1996: Sherwood Forest Towne First Sociological Study of Live Online Virtual World
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Transcript of 1996: Sherwood Forest Towne First Sociological Study of Live Online Virtual World
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Some Serious Virtual WorldsA Portfolio of Non-Game Virtual Worlds
Applications 1996-2008Presented by Bruce Damer
Founder-Contact Consortium, CEO-DigitalSpaceA special presentation to Serious Virtual Worlds 2008, Sept 11,
2008
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1996: Sherwood Forest TowneFirst Sociological Study of Live Online Virtual World
Contact Consortium, Cabrillo College, UC Santa Cruz
Some Serious Virtual Worlds
Innovations: Talking Circle, Shared Collaborative Group Building
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1997: Nerve Garden: Generative Virtual SpacesLearning about Biology
Biota.org, Nerve Garden, Siggraph, Ars Electronica
Some Serious Virtual Worlds
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1998: VLearn3DFirst serious Pedagogical uses of Virtual Worlds
VLearn3D SIG and annual cyberconference, Cornell, UC Santa Cruz, U Indiana
Some Serious Virtual Worlds
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1998: IHI WorldFirst use of a virtual world as a corporate support space
Some Serious Virtual Worlds
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1998: Experimental Collaboration Spaces Datafusion “war room”
Some Serious Virtual Worlds
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1999: Experimental Learning SpacesA virtual walk on the moon
Narrative by Russell Schweickart, Apollo IX astronaut
Some Serious Virtual Worlds
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Some Serious Virtual Worlds1999: Experimental Learning Spaces
A virtual walk on the moonNarrative by Russell Schweickart, Apollo IX astronaut
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Some Serious Virtual Worlds1999: Experimental Learning Spaces
A virtual walk on the moonNarrative by Russell Schweickart, Apollo IX astronaut
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2002-07: DoToLearn: reaching the autistic childNIH funded project with Dr. Dorothy Strickland and Galen Brandt
Some Serious Virtual Worlds
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2002-07: DoToLearn: Songs and Games, learning spaces for Autistic and FAS children (www.do2learn.com)
Some Serious Virtual Worlds
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2003: Avatars and Fashion(Fashion Institute of Technology, NY, with Daria Dorosh, Galen Brandt and
Steve DiPaola)
Some Serious Virtual Worlds
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Some Serious Virtual Worlds2003: Avatars and Fashion
(Fashion Institute of Technology, NY, with Daria Dorosh, Galen Brandt and Steve DiPaola)
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Some Serious Virtual Worlds
2007: Cyberwearz iDoubletStreet World <-> Virtual World
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1996
The Avatars Cyber-ConferencesFirst experiments in large scale in-world events
2004
1998 1999
2000
2001
2002 2003
1997
Some Serious Virtual Worlds
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Avatars ’98 Inside Cyberspace!Creating the first large scale inworld cyber-conference
event - planning & architecture…
Some Serious Virtual Worlds
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…building, event schedule, speakers, art gallery,
webcam wall, avvy awards, policing, reportage.
Some Serious Virtual Worlds
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Going live, November 20, 1998 with 1,000 simultaneous
users in 5 platforms, all on dial-up connections
Some Serious Virtual Worlds
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Some Serious Virtual WorldsAvatars ’99 Colonizing Cyberspace
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Avatars 2000 – Cyberspace for a New Millennium: Metaphor of the Space Station: easier cognitive navigability
Some Serious Virtual Worlds
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Avatars 2001 - A Cyberspace OdysseySome Serious Virtual
Worlds
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2008: Virtual Worlds and Space @ NASASecond Life/CoLab, Will Wright/Spore
Some Serious Virtual Worlds-NASA
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Virtual Worlds and Space – DigitalSpace (open source 3D)
2000-2008 Human and Robotic Spaceflight Design Simulations
Some Serious Virtual Worlds
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2004: Telerobotically build a Lunar base.
Some Serious Virtual Worlds
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Some Serious Virtual Worlds
2005-2006: Design simulation of lunar rover for ice exploration.
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2007: Design for a human mission to an asteroid
Some Serious Virtual Worlds
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2008: Hubble Servicing Mission Public Learning Simulation
Some Serious Virtual Worlds
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2008: Hubble Servicing Mission Public Learning Simulation
Some Serious Virtual Worlds
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Some Questions to Consider:What does the future hold for Serious Virtual
Worlds? Vertical Markets, Small Budgets? Use Specialized or Common Platforms? Role of Open Source? Will Game Play Worlds always dominate? Are they really useful in business? Fighting the
dominant (convenient) paradigms of 2D webex? What do VWs bring to learning, to
communicating, to expression that other media don’t?
How to overcome VWs high cognitive overload, learning and brain processing curves?
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Acknowledgements and ResourcesWe would like to thank our funding agencies
and institutions including NASA, Adobe, Xerox, Boeing, Raytheon, European Space Agency, SGI, Microsoft, Intel, The Banff Center, Cambridge University, UCSC, Cornell, USC, and numerous other collaborators.
www.digitalspace.com DigitalSpace www.ccon.org Contact Consortium www.biota.org Biota Special Interest Group www.vlearn3d.org VLearn3D Special Interest
Group www.cyberwearz.com Cyberwearz Fashions www.do2learn.com Learning Games DigiBarn Computer Museum:
www.digibarn.com