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Media Reception Experiments

The video in this posting demonstrates the various virtual worlds being utilized in CarrieLynn D. Reinhard’s study about people’s sense-making the innovations in entertainment media.  While not real sessions, the three virtual worlds being shown here — video game, MMORPG, Second Life — are displayed in videos that provide an idea as to what are the most common activities people perform when engaging with these media in these sessions.

The first session involves playing the Nintendo Wii game Spider-Man: Friend or Foe.  This video is the only one of the three to demonstrate the type of talk-aloud method being used in this study.  Here the participant has been asked to speak whatever thoughts or feelings he is having.  Also, the researcher, CarrieLynn, asks questions as they go along.

The second session involves playing the MMORPG City of Heroes.  This video focuses on showing the beginning steps a participant engages in, namely: the selection of class and abilities; the design of the character’s appearance; and, the learning of the game via the tutorial.

The third session involves engaging with the MUVE Second Life.  As discussed elsewhere on this blog, an island in Second Life was designed to fit into the superhero genre motif being used in this study.  Thus, this video demonstrates what participants on average do when they enter this island, Metrotopia.

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Metrotopia as a Laboratory

The idea behind the design of Metrotopia – a City of Superheros and -heroines – is to create a virtual worlds’ laboratory which we can use for experimental research on issues, questions, and problems related to the empirical fields of communication, sense-makings, media reception, design, and user-driven innovation. A laboratory that we continuously can re-create, re-define, and re-construct according to different needs, research design and purposes.

As a part of this experimental laboratory it is our effort to develop what we call learning bots, i.e. bots that can act and react according to interactional patterns and also to some extend in unforeseen situations ;-)

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Design of Metrotopia II

The first part of this video illustrates the design process in virtual worlds and how Metrotopia was designed and built in Second Life. For this purpose, Ates Gursimsek (SL: Mandal Vlodovic/Metrotopia Design Team) builds an interactive hot-dog cart for the Metrotopia Park by using the Second Life 3D building tools. This part also shows how Metrotopia Design Team worked collaboratively, often from different locations, during the concepualization, design and construction phases of Metrotopia.

The 3D real-time interaction capabilities of Second Life allowed the collaborative effort of researchers, designers and outsourced service providers (such as costume design and video-making) to shape the city, as they had the chance to meet, discuss and work inside the virtual city throughout the process.

Here, the observation of designers-in-action is intended to provide an introduction to the design possibilities of virtual worlds. The objective of design practice here is not creating an abstract visual prototype of a real–life object, but building virtual objects and spaces inside the virtual environment for avatars to use/exchange and travel inside (experiencing the virtual space and interaction). This observation would also enable the researcher to analyse characteristics of interaction through the design process, the methods used by designers (to create interactive virtual object and places) and the collaborative working/prototyping environments provided by the virtual worlds.

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Design of Metrotopia I

This part involves a short sequence from the online discussion between members of Metrotopia Design Team. CarrieLynn Reinhard (Researcher), Tommy Nielsen (Designer) and Ates Gursimsek (PhD Student/Designer) introduce and comment on the specific places designed for Metrotopia, all of which are conceptualized to reflect specific purposes. As the team travels Costume Bazaar, City Square and Museum, Metrotopia Park, residential areas and Fight Club, design considerations behind the Metrotopia project are revealed through discussion.

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Movies About Where Virtual and Real Worlds Collide

Two movies are being released this fall that in some way deal with elements associated with virtual worlds in some way, in some form, become activated as part of the real, physical world.

I have already written about the Bruce Willis movie, Surrogates, in which people can create android avatars that they send out to interact with the real, physical world, giving them control from the safety of their homes.  The fantasies of the mind are lived in real life in this movie — its as if Second Life is made corporeal.

Also coming out this fall is the Gerard Butler movie, Gamer.  In this movie, death row inmates are made to fight each other for the chance for parole.  The catch is, they don’t control their actions — an unseen gamer is some how pulling the strings, just as s/he would control a video game character.  If the inmate can survive a number of “sessions”, then that inmate is let go.

Both movies focus on the virtual world characteristic of controlling avatars for some purpose.  In Surrogates it is to live a more “fantastical” life; the supposed motivations to have a surrogate would be those assumed important with having an SL persona: interpersonal interaction; different experiences; safe sex; complete customization of identity, from physical to personality.

In Gamer, the purpose appears more geared to the violence of a first-person shooter MMO, where you compete with others (mostly teenage boys, as this trailer shows).  The hitch is that these “avatars” are actual people who have the ability to speak back and even disconnect from their master’s commands.

Whereas the first movie appears more to question what is identity and safety, the second movie appears more interested in violence, primarily, and questions about slavery and control.  Right now the questions of the first movie are more relevant to how we analyze people’s engagings with virtual worlds.  But should we ever develop true AI, the questions of the second are just as important, if not moreso (given everything Hollywood and science fiction has warned us about robots).

Another point of consideration is that these are two movies likely responding to the mainstream public discourse about virtual worlds, and MMORPGs in particular.  As virtual worlds, and the 3D Web, become more predominant, will we see more public discourse on virtual reality, mirroring the earlier Hollywood cycle that resulted in Virtuosity, Strange Days and Lawnmower Man?

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Using Music to Promote Virtual Media Engagings

Recently at the Metaverse U conference at Stanford  University, we heard a variety of presentations on the cutting edge of developing and using virtual worlds.

Once such presentation was given by Robert Hamilton and Juan-Pablo Caceres on the use of digital communication technologies to produce music around the physical world as well as within a virtual world.  You can find out more about these researchers and there work here.

What leads me to talk about it here is due to a new game I was turned on to last night — a Facebook application from developer Zwigglers.  Called Chain Rxn, the game is surprising easy — all you have to do is explode bouncing balls to create a chain reaction of explosions, wherein each level you have to explode a certain percentage of balls.  But if you fail, don’t worry — you can always just start that level over without any adverse affects to your utlimate performance.  All the while, each explosion is accompanied by a lovely colors and soft, tingling sound, akin to how raindrops are represented in a symphony.  This game is increasingly popular, with 1.5 million users and growing daily.

This game really doesn’t offer much challenge — what it does offer is stress release.  The game play is straightforward and without the frustration of having to start over.  If you wish, you can strategize within it to gain more points.  Or you can just play to watch the explosions of pretty colors and soothing music.

Subsequently, this game is an example of the ability for music to be incorporated into virtual worlds, as discussed by Hamilton and Caceres.  So far the game appears to have a big draw due in part to the incorpration of music in it.  The game is a stress releaser for the office worker looking for a quick break that offers more than just a quick laugh or thrill.  The music is soothing, cheerful, and always different, because how you explode the balls and the chain reactions that result are always different.  This game shows that digital games don’t have to be all about chaotic cacophonies of explosions of light and sound.  They can also be about soothing music that adapts to what you do.

Imagine adding in soothing music to common digital interactions, from checking email to visiting a website.  Imagine a 3D Pandora or Last FM. Imagine being able to walk into a room that looks like your office, only instead of the buzz of the air conditioner and the clankity-clank of the keyboards, the walls hum harmonious chords at your slightest touch.  What better way to disappear into a virtual world than through being soothed?

We tend to forget the importance of soothing sounds in our daily lives, as clogged as they are by the discordance of city life.   In our physical worlds we all cannot so easily produce such beautific noise — how many of us truly have the ability to sing or play an instrument as well as we’d like?  What digital communication technologies, and virtual worlds in particular, could provide us with is the ability to make the type of acoustic environment that we yearn for amongst the honking horns, the buzzing cell phones, the crying children, and the chaotic cacophony that is the modern world.

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