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Virtual	
  Worlds	
  




By	
  Mike	
  Danielsen	
  and	
  Terri	
  Ertlmeier	
  
  Industry	
  
  Business	
  Failures	
  
  Business	
  Success	
  
  Training	
  
  Meetings	
  and	
  Collaboration	
  
  Simulation	
  and	
  Prototyping	
  
  How	
  To	
  Get	
  Started	
  
  The	
  two	
  big	
  trends	
  in	
  IT	
  today	
  are	
  Cloud	
  
   Computing	
  and	
  Virtual	
  Worlds	
  (VWs).	
  	
  
     They	
  are	
  similar	
  in	
  that	
  they	
  both	
  rely	
  on	
  client	
  
      server	
  architecture	
  and	
  both	
  rely	
  on	
  the	
  server	
  
      to	
  do	
  the	
  majority	
  of	
  the	
  work.	
  
  Cloud	
  Computing	
  shift	
  our	
  typical	
  
   computing	
  jobs	
  to	
  a	
  server	
  on	
  the	
  internet.	
  
  Virtual	
  Worlds	
  move	
  our	
  communications	
  
   and	
  collaborations	
  to	
  a	
  server	
  on	
  the	
  
   internet.	
  
  When	
  they	
  got	
  set	
  up	
  in	
  Second	
  Life	
  they	
  
   learned	
  the	
  following	
  lessons:	
  
     Virtual	
  world	
  sales	
  have	
  nothing	
  to	
  do	
  with	
  real	
  
      world	
  sales.	
  
     Exposure	
  was	
  poor	
  due	
  to	
  sparse	
  population	
  
      density.	
  
     Traditional	
  approaches	
  to	
  marketing	
  do	
  not	
  
      work	
  in	
  Virtual	
  Worlds.	
  
     The	
  entry	
  barrier	
  was	
  difficult	
  for	
  many	
  people.	
  
  Today	
  businesses	
  have	
  found	
  three	
  main	
  
  uses	
  for	
  Virtual	
  Worlds	
  to	
  improve	
  the	
  
  business	
  practices.	
  	
  
    These	
  have	
  little	
  to	
  do	
  with	
  marketing	
  but	
  a	
  lot	
  
     to	
  do	
  with	
  enterprise.	
  
    The	
  three	
  uses	
  are:	
  
     ▪  Training	
  
     ▪  Meetings	
  and	
  collaboration	
  
     ▪  Simulation	
  and	
  prototyping	
  
    Over	
  200	
  universities	
  have	
  made	
  a	
  
     presence	
  in	
  Second	
  Life	
  including:	
  	
  
         Princeton	
  
         Rice	
  University	
  
         Pepperdine	
  University	
  
         University	
  of	
  Derby	
  (UK)	
  
         Vassar	
  
         the	
  Open	
  University	
  (UK)	
  
         Harvard	
  
         SUNY	
  
         University	
  of	
  Texas	
  (San	
  Antonio)	
  	
  
         Stanford	
                                              Case	
  Study:	
  Children’s	
  Memorial	
  Hospital	
  Chicago	
  
         MIT	
                                                   Uses	
  Second	
  Life	
  to	
  Conduct	
  Emergency	
  Training	
  	
  
         and	
  many	
  others.	
                                Posted	
  by	
  Amanda	
  Linden	
  on	
  Oct	
  7,	
  2009	
  	
  
  Creating	
  product	
  prototypes	
  in	
  the	
  virtual	
  
   world	
  allows	
  one	
  to	
  test	
  concepts	
  and	
  
   gauge	
  human	
  feedback.	
  
     Avatars	
  bring	
  the	
  human	
  factor	
  into	
  
      simulations.	
  
     Virtual	
  prototypes	
  can	
  be	
  developed	
  
      quickly	
  and	
  inexpensively.	
  
  Superior	
  3D	
  visualization	
  of	
  processes	
  and	
  
   simulations.	
  
     Virtual	
  worlds	
  provide	
  the	
  ability	
  to	
  
      walk	
  through	
  simulations	
  as	
  they	
  are	
  
      occurring.	
  
     Non	
  interruptive	
  testing	
  of	
  solutions	
  
      where	
  real	
  world	
  testing	
  is	
  not	
  possible	
  
      due	
  to	
  costs,	
  scheduling	
  and/or	
  risk.	
  
    http://www.teleplace.com/	
  
    http://www.activeworlds.com/	
  
    http://www.protonmedia.com/	
  
    https://lg3d-­‐wonderland.dev.java.net/	
  
    http://www.forterrainc.com/	
  
    http://opensimulator.org/wiki/Main_Page	
  
    http://work.secondlife.com/en-­‐US/	
  
1.    Go	
  to	
  http://secondlife.com/	
  



2.    Create	
  an	
  account.	
  (avatar)	
  



3.    Download	
  and	
  install	
  viewer	
  



4.    Login	
  to	
  Second	
  Life	
  
  A	
  good	
  computer	
  with:	
  
    2-­‐4	
  Gigs	
  of	
  RAM	
  
    Good	
  3D	
  graphics	
  
    High	
  speed	
  internet	
  
    Headset	
  


  Highly	
  recommended:	
  
    Space	
  Navigator	
  
    http://www.3dconnexion.com/3dmouse/spacenavigator.php	
  
Virtual World Basics
Virtual World Basics

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Virtual World Basics

  • 1. Virtual  Worlds   By  Mike  Danielsen  and  Terri  Ertlmeier  
  • 2.   Industry     Business  Failures     Business  Success     Training     Meetings  and  Collaboration     Simulation  and  Prototyping     How  To  Get  Started  
  • 3.   The  two  big  trends  in  IT  today  are  Cloud   Computing  and  Virtual  Worlds  (VWs).       They  are  similar  in  that  they  both  rely  on  client   server  architecture  and  both  rely  on  the  server   to  do  the  majority  of  the  work.     Cloud  Computing  shift  our  typical   computing  jobs  to  a  server  on  the  internet.     Virtual  Worlds  move  our  communications   and  collaborations  to  a  server  on  the   internet.  
  • 4.
  • 5.   When  they  got  set  up  in  Second  Life  they   learned  the  following  lessons:     Virtual  world  sales  have  nothing  to  do  with  real   world  sales.     Exposure  was  poor  due  to  sparse  population   density.     Traditional  approaches  to  marketing  do  not   work  in  Virtual  Worlds.     The  entry  barrier  was  difficult  for  many  people.  
  • 6.   Today  businesses  have  found  three  main   uses  for  Virtual  Worlds  to  improve  the   business  practices.       These  have  little  to  do  with  marketing  but  a  lot   to  do  with  enterprise.     The  three  uses  are:   ▪  Training   ▪  Meetings  and  collaboration   ▪  Simulation  and  prototyping  
  • 7.   Over  200  universities  have  made  a   presence  in  Second  Life  including:       Princeton     Rice  University     Pepperdine  University     University  of  Derby  (UK)     Vassar     the  Open  University  (UK)     Harvard     SUNY     University  of  Texas  (San  Antonio)       Stanford   Case  Study:  Children’s  Memorial  Hospital  Chicago     MIT   Uses  Second  Life  to  Conduct  Emergency  Training       and  many  others.   Posted  by  Amanda  Linden  on  Oct  7,  2009    
  • 8.
  • 9.   Creating  product  prototypes  in  the  virtual   world  allows  one  to  test  concepts  and   gauge  human  feedback.     Avatars  bring  the  human  factor  into   simulations.     Virtual  prototypes  can  be  developed   quickly  and  inexpensively.     Superior  3D  visualization  of  processes  and   simulations.     Virtual  worlds  provide  the  ability  to   walk  through  simulations  as  they  are   occurring.     Non  interruptive  testing  of  solutions   where  real  world  testing  is  not  possible   due  to  costs,  scheduling  and/or  risk.  
  • 10.   http://www.teleplace.com/     http://www.activeworlds.com/     http://www.protonmedia.com/     https://lg3d-­‐wonderland.dev.java.net/     http://www.forterrainc.com/     http://opensimulator.org/wiki/Main_Page     http://work.secondlife.com/en-­‐US/  
  • 11. 1.  Go  to  http://secondlife.com/   2.  Create  an  account.  (avatar)   3.  Download  and  install  viewer   4.  Login  to  Second  Life  
  • 12.   A  good  computer  with:     2-­‐4  Gigs  of  RAM     Good  3D  graphics     High  speed  internet     Headset     Highly  recommended:     Space  Navigator     http://www.3dconnexion.com/3dmouse/spacenavigator.php