Historical Progression of Virtual Worlds, by Messinger et al, 2008

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  • Arcade Games: element of real-time video interactivity
  • Console Systems: started as games for single players but subsequent generation permitted players to compete against each other
  • LAN Games: computer-based instead of console-based, unlimited number of participants
  • Internet Connectivity: 90s consoles with compact disks and 32 and 64 bit systems/ 00s ability to connect to the internet, the landscape of video games became more expansive
  • Unstructured Games: freedom for the player to roam around a large world, realistic features like the progression of time etc
  • Games with Player Generation of Content: near-total freedom to within the gaming environment, player omnipotence, players however, still played a game with online components but did not exist in a virtual world.
  • Worlds with Designer-Provided Objectives: avatars can wander where they wish but also gain skills and strengths by earning experience points (MMORPGs)
  • Social Networking Sites: not games per se but helped the creation of virtual worlds, profile creation and support of authorized viewers.
  • Open Virtual Worlds: social interaction between people and their avatars in 3d immersive environments with user-chosen objectives, user-generated content and social networking tools

 

References

Messinger, P.R., Stroulia, E., Lyons, K., 2008. A typology of Virtual Worlds: Historical Overview and Future Directions. In Journal of Virtual Worlds Research, Vol. 1, no. 1, “Virtual Worlds Research: Past, Present & Future,” July 2008.

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Virtual Communities/ VCs, Porter 2004

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VC Definition:

a virtual community is defined as an aggregation of individuals or business partners who interact around a shared interest, where the interaction is at least partially supported and/or mediated by technology and guided by some protocols or norms.

VC Typology:

The proposed typology of virtual communities includes two first-level categories: Member-initiated and Organization-sponsored (…) At the second level of the typology, virtual communities are categorized based on the general relationship orientation of the community. Relationship orientation refers to the type of relationship fostered among members of the community. Member-initiated communities foster either social or professional relationships among members. Organization-sponsored communities foster relationships both among members (e.g., customers, employees) and between individual members and the sponsoring organization.

VC Attributes:

The literature suggests that five attributes could be used to characterize virtual communities:

  1. Purpose : or discourse focus
  2. Place: as in a bounded location (structural) and a sense of shared values (socio-psychological)_ a virtual space is comprised by both a sense of presence and location
  3. Platform: determines synchronicity which in turn enables real-time interaction, focuses only in the technical design of interaction
  4. Population Interaction Structure: 1. VCs as computer supported social networks/ 2. VCs as small groups or networks/ 3. virtual publics versus VCs
  5. Profit Model: tangible economic value

 

References

Porter, C.E., 2004. A Typology of Virtual Communities: A Multi-Disciplinary Foundation for Future Research. In Journal of Computer-Mediated Communication, 10 (1), Article 3.

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How soon is now?

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  • Real Virtual: virtual environments that represent the real world.
  • Virtual Augmented Real: use of ubiquitous augmented information systems connected to the real world objects (ie. GPS data, pilot’s line of sight measurement etc)
  • Real Augmented Virtual: information from the real world gets embedded into the virtual realm. (ie. Kinect Sports Video Game)
  • Fantastic Virtual: products of unrestrained imagination

 

Reference

Pak, B. Newton, C., Verbeke, J., 2012. Virtual Worlds and Architectural Education: A Typological Framework. In Proceedings of the 30th eCAADe Conference – Volume 1, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 739-746.

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Virtual Village ancestors and the concept of Design Correspondence

VDS

Three experiments on what became known as ‘design correspondence

01:1 991, The Samarkand competition gave an excuse for collaboration between two designers who lived far apart. The exchange involved correspondence via modem and included updated revisions of the project on a daily basis. Soon, they accumulated a large database that was hard to manage.

02: a joint workshop that lasted two weeks between 12 students of architecture who worked in a computerized design studio in Macintosh and UNIX environments connected by an Ethernet local are network. they were given joint areas later called “digital pin up boards” where they could edit and post notions about the common project. again there were difficulties in naming files, managing the resources etc.

03: 25 participants by two institutions far apart, Harvard University and the University of British Columbia. they utilized WAN. students were given the same problem, to design a pre-fabricated warehouse utilizing the technology of concrete tilt-up panels. the exercise lasted two weeks, week one participants downloaded reference material and developed designs for their elementary panel, week two they developed design models for the building. tutors acted as editors. final crit was realized via phone with speakers. review material was exchanged between universities so thatrecords were identical. the list of proposals was displayed on computer screens in both institutions simultaneously. this was the world’s first electronic jury.

 

References

Jerzy Wojtowicz, James N. Davidson and Takehiko Nagakura, 1995, Digital Pinup Board-The Story of the Virtual Village Project. In Virtual Design Studio (ed. Jerzy Wojtowicz), Hong Kong University Press, pp. 09-23

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Virtual Design Studios

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Bradform, Cheng and Kvan describe their impressions of a VDS realized in early 1994 between the University of Hong Kong, MIT, ETSAB Barcelona, Cornell University, Washington University of St Louis and UBC in Vancouver.

Authors describe VDS as an experimental environment for design education that allowed students to work collectively with colleagues from different cultures. Content was exchanged through a shared server. Communication mostly occurred via e-mail (asynchronous). Real time collaboration (synchronous) occurred less often via teleconferencing software and various interacting whiteboards.

The Virtual Design Studios main tools that were used were:

  • CAD
  • Internet
  • Teleconferencing
  • Whiteboards

The main problems noted were: lack of constant interactivity, student poor representational skills through digital media, lack of collaborative attitudes.

 

References

Bradford, J.W., Cheng, N., Kvan, Th., 1994, Virtual Design Studios_eCAADe Proceedings, available here

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