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BEYOND THE
RIFT
VR Games & the Future of
Communication
Jeannie Lee Novak
Co-Founder, Novy Unlimited, Inc. • Kaleidospace, LLC (Indiespace)
Lead Author & Series Editor, Game Development Essentials (Cengage)
International Space Development Conference • May 2014
COMMUNICATION
TRADITIONAL MODEL
Source /
Idea
Message /
Content
Encoding /
Format
Channel /
Medium
Decoding/
Format
Feedback /
Response
Source /
Idea
Message /
Content
Encoding /
Format
Channel /
Medium
Decoding/
Format
Feedback /
Response
SENDER RECEIVER
COMMUNICATION
SENDER & RECEIVER
Source /
Idea
Message /
Content
Encoding /
Format
Channel /
Medium
Decoding/
Format
Feedback /
Response
SENDER RECEIVER
COMMUNICATION
SENDER & RECEIVER
Source /
Idea
Message /
Content
Encoding /
Format
Channel /
Medium
Decoding/
Format
Feedback /
Response
SENDER RECEIVER
COMMUNICATION
SENDER & RECEIVER
Single-
Player
PvE
Two-Player
PvP
Multiplayer . . .
(and Massively Multiplayer) . . . Teams  Competition
 Cooperation
 Coopetition
Player Character (PC)
Player Character (PC) Player Character (PC)
“[Virtual] Environment”
Non-Player Character [NPC] or Game Engine
COMMUNICATION
PLAYER & INTERACTION
MODES
INHABITING REAL LIFE
(RL)
THE NEW NOMADS
INHABITING REAL LIFE
(RL)
DULL, DIRTY, DANGEROUS
INHABITING REAL LIFE
(RL)
HUMANOID HELPER
INHABITING REAL LIFE
(RL)
HYBRID TECH
2014: “Virtual reality is not the same thing as virtual worlds. VR is an
interface; VWs are a concept.”
– Richard Bartle
1999: “Is a technology such as this really, in practice, ever likely to be
developed? Well, yes, it is. In fact, it was invented in Mesopotamia some
five thousand years ago, and it's called ‘text.’”
INHABITING VIRTUAL LIFE (VL)
MULTI-USER DUNGEONS: MUD1
“We thought . . . this would be such a great game to create a virtual world
around—where you're a character inside the game and you can explore this
fantastic universe.”
– Mike Morhaime
INHABITING VIRTUAL LIFE (VL)
MASSIVELY MULTIPLAYER ONLINE
GAMES: WORLD OF WARCRAFT
"It's a bit like The Matrix . We provide the land, and the community builds the
actual world, which gives everyone a huge sense of being pioneers in a great
experiment.”
- Philip Rosedale (Linden Lab / High
Fidelity)
INHABITING VIRTUAL LIFE (VL)
MULTI-USER VIRTUAL ENVIRONMENTS:
SECOND LIFE
AUGMENTED REALITY
GOOGLE GLASS
“We shouldn’t be concerned if our entire lives are recorded and made visible to
others—because if you have something that you don't want anyone to know,
maybe you shouldn't be doing it in the first place.” – Eric Schmidt
VIRTUAL REALITY
MORPHEUS PROTOTYPE
“Morpheus takes the PS4 to the next level of immersion and
demonstrates the future of gaming. . . . Players feel as though
they are physically inside the virtual world of a game.” – Sony
GDC 2014 announcement
“What if you want your entertainment to be available wherever
you go?
Don't worry--we've got you covered.” – Kazuo Hirai
VIRTUAL REALITY
OCULUS RIFT
“This is really a new communication platform. By feeling truly present, you
can share unbounded spaces and experiences with the people in your life.” –
Mark Zuckerberg
COMMUNICATION IN
SPACE
WHAT ABOUT THE SUIT?
 Interplanetary
 Earth  Moon [synchronous]
 Earth  Mars [asynchronous]
 Intra-planetary (extra-terrestrial)
 Augmented reality (AR) vs. virtual reality (VR)
 Suit with embedded communication replacing
Communications Carrier Assembly (CCA)
 New integrated audio system (tested with HATSMAN –
head & torso sim)
 Digital Speech Level Analyzer (DSLA) – vocal tracks for
testing
 Light-emitting patches
 Suit with AR or VR capabilities?
VIRTUAL REALITY
HIGH FIDELITY
 Voxels / nested content
 Peer-to-peer avatars
 Cryptocurrency
 Oculus Rift / PrioVR
harness integration
AUGMENTED REALITY
THE PLAYROOM
The new “sandbox”:
Say hello to my little friends 
Robots in the living room
THE NEW TELEPRESENCE
“TUNING IN & TURNING ON” IN THE PLAYROOM
Tuning in
The Playroom: “Live”
a “reality” series that
listens to you
Turning on
The Playroom:
“Interactive”
a game that plays for you
“Watcher” directs the
conversation through
chat
“Watcher” controls the
player’s experience
through commands
 Bragging vs. bemoaning  or both
(“humblebragging”)
 Age of the amateur
 Seeking “attention” /
celebrity
 Voyeurism vs. exhibitionism
 Archiving life
 Sharing moments, expertise,
comments
 Anonymous griefers
 Creating artificial events
 Psychological complexity / partitioning
COMMUNICATION
TRANSFORMATION
EVOLVING “SOCIAL” TRENDS
COMMUNICATION
TRANSFORMATION
LEXICON: THE NEW “SOCIAL CIRCLE” Like
 Share
 Tweet
 Pin
 Embed
 Link
 Tag
 Powerups/boosters
 Achievements (stickers, badges)
 Feeling [____] “alone,” “meh,”
etc.
 Friend / unfriend
 Upvote / downvote
 
@ #
 Leaderboard
 Integration
 Profile
 Page
 Blog
 Go “viral”
COMMUNICATION SYMBOLOGY
VISUAL INTERFACE: THE SIMS
COMMUNICATION SYMBOLOGY
INVISIBLE INTERFACE: JOURNEY
“Like ships passing in the night”:
chance communication among strangers
COMMUNICATION & COGNITIVE ENHANCEMENT
SOCIAL & SERIOUS GAMES
Candy Crush Saga Foldit
COMMUNICATION & COGNITIVE
ENHANCEMENT
SYMBOLOGY & PLAY INTERACTION
 Communication is
redefined: more symbolic
& abstract
 Sensory enhancement
(haptics, olfaction, taste)
 Sensory synthesis
(synesthesia)
 Interaction “synthesis” /
“mind meld”
 Altering identity
 Transcending humanity
Messages from space in 2001: A Space Odyssey and The
Last Starfighter
Procedural
knowledge
Virtual Agent
(“Doppelbot”)
Declarative
knowledge
COGNITIVE ENHANCEMENT
PRIMARY & SECONDARY COGNITION
Secondary Cognition
Higher Order
Thinking Skills
(HOTS)
Primary Cognition
High-Level Communication . . . Brainstorm . . . Play
COGNITIVE ENHANCEMENT
EMERGENCE OF THE “SUPERORGANISM”
Communication
Network
VIRTUAL REALITY GAMES
PRESENT BENEFITS & FUTURE
APPLICATIONS
 Constructivism / experiential learning
 Social interaction / communication
 Simulation / immersion
 Procedural knowledge = internal
(e.g., level grinding, collecting)
 Declarative knowledge = external
(e.g., trivia, quiz, wordplay,
calculation)
 Higher order thinking skills (HOTS) =
meta (e.g., strategy, branching, co-
authorship, exploration, discovery)
VIRTUAL REALITY
GAMES
IN SPACE (PART ONE)
 Will we create an underground network in space that allows for real-time
communication?
 Will asynchronous communication make a comeback in what are now
primarily real-time “virtual worlds”?
 Will a VR or AR “spacesuit” with embedded communication components
be beneficial to inhabitants of space colonies by extending reality and
becoming a type of “space” free of constraints?
 Will communication continue to develop and evolve so that it
encompasses more symbolic and abstract forms for efficiency?
VIRTUAL REALITY
GAMES
IN SPACE (PART TWO)
 Will it be possible (and preferable) to “split” our consciousness so that
our virtual agents can embrace most (if not all) procedural and
declarative knowledge acquisition and tasks?
 Will we use VR games as intra- and interplanetary communication
(including interactions with virtual agents – e.g., our Earth Agents)
 Will we use VR games to train these virtual agents through gameplay
elements such as level grind (procedural knowledge) and trivia
(declarative knowledge)?
 Will our cognitive focus in these games be HOTS rather than other types
of knowledge, leading to the emergence of the “superbeing”?
 Will our virtual agents record all aspects of our “lives” (past, present,
future), and will we begin to see these agents as representing our
memories (or a new type of “past life”)?

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Beyond the Rift: Virtual Reality Games and the Future of Communication

  • 1. BEYOND THE RIFT VR Games & the Future of Communication Jeannie Lee Novak Co-Founder, Novy Unlimited, Inc. • Kaleidospace, LLC (Indiespace) Lead Author & Series Editor, Game Development Essentials (Cengage) International Space Development Conference • May 2014
  • 2. COMMUNICATION TRADITIONAL MODEL Source / Idea Message / Content Encoding / Format Channel / Medium Decoding/ Format Feedback / Response
  • 3. Source / Idea Message / Content Encoding / Format Channel / Medium Decoding/ Format Feedback / Response SENDER RECEIVER COMMUNICATION SENDER & RECEIVER
  • 4. Source / Idea Message / Content Encoding / Format Channel / Medium Decoding/ Format Feedback / Response SENDER RECEIVER COMMUNICATION SENDER & RECEIVER
  • 5. Source / Idea Message / Content Encoding / Format Channel / Medium Decoding/ Format Feedback / Response SENDER RECEIVER COMMUNICATION SENDER & RECEIVER
  • 6. Single- Player PvE Two-Player PvP Multiplayer . . . (and Massively Multiplayer) . . . Teams  Competition  Cooperation  Coopetition Player Character (PC) Player Character (PC) Player Character (PC) “[Virtual] Environment” Non-Player Character [NPC] or Game Engine COMMUNICATION PLAYER & INTERACTION MODES
  • 11. 2014: “Virtual reality is not the same thing as virtual worlds. VR is an interface; VWs are a concept.” – Richard Bartle 1999: “Is a technology such as this really, in practice, ever likely to be developed? Well, yes, it is. In fact, it was invented in Mesopotamia some five thousand years ago, and it's called ‘text.’” INHABITING VIRTUAL LIFE (VL) MULTI-USER DUNGEONS: MUD1
  • 12. “We thought . . . this would be such a great game to create a virtual world around—where you're a character inside the game and you can explore this fantastic universe.” – Mike Morhaime INHABITING VIRTUAL LIFE (VL) MASSIVELY MULTIPLAYER ONLINE GAMES: WORLD OF WARCRAFT
  • 13. "It's a bit like The Matrix . We provide the land, and the community builds the actual world, which gives everyone a huge sense of being pioneers in a great experiment.” - Philip Rosedale (Linden Lab / High Fidelity) INHABITING VIRTUAL LIFE (VL) MULTI-USER VIRTUAL ENVIRONMENTS: SECOND LIFE
  • 14. AUGMENTED REALITY GOOGLE GLASS “We shouldn’t be concerned if our entire lives are recorded and made visible to others—because if you have something that you don't want anyone to know, maybe you shouldn't be doing it in the first place.” – Eric Schmidt
  • 15. VIRTUAL REALITY MORPHEUS PROTOTYPE “Morpheus takes the PS4 to the next level of immersion and demonstrates the future of gaming. . . . Players feel as though they are physically inside the virtual world of a game.” – Sony GDC 2014 announcement “What if you want your entertainment to be available wherever you go? Don't worry--we've got you covered.” – Kazuo Hirai
  • 16. VIRTUAL REALITY OCULUS RIFT “This is really a new communication platform. By feeling truly present, you can share unbounded spaces and experiences with the people in your life.” – Mark Zuckerberg
  • 17. COMMUNICATION IN SPACE WHAT ABOUT THE SUIT?  Interplanetary  Earth  Moon [synchronous]  Earth  Mars [asynchronous]  Intra-planetary (extra-terrestrial)  Augmented reality (AR) vs. virtual reality (VR)  Suit with embedded communication replacing Communications Carrier Assembly (CCA)  New integrated audio system (tested with HATSMAN – head & torso sim)  Digital Speech Level Analyzer (DSLA) – vocal tracks for testing  Light-emitting patches  Suit with AR or VR capabilities?
  • 18. VIRTUAL REALITY HIGH FIDELITY  Voxels / nested content  Peer-to-peer avatars  Cryptocurrency  Oculus Rift / PrioVR harness integration
  • 19. AUGMENTED REALITY THE PLAYROOM The new “sandbox”: Say hello to my little friends  Robots in the living room
  • 20. THE NEW TELEPRESENCE “TUNING IN & TURNING ON” IN THE PLAYROOM Tuning in The Playroom: “Live” a “reality” series that listens to you Turning on The Playroom: “Interactive” a game that plays for you “Watcher” directs the conversation through chat “Watcher” controls the player’s experience through commands
  • 21.  Bragging vs. bemoaning  or both (“humblebragging”)  Age of the amateur  Seeking “attention” / celebrity  Voyeurism vs. exhibitionism  Archiving life  Sharing moments, expertise, comments  Anonymous griefers  Creating artificial events  Psychological complexity / partitioning COMMUNICATION TRANSFORMATION EVOLVING “SOCIAL” TRENDS
  • 22. COMMUNICATION TRANSFORMATION LEXICON: THE NEW “SOCIAL CIRCLE” Like  Share  Tweet  Pin  Embed  Link  Tag  Powerups/boosters  Achievements (stickers, badges)  Feeling [____] “alone,” “meh,” etc.  Friend / unfriend  Upvote / downvote   @ #  Leaderboard  Integration  Profile  Page  Blog  Go “viral”
  • 24. COMMUNICATION SYMBOLOGY INVISIBLE INTERFACE: JOURNEY “Like ships passing in the night”: chance communication among strangers
  • 25. COMMUNICATION & COGNITIVE ENHANCEMENT SOCIAL & SERIOUS GAMES Candy Crush Saga Foldit
  • 26. COMMUNICATION & COGNITIVE ENHANCEMENT SYMBOLOGY & PLAY INTERACTION  Communication is redefined: more symbolic & abstract  Sensory enhancement (haptics, olfaction, taste)  Sensory synthesis (synesthesia)  Interaction “synthesis” / “mind meld”  Altering identity  Transcending humanity Messages from space in 2001: A Space Odyssey and The Last Starfighter
  • 27. Procedural knowledge Virtual Agent (“Doppelbot”) Declarative knowledge COGNITIVE ENHANCEMENT PRIMARY & SECONDARY COGNITION Secondary Cognition Higher Order Thinking Skills (HOTS) Primary Cognition
  • 28. High-Level Communication . . . Brainstorm . . . Play COGNITIVE ENHANCEMENT EMERGENCE OF THE “SUPERORGANISM” Communication Network
  • 29. VIRTUAL REALITY GAMES PRESENT BENEFITS & FUTURE APPLICATIONS  Constructivism / experiential learning  Social interaction / communication  Simulation / immersion  Procedural knowledge = internal (e.g., level grinding, collecting)  Declarative knowledge = external (e.g., trivia, quiz, wordplay, calculation)  Higher order thinking skills (HOTS) = meta (e.g., strategy, branching, co- authorship, exploration, discovery)
  • 30. VIRTUAL REALITY GAMES IN SPACE (PART ONE)  Will we create an underground network in space that allows for real-time communication?  Will asynchronous communication make a comeback in what are now primarily real-time “virtual worlds”?  Will a VR or AR “spacesuit” with embedded communication components be beneficial to inhabitants of space colonies by extending reality and becoming a type of “space” free of constraints?  Will communication continue to develop and evolve so that it encompasses more symbolic and abstract forms for efficiency?
  • 31. VIRTUAL REALITY GAMES IN SPACE (PART TWO)  Will it be possible (and preferable) to “split” our consciousness so that our virtual agents can embrace most (if not all) procedural and declarative knowledge acquisition and tasks?  Will we use VR games as intra- and interplanetary communication (including interactions with virtual agents – e.g., our Earth Agents)  Will we use VR games to train these virtual agents through gameplay elements such as level grind (procedural knowledge) and trivia (declarative knowledge)?  Will our cognitive focus in these games be HOTS rather than other types of knowledge, leading to the emergence of the “superbeing”?  Will our virtual agents record all aspects of our “lives” (past, present, future), and will we begin to see these agents as representing our memories (or a new type of “past life”)?

Hinweis der Redaktion

  1. process: source idea, message, encoding, channel, decoding, feedback / participants: sender(s) / receiver(s) / modes: interpersonal vs mass) Purpose of message?  
  2. process: source idea, message, encoding, channel, decoding, feedback / participants: sender(s) / receiver(s) / modes: interpersonal vs mass) Purpose of message?  
  3. process: source idea, message, encoding, channel, decoding, feedback / participants: sender(s) / receiver(s) / modes: interpersonal vs mass) Purpose of message?  
  4. process: source idea, message, encoding, channel, decoding, feedback / participants: sender(s) / receiver(s) / modes: interpersonal vs mass) Purpose of message?  
  5. https://highfidelity.io/company
  6. http://www.nasa.gov/content/nasa-s-next-prototype-spacesuit-has-a-brand-new-look-and-it-s-all-thanks-to-you/#.U3QG6FhdUWV
  7. http://www.nasa.gov/content/nasa-s-next-prototype-spacesuit-has-a-brand-new-look-and-it-s-all-thanks-to-you/#.U3QG6FhdUWV
  8. http://www.nasa.gov/content/nasa-s-next-prototype-spacesuit-has-a-brand-new-look-and-it-s-all-thanks-to-you/#.U3QG6FhdUWV
  9. Colossal Cave / Adventure
  10. https://highfidelity.io/company
  11. https://highfidelity.io/company Live team – who’s who? voxels
  12. Mobbles
  13. http://www.nasa.gov/content/nasa-s-next-prototype-spacesuit-has-a-brand-new-look-and-it-s-all-thanks-to-you/#.U3QG6FhdUWV
  14. Birdly – Zurich university of art
  15. Player mo
  16. http://www.nasa.gov/content/nasa-s-next-prototype-spacesuit-has-a-brand-new-look-and-it-s-all-thanks-to-you/#.U3QG6FhdUWV
  17. Player mode: cooperation / competition / coopetition / team / solo Purpose: education / entertainment / social interaction [social game]
  18. Player mode: cooperation / competition / coopetition / team / solo Purpose: education / entertainment / social interaction [social game]
  19. Player mode: cooperation / competition / coopetition / team / solo Purpose: education / entertainment / social interaction [social game]
  20. Player mode: cooperation / competition / coopetition / team / solo Purpose: education / entertainment / social interaction [social game]
  21. Player mode: cooperation / competition / coopetition / team / solo Purpose: education / entertainment / social interaction [social game]