LEARNING AREA TECHNOLOGICAL AREAS ETHICAL AND LEAGAL AREAS CONCLUSION MORE EXAMPLES OF VIRTUAL WORLDS REFERENCES
HISTORY AND EVOLUTION In 1977 text based multi –user domains (MUDs) are developed then MUD object oriented(MOOs)are developped. In 1992 Neal Stephenson proposed the concept of ‘metaverse’ in his novel Metaverse: A metaverse is 3d virtual reality based space in which people interacted and communicated with each other through their avatars 1997 Virtual worlds are evolved into 3d systems such as MMORPGs in which people are represented through their avatars. After then svws are evolved.  In 2002 secondlife & there.com are launched
SVW: Beyond the entertainment and game play,virtual worlds are evoluting towars stephwnson’s concept of metaverse in which social&economic interactions are the main drivers. In an svw people can communicate,collaborate,buy and sell not only virtual but also real products through their customized avatars&virtual spaces The developers recently added voice communication capabilities for learning &training app. Currently one of the best example of svw is second life(www.secondlife.com)
The home page of secondlife is
MAPPING B/W REALWORLD AND SVW We can create exstensions to google earth or similar maps to mirror the real world in svw. We can model a warehouse in a hospital operating room to test whether the new technologies like Radio frequency identification(RFID)would add value. This operation would lead us to try before you buy deployment
GROWTH OF SVW PEOPLE Increasingly ,residents spend more than millions of dollars everyday The second life population is This world might be virtual but the money is real >9 million 2 million  2009 2 million 65000acres 2006 65000acres 64000acres 2003 To From Year
HOW IS IT DEVELOPPING? Behind this avatar lies a real ‘outworld’company located in china They are employing dozens of artists&engineers The content was designed and managed by software specialists They introduced a powerful easy-to-use interface for communication Users can convert real money into virtual currency indented by an exchange market managed by developer’s online platform
WHERE IT IS USING? BUSSINESS AREAS SOCIAL AND POLITICAL AREAS COMMUNICATION AND COLLABORATIVE WORK AREAS EDUCATIONAL&LEARNING TECHNOLOGICAL AREAS ETHICAL AND LEGAL AREAS
BUSSINESS Svws growth is attracting established companies interested in advertisements ,promotion & communication IBM for instance has aquired more than 20secondlife islands According to IBM’s CEO his company will invest US$10 million to develop the 3d internet Car companies (toyota ,locoste), Reebok company use svws to express &expand their images & products .They give 3d models of their products to second life residents An svw lead toward a whole new paradigm:v-market
 
SOCIAL&POLITICAL Several communities are created in –world such as cultuaral or interest groups For example american cancer society is joined in svw and conducting fund-raising The government of the maldives&sweden have recently opened official office of ambassadors in second life
COMMUNICATION & COLLABORATIVEWORK The users have the opportunity to share their knowledge&experiences For example secondlife contains numerous tutorials about how to model 3D artifacts such as houses& buildings Many companies such as CISCO&IBM encourage collaboration by gathering their employees,partners and customers in their second life islands
Example of collaborative work
EDUCATIONAL&LEARNING  The growing no of universities & academic institutions are immersing themselves in svws For example,harvard law school now has a virtual extension in secondlife New way of interacting &communicating is within the 3D spaces,in which components of a realworld classroom are realistically simulated&integrated
 
TECHNOLOGICAL AREAS Free open source markets are multiplying For example library in second life,metaverse open source project& croquent are working to wxtend and integrating yhe future metaverse by developing free servers tools&applications
ETHICAL&LEGAL AREAS Secondlife lets real laws reach into virtual worlds Recently a texas court convicted a programmer for conducting proffessional activities virtually without a legal license
MORE EXAMPLES OF SVWS SOCIAL VIRTUAL WORLDS LIST  Active Worlds  http://www.activeworlds.com  Coke Studios  http://www.cokemusic.com  Habbo Hotel  http://www.habbohotel.com  Moove  http://www.moove.com/  The Palace  http://www.thepalace.com/  Second Life  http://www.secondlife.com  The Sims Online  http://www.thesimsonline.com  There  http://www.there.com  VZones  http://www.vzones.com/  Worlds.com  http://www.worlds.com
CONCLUSION 80% of active internet users will have a ‘secondlife’in the virtualworld by the end of 2011 Similar to how the interner expanded,we can expect svws to grow further a huge network We believe that svws are beginning to shape the knowledge-based and globalized societies and economies of tomorrow
REFERENCES IEEE:INTERNET COMPUTING J.Horning,”risks of virtual professionalism”,comm.ACM,vol.50,no.4,p.104
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social virtual worlds

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  • 2.
    3D SOCIAL VIRTUALWORLDS SUDHEER BY
  • 3.
    CONTENTS HISTORY ANDEVOLUTION SVW MAPPING BETWEEN REAL WORLD & SVW HOW IS IT DEVELOPING? GROWTH OF SECOND LIFE PEOPLE WHERE IT IS USING? IN BUSSINESS AREA SOCIAL AND POLITICAL AREAS COMMUNICATION AND COLLABORATIVE WORK AREA EDUCATIONAL AND LEARNING AREA TECHNOLOGICAL AREAS ETHICAL AND LEAGAL AREAS CONCLUSION MORE EXAMPLES OF VIRTUAL WORLDS REFERENCES
  • 4.
    HISTORY AND EVOLUTIONIn 1977 text based multi –user domains (MUDs) are developed then MUD object oriented(MOOs)are developped. In 1992 Neal Stephenson proposed the concept of ‘metaverse’ in his novel Metaverse: A metaverse is 3d virtual reality based space in which people interacted and communicated with each other through their avatars 1997 Virtual worlds are evolved into 3d systems such as MMORPGs in which people are represented through their avatars. After then svws are evolved. In 2002 secondlife & there.com are launched
  • 5.
    SVW: Beyond theentertainment and game play,virtual worlds are evoluting towars stephwnson’s concept of metaverse in which social&economic interactions are the main drivers. In an svw people can communicate,collaborate,buy and sell not only virtual but also real products through their customized avatars&virtual spaces The developers recently added voice communication capabilities for learning &training app. Currently one of the best example of svw is second life(www.secondlife.com)
  • 6.
    The home pageof secondlife is
  • 7.
    MAPPING B/W REALWORLDAND SVW We can create exstensions to google earth or similar maps to mirror the real world in svw. We can model a warehouse in a hospital operating room to test whether the new technologies like Radio frequency identification(RFID)would add value. This operation would lead us to try before you buy deployment
  • 8.
    GROWTH OF SVWPEOPLE Increasingly ,residents spend more than millions of dollars everyday The second life population is This world might be virtual but the money is real >9 million 2 million 2009 2 million 65000acres 2006 65000acres 64000acres 2003 To From Year
  • 9.
    HOW IS ITDEVELOPPING? Behind this avatar lies a real ‘outworld’company located in china They are employing dozens of artists&engineers The content was designed and managed by software specialists They introduced a powerful easy-to-use interface for communication Users can convert real money into virtual currency indented by an exchange market managed by developer’s online platform
  • 10.
    WHERE IT ISUSING? BUSSINESS AREAS SOCIAL AND POLITICAL AREAS COMMUNICATION AND COLLABORATIVE WORK AREAS EDUCATIONAL&LEARNING TECHNOLOGICAL AREAS ETHICAL AND LEGAL AREAS
  • 11.
    BUSSINESS Svws growthis attracting established companies interested in advertisements ,promotion & communication IBM for instance has aquired more than 20secondlife islands According to IBM’s CEO his company will invest US$10 million to develop the 3d internet Car companies (toyota ,locoste), Reebok company use svws to express &expand their images & products .They give 3d models of their products to second life residents An svw lead toward a whole new paradigm:v-market
  • 12.
  • 13.
    SOCIAL&POLITICAL Several communitiesare created in –world such as cultuaral or interest groups For example american cancer society is joined in svw and conducting fund-raising The government of the maldives&sweden have recently opened official office of ambassadors in second life
  • 14.
    COMMUNICATION & COLLABORATIVEWORKThe users have the opportunity to share their knowledge&experiences For example secondlife contains numerous tutorials about how to model 3D artifacts such as houses& buildings Many companies such as CISCO&IBM encourage collaboration by gathering their employees,partners and customers in their second life islands
  • 15.
  • 16.
    EDUCATIONAL&LEARNING Thegrowing no of universities & academic institutions are immersing themselves in svws For example,harvard law school now has a virtual extension in secondlife New way of interacting &communicating is within the 3D spaces,in which components of a realworld classroom are realistically simulated&integrated
  • 17.
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    TECHNOLOGICAL AREAS Freeopen source markets are multiplying For example library in second life,metaverse open source project& croquent are working to wxtend and integrating yhe future metaverse by developing free servers tools&applications
  • 19.
    ETHICAL&LEGAL AREAS Secondlifelets real laws reach into virtual worlds Recently a texas court convicted a programmer for conducting proffessional activities virtually without a legal license
  • 20.
    MORE EXAMPLES OFSVWS SOCIAL VIRTUAL WORLDS LIST Active Worlds http://www.activeworlds.com Coke Studios http://www.cokemusic.com Habbo Hotel http://www.habbohotel.com Moove http://www.moove.com/ The Palace http://www.thepalace.com/ Second Life http://www.secondlife.com The Sims Online http://www.thesimsonline.com There http://www.there.com VZones http://www.vzones.com/ Worlds.com http://www.worlds.com
  • 21.
    CONCLUSION 80% ofactive internet users will have a ‘secondlife’in the virtualworld by the end of 2011 Similar to how the interner expanded,we can expect svws to grow further a huge network We believe that svws are beginning to shape the knowledge-based and globalized societies and economies of tomorrow
  • 22.
    REFERENCES IEEE:INTERNET COMPUTINGJ.Horning,”risks of virtual professionalism”,comm.ACM,vol.50,no.4,p.104
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