Virtual Worlds and Online Communities

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Virtual Worlds and Online Communities

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Virtual police is too costly, and automatic crime prevention fails ... A place for role-playing games, for example, Dungeons and Dragons. MOO: MUD Object Oriented. ... – PowerPoint PPT presentation

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Title: Virtual Worlds and Online Communities


1
Virtual Worlds and Online Communities
  • Anton Bogdanovych

Room 5/273, phone 9514 4622 anton_at_it.uts.edu.au
2
Concept of Virtual Worlds
  • Definition multi-user Internet places designed
    using the metaphor of architecture.
  • Purposes of virtual environments
  • Simulation of the physical world.
  • Functional virtual places.

3
Concept of Virtual Worlds
  • Distinct features
  • move beyond the static, document based interface
    of collaborative environments.
  • Persons embodiment in the world - avatar
  • Consistent metaphor reflects on terminology,
    models, etc.
  • Not necessarily mimics visually the physical world

4
Development of Virtual Worlds
  • Origins of virtual environments feature guns.
  • Military simulation.
  • Internet games.

5
Development of Virtual Worlds
  • Current use of virtual worlds
  • Social community virtual museums and chat rooms.
  • Academics online learning and research.
  • E-Commerce Electronic Marketplaces

6
Development of Virtual Worlds
  • Current use of virtual worlds
  • Communication and collaboration online
    conferencing and design collaborative.
  • Architecture space and multimedia study.
  • Entertainment Collaborative computer games

7
Political, Social, Economical and Moral Issues
  • Millions of people spend around 20 hours per week
    in Virtual Worlds based computer games
  • In average users pay a monthly fee of 10
  • Game designers (as politicians in real world)
    have to deal with constant pressure from
    citizenry with competing demands
  • Liberty or equality?

8
Political, Social, Economical and Moral Issues
Virtual worlds are one of a few online businesses
that make money on the Web
Norrath, The online world created by Sony
  • Has more residents than Miami
  • Has bigger GDP than Bulgaria

9
Project Entropia multi-user gameVirtual Island
sold for 26500 USD
Political, Social, Economical and Moral Issues
Treasure Island (6000 Acres/25 km²)
Rights available to the purchaser of the
island - A unique castle (furniture not
included) - Hunting (including native forms of
wildlife) - Mining (both minerals and enmatters)
- Taxation rights on hunting and mining
activities on the island - Income from the sale
of land lots. Five lots per month will be
available for sale under the duration of one
year. These 60 lots alone have an estimated
market value of 300 000 PED. - Massive revenue
potential
10
Crimes in Virtual Worlds
Political, Social, Economical and Moral Issues
  • Most of the real world crimes are present in
    Virtual Worlds
  • One of the earliest virtual world crimes was rape
    (text-based virtual world LambdaMOO). A male
    avatar used a coding trick to take control over
    two female avatars and sodomized in public.
  • First crime in There fraud (an avatar tried to
    sell house he didnt own)
  • Virtual killing is one of the most prevalent
    crimes
  • Ultima Online game designers introduced avatar
    reputation and rewards (which didnt help to stop
    crimes)
  • Virtual police is too costly, and automatic crime
    prevention fails

11
Democracy in Virtual Worlds
Political, Social, Economical and Moral Issues
  • Most of the nowadays Virtual Worlds are
    dictatorships or anarchies
  • LambdaMoo (created in 1990) is a first Virtual
    democracy
  • LambdaMoo provided users with the possibility to
    make a petition to change the social structure or
    architecture
  • Petition examples implement property rights,
    prohibit bulk-mailing, rules against similarity
    in names (there were also petitions seeking
    removal of petition system)
  • Some people think of introducing virtual
    governments

12
Gender in Virtual Worlds
Political, Social, Economical and Moral Issues
  • Female avatars are harassed more often
  • Female avatars often obtain numerous benefits
    (free gifts and favors)
  • Swapping genders makes strategic sense

13
Future perspectives
Political, Social, Economical and Moral Issues
  • More and more communities appear in the Virtual
    Worlds
  • Big Companies (Nike, Levi Strauss etc.) start
    running shops in Virtual Worlds, selling virtual
    and real products
  • The code is a truly law in present Virtual
    Worlds, so developers and big companies are
    absolute dictators so far.
  • The more immersive Virtual Worlds become, the
    more conditions of abuse they create.
  • There is no way to prevent crimes, as to change
    human nature

14
Historical Review of Virtual Worlds
  • Adopted the architectural metaphor, the WWW has
    accommodated many different technologies
    supporting
  • Multi-user text-based virtual environments.
  • Two-dimensional graphical virtual environments.
  • 3D virtual environments.

15
Historical Review of Virtual Worlds
  • Early stage of virtual worlds
  • Text-based virtual worlds of MUDs and MOOs.
  • MUD Multi-user Domain.
  • A place for role-playing games, for example,
    Dungeons and Dragons.
  • MOO MUD Object Oriented.
  • Objects participants bodies and objects around
    them.
  • Verbs for activating behaviours.

16
Virtual Worlds Web MOOs
  • TAPPED-IN implements the metaphor of a campus
    (decreases the cognitive overload).

http//moo.tappedin.org
17
Virtual Worlds - Web MOOs
  • Room metaphor
  • Programmable environment
  • Frame of reference for consistent navigation
  • Clear (and almost standard interface)

18
Virtual Worlds Web MOOs
  • The Virtual Campus implements the same metaphor
    of a campus, but the ontology is different
    (Buildings, Groups of Rooms, Rooms, things in
    those rooms).

http//moo.arch.usyd.edu.au7778/
Character representation
19
Early graphic virtual worlds
  • Habitat was the very first networked virtual
    world in which there were people represented as
    avatars and able to communicate and form a
    'virtual community'.
  • It started out running on Commodore 64 computers
    way back in 1985
  • The essential lesson from the experiences with
    Habitat - Cyberspace is defined more by the
    interactions among the actors within it than by
    the technology with which it is implemented.

20
Historical Review of Virtual Worlds
  • Nowadays, 3D virtual worlds have become the most
    frequently seen forms.
  • The development of 3D virtual worlds is closely
    related to the development of various design
    platforms, for example
  • Game and chat oriented Quake engine and Blaxxun.
  • Extened from MOO LambdaMOO 3D VRML models.
  • Currently used Active Worlds, Virtual Worlds,
    Adobe Atmosphere and bahaviour-based Virtools.

21
Active Worlds and Networking Communities
  • The architecture of Active Worlds
  • The virtual reality of Active Worlds
  • The window to Active Worlds - The Client
  • Interface areas and related elements
  • World organisation and Navigation
  • Designing in Active Worlds
  • Setting-up a networking community
  • Close-world development
  • Community documentation and presentation in AW?
  • Links to Web pages
  • Combining 3D/2D navigation

M E T A P H O R S
22
The architecture of AW
  • Universe, populated by Worlds
  • Universe server
  • universe.activeworlds.com
  • vds.arch.usyd.edu.au
  • World servers
  • anywhere on the Internet
  • Hitchhiker's Guide to the Galaxy
  • Enter the Universe
  • Select and enter a world in that Universe

23
The virtual reality of AW
  • One day, few years ago, I entered the universe
  • vds.arch.usyd.edu.au and went to the world VDS99.

That was all I saw .
24
The virtual reality of AW
  • sometime later in the universe
  • vds.arch.usyd.edu.au, in the world VDS99
  • there was
  • an avatar
  • virtual embodiment of person in AW
  • building blocks (objects)
  • the building material in AW
  • the blocks are active - they can respond with
    some action, or provide additional information.

25
The window to an AW universe/world
3D area
Web area
Multifunction area
Synchronous communication area
26
The window to an AW universe/world
Avatar selection
Avatars gestures
avatar
27
The window to an AW universe/world
Web browser controls
Web area
Back
Forward
Stop
Reload
28
The window to an AW universe/world
3D navigator controls
3D area
Previous position
Next position
Look up
Level view
Look down
1st person
3rd person
Mouse navigation
Path history
First person view
Switch view perspective
29
The window to an AW universe/world
Worlds
Contacts
Help
Telegrams
30
World organisation
  • "Meter" is the measurement unit inside the world.
  • The world is divided in "logic" squares, each 10
    x 10 sq meters.
  • There is a limit of how many objects one can
    place within a "logic" square (you can't build in
    that square if you reach the limit)
  • The size of VDS'99 is 1,000,000 square meters

31
World organisation
  • Navigation is based on the world directions and
    coordinate value in each direction.
  • East, West, North, South
  • Orientation ("facing direction") follows the four
    main directions and four intermediate
    coordinations

32
World organisation
  • World VDS'99 and available objects

33
Developing a community in Active Worlds
  • Setting up a project
  • setup communications between members of the
    community
  • each member of the team should form a contact
    list which includes at least the members of that
    team
  • having a contact list is necessary for
  • awareness of who is in AW at the same time
  • support for asynchronous communication
    (telegrams)
  • develop approximate plan of your site
  • identify an area where you will place your site
    so that you don't have conflicts with the other
    teams
  • put a sign near the entrance, which allows to
    teleport to your site

34
Community archive
  • Worlds communicate with the Web

35
Virtual Worlds Technology tricks
  • Computational burden is shifted to the client,
  • Transmitting the basic packet (x, y, z, heading,
    velocity, communications)
  • Streaming and caching of world objects
  • Client side rendering, rendering technologies
    Renderware, Direct 3D, openGL, sprite/mask, 2D
  • Scene description languages (VRML, RWX, Web page
    or GIF backdrops)

36
Virtual Worlds Technology tricks
  • Dynamic frame rate driven delivery
  • Collision detection, hidden object calculation
  • Horizon clipping
  • Mirroring and load distribution across multiple
    servers is common

37
Virtual Worlds Technology tricks
  • 3D spatialised stereo sound processing
  • Emulates natural environment
  • Allows natural privacy (e.g. you can setup the
    distance

38
Virtual Worlds Technology tricks
  • People Embodiment
  • Representing the people as avatars
  • Variety of avatar representation flat images,
    animated images, full 3D models
  • Avatar gesture palettes, facial expression
  • Morphing, 'flashpics' textured avatars
  • Photorealistic avatars

39
Virtual Worlds Technology tricks
  • Avatar Communications
  • Text chat versus synthesized chat to voice versus
    full voice support
  • Text chat areas, saving the dialogue, external
    chat support
  • Finding other users, paging, private chat, muting
  • Body Language gesture, facial expression
  • Posted notes and billboards
  • Indirect communication and social statement
    vandalism

40
Virtual Worlds Technology tricks
  • Time virtual world and real world clocks (good
    for sinchronisation of geographically dispersed
    communities
  • Travel and position in space coordinate systems,
    area naming
  • Change through time persistence of objects
  • Habitation human inhabited only, or bot (agent),
    or mixed.
  • Point of view first person, third person 'Pew
    view', 'over the shoulder view' or 'God view'
  • Flexibility 'canned' versus 'buildable' worlds

41
Virtual Worlds Technology tricks
  • Building capabilities leaving your mark on the
    world
  • Inclusion of served music (MIDI, WAV)
  • Inclusion of inline web links and reverse
    teleports into worlds
  • Animation of features in the world escalators,
    elevators, flowing water
  • Scripting languages, behavior enablers
  • SDKs and applet support games and extensions

42
Virtual worlds - summary
  • No special equipment (such as heads-mounted
    displays) are required or needed for working
    there
  • The worlds run on standard computers, requiring
    no special graphics hardware or more than dial-up
    (28.8) modem connection to the Internet
  • The worlds are primarily designed for
    communication and the formation of communities of
    interest, not in representing or visualising
    environments

43
Languages for VW
  • In 1996, Virtual Reality Modeling Language, VRML,
    became the defacto standard for viewing 3D on the
    web.
  • RWX Renderware language, used by Active Worlds

44
Markup language
  • Combine different media using text descriptions

45
Languages for VW VRML
  • Virtual Reality Modeling Language
  • To some extent - similar idea to HTML and XML

46
Languages for VW VRML
  • Simple objects then can be grouped in a
    sophisticated scenarios
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