Mais conteúdo relacionado Semelhante a Virtual Worlds 101 (20) Mais de Daden Limited (18) Virtual Worlds 1012. Virtual Worlds 101
© 2010 www.daden.co.uk
What is a Virtual World
Uses of Virtual Worlds
Enterprise Virtual Worlds
The Future
3. What is a Virtual World?
© 2010 www.daden.co.uk
“A computer generated 3D multi-
media environment...”
“inhabited by (mostly human
controlled) avatars...”
“who can meet and chat, interact
and learn, buy and sell, work and
play,”
“who can build, make, change
and influence the world”
“and who set their own goals.”
4. What is a Virtual World?
© 2010 www.daden.co.uk
“A 3D development platform...”
“accessible by employees,
partners and customers from
across the world...”
“who can meet, collaborate, plan,
visualise, train and learn,”
“on a single system, reducing
development, training and
support costs”
“in order to create a more efficient
and effective organisation”
5. Real vs Virtual
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Virtual
Bits
Negroponte's
Worlds
Atoms
“UnReal”/Fictional Real
“Realms”
6. The Synthetic Environment Space
© 2010 www.daden.co.uk
3D Chat
Mass
True
Virtual
Worlds
MARKET
Teen
Game & Worlds
Media
Worlds
Niche Kids Community/
/ Worlds
& Games
Corporate
Virtual Worlds
Private
Simulation & Serious Corporate Intraworlds
Games
Closed/MMO OPENESS Open/VW
7. One Platform – Many Worlds
© 2010 www.daden.co.uk
Vastpark as 2D user interface Vastpark as avatar-less game
Vastpark as simulation/FPS Vastpark as virtual world
9. Uses of Virtual Worlds
© 2010 www.daden.co.uk
C2C
– Socialising and Meeting
– Entertainment
– Making, Selling and Buying
– Role-Playing
– Fund Raising
B2C
– Marketing / Brand-building
– Selling/Customer Service
– Market research
– Personal Services (eg Counselling,
Language Training
10. Uses of Virtual Worlds - B2B/B2E
© 2010 www.daden.co.uk
Education & Training
Built Environment Visualisation
Collaboration & Data Visualisation
Virtual Meetings
Virtual Conferences
http://www.thinkbalm.com/wp-content/uploads/2009/05/thinkbalm-immersive-internet-business-value-study-final-5-26-092.pdf
11. Training, Learning & Education
© 2010 www.daden.co.uk
What:
– Task based, Exploratory and Social learning
– Synchronous and Asynchronous
– Solo and Group
Advantages:
– Remote access
– Deeper understanding through immersion Daden paramedic simulation for St George's Hospital
– Better learning though repetition
– Better recall through context cues
– Different group dynamics
– “Not possible/feasible/cost-effect in real-life”
Who:
– BP, US Military, Most UK and many US
Universities, IBM, Cigna
MyBase/MiLands - US Forces Outreach and Training
Area in SL
12. Built Environment Design
© 2010 www.daden.co.uk
What:
– Visualise large areas or specific buildings,
inside and out
– Explore the social dimension of the building
– Try out layouts and technology
– Consult using in-world social-media tools
Advantages:
Annotated Spaces in Millennium Point
– Long persistency (c.f. Planning for Real)
– Immersion and context – remember
discussions based on speaker location
– Simulate disabilities
– Use model for meetings during the project,
and for live use afterwards
Who:
– Library of Birmingham, Bavarian State
Library, Barclays Bank Datascape showing Birmingham City centre in 3D
13. Data Visualisation
© 2010 www.daden.co.uk
What:
– Represent physical (or virtual) world data
– Use literal, abstract or metaphoric
approaches
– Real-time or historic data
Advantages:
– Long persistency and low cost “news rooms”
Green Phosphor genetics data visualisation
– Better understanding – walk inside the data
– Better recall – remember discussions based
on participant location and immersive
experience
– Instant virtual meeting space
Who:
– NOAA, NASA, US Military, MOD, Educators
Plotting aircraft arriving at LAX in real-time
14. Remote Meetings
© 2010 www.daden.co.uk
What:
– Small group meetings, all participating
– Location appropriate to meeting
– In-world access to Powerpoint,
brainstorming tools, shared
documents and spreadsheets, data
visualisations
– Voice and text comms (and even
video feeds) Diageo's implementation of RRR's Immersive Workspaces
Advantages:
– Cost/time/carbon
– Feel part of same meeting
– Better recall – remember discussions
based on participant location and
immersive experience
– Different group dynamic
Who:
Transatlantic “on-site” project meeting
– Diageo, Intel, BP
15. Remote Conferencing
© 2010 www.daden.co.uk
What:
– Large group meetings, key speakers
– Stand-alone or parrallel to RL event
– Use Powerpoint etc
– Voice and text comms (and even
video feeds), in-built back-channel
Advantages:
Unilever Company Conferencing
– Cost/time/carbon (IBM estimated
$320,000 ROI, 20% of RL costs)
– Often better networking due to ease of
contact/profile exchange
– Greater audience participation
Who:
– Unilever, IBM, IEEE
24 hour global Virtual Worlds Conference - 2010
17. Second Life
© 2010 www.daden.co.uk
Linden Lab Inc
25m+ registered accounts
Can build in-world
In-built voice
In-built web access
Southampton Solent University
Shared hosting
Private islands
Age 16+ (controlled 13+
access)
256m x 256m ground model
3D model imports in beta
Birmingham City University in Millennium Point
18. OpenSim
© 2010 www.daden.co.uk
Open-Source
12+ public worlds
Can build in-world
3rd party voice
Web access coming
Chatterdale DigiSchool Language School in Virtyou
Shared or private hosting
256m x 256m ground
model (but “free”)
3D model imports in late
beta
Can “buy” and load whole
sims
Virtual Mars on a stand-alone laptop install of OpenSim
19. Vastpark
© 2010 www.daden.co.uk
Linden Lab Inc
25m+ registered accounts
Can build in-world
In-built voice
In-built web access
Shared hosting
Private islands
Age 16+ (controlled 13+
access)
256m x 256m ground
model
3D model imports in beta
20. Other Worlds
© 2010 www.daden.co.uk
Virtual Worlds
Active Worlds
SAIC's Olive
Teleplace Google Earth 3D
Twinity
Web.Alive
Open Wonderland
Twinity
Protosphere
Other
Unity
Google Earth
Active Worlds
21. The Future
© 2010 www.daden.co.uk
Better resolution/performance/concurrency/accuracy
A Common Standard
– Linking worlds
– Private worlds
Multiple Access
– Mobile
– Web
A single platform for 3D spatial/social content
22. Spatial/Social Applications
© 2010 www.daden.co.uk
Game/
Simulation/
Virtual World
Platform A Platform B Platform C Platform D Platform E
Platform F,G etc
Data Remote
Building Collabor-
Training Viz Meetings/
Design ation
/Intel Confs
23. Single Platform
© 2010 www.daden.co.uk
Single Virtual World
Data Remote
Building Collabor-
Training Viz Meetings/
Design ation
/Intel Confs
24. The Future
© 2010 www.daden.co.uk
Better resolution/performance/concurrency/accuracy
A Common Standard
– Linking worlds
– Private worlds
Multiple Access
– Mobile
– Web
A single platform for 3D spatial/social content