3D virtual world - Ryan Oh

3D Virtual World - Ryan Dae Heon Oh

1. Massively multiplayer online world (MMOW) with 3D virtual environments, where the users take the form of avatars visible to others.
2. Multiple types of activities, primarily social, economic, and political.
3. Avatars - textual, 2 or 3-dimensional graphical representations, or live video avatars with auditory and touch sensations.

How Does It Work?
1. Customizable avatars
2. customizable 3D residences
3. user created clothing, scriptable objects
4. Text/Speech/Gesture communication
5. Internet integration
6. multiplayer game launching capabilities

History of 3D VW
-Maze War - The first networked, 3D multi-user first person shooter game.
Introduced the concept of online players in 1973-1974 as "eyeball 'avatars' chasing each other around in a maze.
Played on ARPANET, or Advanced Research Projects Agency Network, a precursor to the Internet funded by the United States Department of Defense for use in university and research laboratories.
-1994 - Japan adopted hardware-accelerated 3D and dedicated graphics/polygon processors into console games like the Sega Saturn and Sony PlayStation (1994 Japan, 1995 U.S.), and Nintendo’s cartridge based Nintendo 64 (1996).
-This moved us from planar 2D worlds and 2.5D sprites to true 3D games.
In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city.
-The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D.

Strengths
-Realistic
-socialize, connect and create using voice, text chat, motions, etc.
-can be used regardless of differences in age, culture, and linguistic orientation
-Save money & Improve health & Save time (Ex. military software simulator for parachute training, medical and dental software)
-Can be used for multi-purposes (education, politics, medication, etc)

Weaknesses
-Virtual world applications each with varying strengths and weakness of design (Errors, Inaccuracy)
-Less real-time, face-to-face communication and socializing with friends and family (escapism from the real life)
-High cost
-Dangers of deception, could lead to low self-esteem

Future Use
-Virtual tourism
-3D Printing
-Realistic simulations of all senses
-Improvement on medical and dental fields
-Oculus - a virtual reality headset that lets players step inside their favorite games and virtual worlds. It uses custom tracking technology to provide ultra-low latency 360° head tracking, allowing users to seamlessly look around the virtual world just as they would in real life.

Oculus
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