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The Role Play and Material Culture in Virtual Spaces
: A Cyclical Model of Experience Goods in Virtual Consumption Market
Heejung Kwon, Ph.D., Creative Innovation Research Center, Yonsei Business Research Institute
Andrew Hudson-Smith, Head of Department & Director, Centre for Advanced Spatial Analysis, The Bartlett, UCL
2017 Fall Conference of The Korea Society of Management Information Systems
Session F2 : ICT Convergence
Time : 14:00 ~ 15:40, Wednesday 13th December
Room : Room #321 COEX (Conference Room South)
ICTConvergence2017FallConferenceofKMIS
1
Social VR
ICTConvergence2017FallConferenceofKMIS
2Hollywood Art Museum in Sansar©
ICTConvergence2017FallConferenceofKMIS
3Hollywood Art Museum in Sansar©
Sansar Business Framework
 Immersive Experience
−HMD Technology
−High End 3D Experience
 User Based Marketplace
−Virtual Goods
−Virtual Currency
ICTConvergence2017FallConferenceofKMIS
4
Sansar Store
ICTConvergence2017FallConferenceofKMIS
5
SandeX - Cryptocurrency Market
ICTConvergence2017FallConferenceofKMIS
6
High Fidelity's Blockchain Model
ICTConvergence2017FallConferenceofKMIS
7Avatar Island of High Fidelity©
Virtual Goods and Identity
ICTConvergence2017FallConferenceofKMIS
8
Research Question
 What will be the requirements of feasible success of VR
marketplaces led by the development of immersive
technology and human emotion?
− Technical proficiency
− Game experiences
− Immersion
− Collaboration (in speculative design approach )
− Design quality
ICTConvergence2017FallConferenceofKMIS
9
Research Model
ICTConvergence2017FallConferenceofKMIS
10
Design Quality
Technical
Proficiency
Game
Experience
Immersion
Collaboration
FIGURE 1 Research Model
Theoretical Background
 Speculative Architecture
− As a speculative architect, I don’t design buildings as endpoints or
outputs, but I would still argue that what I do is architectural, or at
least it’s architecture in some form. Instead of creating buildings
themselves, I tell stories about cities. The dominant forces of the past
that shaped our cities, buildings, and public spaces are now being
displaced by technologies, systems, networks, and stacks. Thus, the
architect needs to change their model of practice in order to remain
relevant. The architect now needs to intervene in these systems beyond
shaping the physical building. And that is really about telling stories
about how they operate. Speculative architects mostly create narratives
about how new technologies and networks influence space, culture, and
community. They try to imagine where new forms of agency exist within the
cities changed by these new processes.(Liam Young Interview, 2017)
ICTConvergence2017FallConferenceofKMIS
11
Theoretical Background
 Material Culture
−Fabrication is never simply technological construction, but instead
‘ developmental symbolic processes that transform both socially
significant properties or operational capacities of objects, and
significant aspects of the relations between persons and objects’
(Munn 1977:39, referred in Buchli 2002:31)
ICTConvergence2017FallConferenceofKMIS
12
Virtual Material Culture
 Material Culture
− Possessions establish social standing.
Dress and accessories organize
people and time into occupations and
leisure activities. And souvenirs
picked up during the course of life
become anchors for one’s
identity(Lehdonvirta, 2010).
ICTConvergence2017FallConferenceofKMIS
13
FIGURE 1 Living Store Soy
Research Method
 Design Game
−A branch method of participatory
design
−A design process for innovation
−Alienated from participants’ real
life
−Relationship to speculative design:
The main process of design is a
“dialogue”
ICTConvergence2017FallConferenceofKMIS
14
FIGURE 2 VR Workshop Studio
Design Game
 Four main purposes for which design games are employed (Vaajakallio, 2014)
1. for research:
 to study design actions in a manipulable environment that gives rise to design situations resembling those in real life. In
games, as in real life, players’ moves are limited by the existing rules, conventions and principles(Habraken 1987);
2. for building design competence:
 to create, play and reflect game playing as a way of teaching interaction design students how to establish social interaction
between stakeholders in participatory design processes (Iversen 2002; Sproedt 2012)
3. for empowering users, i.e. people who are not traditionally part of design processes but are influenced by
design:
 to provide hands-on tools for establishing a common language between designers and users and to involve users in
discussions on existing and future alternatives. This application area has historically also dealt with improving
democratisation of workplaces (Ehn 1991)
4. for engaging multiple stakeholders:
 to engage diverse stakeholders in expressing, negotiating and generating a shared understanding of users, use contexts and
technology in early concept design (Brandt2004; Johansson 2005)
ICTConvergence2017FallConferenceofKMIS
15
Research Method
 Second Life game engine as a
design toolkit
− Toolkit
− Inworld 3D tools
− LSL
− Second Life marketplace
− Virtual Design Game
− Avatar Modeling
− Environment construction
− Making Machinima
ICTConvergence2017FallConferenceofKMIS
16
FIGURE 2 VR Studio Flickr Group
Research Method
 Research Duration
−3 months: September – November 2017
 Participants
−7 Interaction Design students in their 2nd and 3rd year
−Interests and skills
− 3D modeling
− Game development
− Interaction design
ICTConvergence2017FallConferenceofKMIS
17
Research Method
3D Modeling Game Development Creative Orientation
P1 1 2 Designer
P2 1 1 Artist
P3 3 5 Engineer
P4 2 4 Artist
P5 3 4 Engineer
P6 1 2 Artist
P7 3 5 Engineer
ICTConvergence2017FallConferenceofKMIS
18
TABLE 1 Technical Knowledge and Use Experience of the Design Game Participants
Research Method
 Design Game Process
ICTConvergence2017FallConferenceofKMIS
19
Exploring Game
Environment
Round 1 Transfer
(L$ 13,000)
Building Avatars
and Environment
Round 2 Transfer
(L$ 10,000)
Final Completion
FIGURE 2 Design Game Process
Research Method
 Data Collection and Analysis
ICTConvergence2017FallConferenceofKMIS
20
3D Modeling
Game
Development
Immersion Collaboration
P1 1 2 2 1
P2 1 1 4 3
P3 3 5 5 5
P4 2 4 3 2
P5 3 4 4 4
P6 1 2 2 1
P7 3 5 2 2
TABLE 2 Game Immersion and Collaboration Measurements Regarding to Technical Knowledge and Use Experience of the Design Game Participants
Research Method
 Data Collection and Analysis
ICTConvergence2017FallConferenceofKMIS
21
3D Modeling
Game
Development
Immersion Collaboration Design Quality
P1 1 2 2 1 2
3 1 1 4 3 3
P3 3 5 5 5 5
P4 2 4 3 2 3
P5 3 4 4 4 5
P6 1 2 2 1 2
P7 3 5 2 2 1
TABLE 3 Final Evaluation of Design Quality
Results
ICTConvergence2017FallConferenceofKMIS
22
Design Quality
Technical
Proficiency
Game
Experience
Immersion
Collaboration
FIGURE 2 Research Results
n/s n/s
n/s
n/s
0.89
0.86
Results
ICTConvergence2017FallConferenceofKMIS
23
Technical
Proficiency
Game
Experience
n/s n/s
n/s
n/s
0.86
0.89
Immersion
Collaboration
Design Quality
FIGURE 2 Research Results
Results & Conclusions
 The design quality of design game participants was highly correlated
to game emersion, and its speculative process rather than previous 3D
modeling skills and game experiences.
 The results reveals VR collaborations are highly influenced by
− Whom they collaborate with
− How pleasurable to collaborate with
− Satisfaction of social interaction that implies to how much effectively communicate
with collaborators
 The long tail approach in the material culture perspective
ICTConvergence2017FallConferenceofKMIS
24
ICTConvergence2017FallConferenceofKMIS
25
Beauty is in the eye of the beholder
ICTConvergence2017FallConferenceofKMIS
26
For More Information
https://www.facebook.com/IoT.UX/

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[Publication] The Role Play and Material Culture in Virtual Spaces: A Cyclical Model of Experience Goods in Virtual Consumption Market

  • 1. The Role Play and Material Culture in Virtual Spaces : A Cyclical Model of Experience Goods in Virtual Consumption Market Heejung Kwon, Ph.D., Creative Innovation Research Center, Yonsei Business Research Institute Andrew Hudson-Smith, Head of Department & Director, Centre for Advanced Spatial Analysis, The Bartlett, UCL 2017 Fall Conference of The Korea Society of Management Information Systems Session F2 : ICT Convergence Time : 14:00 ~ 15:40, Wednesday 13th December Room : Room #321 COEX (Conference Room South) ICTConvergence2017FallConferenceofKMIS 1
  • 4. Sansar Business Framework  Immersive Experience −HMD Technology −High End 3D Experience  User Based Marketplace −Virtual Goods −Virtual Currency ICTConvergence2017FallConferenceofKMIS 4
  • 6. SandeX - Cryptocurrency Market ICTConvergence2017FallConferenceofKMIS 6
  • 7. High Fidelity's Blockchain Model ICTConvergence2017FallConferenceofKMIS 7Avatar Island of High Fidelity©
  • 8. Virtual Goods and Identity ICTConvergence2017FallConferenceofKMIS 8
  • 9. Research Question  What will be the requirements of feasible success of VR marketplaces led by the development of immersive technology and human emotion? − Technical proficiency − Game experiences − Immersion − Collaboration (in speculative design approach ) − Design quality ICTConvergence2017FallConferenceofKMIS 9
  • 11. Theoretical Background  Speculative Architecture − As a speculative architect, I don’t design buildings as endpoints or outputs, but I would still argue that what I do is architectural, or at least it’s architecture in some form. Instead of creating buildings themselves, I tell stories about cities. The dominant forces of the past that shaped our cities, buildings, and public spaces are now being displaced by technologies, systems, networks, and stacks. Thus, the architect needs to change their model of practice in order to remain relevant. The architect now needs to intervene in these systems beyond shaping the physical building. And that is really about telling stories about how they operate. Speculative architects mostly create narratives about how new technologies and networks influence space, culture, and community. They try to imagine where new forms of agency exist within the cities changed by these new processes.(Liam Young Interview, 2017) ICTConvergence2017FallConferenceofKMIS 11
  • 12. Theoretical Background  Material Culture −Fabrication is never simply technological construction, but instead ‘ developmental symbolic processes that transform both socially significant properties or operational capacities of objects, and significant aspects of the relations between persons and objects’ (Munn 1977:39, referred in Buchli 2002:31) ICTConvergence2017FallConferenceofKMIS 12
  • 13. Virtual Material Culture  Material Culture − Possessions establish social standing. Dress and accessories organize people and time into occupations and leisure activities. And souvenirs picked up during the course of life become anchors for one’s identity(Lehdonvirta, 2010). ICTConvergence2017FallConferenceofKMIS 13 FIGURE 1 Living Store Soy
  • 14. Research Method  Design Game −A branch method of participatory design −A design process for innovation −Alienated from participants’ real life −Relationship to speculative design: The main process of design is a “dialogue” ICTConvergence2017FallConferenceofKMIS 14 FIGURE 2 VR Workshop Studio
  • 15. Design Game  Four main purposes for which design games are employed (Vaajakallio, 2014) 1. for research:  to study design actions in a manipulable environment that gives rise to design situations resembling those in real life. In games, as in real life, players’ moves are limited by the existing rules, conventions and principles(Habraken 1987); 2. for building design competence:  to create, play and reflect game playing as a way of teaching interaction design students how to establish social interaction between stakeholders in participatory design processes (Iversen 2002; Sproedt 2012) 3. for empowering users, i.e. people who are not traditionally part of design processes but are influenced by design:  to provide hands-on tools for establishing a common language between designers and users and to involve users in discussions on existing and future alternatives. This application area has historically also dealt with improving democratisation of workplaces (Ehn 1991) 4. for engaging multiple stakeholders:  to engage diverse stakeholders in expressing, negotiating and generating a shared understanding of users, use contexts and technology in early concept design (Brandt2004; Johansson 2005) ICTConvergence2017FallConferenceofKMIS 15
  • 16. Research Method  Second Life game engine as a design toolkit − Toolkit − Inworld 3D tools − LSL − Second Life marketplace − Virtual Design Game − Avatar Modeling − Environment construction − Making Machinima ICTConvergence2017FallConferenceofKMIS 16 FIGURE 2 VR Studio Flickr Group
  • 17. Research Method  Research Duration −3 months: September – November 2017  Participants −7 Interaction Design students in their 2nd and 3rd year −Interests and skills − 3D modeling − Game development − Interaction design ICTConvergence2017FallConferenceofKMIS 17
  • 18. Research Method 3D Modeling Game Development Creative Orientation P1 1 2 Designer P2 1 1 Artist P3 3 5 Engineer P4 2 4 Artist P5 3 4 Engineer P6 1 2 Artist P7 3 5 Engineer ICTConvergence2017FallConferenceofKMIS 18 TABLE 1 Technical Knowledge and Use Experience of the Design Game Participants
  • 19. Research Method  Design Game Process ICTConvergence2017FallConferenceofKMIS 19 Exploring Game Environment Round 1 Transfer (L$ 13,000) Building Avatars and Environment Round 2 Transfer (L$ 10,000) Final Completion FIGURE 2 Design Game Process
  • 20. Research Method  Data Collection and Analysis ICTConvergence2017FallConferenceofKMIS 20 3D Modeling Game Development Immersion Collaboration P1 1 2 2 1 P2 1 1 4 3 P3 3 5 5 5 P4 2 4 3 2 P5 3 4 4 4 P6 1 2 2 1 P7 3 5 2 2 TABLE 2 Game Immersion and Collaboration Measurements Regarding to Technical Knowledge and Use Experience of the Design Game Participants
  • 21. Research Method  Data Collection and Analysis ICTConvergence2017FallConferenceofKMIS 21 3D Modeling Game Development Immersion Collaboration Design Quality P1 1 2 2 1 2 3 1 1 4 3 3 P3 3 5 5 5 5 P4 2 4 3 2 3 P5 3 4 4 4 5 P6 1 2 2 1 2 P7 3 5 2 2 1 TABLE 3 Final Evaluation of Design Quality
  • 24. Results & Conclusions  The design quality of design game participants was highly correlated to game emersion, and its speculative process rather than previous 3D modeling skills and game experiences.  The results reveals VR collaborations are highly influenced by − Whom they collaborate with − How pleasurable to collaborate with − Satisfaction of social interaction that implies to how much effectively communicate with collaborators  The long tail approach in the material culture perspective ICTConvergence2017FallConferenceofKMIS 24