virtual worlds, virtual environments, & the 3d web brian mennecke college of business, isu

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Virtual Virtual Environments, & Environments, & the the 3D Web 3D Web Brian Mennecke Brian Mennecke College of Business, ISU College of Business, ISU

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Page 1: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Virtual Worlds, Virtual Worlds, Virtual Virtual

Environments, & Environments, & the the

3D Web3D WebBrian MenneckeBrian MenneckeCollege of Business, ISUCollege of Business, ISU

Page 2: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Virtual Environments & Virtual Environments & Virtual WorldsVirtual Worlds

• A virtual world is a computer-generated A virtual world is a computer-generated simulated environment designed to simulated environment designed to allow users to navigate in and interact allow users to navigate in and interact with objects and components in the with objects and components in the virtual environment.virtual environment.

• Many virtual worlds are designed a Many virtual worlds are designed a multi-user environments, allowing multi-user environments, allowing multiple users to meet and interact.multiple users to meet and interact.

Page 3: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Virtual World DenizensVirtual World Denizens• Most virtual worlds are designed to represent Most virtual worlds are designed to represent

inhabitants using avatars inhabitants using avatars • Avatars are object used to represent the Avatars are object used to represent the

embodiment of a userembodiment of a user– Avatars can be represented in humanoid form, as Avatars can be represented in humanoid form, as

an animal, a mythical figure, and/or an imaginary an animal, a mythical figure, and/or an imaginary or contrived figure or objector contrived figure or object

– Avatars can be represented in 3-D, 2-D, text, or Avatars can be represented in 3-D, 2-D, text, or some other computer-generated formsome other computer-generated form

– Avatars are not limited to use in virtual worlds; Avatars are not limited to use in virtual worlds; they are found in text-based and 2-D environments they are found in text-based and 2-D environments (e.g., instant messaging and forums)(e.g., instant messaging and forums)

Page 4: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Virtual World DenizensVirtual World Denizens•Most virtual worlds are designed Most virtual worlds are designed

to represent inhabitants using to represent inhabitants using avatars avatars – The term avatar is derived from The term avatar is derived from

Hinduism and refers to an Hinduism and refers to an incarnationincarnation

– The term was first used in computer The term was first used in computer games to represent the player in the games to represent the player in the game Ultima IVgame Ultima IV

Source for some content: http://en.wikipedia.org/wiki/Avatar_(computing)

Page 5: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Virtual World DenizensVirtual World Denizens•The term avatar was closely The term avatar was closely

associated with the concept of associated with the concept of virtual worlds in the book virtual worlds in the book Snow Snow CrashCrash, written by Neal , written by Neal Stephenson, who grew up in AmesStephenson, who grew up in Ames– Stephenson applied the term avatar Stephenson applied the term avatar

to the graphical representation of to the graphical representation of residents of the residents of the MetaverseMetaverse

Source for some content: http://en.wikipedia.org/wiki/Avatar_(computing)

Page 6: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Virtual World Concepts Virtual World Concepts

•The term Metaverse was The term Metaverse was introduced to connote a introduced to connote a virtual world where users are virtual world where users are represented as avatars and represented as avatars and navigate and interact in a navigate and interact in a virtual representation of the virtual representation of the worldworld

Page 7: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Virtual World Concepts Virtual World Concepts

•The term The term Virtual WorldVirtual World is is somewhat broad, but generally somewhat broad, but generally includes …includes …– Massively Multiplayer Online Massively Multiplayer Online

Role Playing Games Role Playing Games (MMORPGs)(MMORPGs)

– Multi-User Virtual EnvironmentsMulti-User Virtual Environments

Page 8: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Virtual World Concepts Virtual World Concepts • MMORPGs are role playing games MMORPGs are role playing games

that are, by definition, games that are, by definition, games – Games have no significant real-world Games have no significant real-world

consequenceconsequence• MMORPGs generally are directed, MMORPGs generally are directed,

thematic, and interactivethematic, and interactive– Most are created and hosted by a Most are created and hosted by a

game developer (e.g., Electronic Arts)game developer (e.g., Electronic Arts)– Most are persistent Most are persistent

Page 9: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Virtual World Concepts Virtual World Concepts

– Eve– Entropia Universe – EverQuest – Guild Wars – Habbo Hotel – Lord of the Rings O

nline

– Pirates of the Caribbean Online

– Star Wars Galaxies– Stargate Worlds– The Sims Online– World of Warcraft – More can be found at More can be found at

http://www.mmorpg.com/

•A few examples of MMORPGs include…A few examples of MMORPGs include…

Page 10: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

EveEve

• Set in a sci-fi universe where players Set in a sci-fi universe where players navigate through a variety of solar navigate through a variety of solar systems using jump gates. Players systems using jump gates. Players build content, engage in trade, and build content, engage in trade, and wage war and combatwage war and combat

Page 11: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

EverQuest (EQ)EverQuest (EQ)• First released in 1999 and based on First released in 1999 and based on

earlier MUD themes, EQ allows players to earlier MUD themes, EQ allows players to engage in exploration and combat in engage in exploration and combat in Norath using an avatar representing one Norath using an avatar representing one of several of several ““racesraces”” present in the game present in the game (e.g., dwarves, elves, ogres, etc.). The (e.g., dwarves, elves, ogres, etc.). The game has levels that can be reached by game has levels that can be reached by engaging in quests and raids. engaging in quests and raids.

Page 12: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

• Set in a fantasy world called Set in a fantasy world called TyriaTyria, Guild , Guild Wars allows players to either compete Wars allows players to either compete with other players or cooperate on tasks. with other players or cooperate on tasks. Unlike many MMORG games, there is no Unlike many MMORG games, there is no subscription fee for online play.subscription fee for online play.

Guild WarsGuild Wars

Page 13: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

• Set in a fantasy world called Set in a fantasy world called Azeroth,Azeroth,, , WOW allows players to either compete WOW allows players to either compete with other players or cooperate on tasks. with other players or cooperate on tasks. WOW is the most popular MMORPG and WOW is the most popular MMORPG and boasts more than 10 million subscribersboasts more than 10 million subscribers

World of Warcraft World of Warcraft (WOW)(WOW)

Page 14: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

MMORPGs MMORPGs

• Of course, there is competition…Of course, there is competition…

Page 15: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

MMORPGs MMORPGs

• … … and just plain old dancingand just plain old dancing

Page 16: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Multi-User Virtual Multi-User Virtual EnvironmentsEnvironments

(MUVE)(MUVE)• Virtual worlds that are open, role Virtual worlds that are open, role playing environments playing environments

• Generally include…Generally include…– user-created contentuser-created content– ThematicThematic– Include capabilities for socialization, Include capabilities for socialization,

collaboration and interaction with objects collaboration and interaction with objects in the spacein the space

– Do not have specific game outcomes (i.e., Do not have specific game outcomes (i.e., not focused on defeating an enemy or not focused on defeating an enemy or obsticle)obsticle)

Page 17: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Multi-User Virtual Multi-User Virtual EnvironmentsEnvironments

•A few examples of MUVEs A few examples of MUVEs include…include…– ActiveWorlds (1997)ActiveWorlds (1997)– There (2003)There (2003)– Kaneva (2004)Kaneva (2004)– Qwaq (2007)Qwaq (2007)– Google Lively (2008) Google Lively (2008) – Second Life (2003)Second Life (2003)

Page 18: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Multi-User Virtual Multi-User Virtual EnvironmentsEnvironments

•Active Worlds: first Active Worlds: first introduced in 1995 as introduced in 1995 as AlphaWorldAlphaWorld

Page 19: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Multi-User Virtual Multi-User Virtual EnvironmentsEnvironments

•There: introduced in 2003There: introduced in 2003– Now defunctNow defunct

Page 20: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Multi-User Virtual Multi-User Virtual EnvironmentsEnvironments

•Kaneva: introduced in 2003Kaneva: introduced in 2003

Page 21: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Multi-User Virtual Multi-User Virtual EnvironmentsEnvironments

•Qwaq (later Teleplace): Qwaq (later Teleplace): introduced in 2007; introduced in 2007; liquidated December 2011 December 2011

Page 22: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Multi-User Virtual Multi-User Virtual EnvironmentsEnvironments

•Google Google Lively: : introduced in the introduced in the summer of 2008; summer of 2008; withdrawn 2 montths withdrawn 2 montths later (oops!)later (oops!)

Page 23: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Multi-User Virtual Multi-User Virtual EnvironmentsEnvironments

•Second Life: introduced Second Life: introduced in 2003in 2003

Page 24: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Multi-User Virtual Multi-User Virtual EnvironmentsEnvironments

•LetLet’’s look at the most s look at the most popular MUVE, Second popular MUVE, Second Life, a bit more closely. Life, a bit more closely.

Page 25: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

What is Second LifeWhat is Second Life• Second Life is a multi-user, fully integrated, is a multi-user, fully integrated,

3-D virtual world (VW) that is built as an open 3-D virtual world (VW) that is built as an open economic environment and social network.economic environment and social network.– Users can build, own, buy and sell goods/services Users can build, own, buy and sell goods/services

that exist in the gamethat exist in the game– The environment uses an in-game currency (i.e., The environment uses an in-game currency (i.e.,

Linden Dollars) that can be converted to real-world Linden Dollars) that can be converted to real-world currencycurrency

Page 26: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

What is Second LifeWhat is Second Life

• At a fundamental level, Second Life is At a fundamental level, Second Life is a 3-D environment that can be used a 3-D environment that can be used for communication and interactionfor communication and interaction

• ItIt’’s often called the 3-D webs often called the 3-D web

Page 27: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Who is in Second Life?Who is in Second Life?

• Individual Individual ““PlayersPlayers””• EducatorsEducators• Small BusinessesSmall Businesses• Large BusinessesLarge Businesses• Non-profit organizationsNon-profit organizations• Political actorsPolitical actors

Page 28: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Individual PlayersIndividual Players

• The majority of players are average users The majority of players are average users who want to…who want to…– ExploreExplore– PlayPlay– InteractInteract– Promote goods and servicesPromote goods and services– Be entertainedBe entertained– Be educatedBe educated

Page 29: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Small BusinessesSmall Businesses

• The vast majority of businesses in Second The vast majority of businesses in Second Life are small to medium sized businessesLife are small to medium sized businesses– Sellers of virtual goodsSellers of virtual goods– Providers of servicesProviders of services– Brokers and information providersBrokers and information providers– Entertainment operatorsEntertainment operators– EntertainersEntertainers– Software and content developersSoftware and content developers– Non-profit servicesNon-profit services

Page 30: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Large BusinessesLarge Businesses

• AdidasAdidas• IBMIBM• Best BuyBest Buy• H&R Block H&R Block • MovieTickets.comMovieTickets.com• ReutersReuters• SearsSears

• DellDell• CNetCNet• Coldwell BankerColdwell Banker• PontiacPontiac• ScionScion• Wells FargoWells Fargo• Wired MagazineWired Magazine

A number of medium and large-sized firms have presence in SL. Interestingly, many of those that entered early have now left

Page 31: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU
Page 32: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Business and Second LifeBusiness and Second Life

• Why Second Life and Business?Why Second Life and Business?– Second Life is designed with rules that Second Life is designed with rules that

allow an economy to operateallow an economy to operate– Players own the items they create; that Players own the items they create; that

is, they have property rightsis, they have property rights– This has resulted in the development of This has resulted in the development of

a vibrant economy with a large number a vibrant economy with a large number of small businesses and entrepreneursof small businesses and entrepreneurs

Page 33: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Why Teach a Course Why Teach a Course Using a Using a

Virtual World? Virtual World? • The Rationale: Timely and PertinentThe Rationale: Timely and Pertinent

– Avatars are everywhereAvatars are everywhere– VWs aboundVWs abound– Google is doing itGoogle is doing it– ItIt’’s Even on TVs Even on TV

Page 34: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Second Life: Second Life: A Way to Engage StudentsA Way to Engage Students

• A summary ……

Page 35: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Educational Uses of SL Educational Uses of SL

• Distance and Flexible Education • Presentations, Panels and Discussions • Training and Skills Development • Self-paced Tutorials • Displays and Exhibits • Immersive Exhibits • Role-plays and Simulations • Data Visualizations and Simulations • Libraries, Art Galleries and Museums • Historical Re-creations and Re-enactments,

Living and Immersive Archeology

• Computer Programming • Artificial Intelligence Projects • Artificial Life Projects • Multimedia and Games Design • Art and Music Projects • Literature, Composition and Creative Writin

g

• Theatre and Performance Art

• Photo-stories and Photo Scenarios • Treasure Hunts and Quests • Virtual Tourism, Cultural Immersion a

nd Cultural Exchange

• Language Teaching and Practice, and Language Immersion

• Social Science and Anthropological Research

• Awareness/Consciousness Raising and Fund Raising

• Support and Opportunities for People with Disabilities

• Politics, Governance, Civics and Legal Practice

• Business, Commerce, Financial Practice and Modeling

• Real Estate Practice • Product Design, Prototyping, User-tes

ting and Market Research

• Interior Design • Architectural Design and Architectural Design and

Modeling Modeling • Urban Planning and DesignUrban Planning and Design

http://sleducation.wikispaces.com/educationaluses

Page 36: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

But, Virtual Worlds will But, Virtual Worlds will evolveevolve

• There are numerous virtual worlds; more There are numerous virtual worlds; more every weekevery week

• Virtual worlds will evolve like the Internet Virtual worlds will evolve like the Internet evolved; proprietary evolved; proprietary ubiquitous ubiquitous– We have virtual worlds mounted on our We have virtual worlds mounted on our

servers in engineering and businessservers in engineering and business

• 3-D applications exist in a number of 3-D applications exist in a number of applications (e.g., Google Earth)applications (e.g., Google Earth)

Page 37: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Applications for virtual Applications for virtual worldsworlds

• CommunicationsCommunications– MeetingsMeetings– ConferencesConferences– CollaborationCollaboration– Team workTeam work

• EducationEducation– TrainingTraining– Virtual spaces and modelsVirtual spaces and models– Contextual learningContextual learning

Page 38: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Applications for virtual Applications for virtual worldsworlds

• MarketingMarketing– Showcase contentShowcase content– BrandingBranding– Viral marketingViral marketing

• Product DevelopmentProduct Development– PrototypingPrototyping– Proof of ConceptsProof of Concepts– Product testingProduct testing

Page 39: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Applications for virtual Applications for virtual worldsworlds

• Public relationsPublic relations– PoliticsPolitics– Public educationPublic education– AdvocacyAdvocacy

• EntertainmentEntertainment– Virtual World EntertainmentVirtual World Entertainment– SocializationSocialization– RL entertainmentRL entertainment

Page 40: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Second Life and TOSSecond Life and TOS

• Are the Terms of Service for Second Life unique?Are the Terms of Service for Second Life unique?• Not really, consider other tools commonly used Not really, consider other tools commonly used

in education…in education…– Google Google – LinuxLinux– FacebookFacebook– OpenOfficeOpenOffice– SharePointSharePoint– YouTubeYouTube– Various Commercial ProductsVarious Commercial Products

Page 41: Virtual Worlds, Virtual Environments, & the 3D Web Brian Mennecke College of Business, ISU

Of course, Second Life has Of course, Second Life has its technical problems tooits technical problems too