Title: Virtual Worlds and Online Communities
1 Virtual Worlds and Online Communities
Room 5/273, phone 9514 4622 anton_at_it.uts.edu.au
2Concept 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.
3Concept 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
4Development of Virtual Worlds
- Origins of virtual environments feature guns.
- Military simulation.
- Internet games.
5Development of Virtual Worlds
- Current use of virtual worlds
- Social community virtual museums and chat rooms.
- Academics online learning and research.
- E-Commerce Electronic Marketplaces
6Development 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
7Political, 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?
8Political, 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
9Project 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
10Crimes 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
11Democracy 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
12Gender 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
13Future 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
14Historical 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.
15Historical 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.
16Virtual Worlds Web MOOs
- TAPPED-IN implements the metaphor of a campus
(decreases the cognitive overload).
http//moo.tappedin.org
17Virtual Worlds - Web MOOs
- Room metaphor
- Programmable environment
- Frame of reference for consistent navigation
- Clear (and almost standard interface)
18Virtual 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
19Early 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.
20Historical 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.
21Active 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
22The 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
23The 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 .
24The 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.
25The window to an AW universe/world
3D area
Web area
Multifunction area
Synchronous communication area
26The window to an AW universe/world
Avatar selection
Avatars gestures
avatar
27The window to an AW universe/world
Web browser controls
Web area
Back
Forward
Stop
Reload
28The 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
29The window to an AW universe/world
Worlds
Contacts
Help
Telegrams
30World 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
31World 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
32World organisation
- World VDS'99 and available objects
33Developing 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
34Community archive
- Worlds communicate with the Web
35Virtual 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)
36Virtual Worlds Technology tricks
- Dynamic frame rate driven delivery
- Collision detection, hidden object calculation
- Horizon clipping
- Mirroring and load distribution across multiple
servers is common
37Virtual Worlds Technology tricks
- 3D spatialised stereo sound processing
- Emulates natural environment
- Allows natural privacy (e.g. you can setup the
distance
38Virtual 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
39Virtual 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
40Virtual 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
41Virtual 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
42Virtual 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
43Languages 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
44Markup language
- Combine different media using text descriptions
45Languages for VW VRML
- Virtual Reality Modeling Language
- To some extent - similar idea to HTML and XML
46Languages for VW VRML
- Simple objects then can be grouped in a
sophisticated scenarios