virtual worlds as a socio-spatial operating system
DESCRIPTION
Presentation given by David Burden at the 2010 Virtual Worlds Conference organised by SGI and held in Second Life on 15 Sep 2010.TRANSCRIPT
© 2010 www.daden.co.uk
Virtual Worlds as a Socio-Spatial
Operating System
David BurdenDaden Limited
© 2010 www.daden.co.uk
About Daden
Virtual Worlds solution provider In Virtual Worlds since late 1990s, and Second
Life since 2004World-class capability in Integration and Artificial
IntelligenceMember, Serious Games InstituteBased in Birmingham UK, and Second LifeWinner Times Higher Education Award for
Outstanding ICT 2009Winner US Government Federal Virtual World
Challenge 2010
© 2010 www.daden.co.uk
Who We've Worked For
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What We Do….
Built Environment Visualisation
and Consultation
Artificial Intelligence
and Web Integration
Collaboration, Meetings
and Data Visualisation
Learning, Training and Education
© 2010 www.daden.co.uk
Synthetic Environments
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Serious Games
The Business Game – Pixel Learning
Often no avatar
Usually single user
One game = one task
Often stand-alone PC
Short duration
Limited goals
Limited actions
Game-play & score orientated
No persistence
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Simulations
VBS2 – Bohemia Interactive
Often no avatar
Usually first-person view
Single/multi user
Scenario/environment based
Stand-alone or networked PCs
Short/medium duration
Wider goals
Wider actions
Real-life not game rewards
Limited persistence
© 2010 www.daden.co.uk
Sandbox Games
Grand Theft Auto
Avatar based
Trailing camera/first-person view
Multi/single user
Scenario/environment based
Networked/Stand-alone PCs
Medium duration
Wider goals or storyline
Wider actions
Gameplay & score driven
Limited persistence
http://blog.media-freaks.com/other-horizons-different-applications-of-3d-animation/
© 2010 www.daden.co.uk
Virtual Worlds
SL5B Conference Panel – Second Life
Avatar based
Trailing camera/first-person view
Multi user
Scenario/environment based
Networked PCs
Medium/long duration
Wide/no goals
Very wide actions
Money & reputation
Persistence
© 2010 www.daden.co.uk
Synthetic Environments
Action Scope
Goal Scope
SeriousGames
Simulations
Virtual Worlds
“sandbox games”
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Application Platforms
ScopeOf Action
Range/Number/Complexity of Goals
SeriousGames
Simulations
Virtual Worlds
Game engine
Simulation engine
Virtual World engine
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Synthetic Environments
Don't confuse application platform and user experience/environment
Limitations of technology and maturity of application tend to currently link platform with experience/environment
As technology and applications mature further:
– A virtual world application platform could deliver a simulation and/or a serious game
– A simulation platform could deliver a serious game
– A serious game platform can only deliver a serious game
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One Platform – Many Environments
Vastpark as 2D user interface Vastpark as avatar-less game
Vastpark as virtual worldVastpark as simulation
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Socio-Spatial Applications
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Procedural/Task Training
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Interpersonal Skills Training
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Data Visualisation
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Remote Management
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Building Design
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Remote Meetings
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Remote Conferencing
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Spatial/Social Applications
SkillsTraining
OpsMgt/Trg
DataViz
/Intel
BuildingDesign
RemoteMeetings/
Confs
Collabor-ation
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Applications in/as Worlds
SkillsTraining
OpsMgt/Trg
DataViz
/Intel
BuildingDesign
RemoteMeetings/
Confs
Collabor-ation
Platform A Platform B Platform C Platform D Platform E Platform F
Game/Simulation/Virtual World
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Towards a Flexible Architecture
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The PIVOTE Model
SkillsTraining
App
Second LifeOpenSimVastPark...
Web Management Interface
Virtual Worlds
InternetWeb Services
WebMobile
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Virtual Worlds as User Interface
Different Virtual World User InterfacesWeb/Mobile User Interfaces
Web Management Interfaces
Virtual World Web
Web Services
SkillsTraining
OpsMgt/Trg
DataViz
/Intel
BuildingDesign
RemoteMeetings/
Confs
Collabor-ation
© 2010 www.daden.co.uk
Conclusions
A virtual world platform has the potential to deliver a wide range of user experiences, from games and serious games, through simulations to the true virtual world experience
At present organisations invest in a wide range of platform specific applications to serve a wide range of disparate business functions
By building an application as a web-service it can potentially be accessed from any environment, including virtual worlds
Virtual worlds can provide a single technical platform from which to access a wide variety of socio-spatial applications:
– Reducing development, deployment and support costs
– Reducing training time and costs
– Increasing synergistic benefits
Virtual Worlds as a Socio-Spatial Operating System
© 2010 www.daden.co.uk
Web: www.daden.co.ukBlog: www.converj.com/blogEmail: [email protected]: daden5Second Life: Corro Moseley Second Life sim: Daden Prime
Virtual Worlds as a Socio-Spatial Operating System
David Burden