Massively Multiuser Virtual Worlds
and 3D Interactive Environments

("is it real VR?")
Mitja Hmeljak
doing cognitive science in Second Life (2007-2008)
 
What does it take to port collective behavior studies from 2D-based experiments to 3D MUVEs? Technically, is it doable? Behaviorally, what changes?
  • part 1, introduction: How I Learned to Stop Worrying and Love LSL (presentation slides, 7.5MB pdf)
  • part 2: more LSL examples (slides 2MB pdf, this part has been presented simultaneously in-world as well, with audio stream, group demo and interactive examples with remote audience).
    Instructions on how to listen to the audio stream within the Second Life client:
    • log in to Second Life and teleport (i.e. the slurl is: http://slurl.com/secondlife/Campus/226/168/25/) to the IU CogSci space on Campus island
    • a dialog may appear in SL, asking: Play streaming video when available? Click on <Play media> to be able to listen
    • in your SL Preferences for Audio&Video, make sure audio is not muted, and streaming video is enabled. All other settings can be set to minimum if you prefer not to hear SL ambient sounds:
    • click on the play icon in the Movies tab which appears at the bottom of the SL interface, it'll turn from to when playing.
    • there may be a few seconds lag in the audio: this is normal since it is a live broadcast through a streaming server (not a two-way audio chat)
  • part 3 and part 4 presented entirely in-world, i.e. within SL on the IU CogSci space on Campus island
  • part 5 and part 6 in-world tests, after moving the IU CogSci space on the new Limestone Quarry island (thanks, AVL!)
    There's something fascinating about dozens of avatars chasing illuminated tiles:
      
  • updated presentation about research in Second Life,
    including Foraging and CPR experiments (presentation slides, 11MB pdf)

 
Thanks to the Campus:Second Life program, students can plan and develop studies in Prof. Peter Todd's Q400 Spring 2007 course, using Second Life.

 
Syllabus, planning and proposal for a 3xx-level course in synthetic worlds / virtual environments. Sample Topics and summary:
  • Hands-on approach to learning about interactive 3D graphic worlds, their design, implementation and deployment.
  • Practical coursework at dynamic scene-graph level.
  • Analysis of existing works of high production quality.
  • Scripting/authoring/programming techniques for 3D environments.
Using Second Life as multi-user networked VR engine and for multimedia hosting, for labs, practical assignments and final project.
  Mitja Hmeljak 2008