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Second Life

Date post: 04-Jan-2016
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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. - PowerPoint PPT Presentation
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An Introduction to Online Virtual Worlds Jeffrey Jacobson, Ph.D. Director, PublicVR http://publicvr.org
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Page 1: Second Life

An Introduction to Online Virtual Worlds

Jeffrey Jacobson, Ph.D.Director, PublicVRhttp://publicvr.org

Page 2: Second Life

Ensemble Pavilion in theDigital Preserve

Second Life

Peter’s Social Media Classat School of Information Science

University of Pittsburgh, USA

Page 3: Second Life

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.

Page 4: Second Life

Second Life 2

• See my Avatar

• The ancient art of puppeteering.

• Mirror neurons in the brain.

• Notions of social space carry over, perfectly.

Page 5: Second Life

The Elastic Sense of the Self

This Old House Star Wars’ Queen Amidala

Page 6: Second Life

Emotional Impactis Uniquely Informative

Bailenson 2008

Page 7: Second Life

• We are animals capable of reason

• Affective Computing

• Cognitive Science does not do a good job of representing emotional processes in the brain.

Page 8: Second Life

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.

Page 9: Second Life

MMORPGs

WOWAshen Empires

Star Warsetc. etc.

Page 10: Second Life

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!

Page 11: Second Life

World of Warcraft

Page 12: Second Life

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.

Page 13: Second Life

River City

Page 14: Second Life

VR is Perfect for Training (1950’s +)

Page 15: Second Life

Virtual Reality (Original Definition)

CLARTE 2007

Page 16: Second Life

ImmersiveVR

Touch!Sound!

Page 17: Second Life

Multisensory Perception is Uniquely Informative

Data & Emotion Waters 1980

Page 18: Second Life

Left Brain, Right Brain, Hind-Brain

Bakdash 2006

Page 19: Second Life

Augmented Reality

Kaufmann 2006

Page 21: Second Life

Motion Capture & Haptics

MichaCardenas 2008

Page 22: Second Life

Fun New Interfaces

• 3D Televisions coming soon (shutterglass)

• Gestural interfaces

• Cheap projectors

• LIfe-Sized Gateway to Second Life!

Page 23: Second Life

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

Page 24: Second Life

VR 2010

Waltham, MAMarch 20th – 26th

http://conferences.computer.org/vr/2010/


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