Virtual Worlds Presented By Shashvat Thakor 6/27/2016 CMSC818Z Info-centric Design of Systems Spring 2007 1 In this talk….. What is a virtual world? Features of a virtual world History Purposes of Virtual Worlds Massively Multiplayer online role-playing game Case Study: Second Life 6/27/2016 CMSC818Z Info-centric Design of Systems Spring 2007 2 What is a virtual world? vir·tu·al (adj.) [Definition by theFreeDictionary.com ] Existing or resulting in essence or effect though not in actual fact, form, or name. Existing in the mind, especially as a product of the imagination. Computer Science Created, simulated, or carried on by means of a computer or computer network. An interactive simulated environment accessed by multiple users through an online interface Also called “a digital world”, “a simulated world” or “Massively Multiplayer Online Game” 6/27/2016 CMSC818Z Info-centric Design of Systems Spring 2007 3 Features of a virtual world Shared Space: many user participate at once Graphical User Interface: 2D and 3D environment Immediacy: interaction in real time Interactivity: customized content Persistence: the world’s existence continues Socialization: formation of social groups 6/27/2016 CMSC818Z Info-centric Design of Systems Spring 2007 4 History Inception as communities and chat rooms and not as games Some evolved to MUDs and MUSHes Use of avatars First online virtual world: Habitat, by LucasFilm Games in 1987 6/27/2016 CMSC818Z Info-centric Design of Systems Spring 2007 5 Purposes of Virtual Worlds Commercial Gaming Socializing Education Political Expression Military Training 6/27/2016 CMSC818Z Info-centric Design of Systems Spring 2007 6 Commercial Gaming The largest and most common purpose Strongly influenced by fantasy, science fiction etc. e.g. World of Warcraft Focus on Singular Fiction theme Character focused avatars Interactive narrative storyline Progression by series of competitive events Detail discussion of Massively Multiplayer Online Role Playing Game (MMORPG) afterwards 6/27/2016 CMSC818Z Info-centric Design of Systems Spring 2007 7 Socializing Community-focused Highly influenced by text-based chat rooms Usually to socialize and interact rather than win or play a game Use of settings based on idealized versions of reality 6/27/2016 e.g. Create and decorate a personal space using basic building tools CMSC818Z Info-centric Design of Systems Spring 2007 8 Education Sponsored by academic institutions, non-profit organizations or corporations Online community in which students can log into and interact Use of avatars by students to learn Examples Active Worlds Educational Universe: Oldest network Adobe Atmosphere Mokitown: corporate-sponsored educational world (by DaimlerChrysler) 6/27/2016 CMSC818Z Info-centric Design of Systems Spring 2007 9 Political Expression and Military Training Forums for political expression Completely separate virtual worlds for political debate A tool to recruit potential soldiers e.g. AgoraXchange e.g. America’s Army Tranining simulations for military 6/27/2016 Company named Forterra System CMSC818Z Info-centric Design of Systems Spring 2007 10 Virtual Worlds in Fiction Science Fiction writers are portraying such ideas for decades e.g. Novelist William Gibson The Matrix trilogy 6/27/2016 Virtual reality so real that humans think that they are leaving in real world CMSC818Z Info-centric Design of Systems Spring 2007 11 Main Purpose: MMORPG Introduction Common Features Thematic Elements: fantasy-themed gameplay Common Roles: dependent upon player’s skills Common Realms (in detail) Progression: development of a character System Architecture : client-server system Development 6/27/2016 CMSC818Z Info-centric Design of Systems Spring 2007 12 Common Realms Exploration: required in order to progress Resource Management: constraints related to survival Internal Consistency: predictable rules Internal Depth: no one can be intimately familiar Incremental reinforcement: risk-reward interaction 6/27/2016 CMSC818Z Info-centric Design of Systems Spring 2007 13 Development Cost exceeds ten million dollars Front-end/Client: 3D graphics Physics simulation Transition from 2D 3D Server: Database architecture Network protocols Prevention of cheating System for recording game’s data at regular intervals Maintenance: Sufficient servers and bandwidth Support staff Expertise with the game-design 6/27/2016 CMSC818Z Info-centric Design of Systems Spring 2007 14 Case Study Second Life by Linden Lab A user-defined world of general use in which people can interact, play, do business and communicate. Features Residents Communication and transport Economy (Linden Dollars: 1 US $ = 270 L$) Creation and Copyright Business Education Technology 6/27/2016 CMSC818Z Info-centric Design of Systems Spring 2007 15 Technology 2000 Intel and AMD servers in San Fransico and Dallas running on Debian Linux and MySQL database supporting 34 TB of usercreated content Each area runs on single instantiation of server software, “sim” and each “sim” on separate processor on a server Users-”residents” buy the virtual land “hand-off” process: clustering Objects 6/27/2016 Primitive Shapes “prim” + Images “textures” CMSC818Z Info-centric Design of Systems Spring 2007 16 Future Work in Second Life Enhanced search capabilities by moving searches to separate databases Tools to user to see the amount of resource they are using Fore more information: http://secondlife.com/whatis/faq.php 6/27/2016 CMSC818Z Info-centric Design of Systems Spring 2007 17 Second Life Video http://www.youtube.com/watch?v=b72CvvMuD6Q 6/27/2016 CMSC818Z Info-centric Design of Systems Spring 2007 18 References http://www.virtualworldsreview.com/info/whatis.shtml http://en.wikipedia.org/wiki/Virtual_World http://en.wikipedia.org/wiki/MMORPG http://www.informationweek.com/news/showArticle.j html?articleID=197800179 http://en.wikipedia.org/wiki/Second_life 6/27/2016 CMSC818Z Info-centric Design of Systems Spring 2007 19 THANK YOU !! 6/27/2016 CMSC818Z Info-centric Design of Systems Spring 2007 20