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The Scientific Research Potential of Virtual Worlds

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Virtual worlds suggest new potential for ... Company meetings etc Online research may require ethics scrutiny by institutional human ... (virtual reality) ... – PowerPoint PPT presentation

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Title: The Scientific Research Potential of Virtual Worlds


1
The Scientific Research Potential of Virtual
Worlds
  • Presented by
  • Yeshwanth Boppana
  • Sowmya Nagubadi

2
overview
  • Introduction
  • SL and WOW
  • Virtual Laboratory Experiments
  • Observational Social and Economic Science
  • Computer and Information Science
  • Human Challenges
  • Critical Views
  • Critical Questions

3
Introduction
  • Online 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.

4
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.

5
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.

6
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.

7
Auction House in WOW
8
Second Life
9
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 .

10
  • 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.

11
Computer and Information Science
  • Major 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.

12
  • 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.

13
Human Challenges
  • One 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.

14
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.

15
  • 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 isnt there a risk of confidential data
    leak?)

16
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 isnt 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?

17
Questions?
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