DESC 9177 Computer Supported Cooperative Design

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Transcript DESC 9177 Computer Supported Cooperative Design

DESC 9180
Designing Virtual Worlds
Coordinator: Prof. Mary Lou Maher
Kathryn Merrick
Owen Macindoe
Course website:
http://www.cs.usyd.edu.au/~kkas0686/teaching.html
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About the Lecturers…
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Outline of Today’s Lecture
• Administrative information
• Lecture plan
• Introduction to designing virtual worlds:
• What is this course about?
• Basic concepts
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Administrative Information
• Course website (slides, tutorials, readings):
http://www.cs.usyd.edu.au/~kkas0686/teaching.html
• Consultation times:
• Tuesday 5:00 – 5:45pm
• PhD and Visiting Scholars Office on Mezzanine Floor
• E-mail:
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[email protected]
[email protected]
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Lectures & Studio, Room 313
• Lecture: 6-7pm, Tuesdays
• Lecture
• Discussion of assigned reading materials
• Studio: 7-9pm Tuesdays
• Tutorials
• Individual exercises
• Design project development
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General Information
• Lectures notes: available on the
webpage
• Readings: available as PDFs or books
from the Architecture library (reserve
section)
• Discussions sessions: will be related to
readings announced the previous week
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Lecture Plan (Owen)
Week Lecture
Tutorial
1
Course overview
Surveys, introduction to Second Life
2
Introduction to virtual worlds
Set up accounts, interaction basics
for Second Life
3
Sense of place and sense of Building basics for Second Life
presence – Intro to Task 1
4
Design principles for virtual
spaces
5
Applications of virtual worlds Work on Task 1, preliminary
critiques
6
Task 1 due 6pm - Individual presentations, reports, and final
critiques
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Work on Task 1
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Lecture Plan (Kathryn)
Week Lecture
Tutorial
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Designing virtual worlds for
games – Intro to Task 2
Advanced building techniques for
Second Life
8
Interactivity 1 – Designing
dynamic virtual spaces
LSL basics
9
Interactivity 2 – Agents
Advanced LSL
Mid-semester break – No lecture or tutorial
10
Paper reviews and discussion
11
Technical, social, and
design issues in virtual
worlds
Work on Task 2
12
The future of virtual worlds
Work on Task 2, preliminary
critiques
13
Task 2 due 6pm - Group presentations, reports, and final critiques
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Course Topics
• What are virtual worlds?
• What are the basic elements of virtual
experience?
• What are the basic design elements?
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Course Topics
• Sense of place & presence
• Virtual world styles and metaphors
• Virtual world applications:
• Scientific visualisation, game technology, CAD,
entertainment, and more
• Virtual worlds research:
• HCI, agents, intelligent environments, sociology
• Game design
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Graphical Virtual Worlds
• Active Worlds: www.activeworlds.com
• Second Life: www.secondlife.com
• Moove Online, IMVU, vMTV, and
numerous MMOGs.
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Game-Focused Worlds
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Socially-Focused Worlds
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Assessment Overview
• Task 1: “Impossible places”(individual)
• 15% Design and implementation
• 10% Report
• 5% Presentation
• Task 2: “You versus the world” (group)
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25% Design and implementation
10% Group report
10% Group planning (individual mark)
5% Presentation
• Paper review (10%)
• Tutorial participation (10%)
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Tutorial Participation
• Attend tutorials!
http://www.arch.usyd.edu.au/documents/latesub-attendance.pdf
• Ask questions!
• Complete the tutorial exercises
• Be active in critiques
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Design Project 1 (Individual)
• Design and implement an “impossible
social space” in Second Life
• One or more areas for communicating with
others, either casually or formally
• Each student will need to purchase their
own land, which will be reused for the
group assignment
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Design Project 1 (Individual)
• Informal critiques on August 21st, 7pm
• Final design due on August 28th, 6pm with
• Report discussing your design
• Short presentation summarising design
The assessment criteria include:
• Establishment of a sense of the space’s function
• Consideration of Second Life interaction norms
• Effective use of building primitives
• Presence of elements that accentuate the design’s
“virtual” nature
• Quality and consistency of the design
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Design Project 2 (Group)
• “You versus the World!” Design and
implement a game in Second Life in which
the environment is the primary antagonist
• The design brief is to create a dynamic game
environment that presents challenges for players
to overcome
• The design must make use of the interactive
elements in Second Life (scripting in LSL)
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Design Project 2 (Group)
• Informal critiques on October 16th, 7pm
• Final design is due on October 23rd, 6pm
• Report discussing your group design
• Group process mark
• Presentation and demonstration
The assessment criteria include:
• Establishment of a sense place and consistency
• Demonstrated use of simple scripted behaviours
• Demonstrated use of agent technology
• Demonstrated use of advanced building techniques
• Exposition of a plot line
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Paper Reviews and Discussion
• Choose a paper from the virtual worlds
literature and present it in front of the class
(September 2nd, 6pm)
• You will have 8 minutes of presentation time and 2
minutes of question time
• You will also be asking questions of two
classmates
• Your questions will count towards your tutorial
participation mark
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University Policies
• Late submission:
http://www.arch.usyd.edu.au/CS/postgrad/late_submit.shtml
• Plagiarism:
http://www.arch.usyd.edu.au/CS/postgrad/plagiarism.shtml
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What is Cyberspace?
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“A consensual hallucination experienced
daily by billions of legitimate operators, in
every nation, by children being taught
mathematical concepts... A graphic
representation of data abstracted from
banks of every computer in the human
system. Unthinkable complexity. Lines of
light ranged in the nonspace of the mind,
clusters and constellations of data. Like
city lights, receding.”
William Gibson, Neuromancer
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Cyberspace in popular culture:
Neo’s view of The Matrix
“Cyberspace is the "place" where a
telephone conversation appears to occur.
Not inside your actual phone, the plastic
device on your desk. The place between
the phones. The indefinite place out
there, where the two of you, two human
beings, actually meet and communicate.”
Bruce Sterling, The Hacker Crackdown
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The Internet is only one part
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Metaphors for the Internet
• The metaphor we use for the Internet
influences how we think about and
relate to it (Stefik, 2006):
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Information Superhighway (Traveller)
Digital Library (Keeper of Knowledge)
Electronic Mail (Messenger)
Electronic Marketplace (Trader)
Digital World (Adventurer)
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Definition: Virtual
• “Being in essence or effect, but not in
fact.”
(Webster’s New Universal Unabridged Dictionary 1989)
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Definitions: World
• “An environment that its inhabitants
regard as being self-contained.”
(Richard Bartle, Designing Virtual Worlds)
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Virtual Reality & Virtual Worlds
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Textual Worlds
Graphical Worlds
Fishtank VR
Projection VR
Head-based VR
Hand-held VR
(Sherman, Understanding Virtual Reality)
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In Next Week’s Lecture…
Introduction to virtual worlds:
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Historical overview of virtual worlds
Key elements of virtual experience
Interface of virtual worlds
Design metaphors
Review of current virtual world examples
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In Today’s Tutorial…
• Fill in the skill-set survey
• If you have an ARCH account:
• Set up a Second Life account
• Login to Second Life
• Visit the course website:
• Read the Curtis paper on the course web site for
discussion next week
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Bibliography
• Bartle, R.A. (2003) Designing Virtual Worlds, New
Riders, Indianapolis
• Gibson, W. (1984) Neuromancer, Ace Books, New
York
• Sherman, W.R. and Craig, A.B. (2003) Understanding
Virtual Reality, Morgan Kaufmann, Boston
• Stefik, M. (1997) Internet Dreams: Archetypes,
Myths, and Metaphors, MIT Press, Boston
• Sterling, B. (1992) The Hacker Crackdown: Law and
Disorder on the Electronic Frontier,
http://www.gutenberg.org/etext/101
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