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Virtual Worlds Simulation, Collaboration and Training. Opportunities and Best Practices 1

Simulation, Collaboration and Training. Opportunities and Best

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Page 1: Simulation, Collaboration and Training. Opportunities and Best

Virtual Worlds

Simulation, Collaboration and Training. Opportunities and Best

Practices

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Page 2: Simulation, Collaboration and Training. Opportunities and Best

A g e n d a

1. Who is ISN Virtual Worlds

2. A brief history of Virtual Worlds

3. Virtual Worlds we adopt

4. Users and Markets

5. A new generation of learners

6. Why 3D learning

7. Critical Factors

8. Best Practices

9. Case Studies

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Page 3: Simulation, Collaboration and Training. Opportunities and Best

W h a t d o w e d o a t I S N V i r t u a l Wo r l d s

• At ISN Virtual Worlds we create immersive user experiences and trainingsimulations for brands around the world.

• We are a system integrator and service provider for the domain of web3D,virtual worlds and artificial intelligent agents.

• ISN Virtual Worlds is the ideal combination between Technology andCreativity.

• ISN Virtual Worlds operates constantly by harvesting around the world forthe newest web 3D and virtual simulation technologies.

3www.isnvirtualworlds.com

Page 4: Simulation, Collaboration and Training. Opportunities and Best

A LITTLE HISTORYPrecursors of Virtual Worlds

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Page 5: Simulation, Collaboration and Training. Opportunities and Best

H i st o r y 1

• 1962 Sensorama

– Mechanical machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its world.

• 1968 Ivan Sutherland

– Virtual Reality Head display (Harward U.)

• 1974 Maze Wars on Arpanet

– First 3D multiuser shooter game

• 1978 MUD1

– Text based precursor of MMORPGS

• 1985 Compuserve’s Worlds Away Dreamscape

• 1987 Habitat by Lucas Film – First considered Virtual World

– For Commodore 64, running on Quantun Link (AOL precursor)

• 1996 Virtual Helsinky, Finland

– 3D virtual city model online.

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Page 6: Simulation, Collaboration and Training. Opportunities and Best

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H e a d D i s p l a y by I v a n S u t h e r l a n d

Page 7: Simulation, Collaboration and Training. Opportunities and Best

M a z e Wa r s

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Page 8: Simulation, Collaboration and Training. Opportunities and Best

M U D 1

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Page 9: Simulation, Collaboration and Training. Opportunities and Best

Wo r l d s A w a y

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Page 10: Simulation, Collaboration and Training. Opportunities and Best

H a b i t a t

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Page 11: Simulation, Collaboration and Training. Opportunities and Best

V i r t u a l H e l s i n k i

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H i st o r y 2

• 1999 – Linden Lab foundation

– Creators of Second Life

• 2003 Launch of Second Life

• During and after the development of Second Life, many other 3D and flash based virtual worlds are launched.

• For this presentation purpose, we will only analizethe ones that are relevant to corporate training, leaving aside the social aspects of virtual worlds.

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Page 13: Simulation, Collaboration and Training. Opportunities and Best

VIRTUAL WORLDS TODAY

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Page 14: Simulation, Collaboration and Training. Opportunities and Best

V i r t u a l Wo r l d s S t r u c t u r e•

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TerritoryBased

• A number of sectors (islands, lands, continents) forming an extended mapped territory.

Sector Based

• The world is formed by a variable number ofspaces, rooms, environments, with no explicitconnection among them.

• No geographical configuration or territory.

Page 15: Simulation, Collaboration and Training. Opportunities and Best

I S N V i r t u a l Wo r l d s P l a t f o r m s f o r b u s i n e s s

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Fully functional 3D virtual worlds we adopt and adaptfor training and collaboration purposes.

• Olive (ex Forterra now SAIC) - Custom Install

• SL Grid - Hosted

• Blue Mars - Hosted

• Entropia Universe - Hosted and custom

STANDALONE VIEWER

• Google O3D

• Unity

• Jive Reactiongrid

BROWSER BASED

• Blue Mars

• Jive Reactiongrid

• UnityMOBILE

Page 16: Simulation, Collaboration and Training. Opportunities and Best

... IS THE MARKET READY?

The Technology is there …

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Page 17: Simulation, Collaboration and Training. Opportunities and Best

R o g e r ’s i n n o v a t i o n c u r v e

Saturation

Mainstream adoption

Take-off

time

adoption

Peak of media attention

TV

INTERNET

VIRTUAL WORLDS

VIRTUAL REALITY

2011 SNAPSHOT OF DIGITAL MEDIA

Page 18: Simulation, Collaboration and Training. Opportunities and Best

C r i t i ca l F a c t o r s

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Bandwith

Usability

Scalability

System

Integration

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W hy We b 3 D ?

• Web 3D technologies are simply the natural evolution and convergence of several technologies commonly used to collaborate nowadays. (web 2.0, social networking)

• Web 3D allows:– Synchronous learning and real time interaction, with voice, chat and video.

– Gives users the ability to contribute and create content within the learning and collaboration system.

– Gives users the ability to share data and information with others in the 3D virtual world, enabling informal learning.

– 3D content is fun to use and engages people into the learning process in a more effective way.

– A 3D learning environment combines powerful collaboration tool, within a videogame-like atmosphere, thus accomplishing a more enjoyable learning experience.

Page 20: Simulation, Collaboration and Training. Opportunities and Best

A N e w G e n e r a t i o n o f L e a r n e r s

• Grew up immersed in technologies.

• Enter the business world with a different focus mentally and with a different learning style than the previous generation.

• The learning style is forged through video gaming and learning to master them.

• Grew up in the age of the Internet, where they create content, become an Avatar and create their own realities electronically.

Page 21: Simulation, Collaboration and Training. Opportunities and Best

A NEW GENERATION LEARNING SOLUTION

A New Generat ion of Learners requires

Page 22: Simulation, Collaboration and Training. Opportunities and Best

I m m e r s i v e 3 D C o l l a b o r a t i o n S o l u t i o n s

• An innovative 3D collaboration and training solution, accessible through astandard web browser or a local interface.

• Formed by a 3D environment that integrates a set of business andcollaboration tools, in a collaborative framework that allows synchronousinteraction among users connecting from different devices, through anAvatar.

• Can be implemented as a complete collaboration and training solution oras an add-on module for 3D collaboration based on any existing platform.

Page 23: Simulation, Collaboration and Training. Opportunities and Best

BEST PRACTICESVirtual Worlds and Web3D Simulations

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Page 24: Simulation, Collaboration and Training. Opportunities and Best

Ke y F a c t o r s

EXPERIENCE

INTERACTION

INTERFACE

INTEGRATION

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Page 25: Simulation, Collaboration and Training. Opportunities and Best

U s e r E x p e r i e n ce D e s i g n

• Design around the user

– Model environments on the users.

– Learn from communities.

• Make it an experience

– Make it appealing for users.

• Remember emotional values

– 3D immersion allows to trigger more emotions than broadcasting.

• Feel good tasks

– Make people do things that are not too easy, but not frustating.

– Tasks should engage and motivate.

• Use leveling - Be Dynamic

– Build a simulation with levels of progress and rewards.

• Adopt a participation pyramid

– When building collaboration envrironments.

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Page 26: Simulation, Collaboration and Training. Opportunities and Best

Pa r t i c i p a t i o n P y r a m i d

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Page 27: Simulation, Collaboration and Training. Opportunities and Best

U s e r M o t i v a t i o n M a t r i x

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I n t e r a c t i o n D e s i g n

• Plan and design how users will interact with:

– Other users

– Objects

– Learning Objects

– Services

– Forms

• Draw a full interaction map

– List every interaction and process.

• Draw an animation map

– List animations and their relation to interactions.

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Page 29: Simulation, Collaboration and Training. Opportunities and Best

I n t e r f a ce D e s i g n

• Look good feel good– A good looking and efficient environment will make people happy to work

with it.

– A feel good/look good application adds value to the image of the company and brand perception is better.

• Idiot-proof– Make it easy to use.

• Fast– Lightweight is good-weight!

– Model the environment with a clean approach.

• Integration Design– Design how to integrate a 3D interface with other existing ones.

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Page 30: Simulation, Collaboration and Training. Opportunities and Best

P l a n I n t e g r a t i o n

• ICT infrastructure

– Analyze how the 3D application will integrate in the company ICT infrastructure and how it will exchange data with other applications.

• Security

– Evaluate the level of security needed.

– Establish multiple access levels.

– Plan monitoring systems.

• Web Services

– Plan and map core and complementary web services to integrate web 3D spaces.

• Accessibility & Mobility

– Level depth of immersion and adapt.

– Divide Core Functions from Accessories.

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Page 31: Simulation, Collaboration and Training. Opportunities and Best

CASE STUDIESVirtual Worlds and Web 3D Simulations

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U s e C a s e s

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• A simulation on risks prevention in construction sites.

• Client: Formedil – Consorzio di Formazione Edile

Virtual Construction

Yards.

• Virtual Agristage for agricolturalinterpreneurs training.

• Client: Serifo – Training tools for agricolture.

V3DAS

• A simulation to test ability to handlepatients in an emergency department.

• Client: ASL Ragusa, in partnership withIntema.

Virtual Hospital EmergencySimulation

CLICK HERE FOR MORE PROJECT BY ISN VIRTUAL WORLDS

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V i r t u a l C o n st r u c t i o n Ya r d s

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V 3 DA S V i r t u a l A g r i co l t u r e S i m u l a t i o n

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A S L R a g u s a C l i n i c R i s k S i m u l a t i o n

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