Title: Working in a Mixed Reality World
1Working in a Mixed Reality World
- 2008 WCIT
- Kuala Lumpur, Malaysia
Dr. Lawrence A. Rowe FX Palo Alto Laboratory
2Outline
- What is a Virtual World?
- Culture and Economics in Virtual Worlds
- Business Use of Virtual Worlds
3Virtual 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
4How 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
5Definition 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
6Freedom to Experiment
- Your avatar can be whatever you want it to be
- Age, gender, physical appearance, and species
- Some examples of 2nd Life avatars
7My Avatar (Larry Jaworower)
8Types 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
9Example 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
10Example 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
11Example 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
122nd Life Demonstration
132nd 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
14Mixed Reality Integrate Real with Virtual
15Tcho Chocolate Factory (San Francisco)
16Monitoring 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)
17Animated 3D Model of a Conche
18Outline
- What is a Virtual World?
- Culture and Economics in Virtual Worlds
- Business use of Virtual Worlds
19Real 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
20Economics 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)
21In-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
22Real-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.
23Real-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/
24Outline
- What is a Virtual World?
- Culture and Economics in Virtual Worlds
- Business use of Virtual Worlds
25Business 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
26Working 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
27Summary
- 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)
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