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32533 - Networking Communities (Autumn,2005)
Group3 Virtual World for Networking Communities (Workshop 3)

 
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Findings

Introduction

A virtual world is a cyber-space inhabited by virtual communities. There are a few types of virtual world which are 1D, 2D, 2.5D and 3D spaces ('D' in stands for dimensions). In the past, these virtual worlds are normally built with text or documents, which is 1D. Examples of 1D spaces virtual world are chat rooms, bulletin board system, and web worlds. Today, virtual worlds are becoming more visible, and dramatic as 2D and 3D graphical landscapes are fast spreading across the net. Examples of 2D and 3D virtual world would be discuss later.

Virtual world could also be divided into two categories, single-user worlds and multi-user worlds. Single-user worlds are worlds where the contents of these worlds are transferred to the user's own computer and only the user can wonder around in this world. These kind of worlds are mostly being used for the visualization of objects, ranging from a car to a complete city. In the other hand, the multiple-users world can be accessed by multiple users at the same time anywhere in the world. Actions that the users make need to be visible other users, which is done by shared events. The events that occur in a multi-user world are distributed to the computers of all the other users. This distribution is done by a server which sends all shared events to all users' local copy of the virtual world.

Nowadays, avatars are playing an relatively important place in the virtual world. Avatars are the name for a digital embodiment of a person in cyberspace. They could talk and move humanly. Avatars and virtual worlds working hand-in-hand could transform one's experience of visiting the cyberspace from a screen interface into a real place.

Characteristics of Virtual Worlds

In order to start in the virtual world, it must have an avatar. In 3D or virtual reality games and in some chat forums on the Web, your avatar is the visual "handle" or display appearance you use to represent yourself. On Worlds Chat and similar sites, you can be a unicorn, a bluebird, or any kind of creature or object that seems right. Besides that, users are available to create an avatar of him/herself, or to an animal looks. Avatars are able to walk around the environment, and to talk to the other avatar, or to move, to have some actions, allow to show their mood.

Metaphor is a figure of speech by the avatar. It will show what is the avatar is talking about, and to let everyone know their contents of communication, so, the other avatars can join the chat.

 

Evolution of Virtual Worlds

Virtual worlds's evolution can be divided into 3 eras, text-based(1D) application, 2D-based application, 3D-based application. There is also some in between dimensional categories, such as 2.5D-based application. One example of the in-between dimensional categories is WorldsAway which is a 2.5D-based application. Further elaboration of WorldsAway would be discuss later. Below is example of each categories application:-

Text-based Application (1D-based Application)

IRC (Internet Relay Chat) is a text-based communication forums, which consist hundreds of channels. People in the forum communication with each other in real time by typing short text messages to each other. Communication could be done public to everyone who is sign in the forum; or, privately, where communication is done only to people who are selected to be in the chat room.

Dark Chambers is one of many Multi Users Dungeons (MUDs) that have been entertaining the Internet society for many years. It is a text-based role-playing game functions which might not sounds so familiar with nowadays. It involves around character development and team play, which is largely based on the imagination of the player.

2D-based Application

Ultima On-Line is a network based version of Ultima Role Playing game which allows thousands of players to exist in the same fantasy game world over the Internet. The players could interact with other participants in real time to form adventuring parties, engaging with battles with other players, taking up a quest in a group, and etc. The Ultima's world is presented in a third person view with the avatar of the person being the point of focus. There are numerous computer controlled creatures and hundreds of other objects in the world.

The Realm is a virtual world and a on-line Role Playing Game (RPG) provided by Sierra On-line. The world consist of thousands of playing rooms, which is presented in third persons view. The user may explore the locales of the world and chat with fellows Realmers all over the world.

2.5D-based Application

WorldsAway is a in-between dimensional application of 2D and 3D-based application. This application is based on LucasArts' Project called Habitat. The concept is fully modified by Fujitsu, and is currently offering socializing possibilities for thousands of Internet users. The users in the community could interact with each other, and the virtual economy of the world. WorldsAway allows the users to join group games and many other activities.

3D-based Application

Active Worlds is the first 3D environment in the Internet. It has a huge area of cityscapes and 300,000 registered citizens and tourists. Interactions between people in the Active Worlds is done through text chat. Building new establishments are done by direct manipulation of components and stacking them together like Lego.

Blaxxun interactive has already opened doors to the VRML (Virtual Reality Modelling Language) club in Cyberspace. The users could build their world and avatars with VRML and connect it to the vast and expanding labyrinth of Blaxxun's world. Communications between users could be done through text chat or voice conferencing.

Virtual World Language


Virtual Reality Modeling Language (VRML) is a language for describing multi participant interactive simulation-virtual world via the global internet and the hyperlink with World Wide Web. It means that it is a language for describing 3-D image sequences and possible user interactions to go with them. Using VRML, we can build a sequence of visual images into WEB settings with which a user can interact by viewing, moving, rotating, and otherwise interacting with an apparently 3-D scene. For example, you can view a room and use controls to move the room as you would experience it if you were walking through it in real space.

History of VRML - connective, collective, and corrective. Beside VRML, RWX is also one of Virtual World Language. RWX - Renderware language is used by Active Worlds

Example of Virtual World

Active World offers a comprehensive platform for efficiently delivering real-time interactive 3D content over the web. Its 3D content is dynamic, visually compelling and most importantly provides users a richer, more exciting online experience.

Digital Space offers a wide range of products and services that enable innovative ways for individuals and groups to communicate and collaborate on the Internet. Its 3D content allows NASA to plan for future missions to Mars. Furthermore, its voice, text chat and instant messaging solutions allow a wide range of organizations to create "human presence" on their web sites.

Today, VR is poised to change the way we interact with and control computers. Like the introduction of computers more than 50 years ago, its impact are unknown. Issues being raised are: Will there be VR in every house, classroom, & office? Will immersing oneself in a computer-generated world be as commonplace as watching a movie? The only thing for sure is that VR will continuously grow and develop. As the technology matures, it will become better, cheaper, more accessible and everyone will tend to own it. The future of VR is limited only by our imaginations.

History of Virtaul World

The evolution of virtual world is similar to the evolution of virtual communities as we discuss in Workshop 1, after all, it is still a part of the birth of the Internet. Virtual communities find its technological roots in the earliest text-based multi-user games such as Space War. This continuing trend was the development of UseNET, LISTSERVs, MUDs, MOOs, IRC and conferencing systems like the WELL in the 1970s and 1980s, and in the 1990s the World Wide Web (WWW) evolved from it. The merging of text-based chat channels with a visual interface in which users were represented as 'avatars' first occurred in Habitat in the mid 1980s. This has reached an important milestone with the launch of the 3D Internet-based Worlds Chat in 1995.

Inhabited Virtual Worlds (IVWs) and their communities was primarily drew from their roots in MUDs and text-based real time chat systems and utilized the power of existing 3D rendering engines developed for gaming applications such as Doom and Quake. VRML has had very little influence except as an occasional model interchange format and is user in few IVWs with large user communities.IVWs do not take advantage of the full immersion and special devices of virtual reality systems but instead concentrate on running effectively on a large range of consumer computing platforms at modem speeds.

MUD

A MUD or Multi-User Dungeon is an inventively structured social experience on the Internet, managed by a computer program and often involving a loosely organized context or theme. Some MUDs are ongoing adventure games; others are educational in purpose; and others are simply social. Today, many MUDs can be accessed through a Web site and some are perhaps better known as "3-D worlds." MUD participants adopt a character or avatar when they join or log in to a MUD.

MOO

MOO is just a programming language in designing the object. Everything is an object, which includes avatar.

The list below present the brief history of Virtual World

1969: Rick Blomme writes a two-player version of Massachusetts Institute of Technology's renowned Space War for the Plato service.

December 1979: Roy Trubshaw and Richard Bartle develop the first working multi-user dungeon (MUD) at Essex University in Colchester.

1983: Kesmai launches MegaWars, which closes in 1995.

1985: The first virtual reality environments using avatars - virtual icons - begin to appear.

1995: Worlds Chat becomes the first avatar environment on the Internet.

October 1996: Two Microsoft interns, Andrew and Chris Kirmse, release Meridian 59, an experimental virtual world. It quickly becomes a cult classic and a dedicated community builds up around it. It finally closes in August 2000. Unofficial versions of M59 continue in Germany, South Korea and Russia.

Spring 1997: Electronic Arts launches Ultima Online (OU), the first commercial virtual world, a follow-up to its successful computer game similar to the role-playing board game Dungeons and Dragons.

March 1999: Verant Interactive, a subsidiary of Sony, launches EverQuest. It becomes the most popular virtual world in the US.

Autumn 2000: Microsoft launches Asheron's Call.

Winter 2001: Virtual worlds such as Norway's Anarchy Online and Mythic Entertainment's Dark Age of Camelot join the fray. Estimates put the number of virtual worlds now at 18, with another 40 in development.

2002: Electronic Arts to launch the Sims Online, Sony and Lucas Arts release Star Wars Galaxies: perhaps the two most eagerly anticipated virtual worlds.

References

http://www.eng.kagawa-u.ac.jp/~tarumi/research/spacetag-e/virtual2.html http://www.theage.com.au/articles/2002/05/17/1021544063476.html http://www.whatis.comhttp://www.infonortics.com/vc/1999/cothrel/tsld017.htm
http://www.gse.harvard.edu/~views/aboutviews.html
http://www.fullcirc.com/community/communitytypes.htm
http://pages.emerson.edu/students/kyle_obley/final/types.html
http://www-users.cs.york.ac.uk/~kimble/teaching/mis/Communities_of_Practice.html
http://www.soc.hawaii.edu/leonj/409bs98/tabios/report1.html
http://www.eg.org/EG/DL/WS/SCA03/265-275-devillers.pdf
http://logic.csci.unt.edu/tarau/research/99/lm.html
http://www.w3.org/MarkUp/VRML/
http://www.vrmlsite.com/

         

 

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