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Second Life

An Introduction to Online Virtual Worlds Jeffrey Jacobson, Ph.D. Director, PublicVR http://publicvr.org. Ensemble Pavilion in the Digital Preserve Second Life Peter’s Social Media Class at School of Information Science University of Pittsburgh, USA. Second Life. 3D Environment web accessible.

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Second Life

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  1. An Introduction to Online Virtual WorldsJeffrey Jacobson, Ph.D.Director, PublicVRhttp://publicvr.org

  2. Ensemble Pavilion in theDigital PreserveSecond LifePeter’s Social Media Classat School of Information ScienceUniversity of Pittsburgh, USA

  3. Second Life • 3D Environment web accessible. • See this island. • See the reader board. • Shared by hundreds of thousands. • Uses a very interesting network architecture, where multiple servers maintain the illusion of a contiguous space.

  4. Second Life 2 • See my Avatar • The ancient art of puppeteering. • Mirror neurons in the brain. • Notions of social space carry over, perfectly.

  5. The Elastic Sense of the Self This Old House Star Wars’ Queen Amidala

  6. Emotional Impactis Uniquely Informative Bailenson 2008

  7. We are animals capable of reason • Affective Computing • Cognitive Science does not do a good job of representing emotional processes in the brain.

  8. MUDDs • The first online role playing. • Most of it fantasy or Science Fiction based, because We require context to function. • All text, text + still shots, etc. • Still going strong, today. (free, easy, fun) • Precursor to Myst & Everquest.

  9. MMORPGsWOWAshen EmpiresStar Warsetc. etc.

  10. MMORPGS • Heavily Contextualized • Very profitable. • Lots of extra socializing, especially through voice chat. • Guilds, friendships, marriages. My niece and nephew. • World of Warcraft has over 50% of the market. Sweatshops in China!

  11. World of Warcraft

  12. General Purpose OnlineVR • Second Life is the only one left! (“There” just died.) • Respectable in the press and scientific literature. • Making money. • Software platform is aging dangerously, an unavoidable problem.

  13. River City

  14. VR is Perfect for Training (1950’s +)

  15. Virtual Reality (Original Definition) CLARTE 2007

  16. ImmersiveVR Touch!Sound!

  17. Multisensory Perception is Uniquely Informative Data & Emotion Waters 1980

  18. Left Brain, Right Brain, Hind-Brain Bakdash 2006

  19. Augmented Reality Kaufmann 2006

  20. Mobile Phone as Window Layar Inc. source is linked

  21. Motion Capture & Haptics Micha Cardenas 2008

  22. Fun New Interfaces • 3D Televisions coming soon (shutterglass) • Gestural interfaces • Cheap projectors • LIfe-Sized Gateway to Second Life!

  23. Media Convergence • Social Media becoming more visual. • Visual displays becoming larger and 3D • All media becoming more interactive. • Massive social changes resulting. • Great opportunity and dislocation

  24. VR 2010Waltham, MAMarch 20th – 26thhttp://conferences.computer.org/vr/2010/

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