Virtual Worlds Presented By Shashvat Thakor 6/27/2016

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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
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Graphical User Interface: 2D and 3D environment
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Immediacy: interaction in real time

Interactivity: customized content
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Persistence: the world’s existence continues
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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
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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
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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
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Main Purpose: MMORPG

Introduction

Common Features





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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
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CMSC818Z Info-centric Design of Systems
Spring 2007
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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
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Development
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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
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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
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CMSC818Z Info-centric Design of Systems
Spring 2007
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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
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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
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CMSC818Z Info-centric Design of Systems
Spring 2007
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Second Life Video
http://www.youtube.com/watch?v=b72CvvMuD6Q
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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
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CMSC818Z Info-centric Design of Systems
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THANK YOU !!

6/27/2016
CMSC818Z Info-centric Design of Systems
Spring 2007
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