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Virtual Worlds
Simulation, Collaboration and Training. Opportunities and Best
Practices
1
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
2
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
A LITTLE HISTORYPrecursors of Virtual Worlds
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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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6
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
M a z e Wa r s
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M U D 1
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Wo r l d s A w a y
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H a b i t a t
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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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VIRTUAL WORLDS TODAY
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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.
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
... IS THE MARKET READY?
The Technology is there …
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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
C r i t i ca l F a c t o r s
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Bandwith
Usability
Scalability
System
Integration
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.
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.
A NEW GENERATION LEARNING SOLUTION
A New Generat ion of Learners requires
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.
BEST PRACTICESVirtual Worlds and Web3D Simulations
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Ke y F a c t o r s
EXPERIENCE
INTERACTION
INTERFACE
INTEGRATION
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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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Pa r t i c i p a t i o n P y r a m i d
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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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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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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.
30
CASE STUDIESVirtual Worlds and Web 3D Simulations
31
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
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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THANK YOU!
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www.isnvirtualworlds.com