The goal of this paper is to define the term “Real Virtual Worlds.” It is the assumption of this paper that this new field is destined to become a major force in 5-10 years. Much like the internet, Real Virtual Worlds, will change, enhance, and sometimes hamper how we learn, have fun, work, and perform human action. Because the goal here is to expose the field and generate awareness and action, no prior knowledge in virtual worlds is called for. Those familiar with the field may enjoy a fresh perspective that takes into account the integration of factors that lead to new applications and services. The short background will present the fields of “virtual reality” and “gaming worlds” as the parents of the field. Then, Real Virtual Worlds will be defined using (a) the detailed example of Second Life, (b) a formal definition of 3D3C (3 dimensions, community, creation and commerce) and (c) a short comparative analysis of several worlds as a method to explicate the 3D3C definition. Further exposition of the Community, Creation and Commerce will use Second Life to further describe the 3Cs. The conclusion will connect the supply (of powerful technology) and demand (from both young and adult users) with the sustained innovation that stem from 3D3C – to create a reinforcing cycle that will propel Real Virtual Worlds forward.
This study proposes nine success factors for enterprise-wide e-learning. These factors were derived from the literature, interviews with e-learning project leaders, and analysis. Twelve semistructured interviews were conducted and analyzed in order to find out the best success factors to implement e-learning. These factors are divided into two categories: "must-have" factors and "nice-to-have" factors. The must-have factors include: useful and easy to use e-learning tools, marketing, management support, the right organizational culture, and the existence of a real need for the organization. The "nice to have" factors include: time to learn, support, mandatory learning, and incentives. Based on the research conclusions, a checklist of e-learning success factors is provided. A special addendum includes looking at the factors in downturn times, their relative importance and nature.
The goal of this chapter is to two fold: first to define and expose the domain of “Real Virtual Worlds” and secondly to define the critically of Commerce within this domain. It is the assumption of this chapter that this new field of virtual worlds is destined to become a major force in 5-10 years. Much like the internet, Real Virtual Worlds, will change, enhance, and sometimes hamper how we learn, have fun, work, and perform human action. Virtual worlds are defined as an integration of 3D, Community, Creation and Commerce (3D3C). Building on this definition, we develop the “commerce” factor. My goal is to establish commerce in a critical integral part of virtual worlds. Even more, without commerce, we will probably miss the larger potential of real virtual worlds.
This paper takes an historical perspective on the Metaverse1 project. A group of about 30 EU-based organizations totalling about 100 people worked together from 2008 to 2011 to develop a global standard that will connect virtual worlds and real worlds. The project, which was under the Eureka/ITEA2 framework, was one of the key contributors to the MPEG-V 'Media context and control' standard published by ISO/IEC in January 2011. The review includes the need for virtual worlds stadnards, the formation of the research team and plan, internal research results, main outcome (MPEG-V standard). We will conclude with some reflective notes. The ITEA2 Metaverse1 project has developed a standardized global framework enabling interoperability between virtual worlds such as Second Life, IMVU, OpenSim, Active Worlds, Google Earth and with the real world in terms of sensors and actuators, vision and rendering systems, and applications in areas like social and welfare systems, banking, insurance, tourism and real estate. Results of the project drove the MPEG-V 'Media context and control' standard published by ISO/IEC in January 2011.
This issue is part of an effort to explore the fields of standards for virtual worlds. Working on such standards is both a technical and conceptual. This issue endeavors to enhance, explicate, and analyze various aspects of standards and virtual worlds, and was designed to give a voice to the leading theoretical and practical players within this arena. The issue specifically emphasizes the disciplines of economy and technology as critical harbingers to the endeavor of standards.
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