Abstract
The goal of this paper is to define the field of “Real Virtual Worlds,” and to reveal its potential through visions in virtual physical therapy, schools, concerts, shopping and races. It is my assumption that the field of Real Virtual Worlds is destined to become a major force in 5–10 years. Much like the Internet, Real Virtual Worlds, will change, enhance, but inevitably sometimes hamper how we learn, have fun, work, and perform other human actions. The key message of the paper is that we need to arrive at high levels of 3D3C (3D, community, creation, and commerce) in order to harness the potential of virtual worlds. This paper aims to inform researchers and industry players about the field of Real Virtual Worlds and its potential, as well as the actions they could take to embrace it. The conclusion section maps five challenges that should be tackled by academic and industrial research. By sharing these challenges, I hope to instigate further research. They include the interface challenge, the money challenge, the dependency challenge, the identity challenge, and the many avatars challenge.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
The term “Metaverse” first appeared in 1992 in a science-fiction book named Snow Crash by Neal Stephenson. The Metaverse was described as a three-dimensional world in which human characters spent their time, played, worked, and lived. In Stephenson’s words, “the Metaverse [is] my invention, which I came up with when I decided that existing words (such as ‘virtual reality’) were simply too awkward to use” (Wikipedia 2007).
References
Active Worlds (2008). Activeworlds in active since 1998 in this field. http://www.activeworlds.com. Retrieved: 05/01/2011.
Alexander, R. (2003). Massively multiplayer game development. Hingham, MA: Charles River Media, Inc.
Alexander, R. (2005). Massively multiplayer game development 2. Hingham, MA: Charles River Media, Inc.
Anshex.com (2011). AnsheX: Buy and sell IMVU credits: Linden$ – Second Life land - Frenzoo coins. http://imvu.anshechung.com/index.php. Retrieved: 05/01/2011.
Bartle, A. R. (2004). Designing virtual worlds. Berkeley, CA: New Riders Publishing.
Bimber, O., & Raskar, R. (2005). Spatial augmented reality: Merging real and virtual worlds. Wellesley, MA: A K Peters.
Burdea, G. C. & Coiffet, P. (2003). Virtual reality technology. Hoboken, NJ: Wiley.
Disney Corporate (2007). The Walt Disney company acquires Club Penguin. http://corporate.disney.go.com/news/corporate/2007/2007_0801_clubpenguin.html. Retrieved: 05/01/2011.
Eldon, E. (2007). Disney buys Club Penguin in $700 million deal: Virtual worlds have arrived? http://venturebeat.com/2007/08/01/disney-buys-club-penguin-in- 700-million-deal. Retrieved: 05/01/2011.
Gelissen, J. (2008). MPEG-V. http://www.metaverse1.org/2008/02/birth-of-mpeg- v-mpeg-for-virtual-worlds.html. Retrieved: 05/01/2011.
Cameron, J. (2009). Avatar. USA: 20th Century Fox.
Metanomics (2011). Metanomics: Virtual worlds seriously. http://www.metanomics.net. Retrieved: 05/01/2011.
Metaverse (2010). Metaverse1: Setting global standards among real and virutal worlds. http://www.metaverse1.org. Retrieved: 05/01/2011.
Sivan, Y. (2007). Video of the 3D3C metaverse metanomics talk. http://www.dryesha.com/2007/12/video-of-3d3c-metaverse-metanomics-talk.html. Retrieved: 05/01/2011.
Sivan, Y. (2008a). The 3D3C metaverse: A new medium is born. In S.-A. Tal, D. Caspi (Eds.), New media and innovative technology (pp. 133–159). Beer-Sheva, Israel: Ben-Gurion University Press.
Sivan, Y. (2008b). 3D3C real virtual worlds defined: The immense potential of merging 3D, community, creation, and commerce. Journal of Virtual Worlds Research, 1(1), 1–32. Special issue: Virtual worlds research: Past, present & future. ISSN: 1941–8477.
Sivan, Y. (2011). 3D3C identity: Towards a systematic framework. In A. Rea (Ed.), Security in virtual worlds, 3D webs, and immersive environments. (pp. 20–35). IGI Global, Hershey.
Taylor, T. L. (2006). Play between worlds: Exploring online game culture. Cambridge, MA: MIT Press.
Wikipedia (2007). Snow crash. http://en.wikipedia.org/w/index.php?title=Snow_Crash\&oldid=108444297. Retrieved: 05/01/2011.
Acknowledgements
Note: an earlier version of this paper was published in Cutter Journal in 2009. I would like to thank Raz Hyperman (CIO of Direct Insurance, Israel) and Gil Bickel (CIO of SAP Labs Israel). Special thanks to my long-time friends at STKI Dr. Jimmy Schwarzkopf (research fellow and managing partner), Galit Fein (VP and senior analyst), and Einat Shimoni (VP and senior analyst). This version is adapted from a paper given for the MCIS 2010 conference, October 2010, Tel Aviv, Israel.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2014 Springer Science+Business Media New York
About this chapter
Cite this chapter
Sivan, Y. (2014). 3D3C Real Virtual Worlds 2010: Definition and Visions for Researchers. In: Hebbel-Seeger, A., Reiners, T., Schäffer, D. (eds) Synthetic Worlds. Integrated Series in Information Systems, vol 33. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-6286-6_3
Download citation
DOI: https://doi.org/10.1007/978-1-4614-6286-6_3
Published:
Publisher Name: Springer, New York, NY
Print ISBN: 978-1-4614-6285-9
Online ISBN: 978-1-4614-6286-6
eBook Packages: Business and EconomicsBusiness and Management (R0)