3D Virtual Worlds and the Metaverse Current Status and Future Possibilities

3D Virtual Worlds and the Metaverse Current Status and Future Possibilities


Robert Downey Jr. will play me in the movie | #SecondLife

 

LMU_2012

 

 

Called �the definitive and seminal work on the subject�, while also garnering wide acclaim and unanimous recommendation for the coveted Paper of the Year award from Association of Computing Machinery, 3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities offers a comprehensive look at the past, present and compelling future of the virtual worlds industry.

 

Considered �In-Press�, this research paper was written in conjunction with Layola Marymount University � in particular Dr. John Dionisio and Dr. Richard Gilbert, wherein I provided a large bulk of the history aspect and future looking technology overview, including but not limited to the premise of all four sections � Realism, Ubiquity, Interoperability, Scalability, and more as a viable evolution for virtual worlds.

 


General Overview

 

This paper surveys the current status of computing as it applies to 3D virtual spaces and outlines what is needed to move from a set of independent virtual worlds to an integrated network of 3D virtual worlds or �Metaverse� that constitutes a compelling alternative realm for human socio-cultural interaction. In presenting this status report and roadmap for advancement, attention will be speci?cally directed to the following four features that are considered central components of a viable Metaverse:

 

(1) Realism. Is the virtual space su?ciently realistic to enable users to feel psychologically and emotionally immersed in the alternative realm?

 

(2) Ubiquity. Are the virtual spaces that comprise the Metaverse accessible through all existing digital devices (from desktops to tablets to mobile devices) and do the user�s virtual identities or collective persona remain intact throughout transitions within the Metaverse?

 

(3) Interoperability. Do the virtual spaces employ standards such that (a) digital assets used in the reconstruction or rendering of virtual environments remain interchangeable across speci?c implementations and (b) users can move seamlessly between locations without interruption in their immersive experience?

 

(4) Scalability. Does the server architecture deliver su?cient power to enable massive numbers of users to occupy the Metaverse without compromising the e?ciency of the system and the experience of the users?

 

In order to provide context for considering the present state and potential future of 3D virtual spaces, the paper begins by presenting the historical development of virtual worlds and conceptions of the Metaverse. This history incorporates literary and gaming precursors to virtual world development, as well as direct advances in virtual world technology, because these literary and gaming developments often preceded, and signi?cantly in?uenced, later technological achievements in virtual world technology. Thus, they are most accurately treated as important elements in the technical development of 3D spaces rather than as unrelated cultural events.

 


The purpose of this release

 

Being �in-press� is a technical consideration, and doesn�t mean that as of this moment the research paper is in a current issue of the ACM Journal. My understanding of this is that while it has passed peer review (with great acclaim) and has been given the green light by the editors without further alterations to the paper by myself, Dr. Dionisio or Dr. Gilbert, I would imagine that the paper is sitting in queue for publication in an upcoming edition and may include editorial changes at the higher level.

 

The written portion of the paper covers 36 pages, while the full paper with the references comes out to 45 pages.

 

I�m releasing a PDF version of this paper publically on this blog as an educational aide and for academic interests, in order to save the time in manually giving this paper out to interested parties. Currently, there are plans at Washington State University to utilize this paper as foundational material for a certificate course in virtual worlds, and I am more than happy to see this seminal research paper educating a future generation of college students.

 

Being an equal opportunity educator, I�m the sort of computer science researcher that believes that even the highschool teenager with an interest in this industry should have access to the works I�m involved with without a barrier. This being said, I am sure the research paper itself will look much better in print than in PDF form � ie: Support Association for Computing Machinery if you can, and if you can�t then pirate this paper appropriately for the good of the planet.

 

We�ll call this the added value model, much like I talk about so often, where the physical item and experience itself is worth the money while the digital version counts as �marketing� premise in order to proliferate the information.

 


 

Availability of Person

 

As a matter of course,  I am available for interviews, public appearance and lectures. However, I still don�t do children�s parties. If you are interested in having me on your show (etc), please keep in mind it really helps to have read the material before asking me questions.

 

For inquiries or to request my appearance, my contact information is available via the IEEE Virtual World Standard site under Will Burns - Vice Chair

 


 

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