1 / 22

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:

adolfo
Download Presentation

Virtual World

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  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!!!

More Related