3D Virtual Real World Environments.
The telephone has provided universal access to people mainly on a one-to-one basis. Networked computers link a person to a remote application, access to distant data, or other computer users. By combining and extending this capability and functionality, 'Virtual Real Worlds' have reinvented the telecommunications business by the provision of a common environment which contains the feeling of 'presence' or a 'if you are there' sensation.
3D Virtual Real Worlds provide a new communication medium as well as an environment for learning and entertainment. Virtual Real Worlds are three-dimensional environments where people are represented by computer-generated characters defined as 'avatars'. The avatars can move around, communicate (using either voice or text) and interact in a 3D environment of sight and sound information and applications. Virtual Real Worlds define the role of how networked computers, with sound and video, can become tools that mediate conversation and aid social interaction.
When the telephone was first invented, it was thought that its use would be ideal for listening to opera from afar. In fact, simple person to person conversation became the primary use. People made their own "content" and the growth of telephony was not limited by the growth of opera! High performance and high capacity personal computers, the growth of fast global networks, graphical standards, and 3D modeling tools are bringing distributed virtual real worlds as a capability and tool, to the mass market. Rather than content-rich applications such as shopping or real estate (the Virtual Reality equivalents of opera) it may be that three-dimensional environments will be more successful for building virtual on-line communities where people will provide their own "content". Its use as a sales and marketing tool is awesome the product can be demonstrated directly to the customer exactly as it will be via video and sound.
In today's Virtual Real World, avatars can express simple emotions, gesture and perhaps move their legs in a walking motion. Some provide autonomic responses such as blinking, so that avatars become characters that are more realistic. Essentials of 'group-ware' and conferencing can be combined in a 3D Virtual Real World, within which avatars can support turn taking behavior and other social constructs of group interaction. Users can also express themselves by customizing their avatars; i.e., determine the way they look; "fashion" in cyberspace.
Adoption and trials of Virtual Real Worlds see: http://www.mellanium.com/ are being advanced by the release of commercial 3D engines from major companies, with increased support for three-dimensional worlds and voice conferences embedded in the programs and documents.
Virtual Real Worlds are designed to be as realistic as possible; the level of detail and accuracy limited only by CPU, Graphics, time, and cost. However, we see an exponential improvement in resolution and and similar reduction in cost in the not to distant future. See http://www.mellanium.co.uk/ for more information and details of Virtual Real Worlds.
Copyright (c) Ken Rigby for MellaniuM design and Tele3DWorld.
All Rights Reserved.
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