2. Agenda
1. A brief history of Virtual Worlds
2. Virtual Worlds we adopt
3. Users and Markets
4. A new generation of learners
5. Why 3D learning
6. Critical Factors
7. Best Practices
8. Case Studies
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4. History 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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11. History 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 analize
the ones that are relevant to corporate training,
leaving aside the social aspects of virtual worlds.
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13. Virtual Worlds Structure
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Territory
Based
• A number of sectors (islands, lands, continents)
forming an extended mapped territory.
Sector
Based
• The world is formed by a variable number of
spaces, rooms, environments, with no explicit
connection among them.
• No geographical configuration or territory.
14. ISN Virtual Worlds Platforms for business
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Fully functional 3D virtual worlds we adopt and adapt
for 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
• Unity
MOBILE
15. ... IS THE MARKET READY?
The Technology is there …
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16. R oger ’s innovat ion curve
Saturation
Mainstream adoption
Take-off
time
adoption
Peak of media attention
TV
INTERNET
VIRTUAL WORLDS
VIRTUAL REALITY
2011 SNAPSHOT OF DIGITAL MEDIA
18. Why Web 3D?
• 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.
19. A New Generation of Learners
• 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.
20. A NEW GENERATION LEARNING SOLUTION
A New Generation of Learners requires
21. Immersive 3D Collaboration Solutions
• An innovative 3D collaboration and training solution, accessible through a
standard web browser or a local interface.
• Formed by a 3D environment that integrates a set of business and
collaboration tools, in a collaborative framework that allows synchronous
interaction among users connecting from different devices, through an
Avatar.
• Can be implemented as a complete collaboration and training solution or
as an add-on module for 3D collaboration based on any existing platform.
24. User Experience Design
• 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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27. Interaction Design
• 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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28. Interface Design
• 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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29. Plan Integration
• 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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31. Use Cases
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• A simulation on risks prevention in
construction sites.
• Client: Formedil – Consorzio di
Formazione Edile
Virtual
Construction
Yards.
• Virtual Agristage for agricoltural
interpreneurs training.
• Client: Serifo – Training tools for
agricolture.
V3DAS
• A simulation to test ability to handle
patients in an emergency department.
• Client: ASL Ragusa, in partnership with
Intema.
Virtual Hospital
Emergency
Simulation
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