the scientific research potential of virtual worlds

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Presented by Yeshwanth Boppana Sowmya Nagubadi

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The Scientific Research Potential of Virtual Worlds. Presented by Yeshwanth Boppana Sowmya Nagubadi. overview. Introduction SL and WOW Virtual Laboratory Experiments Observational Social and Economic Science Computer and Information Science Human Challenges Critical Views - PowerPoint PPT Presentation

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Page 1: The Scientific Research Potential of Virtual Worlds

Presented byYeshwanth Boppana

Sowmya Nagubadi

Page 2: The Scientific Research Potential of Virtual Worlds

overview• Introduction• SL and WOW• Virtual Laboratory Experiments• Observational Social and Economic Science• Computer and Information Science• Human Challenges• Critical Views• Critical Questions

Page 3: The Scientific Research Potential of Virtual Worlds

IntroductionOnline virtual worlds have great potential as

sites for research in social, behavioral and economic sciences, as well in human-centered computer science.

The diversity of current virtual worlds can be represented by SL and WOW.

Virtual worlds suggest new potential for education across all sciences.

Page 4: The Scientific Research Potential of Virtual Worlds

SL and WOW• SL and WOW have many similarities in the 3-

D Virtual worlds, objects, user interaction etc.• SL has 6.5 million users registered and WOW

has 8.5 million subscribers.• SL is especially designed to mount formal

experiments in social psychology or cognitive science.

• WOW is a better option for nonintrusive statistical methodologies examining social networks and economic systems.

Page 5: The Scientific Research Potential of Virtual Worlds

Contin…Researchers are exploring methods needed

to create entirely new generation games called pervasive LARPs (live-action role-playing games).

Interestingly most of the virtual world users are adults.

Page 6: The Scientific Research Potential of Virtual Worlds

Virtual Laboratory Experiments

• SL facilitates creating online laboratories that can automatically recruit potentially thousands of research subjects.

• Creative scientists may be able to design experiments that are feasible in virtual worlds but were never possible before.

• Virtual worlds combine both AI agents and human-controlled avatars implies many rigorous experiments on this crucial issue can be conducted in them.

• Political experiments can also be carried in VW.

Page 7: The Scientific Research Potential of Virtual Worlds

Auction House in WOW

Page 8: The Scientific Research Potential of Virtual Worlds

Second Life

Page 9: The Scientific Research Potential of Virtual Worlds

Observational Social and Economic Science• Many scientists and scholars are already

conducting research about virtual worlds and are using them as environments to ask general social-scientific questions.

• Economists say results of different VWs can be compared to nations on earth.

• Research on cultural boundaries in VWs include studies of gender specific behavioral norms in non-traditional environments .

Page 10: The Scientific Research Potential of Virtual Worlds

Wow is suitable for quantitative research, and encourages individual to write “add-on” programs.

Analyzing tools are being developed to analyze data from servers that run another major online role-playing game.

Page 11: The Scientific Research Potential of Virtual Worlds

Computer and Information ScienceMajor drawback of VWs is high latency and

low bandwidth.Management of bandwidth in WOW and its

drawback.AI representations of humans to real world

can be more complex and features like responding creatively, is been worked upon.

Page 12: The Scientific Research Potential of Virtual Worlds

Human computer interaction is one field where virtual worlds can be used as laboratories.

Wow and SL images are restricted to only screens. Future development in this area is possible.

Page 13: The Scientific Research Potential of Virtual Worlds

Human ChallengesOne of the major issue is the cognitive and

emotional relationship between humar user and their representative are actively debated.

Security issues are not focused in virtual world. Examples : Company meetings etc

Online research may require ethics scrutiny by institutional human subject review boards.

Transformation of some kinds of education at pre-college level might harmonize with scientific values more than traditional values.

Page 14: The Scientific Research Potential of Virtual Worlds

Critical Views

It was mentioned in the paper that virtual laboratories will need sometimes huge numbers to conduct surveys. But getting so many people into action is a very difficult task. There are issues like interest of participation, time, knowledge, cost, etc. So with all these constraints how far the virtual laboratories will be a success is thought provoking.

The paper goes describing the issues with examples as SL or WOW. We can agree a major part of issues could be covered with these two. But apart from gaming and creating from existing pre-developed VW(virtual world), there could possibly be more constraints out of this boundary.

Page 15: The Scientific Research Potential of Virtual Worlds

When there are still network and technical issues(latency) related to online gaming in virtual worlds, can we predict a perfect virtual world at the door step of every user? There was only a question raised about it but no suggestions were given.

The main focus of paper was on the credits of VW and its potential of research in future. An alarming thing is when it is involving so many users and other constraints, a potential risk is also present. There is no mention regarding it. (Example: if organizations are holding meetings in VW isn’t there a risk of confidential data leak?)

Page 16: The Scientific Research Potential of Virtual Worlds

Critical questions:

An interesting question that arises when we read the paper is, virtual world can be said as all the communication mechanisms mixed together to make one sophisticated tool. It has many advantages, but isn’t the attention given to virtual world and potential of its future and research is beyond the limits?

As given in paper there are many knots for an experiment to be carried out in virtual laboratory, as the companies involved must be ready to participate invest and implement features in their games. How far can the virtual laboratory be successful with so many constraints?

Right now VR(virtual reality) is restricted only to computer monitors. Do people really demand for a perfect full VR which is not restricted to computer monitors or will the existing VR satisfy the demands of people?

Page 17: The Scientific Research Potential of Virtual Worlds

Questions?