usc faculty seminar 1.29.08
DESCRIPTION
TRANSCRIPT
Faculty Seminar on Virtual Reality
Episode 1 - Context and Introductions - 1/29/08cory ondrejka - [email protected]
before we get started
who are you?
yes, you
who i am
now, on with our program...
Faculty Seminar on Virtual Reality
Episode 1 - Context and Introductions - 1/29/08
Faculty Seminar on Virtual Reality
Episode 1 - Context and Introductions - 1/29/08
?
Faculty Seminar on Virtual Reality
Episode 1 - Context and Introductions - 1/29/08
Faculty Seminar on Virtual Reality Worlds
Episode 1 - Context and Introductions - 1/29/08
Faculty Seminar on Virtual Worlds
Episode 1 - Context and Introductions - 1/29/08
Faculty Seminar on Virtual Communities
Episode 1 - Context and Introductions - 1/29/08
Faculty Seminar on Virtual Communities
Episode 1 - Context and Introductions - 1/29/08
Faculty Seminar onOnline Virtual Communities
Episode 1 - Context and Introductions - 1/29/08
Faculty Seminar on Online Communities
Episode 1 - Context and Introductions - 1/29/08
online versus virtualcommunity versus world
online versus virtual
online versus virtual
community versus world
community versus world
not false dichotomies
not false dichotomies
“You are standing in the middle of a foreboding great room.”
not false dichotomies
!=
not false dichotomies
nota bene
this is not a value claim
nota bene
it is an assertion of
difference
the difference between reading
and doing
or
1-to-1, sequential
1-to-1, simultaneous
many-to-many, blended
so, while history matters
focus on the edge
realtimespatialized
collaboration
realtime
realtime
realtime
realtime
spatialized
spatialized
spatialized
collaboration
particularly media
consumption
and creation
and creation...
so, we’ll be calling it...
Faculty Seminar on Virtual Worlds
Episode 1 - Context and Introductions - 1/29/08
why think about virtual worlds?
some reasons
millions of reasonsOnline Game Online Communities Online Worlds
lots
a few
many
crapload
“crapload” is a term of art
membership hard to measure
some rules of thumb forworld-wide numbers:
Virtual worlds: 20 millionMMOs: 50 million
Social networks: 100 million
(with lots of overlap)
million$ of reason$
education
lpp
situated
situated
heterogeneous
65% international
41% female
50% over 35 y.o.
on demand
some more reasons
theoretical questions
not to mention
mass customization
breaking global vs. local
new trends
and my favorite
amateur versus expert
amateur versus expert
amateur versus expert
traditional situation
traditional situation
amateur
and then
you may want to avert your eyes
the experts arrive
the experts arrive
amateurexpert
with their expertness
“The essential paradigm of cyberspace is creating partially situated identities out of actual or potential social reality in terms of canonical forms of human contact.”
but
in a zero marginal cost world
are we sure about the roles?
??
consider
and all this despite
low participation
0
16.25
32.50
48.75
65.00
Web Wikipedia Sims Open SourceMainstream Media
except...
0
16.25
32.50
48.75
65.00
Web Wikipedia Sims Open SourceMainstream Media Second Life
why is that?
so, over the next several months
history
so, not really history
capabilitiesimpacts
untested assumptionsapplications
virtual worlds
and probably
online worlds andonline communities, too
plus mobile
whatever people are doing
because
virtual worlds today
are like the web 10 years ago
so the next 10 years should be very interesting...
stop talking now