A virtual world is a simulated online environment where users interact through avatars. While some virtual worlds are like video games, others allow for open-ended user creation and social interaction. The document discusses how virtual worlds could be empty spaces for users to collaboratively build and populate. Examples are given of educational, cultural, and business uses of virtual worlds that provide immersive experiences and connections to real-world information systems through avatars. The document advocates developing content and experiences across multiple online platforms including virtual worlds, to engage communities of interested users.
2. What is it ? A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[1] (auditory[2] and touch sensations for example). Some, but not all, virtual worlds allow for multiple users. (Wikipedia)
3. Virtual world are not exactly video games Millions of players Persistent environments Social interactions Pre-built environment … Scenarized (role play) Also serious games Let’s look at online videogames Pokemon Dofus WoW
4. What if a world was empty and ready to be created ? Let’s imagine this world : ► 3D space ► Physical engine (collision, height..) ► Social interaction tools ► Interoperability with information systems and the internet
5. Would people/organizations create the world ? Example of second life Entirely User Generated Content 1 billion of square meters 250 000 virtual objects created/day Business Leisure Education New type extranets Everything you can build...
6. Advantages ? Low cost projects compare to any videogame project. Connexion with mail, websites, twitter, phones, etc...
8. Immersion First World War Poetry Digital Archive / Oxford University immersive space (opening in nov 2009)
9. Events Ariane 5 launching real time sharing both « in real life » and in virtual world with voice and video gateway. (i marginal, may 2009)
10. Installations and human mediation Seniors visiting a virtual space and meeting avatars using wiimote (Transmusicales Festival Rennes) Edusim securized zone using whiteboard and connected computer.
11. Can be more ambitious :-) [Kube] project Elektroni-k Festival Rennes/St-Brieuc (500 square meters) Immersive space in project for april 2010.
12. But when and where will we learn to use these environments ? Home (Sony) There Entropia OpenSim Edusim Second Life Bluemars Soon google earth ? ;-) Many virtual worlds, some rules to use them with success. Technical skills are not required. Experience is. More than 150 M users are soon using them.
13. « C » generation knows how to use these digitals environments. In France (and we are not the most connected :) 53% of 13-14 years are updating their blogs 66% of 13-14 years old and 74% of 15-17 yo using webcam Concerning the 9-17 years old on the internet : 91% to find information 80% to communicate 68% looking at videos 68% gaming online (for the moment ! Did you mention they had avatars ?). 55% of 15-17 years old in online social networks 30% of 15-17 years old using mobile internet Source Ipsos/france with 500 9-17 years old.2009
14. C means connected Many to many - Real time – Tribes – Mobile – Avatars – Identity – Sharing- Playing - Augmented spaces (by infos, sensors...) Attention is now very important as a value in the physical/numeric environment. In virtual worlds, attention and experience are at a high level. The question of the common knowledge is strategic to maintain the common langage also when the tribes langage is rising. Can we write it also in the emerging spaces ?
15. Transmedia strategy Physical places like museums and exhibitions Social networks like Facebook Collaboration spaces like google groups or wikis Socialized media objects for example on youtube,flickr... Blogs and websites Mobile apps and contents « on the go » Alert and micro blogging tools like Twitter Emerging tools like virtual worlds and Augmented Reality to show, to experiment, learn, share, create and debate FOR A COMMUNITY OF USERS/PARTICIPANTS around PASSIONATE TEAMS.
16. Explore with us ! Since the end of 2006 we are exploring cultural events using virtual worlds in transmedia strategy, with active internet users. We just created our non lucrative association and need partners to go on : contact us ! Twitter : @bibliothequefr Website : http://sldirect.blogspot.com Second life : Bibliotheque on Ebeoplex Island Opensim : biblio island on Francogrid.