Virkelig (sam)arbeid i en 3D virtuell verden

FFI-Report 2007
This publication is only available in Norwegian

About the publication

ISBN

9788246412849

Size

2.2 MB

Language

Norwegian

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Hilde Hafnor Bård K. Reitan Dinko Hadzic
This is an introductory investigation on 3D virtual worlds and how they may enhance military collaboration. In the last decade 3D technology has gone from a technology for the few to become a technology for the “common people”. The development of 3D as a mass technology has at first been seen within gaming and entertainment. Lately the technology is used, and is the intention of a growing mass to be used, for real work, done by real people – in a virtual world. Large companies are seriously beginning to investigate virtual 3D worlds, IBM being an example. A growing number of businesses are present in virtual worlds. They hold meetings, promote their products and in general offer their services in these virtual worlds. For researchers, virtual worlds have become at place to do research on human behaviors. The examples are numerous. A virtual world is a 3D rendering of some world. In this world the participants are represented by avatars. An avatar may be steered within the virtual world; it can communicate to others, and in general participate in the everyday life of the virtual world. Several of the virtual words seen today have their own economy. Creating something, forming objects, and doing work in the virtual world is an aspect of what gives meaning to virtual life. There is a broad selection of virtual worlds and with different characteristics: World of Warcraft is an example of a team-based fantasy adventure where players are fighting monsters, performing quests and building skills. This is a game that necessitates collaboration between players in order to make success and level up their characters. Second Life is an example of a virtual world that recreates a human society and does not fit the standard definition of games. It does not have points, scores, winners or losers, or levels. Residents can explore, meet other residents, socialize, participate in individual and group activities, create and trade items and services from one another. Wonderland is a virtual world created by Sun Microsystems. Wonderland recreates the real-life interactions of an office, giving workers the ability to move easily from one conversation to another in a collaborative online environment. Wonderland is an open source project and is still in development. However, we regard Wonderland as the most interesting platform for further exploration and experimentation. Suggestions for possible areas of application for this technology are numerous. Formal or informal meeting spaces, e.g. virtual rooms for meetings, briefs and control are promising areas. A virtual world may be used as a place to offer reach-back services. Other promising areas are within training, exercises and experimenting. Environments and events that are not practically available in the real world may be so in a virtual world. A virtual world may also be the place to practice social and cultural skills. At the Norwegian Defense Research Establishment (FFI) we have a small setup of the Wonderland virtual world. The intention is to use this for experiments within technology, human factors and the use of virtual worlds in general. Virtual world technology is still immature. There will be challenges of both technological and social aspects related to this technology. Still, we believe the Norwegian Armed Forces will find it valuable to follow the development of this technology.

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