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Virtual World

Virtual World. Presented by Group 6: Virtuality Ai Ling Tay Mituri P. Sharma Liz (Hui-ju) Lu Danny Wu Jinzi Wu. What A Virtual World?. Virtual communities are forming into predominant method of interactive communication Definition:

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Virtual World

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  1. Virtual World Presented by Group 6: Virtuality Ai Ling Tay Mituri P. Sharma Liz (Hui-ju) Lu Danny Wu Jinzi Wu

  2. What A Virtual World? • Virtual communities are forming into predominant method of interactive communication • Definition: Virtual world is an interactive environment that implements sounds, graphics, animation and customisable characters.

  3. Types of Virtual World • Two Dimensional: World Away (www.worldsaway.com) • Three Dimensional: Blaxun (www.blaxun.com) Active Worlds (www.activeworlds.com)

  4. Milestones of Virtual World • 1970s: Virtual world began • 1980s: Development of the virtual world tools (USENET, LISTSEVER, MUDs, MOOs and etc.) • Mid 1980s: Merging of text based chat channels alongside visual interfaces • 1990s: Launch of the 3D internet based world chat

  5. Popular Examples of Virtual World • Combat Oriented Multiplayer Games • Quake (www.idsoftware.com) • Starcraft (www.blizzard.com)

  6. Methods Conducting Virtual World • Building your own virtual world software program • Implementing and existing virtual world software package • Choosing to “homestead” a community within an existing environment

  7. Applications of Virtual World • Area in Entertainment • Area in Organisation • Area in Education

  8. Applications in Entertainment Area(Architecturally Based Websites) • Origin’s Ultima Online: Multi player virtual world • 998 Studio’s Everquest: Adventure Games containing tremendous atlas • Alpha World: “Satellite” maps of a growing city

  9. Architecturally Based Websites (Cont.) • Furrymuck: the mapping out of geography based MUDs • More Information: www.cybergeography.org/atlas/conceptual.html

  10. Applications in Organization Area • Virtual Global Communities • Local Global Communities • Internet communities viewed as places where people are similar to each other

  11. Advantages of Organizational Applications • Represent reality more appropriately • Entail a variety of different distinct abilities, views and requirements • Cut costs and improve work productivity

  12. Disadvantages of Organizational Applications • Excessive costs of setting up and maintaining remote work sites • Effects of social isolation • Possibility of excessive work hours • Physical anxiety

  13. Applications in Education Area • Virtual-U Project • To provide active learning, collaboration and Knowledge building • Virtual professors and virtual learners • Increased satisfaction and effectiveness • Financial Savings

  14. Challenges of Educational Applications • Accessibility of the Virtual Education • Quality of the Virtual Education • Short Supply of Finance and Political Support

  15. Examples of Educational Applications • Peru’s Higher Technological Institute (TECSUP) http://www.tecsup.edu.pe/ • The University of the Highlands & Islands (UHI) http://www.uhi.ac.uk • The Open University of Hong Kong (OUHK) http://www.ouhk.edu.hk • The African Virtual University (AVU) http://www.avu.org

  16. Examples of Educational Applications (Cont.) • The Virtual University of the Technological Institute of Monterry (ITESM) http://www.itesm.mx • The University of Phoenix (UP) http://www.phoenix.edu • Nova Southeastern University (NSU) http://www.nova.edu • The Center for Open Distance Education for Civil Society http://www.open.ac.uk/collaborate/romania.htm

  17. Questions Considered in Virtual Education • How well does the virtual reality technology support the collaborative learning process? • Does virtual reality technology favors certain types of students? • How real should the virtual learning environment to be? Does it need to?

  18. Tools Facilitate Virtual World • HMDs (Head Mounted Displays) • Telepresence • Video Mapping • Utilizing Acoustic-graphic Environments • Further Explanations: www.hitl.washington.edu/publication/papers/interface.html www.isdale.com/jerry/VR/WhatlsVR/noframes/WhtlsVR4.1-Types.html

  19. Issues of Utilizing Virtual World • Developing a norm that builds trust • Culture and geographically diverse • Electronically communicating work team • More references: www.arch.usyd.edu.au/kcdc/journal.vol2/dcnet/sub13/index.html

  20. Conclusion Succinct overview of how virtual worlds can be of assistance and use includes: • Creation of Multi-Player Games • Creating Immersive Fantasy Based Surroundings • Viewing 3D Data

  21. References • http://www.hitl.washington.edu/publications/papers/interface.html • http://www.arch.usyd.edu.au/kcdc/journal/vol2/dcnet/sub13/index.html • http://www.isdale.com/jerry/VR/WhatIsVR/noframes/WhatIsVR4.1-Types.html • http://www.imagesjournal.com/issue07/features/virtual • http://www.hitl.washington.edu/scivw/publications.html • http://www.cybergeography.org/atlas/conceptual.html

  22. Thank You!!!

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