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Archive for October, 2007

October 24th, 2007

Avatar Animations and Social Interactions

A lively cheer or clapping, a broad laugh, a back flip or spontaneous dancing can be effective and expressive social interactions in virtual worlds, if timed right. Avatars, however, are sadly lacking in the kind of social development that could make immersive worlds even more realistic and expressive.

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October 23rd, 2007

Disability Aid: Brain-Computer Interface for Second Life

Japanese scientists have created an experimental device with great promise for people with debilitating movement disorders. The small helmet enables the wearer to animate a 3D avatar in Second Life so it will perform basic movements just through thought impulses. It’s not yet up to the quick response time needed for competing in a first-person shooter, but it’s a giant step forward!

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October 22nd, 2007

Voice and Virtual Worlds: Is it a win?

In some virtual worlds, for some specific applications (like raiding in WoW), voice chat works. For purely conversational socializing in 3D, the jury is still out. We are still learning how to use the tools that can make a 3D conversation as informative as a face-to-face chat. We seem to have mastered the sound quality issues. Now we just need to make it more intuitive to use. That won’t be a quick fix.

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October 16th, 2007

Virtual Worlds Aren’t Going Away

Gartner research seems contradictory, yet it makes sense. Governments (and companies) can be in Second Life or any other virtual world today simply to get familiar with the issues, concerns and technologies involved. The barriers to entry are low–it’s free–and their employees can learn free, too, by just trial and error, without the expense of formal training! At a certain point, these organizations will unquestionably move the game indoors, and initiate a virtual world or 3D intranet on a server behind their own firewalls. They aren’t going to abandon it now.

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October 15th, 2007

Virtual Worlds: at the Tipping Point at Last (part 3)

Here is some background on virtual worlds and some additional examples of how non-profits and other organizations are experimenting with applications of virtual worlds to real world issues. Examples of how non-profit organizations and others are using Second Life for non-profit objectives.

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October 9th, 2007

Virtual Worlds: at the Tipping Point at Last (part 2)

This is Part 2 of a series. Many organizations are excited about virtual worlds technology, and are still trying to figure out what they can do with the virtual world concept. Here are some examples of what various business groups are doing today. Keep in mind that participation is growing faster than anyone can keep up with, so this list is by no means exhaustive!

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October 8th, 2007

Virtual Worlds: at the Tipping Point at Last (part 1)

While 3D virtual worlds have their flaws, security and scalability issues, and detractors, mainstream business and government are starting to get engaged with the concept, which is a very positive sign. That means budgets, and budgets mean opportunities for creative new concepts and technology improvements. The excitement is definitely building in corporate offices. If the technological improvements needed to pass corporate CIO muster can occur quickly, we may be at the tipping point.

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October 4th, 2007

The Gate — At the edge of virtual and real

The Gate is one of those breakthrough ideas that will result in a complete change in how people interact, both in business and in their personal lives. This coming weekend, on October 5-7, there will be a portal set up between real life and Second Life on Odyssey island. It’s being billed as an [...]

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Links and citations are welcome. These articles may be reprinted providing the following copyright information remains with each article. Copyright 2005 by Kaye Vivian. All rights reserved.