Virtual+Worlds


 * Virtual Worlds**

flat = Description =

This genre of online community takes the __form__ of two-dimensional or three-dimensional graphic representations of computer-based simulated environments where users inhabit and interact with each other in real time. This environment and the user characters can be either real or fantasy. Depending on the community, users may select from a variety of communication venues ranging from text to graphical icons, to visual gestures, to sound, or real-time voice communication. Some may even use touch, voice command and balance senses. Popular game examples include MMOGs (Massively Multiplayer Online Games//)// such a//s Sims Online;// MMORPGs //(//Massively Multiplayer Online Role-Playing Games//)// such as //World of Warcraft//; //Second Life// and the open source project //metaverse//. A virtual world may or may not allow multiple users. While virtual worlds are normally associated with gaming, they also refer to computer conferencing and text based __chat rooms__. This You Tube video explains more about virtual worlds. media type="youtube" key="O62GHcIVKS4" height="170" width="208"

An Early History of Virtual Worlds
According to [|thinkquest.org], Lucasfilms' Habitat was the first real multi-user social Virtual World, __dating__ back to 1985. Chip Morningstar and Randy Farmer were its lead creators. Visitors could use a Commodore 64 computer over normal commercial online services. The world existed for 6 years. Virtual worlds have their roots in science fiction literature. The book **Snowcrash** by Neal Stephenson was the inspiration for several virtual worlds including Active World. One of the centers of the book is Metaverse, a multi-user avatar world visible through a fiber-optic cable network. Characters in the book look at the Metaverse with immersive goggles. Metaverse was inspired by the 1984 novel, **'Neuromancer'** by William Gibson.

In 1987, Macromind (The predecessor of Macromedia) released MazeWars+ for the __Apple__ MacIntosh computer. MazeWars+ was based on earlier games such as Maze Wars or Maze in which players would navigate through a 3-dimensional maze and battle with various opponents. MazeWars+ was a leap forward, involving real-time interaction of multiple players over a modem or network. It also included early elements of perspective that would become standard in later first-person shooter games like Doom.

**//For more about the development of social virtual worlds://**


 * Visit the [|**Virtual World Timeline**]**:** This comprehensive site is a collaboration of many of original “inhabitants of the spaces; employees and developers from the original companies; and the designers and artists who crafted the first generation of avatars and environments.”


 * Read **[|Lessons of LucasFilm's Habitat] ** by the lead creators of Lucasfilms’ Habitat, Chip Morningstar and Randy Farmer. This publication summarizes the authors’ experiences in pioneering virtual world experiences.


 * View some early press releases for MazeWars+ by its creators at MacroMind.

= =

The Future of Virtual Worlds
The technology that James Cameron used for his film //Avatar// was innovative. He invented a camera system that captured live footage and integrated it immediately into his movie's virtual world, called Pandora. This process may give a glimpse into the future of 3D virtual worlds. Users would immerse themselves in virtual worlds like Pandora, worlds that feature vast arrays of content and data that could come from places like Google, Disney, or even user-owned cameras like Cameron's. Augmented reality overlays could be used with car windshields and iPhones and then uploaded to the virtual world. Virtual worlds are predicted to become part of the mainstream computer experience, which would blend data from the real world with a rich server-based experience. What could be accessed through these worlds? Things like a guided tour of a farm or a castle, or even more mundane things like checking out the weather or the menu from a new restaurant could all be viewed through the lens of the 3D virtual world. This vision combines immersive, location-aware, self-tracking abilities with mirror worlds. It could be like checking for movie times and buying tickets within the world of Pandora.

Zoe Saldana in //Avatar//. (Twentieth Century Fox)

= Purpose =

A model world that users can inhabit or interact with that may follow rules based on the real world or fantasy worlds. The computer simulated world presents perceptual stimuli to users who manipulate elements of the modeled world gaining the experience of telepresence. It is created in 3D allowing people interact with something that looks like the real world.

Purposes of virtual worlds include = = = Features =
 * Commercial gaming in which there is a single fictional theme and storyline
 * Socializing and community building
 * Education including academic institutions, nonprofit organizations, and corporations
 * Political expression and debate
 * Military training and recruiting


 * Allow for interaction when unable to be face to face
 * More realistic meetings giving a more face to face feel than a virtual classroom
 * Customizable
 * Accessible from almost anywhere
 * Can offer shock value for new users, which may enhance stimulation and engagment
 * Interaction takes place in real time
 * Encourages constructivist learning

= Strengths =


 * Allows participants to be someone that they may be too nervous to be in the real world
 * Allows users to interact with people all over the world; real-time connectivity
 * Can be used at any time, anywhere
 * Can create simulations that would show effects from reactions to situation stimuli presented to users
 * Allows for exploration of distant places (that you can not get to by car)
 * Allows for repetition, practice and experimentation
 * Experiential Learning, which accelerates learning in situations where users receive immediate feedback
 * Allows for educational experiences, especially for those who enjoy games
 * Provides a layer of anonymity fostering open communication
 * Can allow prospective buyers to envision certain design models and floorplans in industry, prior to committing to purchases
 * Combats psychological and geographical isolation
 * Permits practice for dangerous activities in a zero-risk environment
 * Provides an environment for theatrical productions, fashion shows, interviews, and other virtual experiences

In a case study, documented by Linden Lab (creators of Second Life), students training to be border – customs agents were able to increase their critical skill testing scores from 56% to 95% within 1-year after a virtual world simulation was developed and used on the students. “Students who complete the program consistently have a 39% higher success rate at testing milestones than those that did not complete the virtual practice sessions. They also score better grades—roughly 30% higher than their counterparts who receive traditional classroom training--particularly in the following areas: bilingual greeting, mandatory questions, assessing resident status, and overall professionalism.” The software allowed for hands-on /on-the-job training, including conflict management, dispute resolution, and role-playing, in a safe and controlled environment, which could be graded and monitored. (World Simulation Training Prepares Real Guards on the US-Canadian Border: Loyalist College in Second Life - http://secondlifegrid.net.s3.amazonaws.com/docs/Second_Life_Case_Loyalist_EN.pdf )

= Weaknesses =


 * People tend to get "lost" in their virtual worlds
 * Lack of face-to-face interactions
 * Reality and Virtuality blend for some users
 * For some, virtual games and worlds can become addictive
 * Very graphics and processor intensive (some computers can't handle it)
 * Corporations and schools could be hesitant to use because not all virtual worlds are secure, there can be negative interactions with random avatars.
 * Time consuming to create and to explore
 * It's an unknown / untapped resource for many teachers
 * Due to their openness, there can be content not suitable for K-12 education present
 * Provides a layer of anonymity fostering open communication which may be offensive
 * Can be very bandwidth intensive- poor connections can hamper use of virtual world
 * Actions do not carry the same weight as real life situations (ie - characters come back to life, etc.)
 * Anonymity leads some to actions beyond standard social mores.
 * Goals/tasks may not be clearly defined
 * Lack of trust and unethical behavior may result from inadequate personal accountability
 * Non-verbal communication is contrived, instead of instinctive

Considerations

 * What are our ultimate goals in using the tool?
 * Is a translating tool available?
 * Is the application hosted in the cloud or on an intranet?
 * Is it a secure environment?
 * Is it browser based or download, and can it be used with all platforms?
 * Is Voice IP, private chat, group chat or global IM available?
 * Can users generate content?
 * Can whiteboards or presentations be embedded?
 * Is there a currency in the system?
 * Can our current hardware run the program without lag?
 * What do we want to see from user avatars? Should they mirror their professional look or express things that they may not be able to typically express in the professional environment on a normal basis?
 * Is our current internet connection capable of running the virtual world without lag?

=__ Leading Tools __=


 * Small Worlds is targeted at ages 13 and up, offering social interaction, media and simple gaming.
 * [|Second Life] is a ​ virtual world developed by Linden Lab that launched on June 23, 2003 and is accessible via the internet. Second Life is for people aged 18 and over. "Create and customize your own digital 3D persona, also known as your avatar. Be a fashion diva, a business-savvy entrepreneur, or a robot - or all three. Changing identities is quick and easy, so if you tire of your avatar's outfit or body, shop for a new one in Second Life or from your web browser. Then switch it in seconds." (this quotation needs to be attributed)
 * [|Teen Second Life] closed in 2011. The accounts were treansferred to Second Life. Teens are limited to certain areas, but age verification is based on the honesty of the user.
 * [|Kaneva] is a free virtual world that offers an immersive 3d experience similar to Second Life.
 * [|WiloStar3D] is an example of a virtual world designed for K-12 online education.
 * [|Learnscape] is an online synthetic world, common use for GED and Military.
 * Star Wars Galaxies is a virtual world in which Star Wars afficionados of all ages can take part in battles between the rebellion and the empire.


 * Virtual Worlds for Children**
 * Webkinz, aimed at children age 6 through 13, is provided with the purchase of Webkinz plush toys. Games and jobs as well as pet care tasks are featured.
 * [|Wiglington and Wenks] is geared for ages 7 to 14.
 * Poptropica is a child-safe virtual world in which the children engage with stories, games, and quests.
 * [|Secret Builders]is a virtual world for children 5 to 14 years old
 * [|Herotopia] is a fun and educational virtual world where Superkids become Superheroes
 * [|Whyville] is a free website dedicated to learning through exploration and communication

**Authoring Tools**

 * [|PIVOTE]
 * [|F.I.S.T.]
 * [|Blender]

Second Life is a tool that allows you to create your own virtual presence through the use of an avatar. Your avatar is able to be created in your image, as a human, a cyborg, vampire, monster, etc, allowing you to truly be your inner self if you wish to be. Second Life also has a vast array of areas to explore, ranging from planetariums, and parks, to wildlife parks, farms and historical areas. Various area are also "blacked out" depending on your settings, allowing you to block yourself from seeing certain areas, making exploration a safer experience. Second Life is designed as not only a way for people to connect but also a way for people to explore and learn about new things.
 * Second Life**

= Open Source Options =


 * Croquet is open source software used to create virtual world applications
 * OpenSim is a 3D application server that can be utilized to create a virtual environment or world. It allows access through a variety of clients on multiple protocols. Also, OpenSim allows customization through loadable modules . However, this open source project is still a work in progress. You can join their wiki as a developer or as a a creator.
 * realXtend is an open source platform for creating virtual worlds.
 * [|Xivio]3D Virtual World and Social Network for kids.

= Resources =

[|List of schools]experimenting with using Second Life for educational purposes. [|Blog]of a language arts teacher who uses Second Life with her students. Second Life Education [|website]. [|virtualworldsreview]A basic guide to social **virtual worlds** and avatar chat [|Purposes of Virtual Worlds]

Impact of Second Life on Education
Even though virtual world's do not play a large role in education at this point there are few reasons to believe they won't in the future. One can think of many practical uses to use virtual worlds in a "classroom" setting: The first and most obvious is for distance learning. Students from any location will be able to meet in a space and receive instruction in a synchronous manner. As the graphics and responsiveness of the avatar and the world become better there will little a virtual world can't offer that the regular classroom now offers. The biggest obstacle to this happening now is the cost of the device one needs to access and maneuver in the virtual world. The next area that we will see virtual worlds become popular are with field trips. As virtual worlds become more detailed in their graphics and interaction capabilities more and more teachers will use virtual worlds as a filed trip device. This will be especially true with locations that are too far away or too costly to go to in perhason.

Impact of Second Life on Business
Similarly to education, currently virtual worlds are not playing a sizable role in business interaction but that role is sure to grow in the upcoming years. The expenses and time requirements and traveling could be eventually decreased close to elimination through the implementation of virtual worlds in the business world. Setting up worlds that resemble offices where multiple companies can meet, discuss, plan and make deals could pave the way for global connectivity and a totally different format for business interactions. While there may be challenges with on/off task behavior and focus, steps in the future may lead to this technique being more heavily adopted. The idea of eliminating trips to the airport and cost of hotel fees all for a 2 hour meeting may be means for this method to be accepted even more quickly.

**Virtual Worlds that are currently being used**
www.activeworlds.com www.cybertown.com