Working in a Mixed Reality World

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Working in a Mixed Reality World

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Title: Working in a Mixed Reality World


1
Working in a Mixed Reality World
  • 2008 WCIT
  • Kuala Lumpur, Malaysia

Dr. Lawrence A. Rowe FX Palo Alto Laboratory
2
Outline
  • What is a Virtual World?
  • Culture and Economics in Virtual Worlds
  • Business Use of Virtual Worlds

3
Virtual Reality (VR) Came First
  • The screen is a window through which one sees a
    virtual world. The challenge is to make that
    world look real, act real, sound real, and feel
    real
  • Ivan Sutherland

4
How is Virtual Reality Related to Virtual Worlds?
  • Virtual reality creates an immersive experience
    by controlling sensory input to the user
  • Practical applications exist (e.g., flight
    simulators) but expensive
  • Video games create an immersive experience by
    engaging the user in intense, attention focused
    play
  • Uses conventional display/windows, mouse
    keyboard interface
  • Late 1990s on-line games allowed several
    players to interact in a shared 3D world
  • Massively multiplayer online role-playing game
    (MMORPG)
  • Early 2000s social worlds evolved from chat
    rooms
  • People interact build things rather than
    compete in a game

5
Definition of Virtual World (VW)?
  • Wikipedia
  • A computer-based simulated environment intended
    for users to inhabit and interact via avatars.
  • Person depicted by avatar
  • People communicate by text or audio chat
  • World is persistent

A Meeting or Conference
6
Freedom to Experiment
  • Your avatar can be whatever you want it to be
  • Age, gender, physical appearance, and species
  • Some examples of 2nd Life avatars

7
My Avatar (Larry Jaworower)
8
Types of Virtual Worlds
  • Game Worlds
  • Players explore the world, fight monsters, and
    complete quests
  • Game play involves a single-person or a group of
    people
  • Success rewarded with in-game money, items, and
    reputation
  • Social Worlds
  • Players explore the world, socialize, create and
    trade things
  • Game play involves a single-person or groups of
    people
  • Users generate content (e.g., clothing,
    furniture, buildings, etc.)
  • Success rewarded by reputation, friends, and
    in-game money

Over 250 worlds exist
9
Example World of Warcraft
Fight for fame and fortune
  • Most popular game
  • 10M registered users
  • 400K active players at any time
  • Monthly usage fee 12-15

10
Example Club Penguin
Waddle around and meet new friends
  • Designed for children 6-14 (parental permission)
  • 12M registered users and 700K paid subscribers
  • Monthly usage fee 4-6
  • Sold to Disney August 2007 deal worth 700M

11
Example 2nd Life
Your world. Your Imagination.
  • Most popular social world
  • 12M registered users
  • 60K active participants at any time
  • Monthly usage fee 10 if you want to own land
  • Recently valued at 1.1B by Silicon Alley Insider

12
2nd Life Demonstration
13
2nd Life Growth
  • Rapid growth in usage
  • Economy 8M sales in-world Jan 08

12,906K Total Unique Users (250 increase in
last 12 months)
8/2006
3/2008
58K Current (230 increase inlast 12 months)
User statistics (March 2008) Past 7
Days 234K 14 Days 371K 30 Days 631K 60
Days 1,337K
14
Mixed Reality Integrate Real with Virtual
15
Tcho Chocolate Factory (San Francisco)
16
Monitoring and Controlling the Factory
  • Installed video cameras and sensors in factory
  • Use to observe factory floor and operation of
    equipment through web-based virtual world
  • Eventually will allow remote operation of
    equipment

(Uses Qwaq Forum)
17
Animated 3D Model of a Conche
18
Outline
  • What is a Virtual World?
  • Culture and Economics in Virtual Worlds
  • Business use of Virtual Worlds

19
Real World Issues in Virtual Worlds
  • Freedom to do anything in a virtual world because
    normal restrictions on social behavior are absent
  • Social and behavioral problems
  • Theft destruction of property
  • Illegal or immoral activities
  • Anti-social and vigilante behavior
  • Friendships emotional attachments

Griefing disrupt people or places
20
Economics in Virtual Worlds
  • Most VWs have some form of money
  • Created by world operator (e.g., World of
    Warcraft gold)
  • Purchased with real-world money (e.g., 2nd Life
    Linden dollars)
  • Exchange rate
  • Official managed by world operator
  • Unofficial real-world transaction
  • 2nd Life LindeX Exchange (close 7-May-2008)
  • Last trade L264 / US1
  • 0.0038 / L1 ? micro transactions
  • Change from previous close -L1 / US1
  • Todays volume L56,815,741 (US215,211)

21
In-world Commerce
  • Players buy and sell virtual items
  • Avatar accessories (e.g., hair, clothes, shoes,
    watch, etc.)
  • Offensive and defensive weapons in game worlds
  • Buildings, furniture, trees, roads, fountains,
    pools, etc.
  • Scripts programmed to perform behaviors
  • 2nd Life buy, sell, and rent land
  • Developers buy land from world operator, create
    buildings with furnishings, and create scenery in
    which to place the buildings
  • One developer made over L1,000,000 (US4,000)
  • Players buy and sell services
  • World of Warcraft (WoW) player paid to join a
    guild
  • 2nd Life pay to play a game or be paid to
    fill-out a survey

22
Real-Virtual World Commerce
  • WoW character sold on EBay for ? US5,000
  • Characters with experience needed for guilds to
    succeed in later quests group needs a
    character so they buy it
  • WoW gold hunting companies
  • Company hires people to play WoW and collect gold
  • Convert gold to real world money, pay employees,
    and take profit
  • 2nd Life developers
  • Buy land, build and furnish home, and sell or
    lease
  • VW marketing and development companies
  • Millions of Us, Electric Sheep Company, etc.
  • Companies experimenting with 2nd Life
  • Toyota, Nike, MTV, IBM, Cisco,
    TimeWarner, Telecom Italia, Reuters,
    Universal/Motown Records, etc.

23
Real-Virtual World Commerce (cont.)
  • Company sells service using 2nd Life
  • Conference Island will host a virtual
    conference or meeting for your company or group
    using their in-world facilities

http//www.conferenceisland.com/
24
Outline
  • What is a Virtual World?
  • Culture and Economics in Virtual Worlds
  • Business use of Virtual Worlds

25
Business use of Virtual Worlds
  • Remote collaboration distributed groups meet in
    VW
  • Better than a telephone ? persistent space,
    always running
  • Better than a video conference ? scalable
    persistent
  • Combines text messaging, phone, video, documents,
    animations, multiple-person simulations, etc.
  • Marketing and selling real-world objects
  • Illustrate features and capabilities
  • Provide product information - advertising
  • Product sales
  • Training and education
  • Simulate situations (e.g., crisis response, skill
    development, and diagnosis and repair)
  • Lectures and discussion sections

26
Working in a Mixed Reality World
  • Spending your work day in a virtual world
  • Mobile workers always able to access workplace
  • Work from home rather than office
  • Requires computing/graphics and network bandwidth
  • Productivity is enhanced by having an adequate
    system
  • Is aggregated home bandwidth less expensive than
    business bandwidth?
  • Need to develop new social rules
  • Social and behavioral problems not acceptable in
    business

27
Summary
  • Virtual worlds are attracting many users
  • Companies that develop VWs are profitable
    businesses
  • Follow the VCs 184M invested in VW companies
    in 1Q08
  • Every company should consider using VWs
  • Good for sales, marketing, training, and remote
    collaboration
  • Similar to WWW in mid 1990s
  • Social networks will evolve into VWs
  • Being in a virtual place is better than email,
    texting, or twittering
  • Many problems and opportunities remain
  • Technical challenges (e.g., scalability, UI,
    interoperability, etc.)
  • Social/political challenges (e.g., behavior,
    government, economy)
  • Business opportunities (e.g., virtual services
    experiences)

28
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