312 john lester

289 views

Published on

0 Comments
1 Like
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total views
289
On SlideShare
0
From Embeds
0
Number of Embeds
6
Actions
Shares
0
Downloads
3
Comments
0
Likes
1
Embeds 0
No embeds

No notes for slide

312 john lester

  1. 1. Virtual Worlds, Real People John Lester (Pathfinder Linden) Boston Operations Director Education/Healthcare Mentoring Program Linden Lab
  2. 2. what is Second Life?Second Life is a unique online world• international community, multiuser, persistent world• a platform, not a game• Linden Lab provides a platform and tools for content creation• Open Source client• all content created and owned by the residentsbest fictional analogs are Stephenson’s Metaverse from “Snow Crash” orVinge’s Otherverse from “True Names”
  3. 3. A new approach to world building• Stream all content via broadband• Extremely dynamic content• Apply distributed/grid computing
  4. 4. As of March 200818,000 CPUs460 square miles540,000 Residents spending average of 56 h/mEscape, Entertainment, Education, Work, AdvocacyFree to Access, Fees for Land Ownership
  5. 5. Demographics• SL community older and more gender balanced than typical MMO games• Gender neutral by hours of use• Median age of 35• Over 65% International
  6. 6. Building in 3D using geometric primitiveshttp://tinyurl.com/2bwrtj
  7. 7. Breathing Life into Objects with ScriptingAny object can be given physical behavior, interactivity, and can communicate with the world (e.g., email, HTTPRequest, XML-RPC)
  8. 8. Property RightsIn Second Life, residents own their creationsWhat does this mean?• Residents retain their Intellectual Property rights to their creations• Residents may buy and sell L$ for US$• Residents may license their creations back into the real world
  9. 9. Advanced Atmospheric Rendering
  10. 10. VoiceSpatialization and Attenuation
  11. 11. Sculpted Primitives – “Sculpties” Creating Complex and Organic Shapes
  12. 12. Shared Spaces based on RealityVassar College’s recreation of the Sistine Chapel
  13. 13. Shared Spaces based on RealityVassar College’s recreation of the Sistine Chapel
  14. 14. Shared Spaces based on (intangible) RealityCollaborating on Molecular Structures : Enoyl-ACP reductase
  15. 15. Shared Spaces based on (soon to be) RealityPalomar Medical Center West Hospital (opening in 2011)
  16. 16. Shared Spaces based on (imaginative) Reality “Sky Dancers” Live Music and Dance Performance
  17. 17. Perceptually Immersive Environments Full of Real People
  18. 18. Environments with a Sense of Place
  19. 19. Cultural Immersion and Contextual Relevance
  20. 20. A Malleable World shifting between Real…
  21. 21. …and Surreal
  22. 22. Emotional Bandwidth:( :) ;P
  23. 23. Emotional BandwidthUse real-world social cues and proxemics, animations and sounds, and create your visual identity
  24. 24. Leverage the Fact that our Brains Remember FacesSue200
  25. 25. enniferK
  26. 26. umpKatt
  27. 27. Our Minds Instantly Understand these Places
  28. 28. A Virtual Renaissance…but we’ve been here before
  29. 29. New Media has Always been a Challenge Bell’s attempt to sell patent for telephone to Western Union “Why would telegraph operators want to talk to each other?” First “online” marriage, via telegraph, late 1800’s It took 65 years after the invention of the printing press for someone to decide that putting page numbers in books was a “good idea.”
  30. 30. We get Mired in Past Frameworks Why is this logo significant? The telephone is not the telegraph Movies are not plays What does a “clinical intervention” look like in a virtual world? What does “medical education” look like? Good News: Our brains excel at filling in the gaps…
  31. 31. Suggested Books
  32. 32. Thank you for listening• John Lester (SL: Pathfinder Linden)• http://del.icio.us/secondlife/healthcare• pathfinder@lindenlab.com• www.pathfinderlinden.com• www.secondlifegrid.net

×