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Mandy Salomon Senior Researcher Smart Internet Cooperative Research Centre www.smartinternetcrc.com.au [email_address]
Thought for the day  ,[object Object],John Stuart Mill, 1848
But I don’t have time for my first life let alone my second life....
The world is increasingly immersive
Who do you want to be ?  Image source : micazook.com
Where do you want to be ?  Virtual London, Twinity  http://www.youtube.com/watch?v=sIrbv1_JLMs
How do you want to get there ?  Georgia State University: Peach Tree Corridor:  Developers, planners and residents can access and navigate the 22-mile strip on a computer “ Georgia Tech Digital Building Lab collaborates with corporate and government entities on building research, ranging from conceptualization and design to fabrication & project management.”  <http://www.coa.gatech.edu/imagine/PeachtreeCorridor.html>
What tools might help you get there ?  ‘ Layar’ , an augmented reality browser combines real-world images with computer-generated images on a screen for iPhone, Android and soon Nokia. Games, guides, retail info, events,  ‘floaticons’: 3D objects used to express yourself in the augmented space’ www.layar.com
What will you do there ?
[object Object]
Education and Training:  Imperial College students study robotic surgery
vGov 5 U.S. Federal Agencies  ...with National projects ...have  Distributed workforce ...seeking Interoperability and Collaboration  Government Singapore iN2015
For ‘uncertain times’: Virtual Trade Shows  UNISFAIR.COM Q1 2009: 25 trade shows
Trending: Acquisition of Virtual Goods
Shopping and customisation
Avatar , The Zeitgeist ,[object Object],[object Object],[object Object],[object Object],image source: micazook.com
Proliferation of digital personas across the web
[object Object]
Today’s online environment  ,[object Object],[object Object],[object Object],[object Object],[object Object]
Taxonomy: the boundaries are increasingly diffused the sum is bigger than the parts
What is a virtual world ? ,[object Object],[object Object],[object Object],[object Object],[object Object]
What they are not ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Online Immersion  Synchronous  ………………………..............Asynchronous  ENVIRONMENT visual spatial auditory persistent editable PRESENCE shared expressive customised emotional tactile (touch) active agile identifiable INTERACTION space sounds objects relationships documents media
Habbo : Low immersion, high value(160Million Registrations) ,[object Object],[object Object]
What are the expectations of virtual world ‘natives’ as they  become adult and enter the work place? Registered virtual world accounts 671 million, having grown 92 million in Q3 2009 (KZERO)   ives’ as they become adult and enter the work place.  (K-Zero) Of these, close to 400 million are in the 10 -15 age range, with  Habbo  growing by 13 million in three months. However, the largest percentage growth is in the under 5-10 age range, averaging 40% over Q2 and 3 in 2009.
virtual world analytics
Virtual goods  (source KZERO) In US$bn
Corporate uses ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Tools TOOLS Social networking Collaboration Content creation Metrics/Analytics Multi-media
Every organisation needs a champion ,[object Object],Westley Field, Director of Online Learning at MLC Sydney / Managing Director Skoolaborate
Microsoft: virtual events about 1/3 the cost of traditional events  (slide courtesy of Erica Driver, http://qlikview.com 19 Source: Flickr user G2 Virtual Worlds-Microsoft Launch 2008 Microsoft product launch event in Second Life, April ‘08 ,[object Object],[object Object],[object Object],[object Object]
Summary of virtual worlds features • Bespoke content, (making digital objects to order).  • Programmable objects (objects move or behave in particular ways).  • Persistent space (site remains intact when you log off, and reconfigures to that point when you come back to it, although modifications may be made by permitted users in the interim.)  • Multiple media channels, streamed live from the physical world, or archived. • Physics, like shadows, wind, and other natural elements. • Embodied presence (avatars). • Interaction with other users in real-time via gesture, voice and text chat. • Activities aligned with online game-play and social networking such as building communities, setting goals and acquiring digital goods. • Ability to capture, store and replay action and events in the world. • Collaboration and document tools such as ‘drag and drop’ and importing of web or desktop data.
Summary of Trends ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Why not every institution ?
[object Object],[object Object],[object Object]
[email_address] ,[object Object],[object Object],[object Object]

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The world is increasingly immersive

  • 1. Mandy Salomon Senior Researcher Smart Internet Cooperative Research Centre www.smartinternetcrc.com.au [email_address]
  • 2.
  • 3. But I don’t have time for my first life let alone my second life....
  • 4. The world is increasingly immersive
  • 5. Who do you want to be ? Image source : micazook.com
  • 6. Where do you want to be ? Virtual London, Twinity http://www.youtube.com/watch?v=sIrbv1_JLMs
  • 7. How do you want to get there ? Georgia State University: Peach Tree Corridor: Developers, planners and residents can access and navigate the 22-mile strip on a computer “ Georgia Tech Digital Building Lab collaborates with corporate and government entities on building research, ranging from conceptualization and design to fabrication & project management.” <http://www.coa.gatech.edu/imagine/PeachtreeCorridor.html>
  • 8. What tools might help you get there ? ‘ Layar’ , an augmented reality browser combines real-world images with computer-generated images on a screen for iPhone, Android and soon Nokia. Games, guides, retail info, events, ‘floaticons’: 3D objects used to express yourself in the augmented space’ www.layar.com
  • 9. What will you do there ?
  • 10.
  • 11. Education and Training: Imperial College students study robotic surgery
  • 12. vGov 5 U.S. Federal Agencies ...with National projects ...have Distributed workforce ...seeking Interoperability and Collaboration Government Singapore iN2015
  • 13. For ‘uncertain times’: Virtual Trade Shows UNISFAIR.COM Q1 2009: 25 trade shows
  • 14. Trending: Acquisition of Virtual Goods
  • 16.
  • 17. Proliferation of digital personas across the web
  • 18.
  • 19.
  • 20. Taxonomy: the boundaries are increasingly diffused the sum is bigger than the parts
  • 21.
  • 22.
  • 23. Online Immersion Synchronous ………………………..............Asynchronous ENVIRONMENT visual spatial auditory persistent editable PRESENCE shared expressive customised emotional tactile (touch) active agile identifiable INTERACTION space sounds objects relationships documents media
  • 24.
  • 25. What are the expectations of virtual world ‘natives’ as they become adult and enter the work place? Registered virtual world accounts 671 million, having grown 92 million in Q3 2009 (KZERO) ives’ as they become adult and enter the work place. (K-Zero) Of these, close to 400 million are in the 10 -15 age range, with Habbo growing by 13 million in three months. However, the largest percentage growth is in the under 5-10 age range, averaging 40% over Q2 and 3 in 2009.
  • 27. Virtual goods (source KZERO) In US$bn
  • 28.
  • 29. Tools TOOLS Social networking Collaboration Content creation Metrics/Analytics Multi-media
  • 30.
  • 31.
  • 32. Summary of virtual worlds features • Bespoke content, (making digital objects to order). • Programmable objects (objects move or behave in particular ways). • Persistent space (site remains intact when you log off, and reconfigures to that point when you come back to it, although modifications may be made by permitted users in the interim.) • Multiple media channels, streamed live from the physical world, or archived. • Physics, like shadows, wind, and other natural elements. • Embodied presence (avatars). • Interaction with other users in real-time via gesture, voice and text chat. • Activities aligned with online game-play and social networking such as building communities, setting goals and acquiring digital goods. • Ability to capture, store and replay action and events in the world. • Collaboration and document tools such as ‘drag and drop’ and importing of web or desktop data.
  • 33.
  • 34. Why not every institution ?
  • 35.
  • 36.

Hinweis der Redaktion

  1. bring Napoleon&apos;s face to life. They provided Image Metrics with an intricate 3D model of Napoleon&apos;s head and an HD video performance of a French actor. The head was rigged using Image Metrics&apos; in-house transfer technology. The video was then analyzed using software that is able to pick up the subtle nuances in the actor&apos;s face used to drive the CG head.
  2. http://www.youtube.com/watch?v=sIrbv1_JLMs&amp;feature=related
  3. http://www.coa.gatech.edu/imagine/portfolio/ptree_corridor/PeachtreeCorridor_AuburnAve.mpg
  4. Georgia Tech Augmented Reality:
  5. http://www.unisfair.com/ Reduced marketing budgets Cutting costs, reducing carbon footprint
  6. Scenario 1. If Federal Parliament decided to have a virtual Parliament House, people could move around it, view it from different perspectives, meet and chat with other people from all over the world there. An Australian student meeting an Indonesian counterpart, could chat, leading to a cultural exchange. Communication would be done though instant text or live chat. Objects within Parliament house could be embedded with information: clicking on the ghost gum columns in the Great Hall might cause them to whisper the Dreamtime, clicking on a portrait of Alfred Deakin might start bring up a menu of a dramatised reading from his diaries, the Powerhouse Museum’s collection of memorial objects from Federation or archival footage from the National Film and Sound Archives. The narratives woven into virtual Parliament House would mean a multitude of journeys and experiences for an enquiring mind