978 3 642 11743 5
978 3 642 11743 5
978 3 642 11743 5
Editorial Board
Ozgur Akan
Middle East Technical University, Ankara, Turkey
Paolo Bellavista
University of Bologna, Italy
Jiannong Cao
Hong Kong Polytechnic University, Hong Kong
Falko Dressler
University of Erlangen, Germany
Domenico Ferrari
Università Cattolica Piacenza, Italy
Mario Gerla
UCLA, USA
Hisashi Kobayashi
Princeton University, USA
Sergio Palazzo
University of Catania, Italy
Sartaj Sahni
University of Florida, USA
Xuemin (Sherman) Shen
University of Waterloo, Canada
Mircea Stan
University of Virginia, USA
Jia Xiaohua
City University of Hong Kong, Hong Kong
Albert Zomaya
University of Sydney, Australia
Geoffrey Coulson
Lancaster University, UK
Fritz Lehmann-Grube Jan Sablatnig (Eds.)
Facets of Virtual
Environments
First International Conference, FaVE 2009
Berlin, Germany, July 27-29, 2009
Revised Selected Papers
13
Volume Editors
Fritz Lehmann-Grube
Technische Universität Berlin
Center for Multimedia in Education
and Research (MuLF)
Straße des 17. Juni 136
10623 Berlin, Germany
E-mail: lehmannf@math.tu-berlin.de
Jan Sablatnig
Technische Universität Berlin
Institute of Mathematics
Straße des 17. Juni 136
10623 Berlin, Germany
E-mail: jan@math.tu-berlin.de
ISSN 1867-8211
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Preface
In recent years, the popularity of virtual worlds has increased significantly and they
have consequently come under closer academic scrutiny. Papers about virtual worlds
are typically published at conferences or in journals that specialize in something en-
tirely different, related to some secondary aspect of the research. Thus a paper dis-
cussing legal aspects of virtual worlds may be published in a law journal, while a
psychologist's analysis of situation awareness may appear at a psychology conference.
The downside of this is that if you publish a virtual worlds paper at an unrelated
conference in this manner you are likely to be one of only a handful of attendees
working in the area. You will not, therefore, achieve the most important goal of at-
tending conferences: meeting and conversing with like-minded colleagues from the
academic community of your field of study.
Virtual worlds touch on many well-established themes in other areas of science.
Researchers from all these fields will therefore be looking at this new, interesting, and
growing field. However, to do effective research related to these complex constructs,
researchers need to take into account many of the other facets from other fields that
impact virtual worlds. Only by being familiar with and paying attention to all these
different aspects can virtual worlds be properly understood.
We therefore believe that the study of virtual worlds has become a research field in
its own right. To date, this research field can claim only a relatively small community,
because interested researchers from more established fields largely keep to them-
selves. FaVE was born to change that. We wanted to start creating a multidisciplinary
community of academic researchers all interested in virtual worlds and their applica-
tions; and we wanted everyone to talk to each other, regardless of their original field,
because we do believe that every one of these researchers has something to say that
will be of interest to the rest.
After much organizational work and with lots of help from collaborators all over
the world (and of course some sleepless nights), the conference was finally held dur-
ing July 27–29, 2009. The tracks and sessions were organized with our multidiscipli-
nary goal in mind: that is, we attempted to create sessions with a combination of pre-
senters who are working on similar subjects, albeit perhaps coming from different
angles. Over the course of the conference, our attendees did indeed see the advantages
of the format. By the end of the conference, there were vivid and vibrant discussions
going on, bringing all the diverse viewpoints to the table––surprisingly similar in
some cases and surprisingly different in others.
The first set of papers presented at the conference talked about the application of
virtual worlds to science, both for research and for education. Virtual worlds are seen
as a means to solve problems that have been known to science for a while, but which
are expected to become more pronounced in the near future––such as data visualiza-
tion and extending the reach of scientific teaching. The following papers were
presented:
VI Preface
Finally, we focused on the social aspects of using virtual worlds. While in tradi-
tional media the media produces content and consumers consume it, these lines are
blurred in virtual worlds. This touches on many important questions such as owner-
ship and rights. Does a user of a virtual world even have rights? The mixing of play
and work that is becoming noticeable in many virtual worlds was also explored. The
Papers were:
• “The Managed Hearthstone: Labor and Emotional Work in the Online
Community of World of Warcraft” by Andras Lukacs, David Embrick, and
Talmadge Wright
• “Human Rights and Private Ordering in Virtual Worlds” by Olivier
Oosterbaan
• “Investigating the Concept of Consumers as Producers in Virtual Worlds:
Looking Through Social, Technical, Economic, and Legal Lenses” by
Holger M. Kienle, Andreas Lober, Crina A. Vasiliu, Hausi A. Müller
The papers are an interesting read and we hope that you take the time to peruse a
few that may not be quite in your area of research.
Organization
Steering Committee
Imrich Chlamtac Create-Net, Italy
Sabine Cikic Technische Universität Berlin, Germany
Viktor Mayer-Schönberger Harvard University, USA
Workshops Chair
Fritz Lehmann-Grube
Panels Chair
Julian R. Kücklich University of Arts London, UK
Publicity Chair
Sebastian Deterding Utrecht University, The Netherlands
Publications Chair
Fritz Lehmann-Grube
X Organization
Web Chair
Sharon Boensch Technische Universität Berlin, Germany
Sponsorship Chair
Sabina Jeschke University of Stuttgart, Germany
Conference Coordinator
Gabriella Magyar ICST
Program Committee
Katharina-Maria Behr Hamburg Media School, Germany
Anja Beyer Ilmenau University of Technology, Germany
Sabine Cikic Technische Universität Berlin, Germany
Julian Dibbell
Sebastian Deterding Utrecht University, The Netherlands
Martin Dodge University of Manchester, UK
Sean Duncan University of Wisoconsin-Madison, USA
David England Liverpool John Moores University, UK
James Grimmelmann New York Law School, USA
Sven Grottke University of Stuttgart, Germany
Shun-Yun Hu National Central University Taiwan
Jesper Juul Singapore-MIT GAMBIT Game Lab, Singapore
Fritz Lehmann-Grube Technische Universität Berlin, Germany
Andreas Lober Schulte Riesenkampff, Lawyers
Claudia Loroff Institut für Innovation und Technik, Germany
Viktor Meyer-Schönberger Harvard University, USA
Claudia Müller University of Stuttgart, Germany
Heike Pethe University of Amsterdam, The Netherlands
Thomas Richter University of Stuttgart, Germany
Albert 'Skip' Rizzo University of Southern California, USA
Jan Sablatnig Technische Universität Berlin, Germany
Uwe Sinha Technische Universität Berlin, Germany
Matthew Sorell University of Adelaide, Australia
Marc Swerts Tilburg University, The Netherlands
Anton van den Hengel Australian Centre for Visual Technologies,
Australia
Xiangyu Wang The University of Sydney, Australia
Marc Wilke University of Stuttgart, Germany
Leticia Wilke University of Stuttgart, Germany
Theodor G. Wyeld Flinders University Adelaide, Australia
Tal Zarsky University of Haifa, Israel
Table of Contents
1 Introduction
Geographic environment is a combination of natural and cultural environments under
which humans survive, and traditional geography takes geographic environments in
the real world as its study object. Geography aims to study the physical, chemical,
biological and human processes of the geographic environment (the earth surface
system), analyze the relationships between the interfaces of each geo-spheres, and
interaction mechanisms between various natural and human processes, thus to explore
the precepts of coordinative and sustainable development of resources, environments
and human activities.
As the development of information technologies such as Internet, Web and Virtual
Reality goes further, both new opportunities and challenges are generated for the
development of geographic information sciences and technologies, as well as for
geography sciences. Virtual Geographic Environment (VGE) was first proposed in
F. Lehmann-Grube and J. Sablatnig (Eds.): FaVE 2009, LNICST 33, pp. 1–11, 2010.
© Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering 2010
2 F. Huang, H. Lin, and B. Chen
early 2000 by geography and geographic information science researchers [1, 2, 3, 4].
VGE is a new multi-disciplinary initiative that links geosciences, geographic informa-
tion sciences and information technologies. A VGE is a virtual representation of the
natural world that enables a person to explore and interact with vast amounts of natu-
ral and cultural information on the physical and cultural environment, in cyberspace.
From the perspective of geography, VGE is an environment concerned with the rela-
tionship between avatar-based humans and 3-dimension (3D) virtual worlds. From the
perspective of information systems, VGE is an advanced information system that
combines GIS (Geographic Information System) with VR technology [1, 2, 3]. At
present, there has launched much research into VGE theory, technology and applica-
tions [5, 6, 7, 8]. Those works focus on different aspects of VGE research and thus
raise broader and more complicated research such as topics on geo-data, geo-models,
geosciences knowledge acquisition, GeoComputation, geo-visualization, geo-
collaboration, interaction mode, virtual geographic experiments and Virtual Geogra-
phy. To address this, this paper aims to discuss the background of VGE, introduce its
research progress, and address key issues on VGE research and the significance for
geography research from the perspectives of Experimental Geography and Virtual
Geography.
This paper is organized as follows. In section 2, we discuss background and re-
search progress of VGE, as well as its research contents and key issues. In section 3,
we present revolution of geography research method and geographic language. Sec-
tion 4 and Section 5 discuss development of Virtual Geography and development of
Experimental Geography, respectively. Section 6 contains some final discussion and
remarks on VGE and geography research.
VGE was first proposed as a concept of a virtual world that was referenced to the real
world, which had five types of space, namely Internet space, data space, 3D graphical
space, personal perceptual and cognitive space, and social space [2]. To this concept
regard, there are three stages in the evolutionary process of a VGE: virtual crowds,
virtual villages and virtual cities. In this sense, VGE research focuses on the differ-
ences and extension of life content and life style from the real world to virtual worlds,
or between the real world and a virtual world, and thus relate to research of Virtual
Geography or other terms alike. To make emphasis on representation of geographic
process and phenomena in the real world, such as visualization and simulation of geo-
modals in diverse geosciences, the concept of VGE has been supplemented as a new
generation of information platform that can be used for geo-phenomena representa-
tion and simulation, and geo-knowledge publishing and sharing [9]. Such a VGE
represents an ideal interface of geo-information scientists for geographic representa-
tion and research, that is ‘immersive experience and beyond the understanding of
reality’. VGE systems have five characteristics:
Development of Virtual Geographic Environments and Geography Research 3
The rising of VGE has a profound background that includes not only development of
geographic sciences, but also currently rapid development of computer technology,
information technology and social sciences. The development of VGE is closely re-
lated to the development of Earth System Science and will ultimately serve the re-
search of global environment change and human sustainable development.
1, Earth System Science research needs a new research tool and information plat-
form in which scientific computation and virtual representation are the two important
characteristics, to facilitate simulation and prediction on natural complex phenomena
that can not be experimented in the real world conditions, such as prediction on the
whole cycle of the Earth's atmosphere-ocean, global warming, Earth's crust change,
earthquake occurrence, and human behavior simulation in emergency public accident
or natural disasters, so as to help manage on environmental resources and human
activities to achieve sustainable development.
2, Current rapid development of Earth information technologies provides technical
support for the emergence of VGE. As the development of mathematical scientific
methods (for example, scientific computation, cellular automation, fractal geometry,
fuzzy mathematics, etc), and computer science and technologies (such as computer
communication, networks, databases, distributed computing, artificial intelligence,
human-computer interaction and virtual reality) goes further and is being applied to
geographic science and Earth System Science, there has been continuous development
from different angles in the field of Earth information technologies. This provides
support for the rising and development of VGE, which integrates with Remote Sens-
ing (RS), Global Position System (GPS), Geographic Information System (GIS),
computer network, virtual reality technology, and other computer technologies.
3, The field of social and cultural sciences require a research platform or a window
like VGE to learn about human development trends in the age of post-modernism.
The style of post-modern society has the basic characteristics as "information age",
"knowledge economy" and "learning society", and has actually penetrated into various
aspects of contemporary human society, quickly and fully. In recent years, geography
research activities and literature have been increasing with regard to the impact of
modern information technology on geography. For example, Batty [10, 8] proposed
"invisible cities", "Cyberspace Geography" and "Virtual Geography" in terms of geo-
graphic space–place, espace, cyberspace, and cyberplace. Increasing public is being
4 F. Huang, H. Lin, and B. Chen
familiar with and a part of virtual environments, virtual earth, or virtual worlds. The
new styles of learning, working and living, such as e-tourism, e-education, e-
shopping, virtual communities, virtual office, virtual banking, virtual stock market,
virtual games, and virtual art appear in succession and show a strong vitality, and may
represent human development trends and directions in the post-modern age. There-
fore, from the perspective of social scientists who study socio-economic, political,
legal, cultural, and human psychology, behavior and life styles of the post-modern
age, something like VGE as a research window is needed to help to explore character-
istics and development trends of human society of the post-modern age.
VGE is developed with the support of the advancement in computer science and tech-
nologies, geosciences, Geographic Information science and techniques. Only by com-
bination of those theories and technologies to construct an integrated platform can we
meet the need of the development of Earth System Science for global environmental
change and sustainable development research. In recent years, much progress has
been made on such a next-generation geographic information platform from different
aspects. Chinese scholars have been engaging actively in relevant research since VGE
was put forward a decade ago. Lin and Gong explored basic theory, technology and
application of VGE through a series of academic work and papers [1, 2, 3, 4, 9, 11].
Tang et al. studied on visual geographic modeling and construction of VGE [12].
Researchers in the Electronic Visualization Laboratory (EVL) of The University of
Illinois have focused on the development of tools, techniques and hardware to support
real-time and highly interactive visualization [13], and the platform GeoWall [14] was
developed with the characteristics of users’ immersive interaction with the virtual
environment which was displayed to the big screen. MacEachren developed a system
named Dialogue Assisted Visual Environment for Geoinformation (DAVE_G), in
which the earlier multi-modal interface framework and two test-bed implementations:
iMap and XISM [15] were built on and extended. Batty, M. established virtual city
and explored Virtual Geography [8, 10, 16]. Yano built Virtual Kyoto through 4D-
GIS and Virtual Reality to show social customs and traditional culture in Japan [17].
Google, Microsoft, Linden Lab and other companies started to build community,
city, region, or even global 3D virtual environments. Google developed Google Earth
for public searching the high resolution digital map freely [18], and Google SketchUp
[19] for 3D models building. Microsoft launched Virtual Earth project, which was
built up by using photos and offered a higher sense of reality [20]. Linden Lab created
and opened Second Life® to the public since 2003, and now it owns the largest
amount of virtual residents and many kinds of applications such as virtual meeting,
virtual class, virtual industry, etc., in its virtual world [21]. As one of the approaches
of VGE application construction, some GIS-based multi-user virtual environment
applications are being carrying out based on virtual world platforms such as Second
Life®, OpenSimulator [22] or other similar projects. We can therefore see that, as a
new generation of geographic information platform, VGE development has a broad
prospect for geography research.
Development of Virtual Geographic Environments and Geography Research 5
There has always been a thread of research thoughts of "Pattern - Structure - Proc-
ess -Mechanism" throughout geography studies. However, the research methods in
traditional physical geography are mostly field-site inspection and the use of maps
and data analysis. Geographer Baranshiy once said, "Map is the second language of
geography". Using maps for thinking and analyzing is the most important research
method that makes geography different from other subjects. Development of GIS is
based on a combination of map, mathematical methods, and modern information
technologies. To date, GIS has become the most common carrier and platform of
geographic information. Chen argued "GIS is the third-generation language of
geography" [23].
Along with constant improvement of ability and means to access digital spatial
data and expansion of GIS applications, limitation of traditional GIS (map-centered
and data-driven mechanism) has hindered the development of new methods in the
field of geographic information representation and services. Virtual reality technology
can be used as an immersive human-computer interface for 3D visualization, collabo-
rative work and group decision making through integration with traditional GIS and
3D GIS. Thus, development of VGE can be seen as a higher level of GIS that inte-
grates traditional GIS, virtual reality, network technology, geo-models, human-
computer interaction technology, and systematic methods. Lin argued VGE can be a
new generation of geographic language in that VGE had the ability of abstract expres-
sion of multi-dimensional, multi-viewpoint, multiple details of multi-model visualiza-
tion, supporting for a variety of natural interaction and multi-spatial cognition [4, 11].
Fig. 1 shows the developing process from map and GIS to VGE.
6 F. Huang, H. Lin, and B. Chen
GIS Map
Systematic Methods
2D GIS
Network Virtual
Technology GIS visualization Reality
(2D->2.5D)
Geo-informatic Tupu
Virtual Map
Geo-spatial Cognition
Network Based GIS 3D Virtual GIS Geo-graphical Thinking
Geo-Knowledge Reasoning
……
Collaborative Distributed Computing
Information Sysem Grid Computing
VGE
Geography is the science of place and space [24]. Traditional geography focuses on
place and space of geographic environment in the real world. However, information
science and technology provide open and distributed environments like VGE in the
Internet or in other cyberspace. In those information worlds, the importance of geo-
graphic distance and place has gradually decreased [2]. Online communities or virtual
companies exist in cyberspace with virtual places in virtual environments, but with
their locations at “elsewhere” or even nowhere in the real world. Thus, space-place
becomes virtual space-place and this leads to a deep thinking and wide discussion for
geographers in the context of future geography [25, 26, 27, 28]. Geography Research
has extended from traditional geographic environment to virtual geographic environ-
ments that Virtual Geography focuses on.
Development of Virtual Geographic Environments and Geography Research 7
Virtual geography, cyber geography, and imagine geography are all the similar terms
in the present literatures that show the impacts of modern technology on geography
[2]. Batty proposed virtual geography and focused on the relationship and interaction
between cyberspace and the real world, and argued that the boundary between space
and place in cyberspace turned blurred, while Crang et al. examined virtual geography
mainly from the aspect of complicated social relationships in virtual environments.
Lin and Gong [1, 2] argued that virtual geography was a new dimension of geogra-
phy studying the characteristics and laws involving VGE, and the relationship and
interaction between VGE and real geographic environments. In comparison to tradi-
tional geography, research contents of this new initiative of geography may include:
1, cybercartography: this is to study the principles and methodology of cyber-
mapping.
2, Development, planning and building of 3D virtual worlds.
3, Spatial perception, cognition and behavior of post-human in 3D virtual envi-
ronments.
4, Issues in the evolution process of VGE, such as boundary and relationship
among various 3D virtual worlds, mechanism of driving forces of evolution of VGE,
etc.
5, Relationship and interaction between VGE and real geographic environments
in population, landscape, social, political, and economic structures.
Virtual experiments are defined as digital and virtual environments to carry out
scientific experiments with the support of computer and network technologies. As
development of information technology and simulation technology goes further,
currently, virtual experiments are applied to a large number of research areas, in-
cluding biology, chemistry, physics, human motion, and manufacturing, and has
become a hot issue in those research fields. However, virtual experiment applica-
tions in geosciences are relatively few due to the giant system and highly complex
nature of geographic environment. In recent years, as development of VGE and
related research that has been carried out, as well as learning from virtual experi-
ment applications in experimental economics, experimental medicine and other
areas, virtual geographic experiment has gradually formed a new direction of
research methods for Experimental Geography.
We argue that VGE, a virtual geographic world, can be a virtual laboratory in which
Virtual Geographic Experiment can be carried out. Virtual Geographic experiment
aims to establish and visualize geographic models to verify and represent geographic
phenomena and processes by calculation, simulation, visualization, real-time human
participation, interaction and manipulation based on geosciences data. It may corre-
spond to geographic positioning field experiments, or indoor physical modeling ex-
periments. It may also be some virtually constructed experiments based on specific
geographic features, phenomena and laws that are difficult to be carried out as physi-
cal experiments in the real world. Virtual Geographic Experiment can be widely used
not only in traditional experimental geography focused research areas of physical
geography, but also in economic geography and human geography as a major research
method.
With the support of such an integration platform of interactive and collaborative
work and geographic experimental environment provided by VGE, geographers can
analyze the represented geographic phenomena and processes and carry out joint
research, knowledge discovery, communication and decision-making in its immersive
way. Thus, VGE extends the research methods of Experimental Geography (Fig. 2).
Development of Virtual Geographic Environments and Geography Research 9
Virtual Geographic
Methods of Experimental Geography Environment
Computer simulation
experiment Multi-D geo-visualization
Interior experiment and
analysis Remote sensing
Geo-system Simulation
information modeling
Interior physical simulation Scientific geo-computation
experiment Mathematical
Geographic Modeling Geo-modeling
In recent years, multi-user virtual environments have come into widespread use on the
Internet. Virtual environment technologies and virtual world platforms (e.g. the clas-
sical virtual world "Second Life"®) are used not only for games but also for various
non-game purpose applications [30]. Moreover, Roush argued that the World Wide
Web will soon be absorbed into the World Wide Sim: an immersive, 3D visual
environment combining elements of social virtual worlds ( e.g. Second Life®) and
mapping applications (e.g. Google Earth), and what’s coming is a larger digital envi-
ronment-a 3D Internet [31]. Many relevant issues are being developed or need to be
developed to explore both on theory, technology and various applications on those
subjects. VGE combines elements of all these technologies and research on relevant
frontier issues from the perspective of geography. However, current VGE research
focuses more on geometry modeling and visualization or realistic representation that
inherits and extends from 2D GIS functionalities, there are limitations with VGE but
are important aspects of VGE are dynamic geographic processes modeling and visu-
alization, geo-collaboration, interaction under a 3D virtual environments that support
for the capability of people to better understand the real geographic environment.
Virtual Geography and Experimental Geography are two closest fields that associ-
ate with the development of VGE. Virtual Geography has VGEs as its research object
and extend geographic issues from traditional geographic environment to virtual envi-
ronments and the spaces, places, avatars, and all the other elements and relations in it.
Experimental Geography might have VGE as a new medium to establish virtual ex-
periments on geographic processes with a way of immersive visualization, geo-
collaboration and natural interaction. Development of VGE represents a new field in
10 F. Huang, H. Lin, and B. Chen
geographic information and geographic research in the coming 3D Internet age. Much
work should be developed from different aspects of this new field.
Acknowledgements
This research is partially supported by The National “863”High Technology Research
and Development Program of China (No. 2006AA12Z207, 2007AA120502), and
Direct Grant from CUHK (No. 2020967). We would also like to thank the three
anonymous reviewers for their valuable suggestions on previous version of this paper.
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Dual Reality: Merging the Real and Virtual
1 Introduction
At the heart of this paper is the concept of “dual reality,” which is defined as an
environment resulting from the interplay between the real world and the virtual
world, as mediated by networks of sensors and actuators. While both worlds are
complete unto themselves, they are also enriched by their ability to mutually
reflect, influence, and merge into one another. The dual reality concept, in turn,
incorporates two key ideas – that data streams from real-world sensor networks
are the raw materials that will fuel creative representations via interactive media
that will be commonly experienced, and that online 3D virtual worlds are an ideal
venue for the manifestation and interactive browsing of the content generated
from such sensor data streams.
In essence, sensor networks will turn the physical world into a palette, virtual
worlds will provide the canvas on which the palette is used, and the mappings
between the two are what will make their combination, dual reality, an art rather
than an exact science. Of course, dual reality media will complement rather than
replace other forms of media. Indeed, the end product, that which can be con-
sumed and shared, is unlikely to outwardly resemble current forms of media, even
if it is just as varied. Browsing the real world in a metaphorical virtual universe
driven by a ubiquitous sensor network and unconstrained by physical boundaries
approaches the concept of a digital “omniscience,” where users can fluidly ex-
plore phenomena at different locations and scales, perhaps also interacting with
reality through distributed displays and actuators. Indeed, a complete consider-
ation of dual reality must also include the possibility of “sensor” data from the
F. Lehmann-Grube and J. Sablatnig (Eds.): FaVE 2009, LNICST 33, pp. 12–28, 2010.
c Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering 2010
Dual Reality: Merging the Real and Virtual 13
virtual world embodied in the real world. Insofar as technically feasible, dual
reality is bi-directional – just as sensed data from the real world can be used to
enrich the virtual world, so too can sensed data from the virtual world be used
to enrich the real world.
Of the many axes along which various virtual worlds can be compared, the
most relevant for this work is the real-virtual axis, which indicates how much
of the constructed world is real and how much virtual. See Figure 1. A rough
taxonomy can further compartmentalize the real-virtual axis into reality, which
is simply life in the absence of virtual representations of the world; augmented
reality, which has all aspects of reality, as well as an “information prosthetic”
which overlays normally invisible information onto real objects [1,2]; mixed re-
ality, which would be incomplete without both its real and virtual components,
such as the partially built houses made complete with blue screen effects for
use in military training exercises [3]; and virtual reality, which contains only
elements generated by a computer in an attempt to mimic aspects of the real
world, as exemplified in some popular computer games [4]. Contrast this with
the taxonomy given by Milgram and Kishino in [5].
Each of these environments represents what is supposed to be a single, com-
plete, and consistent world, regardless of which components are real or virtual.
Although this taxonomy can be successfully applied to most enhanced reality
efforts, it does not address well the concept of dual reality, which comprises a
complete reality and a complete virtual reality, both of which are enhanced by
their ability to mutually reflect, influence, and merge into each other by means
of deeply embedded sensor/actuator networks. See Figure 1.
2 Background
By their nature, sensor networks augment our ability to understand the phys-
ical world in ways beyond our innate capabilities. With sensor networks and a
record of the data they generate, our senses are expanded in space, time, and
modality. As with previous expansions of our ability to perceive the world, some
of the first and perhaps in the long run most important upshots will be the
stimulation of new creative media as artists working in dual reality strive to
express sensed phenomena into strong virtual experiences. The work described
14 J. Lifton and J.A. Paradiso
here begins to explore directions for such self-expression as it takes shape in the
interplay between sensor networks and virtual worlds.
There is no definition of online virtual worlds that is both agreed upon and
useful. The term itself is vague enough to encompass a full spectrum of tech-
nologies, from text-based multiple user domains (MUDs) originating in the late
1970s [6] to visually immersive online 3D games commercially available today
[7,8]. This work primarily focuses on the concept of virtual world as introduced
in science fiction works by authors such as William Gibson [9] and Neil Stephen-
son [10]. This type of online virtual world is characterized by an immersive 3D
environment, fluid interactions among inhabitants, and some level of ability for
inhabitants to shape their environment. The goal may not be, and probably
should not be, to replicate all aspects of the real world, but rather only those
that facilitate the interaction in a virtual environment. In light of this, imbuing
virtual worlds with the ability to sense aspects of the real world is a technique
with significant potential.
The real world portions of this work use the 35-node Plug sensor network
described in [11,12,13] and reviewed in a later section. The virtual world portions
of this work focus exclusively on Second Life, an online virtual world launched
in 2003 and today still maintained by Linden Lab [14]. A comprehensive review
of all online virtual worlds is beyond the scope of this work and better left to
the several websites that specialize in such comparisons [7,8,15]. Second Life was
chosen because of its technical and other advantages in implementing many of
the dual reality ideas explored here. For a more detailed introduction to Second
Life, see Linden Lab’s official guide book and the Second Life website [16,14].
world demographic. However, those who can build and script in Second Life can
express themselves to a far wider audience than those who cannot.
Compared to the real world, self-expression in Second Life and other virtual
worlds is limited; missing are rich sources of information taken for granted in
the real world, such as scent, body language, and the telltale signs of daily wear
and tear. It’s not that these sources of information were forgotten, just that they
are difficult to emulate in meaningful ways in the virtual world. For example,
virtual wind causes virtual trees to sway, a virtual sun and moon rise and set
periodically, and virtual clouds form and disperse in Second Life, but there is
no meaning or cause behind any of these phenomena and their effect on the
virtual world is superficial at best. Overall, the demand for richer forms of self-
expression in virtual worlds is apparent. Data collected from real-world sensor
networks can help meet this demand by importing into the virtual world the
inherent expressiveness of the real world.
There are numerous challenges in designing exactly how the real and virtual will
interact and map onto each other. A direct mapping of the real to virtual and
virtual to real may not be the most appropriate. For example, the sensor data
streams collected from a real person may be better mapped to the virtual land
the person’s avatar owns rather than to the avatar itself.
One possible mapping strategy is to shape the virtual world according to our
subjective perceptions of the real world. In essence, the virtual world would be
a reflection of reality distorted to match our mind’s eye impressions as discerned
by a network of sensors. For example, the buildings on a virtual campus could
change in size according to the number of inhabitants and virtual corridors could
widen or lengthen according to their actual throughput.
Work that couples the real world with virtual worlds falls into several broad
categories. There are several efforts to bring a virtual world into the real world
by using positioning and proximity systems to cast real people as the actors
of an otherwise virtual world, such as Human Pacman [19], Pac Manhattan
[20], ARQuake [21], and DynaDOOM [22]. Such work remains almost exclusively
within the realm of converting video games into live action games and, aside from
location awareness, does not incorporate other sensing modalities. Magerkurth
et al. provide a good overview of this genre of pervasive games, as well as other
more sensor-rich but physically confined games [23]. In an attempt to make
Second Life more pervasive in the real world, Comverse has created a limited
Second Life interface for cell phones [24]. Virtual worlds are being used to involve
citizens in the collaborative planning of real urban areas [25], although this
type of system relies more on GIS data than sensor networks embedded in the
environment. More advanced and correspondingly more expensive systems are
used for military training [26]. Most of the systems mentioned above support
only a handful of simultaneous users.
Among efforts to bring the real world into the virtual world, it is standard
practice to stream audio and video from live real events, such as conferences and
concerts, into Second Life spaces built specifically for those events [27]. More
ambitious and not as readily supported by existing technologies is the IBM UK
Laboratories initiative in which the state of light switches, motorized blinds, the
building’s electricity meter, and the like in a real lab space are directly reflected
and can be controlled in a Second Life replication [28]. Similar efforts on a
smaller scale include a general-purpose control panel that can be manipulated
from both the real world and Second Life [29], and a homebrewed virtual reality
wearable computer made specifically to interface to Second Life [30].
The convergence of Second Life, or something like it, with popular real-world
mapping software to form a “Second Earth” has been broadly predicted [31]. Uses
of such a “hyper reality” include analyzing real-world data (“reality mining”), as
was done in the Economic Weather Map project [32]. Such ideas have appeared
Dual Reality: Merging the Real and Virtual 17
before as interactive art pieces. For example, the Mixed Realities juried art
competition organized by Turbulence (a net art commissioning organization [33])
in collaboration with Ars Virtua (a media center and gallery within Second Life
[34]) recognizes projects that mix various aspects of the real and virtual [35].
Sensor network-enabled dual realities may naturally merge with or evolve from
the life logging work pioneered by Gordon Bell [36,37] and popularized by web
applications such as MySpace [38], Facebook [39], and Twitter [40].
Central to the dual reality concept is the expressive and social intent of the
participants, which separates dual reality from the broader field of information
visualization [41,42]. For example, consider services like Google Maps [43] and
Traffic.com [44], that visualizes traffic congestion in a large metropolitan area.
Traffic information might be gathered from numerous sources, such as cell tow-
ers, arial imagery, or user input, and displayed in a variety of ways, such as on
the web, in a 3D virtual environment, or text messaging. The primary use of
this service is to allow participants to intelligently plan their daily commute. Al-
though hardly social by most standards, this service does form a social feedback
loop; a user of the service will change her route according to the data presented
and in doing so change the nature of the data presented to the next user. How-
ever, the motivation or intent of the service is entirely devoid of self-expression,
and therefore does not readily fall under the rubric of dual reality. Closer to dual
reality is VRcontext’s ProcessLife technology [45], which uses high-fidelity 3D
virtual replicas of real environments to visualize and remotely influence indus-
trial processes in real-time, though the potential for social interaction and rich
metaphor appears low, as does the granularity of the sensor data visualizations.
This work utilizes the previously developed “Plug” sensor network compris-
ing 35 nodes modeled on a common electrical power outlet strip and designed
specifically for ubiquitous computing environments [11,12,13]. A Plug offers four
standard US electrical outlets, each augmented with a precision transformer for
sensing the electrical current and a digitally controlled switch for quickly turning
the power on or off. The voltage coming into the Plug is also sensed. In addi-
tion to its electrical power sensing and control features, each Plug is equipped
with two LEDs, a push button, small speaker, analog volume knob, piezo vi-
bration sensor, microphone, light sensor, 2.4GHz low-power wireless transceiver,
and USB 2.0 port. An external expansion port features a passive infrared (PIR)
sensor motion sensor, SD removable memory card, and temperature sensor. All
the Plug’s peripherals are monitored and controlled by an Atmel AT91SAM7S64
microcontroller, which is based on the 32-bit ARM7 core, runs at 48MHz, and
comes with 16KB of SRAM and 64KB of internal flash memory. Figure 2 shows
Plug node with and without the external expansion. An extensive library of
modular firmware can be pieced together into applications at compile time.
18 J. Lifton and J.A. Paradiso
Fig. 2. A Plug sensor node with (right) and without (left) an external expansion
Virtual Sensing. Whereas real sensor networks capture the low-level nuance
of the real world, virtual sensor networks capture the high-level context of the
Dual Reality: Merging the Real and Virtual 19
Fig. 3. A virtual data pond reflects real data near a virtual wall (left) and a real data
pond reflects virtual data near a real wall (right)
Table 1. The mapping from a real-world Plug’s sensor data to its corresponding virtual
data pond
Fig. 4. Side view of the final implementation of Shadow Lab, which includes data
ponds. A human-sized avatar is standing in the foreground - our particular labspace
is rendered in detail, while the rest of the building was represented by a map. In the
background are buildings belonging to unrelated neighbors.
virtual world. For example, in reality, there are literally an infinite number of
ways a person can touch a table, but in Second Life, there is exactly one. This
work uses embedded and wearable virtual sensing schemes. The embedded sens-
ing scheme entails seeding every object of interest in the virtual environment
to be sensed with a script that detects when an avatar touches or otherwise
interacts with the object and then reports back to a server external to Second
Life with a full description of the interaction, including avatar position, speed,
rotation, and identity. The wearable sensing scheme requires each avatar in the
region of interest to wear a sensing bracelet. The sensing bracelet reports back to
the same external server every five seconds with a full description of its avatar’s
location, motion, and public channel chat. As incentive for avatars to wear the
sensing bracelet, the bracelet also serves as an access token without which the
avatar will be ejected from the region being sensed.
Shadow Lab. Shadow Lab is a space in Second Life modeled after our real
lab in which the Plug sensor network is deployed and exemplifies our real space
to virtual space mapping. The primary feature of Shadow Lab is the to-scale
two-dimensional floor plan of the third floor of our building. Only a small por-
tion of the entire space is modeled in three dimensions. In part, this is due to
the difficulty and resource drain of modeling everything in three dimensions.
However, it is also a design decision reflecting the difficulty in maneuvering an
avatar in a to-scale three dimensional space, which invariably feels too confining
Dual Reality: Merging the Real and Virtual 21
due to wide camera angles, quick movements, and the coarseness of the avatar
movement controls in Second Life. Moreover, the two-dimensional design lends
itself more readily to viewing the entire space at once and drawing attention to
what few three-dimensional objects inhabit it. Figure 4 shows the latest version
of Shadow Lab, which consists of the map of the lab, approximately 30 data
ponds positioned on the map according to the positions of their corresponding
Plugs in the real lab, and a video screen displaying a live video stream, when
available, from a next-generation Tricorder [13] device equipped with a camera.
Virtual Atrium. The translation of our lab’s atrium into Second Life attempts
to retain that which is iconic about the original and at the same time take
advantage of the freedom of the virtual world. See Figure 6. The virtual atrium
is defined by the intersection of two perpendicular walls of tile, one representing
the total activity level of the real world as sensed by the Plug network and the
one representing the total activity of the virtual world as sensed by the virtual
sensing systems mentioned above. The physical extent and color scheme of the
virtual atrium walls change accordingly. Each tile has a blank white front face,
four colored sides, and a black back face. Touching a tile will cause it to flip over,
at which point the black back face comes to the front and changes to reveal a
22 J. Lifton and J.A. Paradiso
Fig. 6. The real lab atrium (left) and the virtual version (right). A real person and an
avatar show their respective scales.
hidden movie or image. All tiles in a given wall share the same image or movie
when flipped, although the exact image or movie displayed is variable.
Dual Reality Open House. At the time of this writing, the state-of-the-art in
large events that bridge the real and virtual worlds amounts to what is essentially
video conferencing between a real auditorium and a virtual auditorium [46]. As a
prototype demonstration of moving beyond this by employing sensor networks,
a dual reality open house was constructed to introduce residents of Second Life
to the lab and visitors of the lab to Second Life. The dual reality open house
premiered at a one-day technical symposium and held in the atrium of our
lab [47]. The real portion of the event consisted of talks and panel discussions
in the building’s main auditorium, interspersed with coffee breaks and stand-
up meals in the atrium among tables manned by lab students demonstrating
various lab projects related to virtual worlds. The virtual portion of the open
house was located in a typical 256-meter by 256-meter region of Second Life [48]
called “Ruthenium.” The server running the Ruthenium region is limited to 40
simultaneous avatars and 15,000 simultaneous prims. In preparation for the open
Dual Reality: Merging the Real and Virtual 23
house, Ruthenium was terraformed and filled with static information kiosks and
live demonstrations of various projects from around the lab. More details about
the projects displayed can be found in [11]. The virtual atrium described in 3.2
framed the space where the virtual portion of our event took place. Data ponds
and an avatar metamorphosis were featured as well. See Figure 7. The entire
Ruthenium region employs the virtual sensing schemes described earlier.
The dual reality open house described earlier has the potential to explore the
real data and virtual data collection systems. (See [12,11] for more detailed
evaluations of the Plug sensor network.) Sensor data from both the real world
and virtual world were collected during the day-long event. The real-world data
originated from the Plug sensor nodes used throughout the real lab atrium at
the various open house demo stations. Motion, sound, and electrical current
data from a typical Plug are shown in Figure 8. Also collected but not shown
here are data for each Plug’s light, voltage, vibration, and temperature sensors.
The virtual-world data originated from the virtual sensing system previously
detailed as deployed throughout the virtual portion of the dual reality open
house described earlier. Such an extensive data set from a single event spread
across both real and virtual worlds had not previously been collected.
By the nature of the event and its presentation in each world, very little
correlation between the real and virtual data was expected. However, each data
set does speak to how people interact within each world separately and what
the possibilities are for using data from one world in the other. The real-world
sound and motion data shown in Figure 8 clearly follows the structure of the
event as attendees alternate between the atrium during break times and the
auditorium during the conference talks - the auditorium is noisier during breaks,
during which demo equipment was also generally switched on and people are
moving around the demos. On the other hand, the light data (not shown) indicate
physical location more than attendee activity – direct sunlight versus fluorescent
lights versus LCD projector light. See [11] for more detail.
Of the various data collected from the virtual world during the day-long event,
Figure 9 shows the distribution over time of touch events (avatars touching a
virtual object equipped with the virtual embedded sensing system) and avatar
movement events (the virtual wearable sensing system checks if its avatar is mov-
ing approximately once per second) collected from 22 avatars, of which 16 chose
to wear the access bracelet virtual sensing system. Due to a network glitch, data
collected from the virtual sensing system started being logged at approximately
11 AM rather than at 8 AM, when the event actually started. The spike of avatar
movement at around noon is likely due to the pause in the live video stream from
the auditorium when the talks broke for lunch, thus giving avatars watching the
video stream incentive to move to another location to interact with other aspects
of the virtual space. The relatively constant motion thereafter might indicate
the exploratory nature of the participants and/or the space. Of all avatar-object
24 J. Lifton and J.A. Paradiso
Fig. 8. Electrical current, sound level, and motion versus time from a typical Plug
node during the dual reality open house
interactions, 83% were between an avatar and a virtual atrium wall tile, that
displayed the live video feed from the real auditorium.
This trial could have been improved in several respects. For example, the num-
ber of virtual attendees could have been increased with better advertising. Also
(and most crucially), a stronger connection between real and virtual premises
could have been made and “connectedness” metrics formulated and tested. These
are being addressed in another dual reality event that we are hosting soon.
4.1 Discussion
Fig. 9. Avatar movement and interaction during the dual reality open house
audience. Second, once the mapping of data to manifestation is set, the act of
creation is nearly automatic (sitting somewhere between an interactive installa-
tion and a performance) and therefore a wider range of talent will participate. In
short, the worst will be worse and the best will be better, a hallmark of success-
ful mass media. As with other creative media, virtuosity will still play a critical
role in dual reality, namely in the conception, implementation, and honing of
the specific mappings between sensor data and their manifestations. These ideas
are further discussed in [49].
While mapping sensor data to manifestation may be at the highest level of the
dual reality creative process, once the mappings are in place, people can still inten-
tionally express themselves in many ways, depending on the exact nature of the
mapping. The evolution of emoticons in text messages is one example of such ex-
pression using a current technology. Another is the habit of maintaining an active
online presence, such as used in Internet messaging clients, by jogging the com-
puter’s mouse occasionally. In the same way, users of dual reality environments
will modify their behavior so as to express themselves through the medium.
5 Conclusion
Various technologies have fundamentally altered our capacity to consume, share,
and create media. Most notably, television and radio made consumption
26 J. Lifton and J.A. Paradiso
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1 Introduction
Immersive virtual reality (VR), currently deployed in the form of on-line virtual
worlds (VWs) is a rapidly developing set of technologies which may become the
standard interface to the informational universe of the Web, and profoundly change
the way humans interact with information constructs and with each other. Just as the
Web and the browser technology has changed the world, and almost every aspect of
modern society, including scientific research, education, and scholarship in general, a
synthesis of the VR and the Web promises to continue this evolutionary process
which intertwines humans and the world of information and knowledge they create.
Yet, the scientific community at large seems to be at best poorly informed (if
aware at all) of this technological emergence, let alone engaged in spearheading the
developments of the new scientific, educational, and scholarly modalities enabled by
these technologies, or even new ideas which may translate back into the better ways
∗
All authors are also associated with the Meta-Institute for Computational Astrophysics
(MICA), http://mica-vw.org
F. Lehmann-Grube and J. Sablatnig (Eds.): FaVE 2009, LNICST 33, pp. 29–43, 2010.
© Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering 2010
30 S.G. Djorgovski et al.
in which these technologies can be used for practical and commercial applications
outside the world of academia. There has been a slowly growing interest and
engagement of the academic community in the broad area of humanities and social
sciences in this arena (see, e.g., [1, 2, 3, 4, 5], and references therein), but the “hard
sciences” community has barely touched these important and potentially very power-
ful developments. While a few relatively isolated individuals are exploring the poten-
tial uses of VWs as a scholarly platform, the scientific/academic community as a
whole has yet to react to these opportunities in a meaningful way. One reason for this
negligence may be a lack of the real-life examples of the scientific utility of VWs. It
is important to engage the scientific community in serious uses and developments of
immersive VR technologies.
With this growing set of needs and opportunities in mind, following some initial
explorations of the VWs as a scholarly interaction and communication platform [6, 7],
we formed the Meta-Institute for Computational Astrophysics (MICA) [8] in the
spring of 2008. Here we describe the current status and activities of MICA, and its
long-term goals.
MICA is thus a testbed and a foothold for science and scholarship in VWs, and we
hope to make it both a leadership institution and a center of excellence in this arena,
as well as an effective portal to VWs for the scientific community at large. While our
focus is in astrophysics and related fields, where our professional expertise is, we see
MICA in broader terms, and plan to interact with scientists and educators in other
disciplines as well. We also plan to develop partnerships with the relevant industry
laboratories, and conduct joint efforts in providing innovation in this emerging and
transformative technology.
The practical goals of MICA are two-fold. First, we wish to lead by example, and
demonstrate the utility of VWs and immersive VR environments generally for scien-
tific research in fields other than humanities and social sciences (where we believe the
case is already strong). In that process, we hope to define the “best practices” and
optimal use of VR tools in research and education, including scholarly communica-
tions. This is the kind of activity that we expect will engage a much broader segment
of the academic community in exploration and use of VR technologies. Second, we
hope to develop new research tools and techniques, and help lay the foundations of
the informational environments for the next generation of VR-enabled Web. Specifi-
cally, we are working in the following directions:
Fig. 1. MICA members attending a regular weekly astrophysics seminar, in this case by Dr. M.
Trenti, given in the StellaNova sim in SL. Participants in these meetings are distributed world-
wide, but share a common virtual space in which they interact.
the evolution and appearance of many star clusters, as well as the stability of observed
multiple stellar systems.
These systems are small enough that the entire calculation could be done entirely
within VWs, although we would wish to preserve the option of also importing data
from external sources. This tests the basic capabilities of the visualization system –
updating particles, possibly interpolating their motion, stopping, restarting, running
backwards, resetting to arbitrary times, zooming in and out, etc.
The next level of simulation involves broadening the context of our calculations to
study systems containing several tens of particles, which will allow us to see both the
few-body dynamics and how they affect the parent system. Specifically, the study of
binary interactions and heating, and the response of the larger cluster, will illustrate
the fundamental dynamical processes driving the evolution of most star clusters. We
will study the dynamics of systems containing binary systems, a possible spectrum of
stellar masses, and real (if simplified) stellar properties. These simulations are likely
to lie at the high end of calculations that can be done entirely within the native VW
environments, and much of the data may have to be imported. The capacity to iden-
tify, zoom in on, and follow interesting events, and to change the displayed attributes
of stars on the fly will be key to the visualization experience at this level.
The evolution of very large systems, such as galaxies, is governed mainly by large-
scale gravitational forces rather than by small-scale individual interactions, so studies
of galaxy interactions highlight different physics and entail quite different numerical
algorithms from the previous examples. It will not be feasible to do these calculations
within the current generation of VWs, or to stream in data fast enough to allow for
animation, so the goal in this case will be to import, render, and display a series of
static 3-D frames, which will nevertheless be “live” in the sense that particles of dif-
ferent sorts (stars, gas, dark matter, etc.) or with other user-defined properties can be
identified and highlighted appropriately.
The choice of N ~ 50,000 is small compared to the number of stars in an actual
galaxy, and it is more typical of a large star cluster. However, with suitable algo-
rithms, galaxies can be adequately modeled by simulations on this scale, and this
choice of N is typical of low-resolution calculations of galaxy dynamics, such as
galaxy collisions and mergers, that are often used for pedagogical purposes. It also
represents a compromise in the total amount of data that can be transferred into the
virtual environment in a reasonable time. The intent here will be to allow users to
visualize the often complex 3D geometries of these systems, and to explore some of
their dynamical properties. This visualization effort in this case will depend on effi-
cient two-way exchange of data between the in-world presentation and the external
engine responsible for both the raw data and the computations underlying many as-
pects of the display.
Our first goal is thus to explore the interactive visualization of simulations running
within the VWs computational environments, thus offering better ways to understand
the physics of the simulated processes – essentially the qualitative changes in the
ways scientists would interact with their simulations. Our second goal is to explore
the transition regime where the computation is actually done externally, on a powerful
or specialized machine, but the results are imported into a VW environment, while the
user feedback and control are exported back, and determine the practical guidelines as
to how and when such a transition should be deployed in a real-life numerical study of
astrophysical systems. The insights gained here would presumably be portable to
Exploring the Use of Virtual Worlds as a Scientific Research Platform 35
Fig. 2. A MICA astrophysicist immersed in, and interacting with, a gravitational N-body simu-
lation using the OpenSim environment
36 S.G. Djorgovski et al.
other disciplines (e.g., biology, chemistry, other fields of physics, etc.) where numeri-
cal simulations are the only option of modeling of complex systems.
In a more general context, VWs offer intriguing new possibilities for scientific visu-
alization or “visual analytics” [19, 20]. As the size, and especially the complexity of
scientific data sets increase, effective visualization becomes a key need for data
analysis: it is a bridge between the quantitative information contained in complex
scientific measurements, and the human intuition which is necessary for a true under-
standing of the phenomena in question.
Most sciences are now drowning under the exponential growth of data sets, which
are becoming increasingly more complex. For example, in astronomy we now get
most of our data from large digital sky surveys, which may detect billions of sources
and measure hundreds of attributes for each; and then we perform data fusion across
different wavelengths, times, etc., increasing the data complexity even further. Like-
wise, numerical simulations also generate huge, multi-dimensional output, which
must be interpreted and matched to equally large and complex sets of measurements.
Examples include structure formation in the universe, modeling of supernova
explosions, dense stellar systems, etc. This is an even larger problem in biological or
environmental sciences, among others. We note that the same challenges apply to
visualization of data from measurements, numerical simulations, or their combination.
How do we visualize structures (clusters, multivariate correlations, patterns,
anomalies...) present in our data, if they are intrinsically hyper-dimensional? This is
one of the key problems in data-driven science and discovery today. And it is not just
the data, but also complex mathematical or organizational structures or networks,
which can be inherently and essentially multi-dimensional, with complex topologies,
etc. Effective visualization of such complex and highly-dimensional data and theory
structures is a fundamental challenge for the data-driven science of the 21st century,
and these problems will grow ever sharper, as we move from Terascale to Petascale
data sets of ever increasing complexity.
VWs provide an easy, portable venue for pseudo-3D visualization, with various
techniques and tricks to encode more parameter space dimensions, with an added
benefit of being able to interact with the data and with your collaborators. While
there are special facilities like “caves” for 3D data immersion, they usually require a
room, expensive equipment, special goggles, and only one person at a time can bene-
fit from the 3D view. With an immersive VW on your laptop or a desktop, you can
do it for free, and share the experience with as many of your collaborators as you can
squeeze in the data space you are displaying, in a shared, interactive environment.
These are significant practical and conceptual advantages over the traditional
graphics packages, and if VWs become the standard scientific interaction venue as we
expect, then bringing the data to the scientists only makes sense. Immersing our-
selves in our data may help us think differently about them, and about the patterns we
see. With scientists immersed in their data sets, navigating around them, and interact-
ing with both the data and each other, new approaches to data presentation and under-
standing may emerge.
Exploring the Use of Virtual Worlds as a Scientific Research Platform 37
scientific research. Learning how to explore dynamical data sets in this way may lead
to some powerful new ways in which we extract knowledge and understanding from
our data sets and simulations.
Implementing such data visualization environment poses a number of technical
challenges. We plan experiment with interfacing of the existing visualization tools
and packages with VW platforms: effectively, importing the pseudo-3D visualization
signal into VWs, but with a goal of embedding the user avatar in the displayed space.
We may be able to adopt some emergent solutions of this problem from the games or
entertainment industry, should any come up. Alternatively, we may attempt to encode
a modest-scale prototype system within the VW computational environments them-
selves. A hybrid approach may be also possible.
Most of the currently open VWs are based on proprietary software architectures, for-
mats, or languages, and do not interoperate with each other; they are closed worlds,
and thus probably dead ends. OpenSimulator (or OpenSim) [18] is a VW equivalent
of the open source software movement. It is an open-source C# program which im-
plements the SL VW server protocol, and which can be used to create a 3-D VW, and
includes facilities for creating custom avatars, chatting with others in the VR envi-
ronment, building 3-D content and creating complex 3-D applications in VW. It can
also be extended via loadable modules or Web service interfaces to build more cus-
tom 3-D applications. OpenSim is released under a BSD license, making it both open
source, and commercially friendly to embed in products.
To demonstrate the feasibility of this approach, we have conducted some prelimi-
nary experiments in the uses of OpenSim for astrophysical N-body simulations, using
a plugin, MICAsim [21, 22]. We have modified the standard OpenSim physics engine
as a plugin, to run gravitational N-body experiments in this VW environment. We
found that it's practical to run about 30 bodies in a gravitational cold-collapse model
with force softening to avoid hard binary interactions in the simulator, where a few
simulator seconds corresponds to a crossing time. We believe that we could get an-
other factor of two in N from code optimizations in this setting.
We will continue to explore actively the use of OpenSim for our work, and in par-
ticular in the arena or numerical simulations and visualization, and pay a close atten-
tion to the issues of avatar and inventory interoperability and portability. A start
along these lines is ScienceSim [23]. Having an immersive VR environment on one’s
own machine can bypass many of the limitations of the commercial VW grids, such
as SL, especially in the numbers of data points that can be rendered.
It is likely that the convergence of the Web and immersive VR would be in the
form whereby one runs and manages their own VR environment in a way which is
analogous to hosting and managing one’s own website today. OpenSim and its suc-
cessors, along with a suitable standardization for interoperability, may provide a prac-
tical way forward; see also [24].
One plausible vision of the future is that there will be a synthesis of the Web, with its
all-encompassing informational content, and the immersive VR as an interface to it,
Exploring the Use of Virtual Worlds as a Scientific Research Platform 39
since it is so well suited to the human sensory input mechanisms. One can think of
immersive VR as the next generation browser technology, which will be as qualita-
tively different from the current, flat desktop and web page paradigm, as the current
browsers were different from the older, terminal screen and file directory paradigm
for information display and access. A question then naturally arises: what will be the
newly enabled ways of interacting with the informational content of the Web, and
how should we structure and architect the information so that it is optimally displayed
and searched under the new paradigm?
To this effect, what we plan to do is to investigate the ways in which large scien-
tific databases and connections between them (e.g., in federated data grid frameworks,
such as the Virtual Observatory [25, 26, 27]) can be optimally rendered in an immer-
sive VR environment. This is of course a universal challenge, common to all sciences
and indeed any informational holdings on the Web, beyond academia.
Looking further ahead, many of the new scientific challenges and opportunities
will be driven by the continuing exponential growth of data volumes, with the typical
doubling times of ~ 1.5 years, driven by the Moore’s law which characterizes the
technology which produces the data [35, 36]. An even greater set of challenges is
presented by the growth of data complexity, especially as we are heading into the
Petascale regime [37, 38, 39]. However, these issues are not limited to science: the
growth of the Web constantly overwhelms the power of our search technologies, and
brute-force approaches seldom work.
Processing, storing, searching, and synthesizing data will require a scalable envi-
ronment and approach, growing from the current “Cloud+Client” paradigm. Only by
merging data and compute systems into a truly global or Web-scale environment –
virtualizing the virtual – will sufficient computational and data storage capacity be
available. A strong feature of such an environment will be high volume, frequent, low
latency services built on message-oriented architectures as opposed to today’s service-
oriented architectures. There will be a heterogeneity of structured, semi-structured and
unstructured data that will need to be persisted in an easily searchable manner. Atop of
that, we will likely see a strong growth in semantic web technologies.
This changing landscape of data growth and intelligent data discovery poses a slew
of new challenges: we will need some qualitatively new and different ways of visual-
izing data spaces, data structures, and search results (here by “data” we mean any
kind of informational objects – numerical, textual, images, video, etc.). Immersive
VR may become a critical technology to confront these issues.
Scientists will have to be increasingly immersed into their data and simulations, as
well as the broader informational environment, i.e., the next generation Web, what-
ever its technological implementations are, simply for the sake of efficiency. How-
ever, the exponential growth of data volumes, diversity, and complexity already
overwhelms the processing capacity of a single human mind, and it is inevitable that
we will need some capable AI tools to aid us in exploring and understanding the data
and the output of numerical models and simulations.
Much of the data discovery and data analysis may be managed by intelligent agents
residing in the computing/data environment, that have been programmed with our
beliefs, desires and intents. They will serve both as proxies for us reacting to results
and new data according to programmed criteria expressed in declarative logic
languages and also as our interface point into the computing/data environment for
40 S.G. Djorgovski et al.
activities such as data visualization. Interacting with an agent will be a fully immer-
sive experience combining elements of social networking with advances in virtual
world software.
Thus, we see a possible diversification of the concept of avatars – as they blend
with intelligent software agents, possibly leading to new modalities of human and AI
representation in virtual environments. Humans create technology, and technology
changes us and our culture in unexpected ways; immersive VR represents an excellent
example of an enabling cognitive technology [28, 29].
3 Concluding Comments
Acknowledgments. The work of MICA has been supported in part by the U.S. Na-
tional Science Foundation grants AST-0407448 and HCC-0917817, and by the Ajax
Foundation. We also acknowledge numerous volunteers who have contributed their
time and talents to this organization, especially S. McPhee, S. Smith, K. Prowl, C.
Woodland, D. Enfield, S. Cianciulli, T. McConaghy, W. Scotti, J. Ames, and C.
White, among many others. We also thank the conference organizers for their interest
and support. SGD also acknowledges the creative atmosphere of the Aspen Center
for Physics, where this paper was completed.
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Exploring the Use of Virtual Worlds as a Scientific Research Platform 43
1 Introduction
Virtual worlds are an important emerging form of social media that have recently
caught the attention of the research community for their growth, their potential
of applications and the new challenges they pose [1,2]. According to the com-
panies responsible for those worlds, as of December 2008, World of Warcraft
(WoW) is being played by more than 11.5 million subscribers worldwide and
Second Life total residents are more than 16.5 million. Other data suggests that
there are more than 16 million players of massively multi-player on-line games
(MMOGs), where players control one or more characters in virtual worlds. Not
only that, but users spend a significant amount of time on-line: in Q3/2008,
residents spent 102.8 million hours in Second Life. Each virtual world fosters the
creation of an active market both inside them and in other sites in the Internet,
moving billions of dollars in the entertainment industry [3].
The environments provided by such virtual worlds are usually complex, pro-
viding a variety of opportunities for players to interact, fight and develop their
characters. The virtual worlds are often divided in zones that may represent con-
tinents, islands, cities and buildings, where characters must move. Players may
be forced to cooperate with others in order to achieve certain goals, and have to
F. Lehmann-Grube and J. Sablatnig (Eds.): FaVE 2009, LNICST 33, pp. 44–59, 2010.
c Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering 2010
Characterizing Mobility and Contact Networks in Virtual Worlds 45
fight elements of other groups according to the rules of each environment. Even
Second Life can be analysed in such a manner, although in that world there
are no explicit competitive situations other than those arising in usual social
interactions.
All the possibilities offered by those environments create a highly complex
virtual reality where a variety of characters seek different goals. Although some
aspects of the virtual worlds may be quite detached from reality (like the multi-
tude of different forms of intelligent life and the presence of magic forces), other
aspects can be quite similar to the real world. After all, characters are controlled
by real people, and interactions are often based on rules also existing outside
the virtual environments. Information extracted from such virtual worlds may
be directly useful to understand the way users behave in them, but can also be
applied to other problems. For example, information about user mobility may
be used in studies of how viruses spread among people, how information dis-
seminates through their contacts, or how malware may spread among wireless
devices carried by them [4].
Our goal in this work is to provide a first analysis of those worlds in terms of
the way players move through the game and how they interact. That is achieved
through a spatio-temporal analysis of mobility patterns in both worlds. From
those patterns, we derive the social networks based on the users’ contact pat-
terns and study them considering the similarities and differences of the two en-
vironments. While in Second Life interactions are mostly cooperative, in WoW
they also have a competitive nature, leading to mixed behaviors. That difference
is visible in some of the results. As previously mentioned, the information we
provide here can be useful for those interested in the development and analysis
of virtual worlds, as well as an input for experiments that depend on movement
and contact data for real people, such as in epidemiological studies or research
on mobile networks, for example.
In the Sections that follow, we start by discussing related work in Section 2.
Section 3 provide a general description of the virtual worlds considered, while
Section 4 discusses our approach to monitoring them and deriving the metrics
we used. The subsequent Sections that follow present the results of our analysis
in terms of mobility patterns and contact social networks. Finally, Section 7
provides some conclusions and discusses future work.
2 Related Work
Virtual worlds have recently become the focus of researchers looking for data that
could be used to model real world mobility patterns. The Second Life virtual
environment has been monitored to collect information about avatar movements
to mirror movement in enclosed spaces [5]. Metrics used included time to first
contact, contact time, inter-contact time, and covered distance, among others.
They also analyzed the users’ contact network using complex networks metrics
such as node degree, network diameter and clustering coefficients. We use similar
metrics in this work.
46 F. Machado et al.
Characterization of on-line games has been an interest for some time now,
but a lot of effort has been focused on studying the network traffic produced
by them, not in understanding the mechanics of their virtual worlds [6,7,8]. In
relation to the particular worlds considered in this study, there has been previous
work characterizing Second Life and World of Warcraft from the point of view
of the users, by collecting traffic in the client applications [9,10], but again with
little insight into the virtual worlds themselves. With that in mind, this work
is, to the best of our knowledge, the first one to consider two different virtual
worlds with different interaction patterns and objectives. It is also the first one
to consider the behavior of avatars in World of Warcraft from a social network
perspective derived from their contacts.
characteristics and sub-divisions. In the game, each user can have multiple char-
acters, but can control only one at a time. The goal of the game is, just like
in most RPGs, to evolve the characters based on a hierarchy defined by the
game and to defeat the enemy, which can be another player or a programmed
entity running on the game servers. For that end there are different resources
and possibilities, like items that characters can obtain during the game, their
professions and special abilities they can develop. To help characters in their
quests and facilitate interaction and trade among users, various cities exist in
the territories offering supplies, shelter and training for characters.
In WoW, each character belongs to one faction, race and class. They must
belong to one of the two existing enemy factions, the Horde and the Alliance,
bound to fight each other. For that reason, a meeting of characters of different
factions cannot be collaborative, but instead must be surrounded by a clear form
of dispute. Cities can belong to one of the factions or declare themselves neutral
grounds, the only place where members of different factions can meet without
open confrontation. The auction houses in such cities can mediate trade between
the factions.
Continents are divided in zones with different shapes larger but similar to
Second Life’s lands in the way they restrict movements between them to a few
points of transit. In that way, each zone can be controlled independently of
the others. Eastern Kingdoms and Kalimdor are the older continents in the
game, while Outlands is a newer continent added during an expansion named the
Burning Crusade. There is also the concept of instances, regions of the map that
are duplicated to restrict the occupancy to certain groups each time. If various
groups go to a certain region to complete a mission, game servers instantiate one
copy of that region for each group, in case the goal is to allow each group to work
on the mission without affecting the others’ progress. That leads, in practice, to
areas with externally controlled populations.
4 Methodology
In order to understand the behavior of characters in WoW and Second Life, we
collected data from WoW at different levels, so we could analyse behavior in
terms of the large continents, controlled regions (instances) and a city, which
we expected to be a region with characteristics closer to those of an island in
Second Life.
Table 1 shows some general information about the data collected for each
of the virtual regions we considered. The headers used for each of the first
five columns refer to elements from WoW: main continents (Eastern Kingdoms,
Kalimdor, and Outlands), an instance of a region (Instance 18 ), and a city
(Stormwind ). The last column refers to Second Life. Rows show, for the du-
ration of the logs, the total number of distinct characters seen in each region,
the average and maximum number of concurrent users actually on-line, and the
average session length in hours. The two worlds considered differ significantly
in their operations, what led to the use of different data harvesting techniques.
The details of each process are discussed next.
48 F. Machado et al.
WoW S.L.
E. K. Kal. Inst18 Outl. SW.
Characters 1276 1039 750 611 511 511
Avg. concurrent users 109 105 88 56 109 31
Max. concurrent users 340 299 225 123 340 49
Avg. session length (h) 1.4 1.6 1.6 1.4 1.2 0.05
To collect data from Second Life we implemented a client for the game using
the libsecondlife library1 . This automated client connects to the server as a
player, interacting with the world following a pattern defined by the programmer.
For this work, the client moved in large circles around the center or the territory,
since it was found that a moving avatar draws less attention.
Once the resulting avatar reaches one of the lands it begins receiving information
about the general conditions of the land and all other characters in that region
(their IDs, their position relative to the land and whether they are online or offline.
The client stores that information once every five seconds in a record containing
the number of online users in that land at the time, followed by a list with character
ID and position for each avatar. The logs used in this work were selected to hold
a continuous 24 hour period. The region used was the Dance Island2 , a popular
location in Second Life which contains a dance floor and a bar, among other things.
Besides the official World of Warcraft (WoW) game servers, there are currently
other versions of those servers, developed through reverse engineering, maintained
by users around the globe. For this work we used a message log obtained from one
of those user-maintained servers for version 3.5 of the game. The log was created by
instrumenting the private Mangos server to log every network message received or
sent by it over a 24 hour period. That resulted in a 33 GB data log with more than
one hundred million messages, being 15 million sent from clients to the server, and
approximately 96 million sent by the server. If the server showed any interruption
in its execution the period of the fault was removed from the logs and users re-
turned to their activities where they had left them at the moment of the problem,
avoiding any impact to the players movements.
Coordinates in the WoW messages are relative to the main continents and
instances the characters are in, so there is no global coordinate system that can
be equally applied to all characters. To take that into account, all the follow-
ing analysis considered each continent separately. As previously mentioned, we
considered the continents Eastern Kingdoms, Kalimdor, and Outland. We also
analysed separately one of the major cities in the game, Stormwind, to compare
with the results from Second Life, since a city in WoW offered an area more
similar to a land than a complete continent. Finally, we also added an instance
of a replicated region of the game, identified as Instance 18, where the number
of players was controlled by the game server.
1
http://www.libsecondlife.org/
2
http://slurl.com/secondlife/Dance%20Island/
Characterizing Mobility and Contact Networks in Virtual Worlds 49
An anomaly identified in the game, when compared to the real world, was
the presence of different forms of teletransportation 3 . In some of the analysis, we
experimented with removing that functionality from character behavior to try to
get patterns closer to the real world, since teletransportation would allow them
to travel unlimited distances in practically no time, something clearly impossible
in the real world. To achieve that, each time a character used teletransportation,
disappearing from one location and materializing at another one, we considered
that the first character left the game at the earlier position and a new one entered
the game at the materialization spot. We also analyzed the movements as they
happened originally, with teletransportation.
Once data was collected from WoW, we extracted from the log all messages
carrying character positions with the ID of the character, its position and the
message timestamp. That information was then processed to create a final log
with the same format of that created for Second Life, with all active characters’
positions recorded every five seconds. After a single record format was avail-
able for both worlds they were processed using the same algorithms to derive
information such as covered distances, demographic density and contact events.
Contacts were considered to occur whenever two characters were closer than a
certain distance r, considered 10 meters in this case. That definition allows us to
consider not only direct character interaction but also close encounters, which
have been identified in the literature as relevant for multiple purposes, such as
epidemiological studies and wireless network interactions [11]. From the contact
information we built the network of contacts, one of the main focus of this paper,
and derived also a temporal analysis of contacts. For the temporal analysis, we
computed time to first contact, the time it took characters to establish their first
contact in the environment, contact time, the times characters spent in contact
with others, and inter-contact time, the times between two successive contacts
by each pair of characters. The results of the analysis of the metrics derived are
discussed in the following Sections.
5 Spatio-temporal Analysis
In this section we analyze and compare character movements in the two worlds,
both in terms of distances traveled and demographic densities.
1 1
0.1
0.01 0.1
SL
WoW (no Tel.)
WoW
0.001 SL
WoW (no Tel.)
WoW
0.0001 0.01
1 10 100 1000 10000 100000 1e+06 10 100 1000 10000 100000
Travel Length Distance traversed
The reason for shorter distances in Second Life is due not only to the fact that
the area is smaller, but also to the fact that the interest of characters is focused
in meeting other characters. There are no goals that may send a character to a
remote point, which would lead to long distances. Their intention is to socialize
with the other characters there, which are often at a short distance from each
other. Once conversation begins, people tend to move less.
On the other hand, in WoW objectives are set in different points of the world,
often apart from each other, like creatures to be challenged, caves to be explored
and other places of interest, which almost often are located away from the cities.
Thus, characters must travel long distances to reach those points of interest and
also to return to the cities or their points of origin.
The CDFs of traveled distances show that more clearly, with a concentration
of shorter distances for Second Life, with just about 10% of travels longer than
1000 meters. Considering the region is a square with sides 256 meters long, such
traveled distances seem excessive in such limited space. We suspect most (or all)
of those to be automated avatars (bots), which are somewhat common in Second
Life — our crawler included. Next, if we consider WoW without teletransporta-
tion, about 50% of the characters traveled more than 1000 meters, and about 10%
covered more than 20 kilometers. Finally, as should be expected, considering tele-
transportation increases distances significantly: more than 50% of the characters
cover more than 10 kilometers in this case. That means that in this case the ma-
jority of the characters cover distances similar to or larger than those in the case
without that capability, and less then 20% of the characters cover distances compa-
rable to those found in Second Life. If we compare Second Life and WoW without
teletransportation, approximately 50% of the characters in WoW still cover dis-
tances longer than all found in Second Life, largely due to the existence of mounts
and other features in WoW that increase a characters mobility.
1
1 SL - Dance
Stormwind
instance 18 0.1
0.1
E Kingdoms
Kalimdor 0.01
Outland
0.001 0.001
0.0001 0.0001
SL - Dance
Stormwind
1e-05 1e-05 instance 18
Kalimdor
1e-06 1e-06 E Kingdoms
Outland
1e-07 1e-07
1 10 100 1000 10000 100000 1 10 100 1000 10000 100000
Density Aggregate density
WoW S.L.
E. K. Kal. Inst. 18 Outland S.W.
First contact 2170 1943 2695 520 195 163
Avg
seek populated places, like markets, banks and training sites once they reach
them, leading to early contacts, so they have similar times to first contact. In
the city, however, long sessions where players seek to improve their user ex-
perience (trading, grouping, training skills, seeking quests, chatting) seems to
dominate contact times, making them even longer than for Second Life. Also,
after characters part in Stormwind, they take much longer to meet again (if they
ever do), as the average inter-contact time indicates. That was mostly due to the
nature of the game: once characters part after training or conducting business
they tend to leave the city for new quests, returning much later. Both features
are also visible in Fig. 3, where we can see that approximately 50% of the inter-
contact times in Stormwind are longer than 100 seconds, against only 30% in
Second Life, and also the longer contact times for Stormwind (roughly 5% are
longer than 2.5 hours).
Other elements of interest in Table 2 are the lower inter-contact time for Out-
land and high first-contact times and longer contact times in the Instance18.
Those are also explained by the nature of the game. Outland is a continent
visited by advanced characters in their quest to improve their rankings even
further. In that condition, collaboration with other characters is important and
they tend to meet often to exchange information, if for nothing else. That re-
duces inter-contact time. Instances are mostly places were collaborative game
play is essential. Characters usually join outside an instance and enter them
together. Once inside, they proceed together (getting closer or farther apart as
the situation requires) but with no contacts with characters other than those
in their group. We only registered the (eventual) moments when characters get
more separated and then get closer again. On the other hand, contact times and
inter-contact times capture the together-again-apart-again nature of the action.
From Fig. 3 we see that Second Life has fewer short-lived contacts: characters
tend to at least try to start a conversation each time they meet, so contacts tend
to last at least a little longer (only 20% last less then 30 seconds). On the other
hand, in WoW is more common for characters to just pass by others while en
route to a farther destination, without ever stopping — although that is, again,
a little less common for Outland and Stormwind, for the reasons discussed. In
both, there are some short-lived contacts but also some long-lived ones.
We can see basically five categories in terms of time to first contact in Fig. 3.
Clearly Second Life is the one with lower values (almost 80% of the first contacts
happen in less than 8 seconds, while the opposite is true for instance 18 (50%
take longer than 4 minutes). Outland and Stormwind, since they have conditions
Characterizing Mobility and Contact Networks in Virtual Worlds 53
1 1
E Kingdoms
P[X <= x] (CDF)
1
P[X <= x] (CDF)
Kalimdor
instance 18
E Kingdoms
Outland
SL - Dance
Stormwind
Fig. 3. Aggregate probability distributions for times to first contact, contact time and
inter-contact time, respectively
that foster exchanges, have the lowest times to first contact in WoW (at least
50% are lower than 10 seconds in both cases), and finally Easter Kingdoms and
Kalimdor, being continents with less advanced players, who tend to stay alone
for longer periods, have higher times to first contact (approximately 50% are
above 2 minutes).
6 Network Structures
Our goal in this Section is to understand the contact network formed by char-
acters in the two worlds, based on the definition of contact as a function of
physical proximity in the virtual world. This information is important to under-
stand the opportunities for interaction in the virtual world, but also as a basis
for the analysis of other events in the real world, like in the study of epidemics,
or forwarding of messages in a mobile environment, for example.
Based on the logged information about character position in WoW and Second
Life, we built a non-directional contact network, connecting characters who were
closer than 10 meters from each other. For the degree analysis, only that, we
considered the case where edges were all equal (there was any contact) and the
case where they were weighted by the number of encounters observed between
the two vertices they connect. That way, node degrees computed without weights
give us the number of other characters each character was ever in contact, and
54 F. Machado et al.
weighted degrees give us the total number of contacts each character had. For
the graph without weights, we computed clustering coefficients, degrees, and
betweeness for the vertices, as well as all pairs shortest paths.
The degree of each vertex shows the number of other characters a given char-
acter contacted during the duration of the logs. The weighted degree (sum of the
values of a node’s edges) tell us how many times that character had contacts. The
clustering coefficient describes the probability of characters B and C meeting each
other, given that another character A had contacts with each of them. The shortest
path indicates the minimum number of characters that would have to be contacted
to relay an information from A to B, and the betweeness represents the probability
of a certain character being in the shortest path between any pair of vertices. These
metrics help us understand how contacts (and possible interactions) happen be-
tween characters in a given virtual world, and allow us to estimate how closely nit
are groups, how separate can communities be, and whether some characters may
play a major role in the exchange of information and goods between the population
of the virtual worlds. Average values for those metrics are shown in Table 3.
Clearly, Second Life and the Stormwind city have the highest degrees among
the regions considered, although Stormwind’s are noticeably higher, what may
be explained by the larger number of characters which visited the city when
compared to the number of visitors to the Second Life island during the time of
the measurements. The average number of contacts in instance 18 is lower due
to the nature of the game, since groups enter the area and stay close for the
time it take them to complete the task they are there to complete. In Kalimdor
and Eastern Kingdoms, although the average number of characters contacted
is lower, contacts tend to repeat more often (averaging three contacts per pair,
against two in other realms).
For a more detailed analysis, Figure 4 shows the probability distributions for
node degrees and weighed degrees, while Figure 5 show the cumulative proba-
bility distributions for the same values for each contact network. It is noticeable
that vertex degrees in both WoW and Second Life match power laws. That
means most of the vertices have low degrees, but a small fraction of them have
very high degrees. Characters in both Second Life and Stormwind have lower
probability of having smaller degrees and higher probabilities of having higher
degrees than the others. The results for weighted degree are similar and curves
follow similar patterns.
WoW S.L.
E. K. Kal. Inst. 18 Outland S.W.
Degree 13 12 6 14 37 16
Averages
Weighted Degree 36 35 12 22 69 24
CC 0.31 0.32 0.35 0.55 0.50 0.50
Betweenness 0.0038 0.0041 0.0059 0.0031 0.0035 0.0061
Shortest Path 4.5 4.0 5.4 5.6 2.3 3.6
Characterizing Mobility and Contact Networks in Virtual Worlds 55
1 1
instance 18 instance 18
E Kingdoms Kalimdor
Kalimdor E Kingdoms
Outland Outland
0.1 SL 0.1 Stormwind
P[X = x] (PDF)
P[X = x] (PDF)
Stormwind SL
0.01 0.01
0.001 0.001
10 100 10 100
Degree Weighted degree
Fig. 4. Degrees and weighted degrees for the contact networks (PDF)
1 1
P[X <= x] (CDF)
instance 18 instance 18
Kalimdor
E Kingdoms E Kingdoms
Outland
Outland Kalimdor
0.1 SL
Stormwind SL
Stormwind
1 10 100 1 10 100
Degree Weighted degree
Fig. 5. Degrees and weighted degrees for the contact networks (CDF)
0.1 1
Clustering coefficient
1
E Kingdoms
0.1 Kalimdor
instance 18
Outland
P[X <= x] (CDF)
Stormwind
P[X = x] (PDF)
SL
0.01
Outland
instance 18
Kalimdor
E Kingdoms
SL
0.001 Stormwind
0.0001 0.001 0.01 0.1 1 1e-06 1e-05 0.0001 0.001 0.01 0.1 1
Betweeness Betweeness
1e+06
E Kingdoms
Kalimdor
100000 instance 18
Number of occurrences
Outland
Stormwind
10000 SL
1000
100
10
1
2 4 6 8 10 12 14 16 18 20
Shortest path
seeking the same goal they tend to avoid situations where many of them may
depend on a few others.
The distribution of shortest path distances is an interesting metric for the
characterization of complex networks, since it reveals the network diameter. It
shows the intensity of the interactions on the network and suggest how fast
information (or resources) can travel from one point of the network to another
one. Observing Figure 8, the histogram of the shortest path distances found
for each realm, we can see that both Second Life and Stormwind follow similar
patterns with lower maximum distances. That is expected, for environments
where the interaction is the major goal of its occupants. On the other hand,
advanced players tend to build networks with larger diameters, as seen in the
case of Outland and even the other WoW realms. That may be an indication of
the impact of competition, which is always a factor in those areas.
7 Conclusions
We have observed World of Warcraft and Second Life, characterizing them in
terms of the spatial and temporal nature of the contacts between user-controlled
characters and of the network built from contact events. The two worlds showed
significant differences in terms of the distances traversed by characters, but more
similar patterns in terms of density of occupation of the areas.
In terms of distances traveled, we concluded that differences are mostly due
to the fact that regions in WoW are usually larger, and also to the fact that the
nature of the game leads characters to seek their goals in remote locations of
the territories. In Second Life and the WoW city considered, characters tend to
stay in areas which are smaller and more highly populated, traveling less. In all
cases, most of the area is empty most of the time, while some regions attract
more attention from players.
In the temporal analysis of contacts we have observed the influence of the
nature of the game: time to first contact is shorter in Second Life, a purely
social game, than in WoW, where players have various goals, many of them
not requiring contact with others. Also in this case, Second Life is closer to
58 F. Machado et al.
Stormwind city, although with still shorter times. Contact times are longer in
Second Life on average, since in search for socialization people tend to spend
time together, although some times were longer in Stormwind due to the nature
of some contacts there. Inter-contact times in Second Life were shorter, since
socialization again draw characters together more often.
In the study of the network of contacts, differences were more noticeable be-
tween realms associated with different objectives than between the two virtual
worlds as a whole. The differences in clustering coefficient are explained by the
fact that people tend to interact more as groups in Second Life, but also in
Stormwind, to some extent. On the other hand, when cooperation was more
necessary in the area for advanced players in WoW, we also found higher clus-
tering coefficients. However, while the betweeness in openly competitive areas
showed the formation of some structure, that was less noticeable in the social
areas (although still present) and even less so in the highly competitive realm
of advanced players where they tended not to rely on other characters as much,
although interactions were common.
In conclusion, we have observed that the similarities and differences in the
way characters get in contact with each other in the virtual worlds of Second
Life and World of Warcraft, for the cases considered here, are more dependent
on the nature of the interaction expected in each area than on the particular
virtual world they take place. In that aspect, the Second Life Island and the
WoW city, where cooperation between characters was the major objective, were
often more similar to each other than the city to the rest of the WoW world,
where competition played a major part. Not only that, but the nature of the
goals of characters in each area also set them apart. The continents open to all
players were clearly similar to each other, while the continent restricted to more
advanced players and the instance dedicated to special group play had particular
elements explained by their nature.
We intend to further our analysis of these findings in our future work, using
more detailed information from the WoW logs to better qualify each interaction
between characters, so we can more clearly identify the effects of cooperation,
competition between members of a same group with conflicting goals and open
competition, forced by the nature of the game, between rival factions. We also
intend to apply the information about mobility patterns and contacts to the
study of epidemics, both in the case of biological threads (diseases) and computer
related (malware dissemination in wireless networks).
References
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472–476 (2007)
2. Waldo, J.: Scaling in games and virtual worlds. Commun. ACM 51(8), 38–44 (2008)
Characterizing Mobility and Contact Networks in Virtual Worlds 59
Abstract. Male superiority in the field of spatial navigation has been reported
upon, numerous times. Although there have been indications that men and
women handle environmental navigation in different ways, with men preferring
Euclidian navigation and women using mostly topographic techniques, we have
found no reported links between those differences and the shortcomings of
women on ground of ineffective environment design.
We propose the enhancement of virtual environments with landmarks – a
technique we hypothesize could aid the performance of women without impair-
ing that of men. In addition we touch upon a novel side of spatial navigation,
with the introduction of time-pressure in the virtual environment.
Our experimental results show that women benefit tremendously from land-
marks in un-stressed situations, while men only utilize them successfully when
they are under time-pressure. Furthermore we report on the beneficial impact
that time-pressure has on men in terms of performance while navigating in a
virtual environment.
1 Introduction
There exists a recurring argument of male superiority [1], portrayed as the prominent
finding in the field of spatial cognition in virtual environments. Nevertheless, research
also shows an innate difference in the ways that men and women understand and
navigate through their environment. While men utilize mostly Euclidean navigation
strategies [2] women show an inherent preference towards the use of landmarks [3].
Although a difference in navigation strategies between the sexes has been reported,
we wonder why this reported inability of women to navigate, is not (partially) linked
to the shortcomings of these experiments’ [1,2,4,5,6,7] respective virtual environment
designs. We share the opinion of Caplan and Caplan [8] that, when gender differences
in spatial cognition exist, this is not due to biological inferiority [3,5] of one gender,
but rather, we suggest that to some extent this is the result of men and women having
different skills, suitable to handling different aspects of the environment most impor-
tant to their own sex.
F. Lehmann-Grube and J. Sablatnig (Eds.): FaVE 2009, LNICST 33, pp. 60–67, 2010.
© Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering 2010
Landmarks and Time-Pressure in Virtual Navigation 61
2 Related Work
Even though great emphasis has been put on the usefulness of landmarks in naviga-
tion of real environments [9,10], and while evidence suggests that navigation through
virtual environments is problematic and often unsuccessful in the cases where sup-
plementary information such as landmarks are not provided [11,12], a connection has
not yet been made between the preference of women to landmarks in navigation [3]
and the previously reported superiority of men in spatial cognition. Nor has there been
evidence specifically targeting the performance of women in virtual environments
where landmarks are present. Furthermore, Ruddle et al [10] proposed that concrete
and recognizable landmarks could enhance the performance of participants in relation
to abstract landmarks, but no significant improvement has been reported in the per-
formance of the subjects, whether with, or without landmarks. We suggest that per-
haps making distinction in the performance of men and women could indicate
whether improvement of performance is significant in one of both genders.
The second parameter we address is that of a timed deadline. In its more general ap-
plications this is a much-debated issue, and opinions vary on the impact it has on a
presupposed task. Research shows that in general, when time-pressured, people be-
come more anxious and energetic and adopt a number of different strategies to cope
62 E. Gavrielidou and M.H. Lamers
3 Methodology
A ‘DOOM-like’ maze (as used in [17]) of 8 rooms was created with Blender3D author-
ing software [18]. Subjects were required to navigate through it in a task design similar
to that of Cutmore et al [19]. To collect a golden ring, subjects had to find a route from
the first to the last room of the maze through a predefined route and then return to the
initial room along precisely the same route. Only doors that lay on the correct route
were unlocked, all other doors were locked, effectively creating a single possible route
through the maze. The correct route through the maze was shown before three subse-
quent tries by each subject. An example route through the maze is illustrated in Fig. 1.
For automated time recording the task was completed when the subject walked into the
red door at the initial position, as instructed by the researchers.
Subjects were aged 15-50 and selected to have no more than 3 hours per week of
experience on 3D video games. Performance of 10 males and 10 females was meas-
ured on two parameters: the participants’ way-finding skill, namely the number of
errors (attempts to open a locked door) while navigating through the maze, and the
time taken to reproduce the route.
There were four different states of the experimental virtual environment. Every sub-
ject performed the described task in each of these states. Different maze layouts were
randomized over the different states to ensure equal distribution of states over maze
layouts. The four states were:
In the Neutral Environment (E1) there was no time limitation to the task and the
rooms had no identifiable characteristics.
The Landmark Environment (E2): An environment and task similar to E1 with the
addition of specific identifiable real-life landmarks situated inside the rooms (plant,
lamp, kettle, and various other objects).
The Countdown Environment (E3): An environment and task similar to E1 with
the addition of a 60 seconds time constraint (slightly under the average time of com-
pletion for the task, as found in the building/testing phase of the mazes). A countdown
timer was visible on-screen.
Landmarks and Time-Pressure in Virtual Navigation 63
Fig. 1. Bird’s eye view of an example route through 8 rooms within the virtual environment.
Displayed are the subject’s starting position (Player), the example route (Correct Route), the
destination (Ring) and the return position (“Sign Off” Door).
Fig. 2. Screenshot of a room used in the navigation task’s environment E4, including an exam-
ple landmark (potted plant) and the countdown timer at the center of the screen (29)
The Combination Environment (E4): An environment and task with both land-
marks as in E2 (but objects ordered differently over rooms) and time constraint as in
E3 (illustrated in Fig. 2.)
64 E. Gavrielidou and M.H. Lamers
Both the order in which a subject would experience the four environments and the
route for each task were chosen random and independent. It was ensured that no two
subjects experienced the same order of routes or order of environments on any of the
20 experimental samplings.
Each time a subject comes in contact with a locked door, this was recorded as one
error. In virtual environments E1 and E2, the time taken to complete the task was
recorded for each route. In environments E3 and E4, a binary indication (pass/fail) for
completion of the task within the time-limit was recorded for each route. Statistical
analyses of the collected data were performed using one-way ANOVA and paired t-
test methods.
4 Conclusions
In review of the experimental results and statistical analyses we conclude that:
(i) The introduction of landmarks in a virtual environment is significantly benefi-
cial for time to complete the navigation task by females (statistically significant, p <
0.01), without impairing that of men (Fig. 3.) It also dramatically decreases female
error counts when no time-pressure is applied, whilst also decreasing male error
counts (Fig. 5.) Landmarks are therefore an addition we propose to make in designing
gender-neutral virtual (training) environments and GPS-based navigation aids.
(ii) The introduction of time-pressure benefits men immensely (Fig. 4), as it dra-
matically raises their success rate to complete the task within 60 seconds (statistically
significant, p < 0.05). Although female task completion rates appear to benefit from
time pressure (environment E3), their lowering in the combined environment E4 re-
mains unexplained (Fig. 4.)
(iii) Although introduction of landmarks does not increase men’s task completion
success rate under time pressure (Fig. 4, male bars E3 and E4), the number of errors
made decreases substantially (Fig. 5.) Men appear to make use of landmarks when
time-pressure is introduced. The decrease in number of errors made in E4, when com-
pared to no landmarks and no time-pressure (E1), is statistically significant.
Most importantly, we believe that our findings contribute to the design of gender-
neutral virtual environments through which users navigate. This is achieved by dem-
onstrating the need for distinguishable landmarks and its effects on both males and
females. Furthermore, inclusion of visual landmarks in car navigation systems, for
example, could greatly benefit use by females without impairing use by males. Also,
our study sheds light on a novel aspect of virtual environments, by examining the
effects for both sexes of time-pressure on the spatial cognition in such environments.
We are fully aware of the small sample sizes and its effect on statistical significance.
Since greater sample sizes were not feasible in the short time-range of this student
project, further study with larger subject groups is recommended.
Landmarks and Time-Pressure in Virtual Navigation 65
Fig. 3. Average task completion times (in seconds) for females and males, in virtual environ-
ments without landmarks (E1) and with landmarks (E2)
Fig. 4. Female and male task completion success rates for the different virtual environments
(E1 ... E4). Shown vertically are average ratios of successful task completion under 60 seconds.
66 E. Gavrielidou and M.H. Lamers
Fig. 5. Average female and male error counts for the different virtual environments (E1 ... E4).
Errors are counted as attempts to enter locked doors in the maze.
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The Effects of Virtual Weather on Presence
Abstract. In modern societies people tend to spend more time in front of com-
puter screens than outdoors. Along with an increasing degree of realism dis-
played in digital environments, simulated weather appears more and more real-
istic and more often implemented in digital environments. Research has found
that the actual weather influences behavior and mood. In this paper we experi-
mentally examine the effects of virtual weather on the sense of presence.
Thereby we found individuals (N=30) to immerse deeper in digital environ-
ments displaying fair weather conditions than in environments displaying bad
weather. We also investigate whether virtual weather can influence behavior.
The possible implications of theses findings for presence theory as well as digi-
tal environment designers will be discussed.
Introduction
Weather is an important factor in everyday life: Almost all newscasts contain
weather forecasts, the actual weather determines the way we dress, and many con-
versations start with comments about the actual weather. In terms of lay psychol-
ogy, weather is assumed to have an important impact on mood and behavior [1],[2].
Although people in industrialized countries spend on average 93% of their time
inside [3], the effects weather can have on mood, cognition, behavior, and the fre-
quency of diseases are still evident (cf. [4]). Modern people spend much more time
inside their homes and are exposed to an increasing amount of media influences:
According to the Middletown media studies which aim to assess the media usage in
the United States [5], the average time spent in front of the television is between
278 and 350 minutes per day. Computers are used between 85 and 199 minutes per
day and thus making computers the second important media device. The reasons for
computer usage are diverse: Work and leisure, communication or gaming. The latter
are enjoying a particularly fast-growing popularity: The average time spent with
playing computer games is up to 154 minutes a day [5]. There are more and more
people, especially adolescents, who spend plenty of their time in front of computer
screens playing games (cp. [6]).
F. Lehmann-Grube and J. Sablatnig (Eds.): FaVE 2009, LNICST 33, pp. 68–78, 2010.
© Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering 2010
The Effects of Virtual Weather on Presence 69
We see at least three reasons why the investigation of the potential effects of vir-
tual weather are an important field of study. First, we think that it is necessary to
explore if virtual weather has similar psychological effects as real weather. This
would be highly relevant for users as well as for digital environment designers. Sec-
ond, we believe that the understanding of presence might grow if the sensation of
presence is stronger in mediated environments displaying fair weather conditions than
in environments displaying bad weather. Last but not least, investigating the effects of
virtual weather in well-controlled studies can help to better understand the psycho-
logical effects of physical weather.
their work) when the weather is pleasant, whereas those who can benefit from good
weather outside experience an improvement of their mood.
Seasonal Effects
Seasonal changes in mood and behavior, also known as seasonality, have been exten-
sively studied. Rosenthal was the first to describe the seasonal affective disorder
(SAD) [21]. This disease is a form of depression with onset in fall or winter and re-
covery in spring. Along with low mood, atypical symptoms like prolonged sleep,
weight gain or carbohydrate craving are common. Seasonal variations are not only
observed in people suffering from SAD but also experienced by the general popula-
tion. Harmatz et al. found that mood reaches a low point in the winter [22]. Additional
evidence for the lowered mood in winter is provided by Dam, Jakobsen, and Mellerup
who found that about 50% of the normal population show a minor degree of SAD
symptoms during northern winters [23]. As exposure to sunlight and artificial bright
light effectively treats SAD [24], deprivation of light is assumed to cause SAD. A
mood improving and vitalizing impact of artificial sunlight has been shown even for
non-depressed people [25]. Effects are often observed immediately after the first
exposition to sunlight [26].
self and includes three conceptual layers of presence. The authors emphasize the im-
portance of the link between presence and emotion [33].
Hypothesis
The sensation of presence depends on user as well as media characteristics [31]. In
combination with the close relationship between presence and affect [33] the motiva-
tion to plunge into a VR should therefore depend on the virtual weather conditions as
real weather conditions influence mood [15][16][17][18][19]. In addition, there might
be an even more direct effect: In the physical environment, people avoid to be ex-
posed to bad weather conditions [8]. This might also apply for virtual environments as
the sensation of presence implies the departure from the physical environment and the
arrival in the mediated environment [29]. As digital media devices are typically lo-
cated inside, the sensation of presence in virtual environments displaying bad weather
conditions would result in leaving a dry space and experiencing adverse virtual
weather conditions. Hence, we present the following hypothesis:
Hypothesis: Fair virtual weather conditions increase feelings of presence,
whereas bad virtual weather conditions decrease feelings of presence.
Method
Design
In this study a between subjects design was used. Participants played a computer
game. The independent variable weather condition had two levels: fair weather and
rainy weather. The dependent variables were presence, breaks in presence and gaming
performance.
72 B. Wissmath, D. Weibel, and F.W. Mast
Participants
A sample of 30 individuals participated in the experiment. Mean age was 28.2 years
(SD = 5.23); with a range from 18 to 37 years. The majority (76.5%) of the partici-
pants were male. Participants were free to end their participation whenever they
wanted.
Materials
Procedure
All participants were individually tested. When the participants entered the labora-
tory, the computer was already running and the game weather settings window was
open but not visible to the participant. Participants were assured confidentiality and
anonymity of their data and they filled out a demographic questionnaire. Participants
were also asked about their gaming habits on a seven-point-scale (0 = “never”; 6 =
“daily”). Then, participants were assigned to the two experimental conditions so that
the two groups were matched for gaming experience according to the 7-point assess-
ment. One experimenter welcomed the participant and administered the demographics
questionnaire. The second experimenter chose the adequate weather condition accord-
ing to the gaming experience indicated by the participant. Then, the participant was
guided to the computer and instructed. After three test rounds to familiarize with the
steering interface and racing track, the task would begin. The aim was to complete as
fast as possible five rounds on the racetrack. There was no time limit. Mean time
needed to complete the five rounds was at 9.4 minutes (SD = 1.3). After having com-
pleted the race the participants filled out the presence questionnaire. Only after the
experiment, the purpose of the study was mentioned.
Presence. An adaptation of the Dinh presence scale was used [37]. This instrument
was developed in the context of an extensive investigation of physical presence in
virtual environments depending on the sensory richness of the display and consists of
74 B. Wissmath, D. Weibel, and F.W. Mast
13 items (Example items: In general, how realistic did the virtual world appear to
you?; How strong was your sense of "being there" in the virtual environment?). It
adopts the items of established measures [38] and was found to be valid for the as-
sessment of presence. However, the internal consistency of the scale is not reported
[37]. For this investigation, a major advantage of this instrument was the fact that the
items fit very well the gaming experience. Participants provided their judgments on
seven-point scales (1 = “not at all”; 7 = “very much”).
Attention allocation. The entire test time was video recorded. As Bracken suggests
[39], we coded for breaks in presence when eye fixations were outside display. This
measure serves as indicator for the attention allocation as an increased amount of
fixations outside the display is inversely related to the sensation of presence.
Performance. The time the participants needed to complete five rounds on the race
track was assessed using the time measurement features embedded in the game.
Results
Racing Time –
Discussion
Although nowadays many virtual and digital environments simulate weather phenom-
ena, the impact of virtual rainfall or sunlight has not yet been explored. Our result
suggests that virtual weather can be an important determinant of presence and should
therefore be further considered by VE designers as well as VR-researchers.
Media characteristics such as immersiveness were found to influence the sensation
of presence. Virtual weather can be considered as a media characteristic. In the real
environment, fair weather conditions are associated with positive mood whereas in
the context of gaming presence and positive mood are positively related. Correspond-
ingly, the virtual weather characteristics influenced our participants as if the weather
was real. Similar to the physical environment, our participants avoided to mentally
locate themselves in a virtual environment with adverse weather conditions. Most
noteworthy, the results from this study are not only based on subjective ratings but
also on observable behavior in terms of attention allocation towards the game.
In addition, the driving speed was equal in both conditions. This further indicates
that the two weather conditions did not result in different driving characteristics.
Hence, the differences in the sensations of presence can be attributed to the virtual
weather being the only difference between the two conditions.
In this study, we also raised the question if virtual weather has similar behavioral
implications as real weather. In real life, drivers slow down when they have to drive
under rainy weather conditions. In our virtual environment, however, the weather
condition did not influence driving speed. This could result from the fact that com-
puter games are often played because actions, which would be dangerous in real life,
can be taken without any serious consequences. In the game used here, an accident is
by no means a physical or financial threat as it would be in real life. However, this
does not implicate that our participants did not experience presence. Further evidence
for this conclusion comes from the score levels of the presence questionnaires.
A noteworthy exploratory finding is that the subjective presence ratings are nega-
tively related to the racing performance. A possible explanation could be that more
experienced gamers experienced less presence in that particular game because it was
76 B. Wissmath, D. Weibel, and F.W. Mast
not challenging enough. In contrast, the less experienced gamers had stronger sensa-
tions of presence due to novelty and performed worse due to lack of training. Another
point for this interpretation is that more breaks in presence were related to faster rac-
ing times. This could further indicate that experienced gamers still had attentional
resources available and thus outperformed the inexperienced gamers.
This study has several limitations, which we want to describe here. One important
point is that we used a somewhat out of date racing game. In newer games the virtual
weather is connected with corresponding driving characteristics. Thus, as a conse-
quence the virtual weather effects were not as natural as they would be in a more
advanced environment. However, if virtual weather even matters in such an environ-
ment, then we would expect stronger effects in current environments. Yet another
point is the actual physical weather. We did not include it as a factor in our design
because our sample is too small to study possible interactions between physical and
virtual weather. A more representative sample could further strengthen the confidence
in our findings.
Future research should directly look at the effects of virtual weather in terms of
emotions and mood. If there is as similar effect of virtual weather on emotions and
mood, then digital environment designers should consider implementing appropriate
weather for the mood they want to induce. A scary online game might be even more
compelling with bad virtual weather whereas a virtual work environment displaying
fair weather conditions might help to prevent signs of seasonal affective disorder in
someone who suffers from northern winters.
Replications of this study could be highly relevant for the developers and users of
many virtual environments applications such as online-marketing, cyber-therapy,
online gaming, or e-learning. Thereby digital and virtual environments displaying the
individually preferred weather conditions could be an increasingly attractive alterna-
tive to the physical environment.
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Complexity of Virtual Worlds’ Terms of Service
1 Introduction
This paper explores the complexity of Terms of Service (ToS) and other related
legal statements that the ToS refers to. Operators of virtual worlds post the
ToS on their web sites; it can be seen as a contract between the operator of the
virtual world and its users. The goal of this paper is to explore and understand
the complexity of the ToS, but not to analyze it from a legal perspective. Thus,
we here take the content of the ToS at face value.
The ToS is important from the users’ perspective because the operators use
the ToS to put restrictions on users’ rights and conduct. Thus, users have to read
and understand the ToS in order to assess their rights and obligations. Generally,
the complexity of these rights and obligations increases with the complexity of
the virtual world. For example, if the virtual world has a virtual economy with
an in-world currency that can be converted into real currency, then the ToS may
have to address issues such as taxation and gambling. If the world offers user-
generated content, the ToS has to deal with the IP rights of the content creator
as well as in-world copyright and trademark infringements. Furthermore, the
more users are investing in a virtual world (e.g., in terms of spent time, depth
of social immersion, creation of (privacy-sensitive) content, or accumulation of
virtual assets), the more important it becomes for them to understand the ToS.
Not understanding or following the ToS can result in the unwanted exposure of
private data, loss of virtual assets, or termination of the access by the operator.
F. Lehmann-Grube and J. Sablatnig (Eds.): FaVE 2009, LNICST 33, pp. 79–90, 2010.
c Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering 2010
80 H.M. Kienle et al.
For the following discussion, we analyze the ToS of five virtual worlds: Habbo
Hotel (www.habbo.com), Kaneva (www.kaneva.com), moove (www.moove.com),
Second Life (secondlife.com), and There.com (www.there.com). All analyzed
virtual worlds have in common the fact that they can be characterized as meta-
verses that have no explicit (game-related) goals for the user and thus are in
contrast to massive multiplayer online games (MMOGs) that are emphasizing
game-related activities such as leveling, fighting, or winning.
The paper is organized as follows. In Section 2 we first summarize the kinds
of legal topics that can be found in the five virtual worlds’ ToS and structure
the topics based on two criteria, relevance and complexity. We then assess in
Section 3 the complexity of the ToS with the help of size and readability metrics,
and point out other sources of complexity. In Section 4 we discuss how operators
try to alleviate ToS complexity and propose other possible approaches. Section 5
concludes the paper with recommendations and observations.
Relevance
Complexity
low medium high
low external linking, ToS changes, registra- behavior guidelines,
advertising tion information password conduct
medium impersonation, dispute resolution, privacy policy,
jurisdiction DMCA process account closure
high reverse engineering, warranty and liability, copyright,
spyware indemnity virtual currency
significantly over the years (presumably following a logarithmic trend). For ex-
ample, over the years the average word count for legal texts of e-business sites
increased from 1,249 words in 1998 to 5,195 in 2006.
In the following, we first discuss two complexity metrics (size and readability
scores) and then address concerns regarding the evolution and scope of the ToS.
3.1 Size
A simple metric is the size of the ToS with respect to the number of words and
sentences. Both metrics are given in Table 2 at the “Words” and “Sentences”
columns, respectively. Except for moove, all worlds’ ToS have well over 100
sentences and several thousand words.
The length of a ToS directly translates to the time that it takes the user to
read through it. Assuming an average speed of 250 words per minute (which is
typical for a completed secondary education) [4], reading a ToS takes between
4:29 and 29:33 minutes (cf. Table 2, “Reading Time”). Since an average reading
speed of 250 assumes non-technical content, it can be seen as the lower bound
of the time that it takes to read a ToS. In practice, reading and comprehending
a ToS may take significantly longer depending on the individual user [4].
3.2 Readability
There are several well-known readability tests that determine how easy it is to
read and comprehend a text. The advantage of readability scores is that they
can be automatically computed. However, they cannot assess the difficulty of
the subject area of the text for a reader [5].
The SMOG formula assesses the educational level needed to understand a text
[6]. It is computed with p 30 s + 3, where p denotes the number of poly-syllables
(i.e., three or more syllables) and s denotes the number of sentences. The average
SMOG readability score is 14.0 for the five ToS (cf. Table 2, “SMOG”), which
according to the SMOG Calculator11 corresponds to the New York Times and
requires a college education level (SMOG 13-15).
Another popular readability measure is the Flesch Reading Ease Score (FRES).
With FRES, lower numbers mean increasing difficulty. It is computed as 206.835−
84.6 wy − 1.015 ws , where y, w, and s denote the total number of syllables, words
and sentences, respectively. Scores in the ranges of 0–30 and 30–50 are rated as
“very difficult” (scientific journals, reading grade 17+) and “difficult” (academic
journals, reading grade 13–16), respectively [5]. The average FRES of the five ToS
is 47.6 (cf. Table 2, “FRES”), while Second Life is the most difficult (42.0) and
Kaneva is the least difficult (52.5). According to Wikipedia, Kaneva’s ToS roughly
compares to the Times magazine.12
In order to judge the complexity of legal texts for virtual worlds it is instructive
to compare them to the complexity of other legal texts on the Internet. Kienle
11
http://www.wordscount.info/hw/smog.jsp
12
http://en.wikipedia.org/wiki/Flesch-Kincaid_Readability_Test
84 H.M. Kienle et al.
and Vasiliu have reported SMOG and FRES values for legal texts found on web
sites. For legal texts in the year 2006 they report average scores of 13.51 (SMOG)
and 49.25 (FRES).13 Thus, the readability of legal texts for virtual worlds seems
similar to other legal texts found on web sites.
The readability scores indicate that a ToS is advanced reading material that
is not trivial to understand. According to the SMOG, comprehending a ToS
typically requires a post-secondary education (e.g., college or university). This is
a concern because virtual worlds are open to all kinds of users with diverse ed-
ucational backgrounds. Interestingly, the states of Florida14 and Connecticut15
require that life insurance polices have a FRES of 45 or higher. There are also
laws that require to use plain language in consumer contracts (e.g., the New
York Plain English law) [7]. Thus, it is conceivable that courts will also look
into readability issues when judging the enforceability of a ToS. Currently, the
average complexity of virtual worlds’ ToS is close to a FRES of 45 with Second
Life’s ToS overshooting this complexity mark.16 Also, it may be already prob-
lematic if only parts of the ToS have a high readability score. For example, the
sentence in Habbo Hotel’s ToS quoted at the beginning of Section 2 scores a
SMOG of 23.5 and a FRES of 0! This sentence also has a length of 80 words.
For Connecticut consumer contracts the law states that a contract has to meet
several plain language tests, among them: “No sentence in the contract exceeds
fifty words”.17
3.3 Evolution
Users are expected to constantly monitor the ToS for changes since operators
reserve the right to change them at any time. For example, the following state-
ment is typical: “Kaneva reserves the right, at its discretion, to change, modify,
add, or remove portions of these Terms at any time”. Habbo Hotel simply rec-
ommends in its ToS to “check back each visit as policies and rules may change”
and mandates later on that “you agree to review these Terms of Use on at least
a weekly basis to be aware of Changes”.
Some operators promise a change notification when the user accesses the vir-
tual world for the first time after a change (There.com). Others state that a
notification may be “sent via e-mail” (Kaneva) or more general that the oper-
ator is “communicating these changes through any written contact method we
13
All scores have been computed using the same tool.
14
Florida Insurance Code, Section 627.4145, http://law.onecle.com/florida/
insurance/627.4145.html
15
General Statues of Connecticut, Section 38a-297, http://www.cga.ct.gov/2009/
pub/Chap699a.htm
16
However, a word of caution is in order here since different tools have different al-
gorithms to determine syllables, words and sentences, resulting in different SMOG
and FRES scores [3].
17
General Statues of Connecticut, Section 42-152, http://www.cga.ct.gov/2009/pub/
chap742.htm
Complexity of Virtual Worlds’ Terms of Service 85
have established with you” (Second Life), but the ToS is worded such that the
operator is not required to send out these notifications.
Given this situation, it is surprising that only a minority of the ToS are dated
or have some kind of versioning information (cf. Table 2, “Version”). Habbo Hotel
dates the ToS and all related policies. Kaneva dates the Terms & Conditions and
the Privacy Policy, but not its other legal statements.
Since changes are often small (and the previous version of the ToS is no longer
available) users are in a difficult or impossible situation to effectively monitor
changes to the ToS. In contrast, when changing its German User Agreement on
June 3, 2009, PayPal provided a marked up document in advance that clearly
identified new text (blue color) and deleted text (red).18
From the users’ perspective, it would be highly desirable to have advance
notification of a change in the ToS along with a document that clearly identifies
the changes along the lines that PayPal provides.
3.4 Scope
A ToS consists of the ToS proper and related (legal) policies and guidelines that
the ToS refers to. As a result, it is not always obvious what constitutes the ToS
as we will explain shortly.
Table 3 shows the name of the ToS proper (column “ToS”) along with the
documents that are mentioned in it. This means that in effect users are required
to read and understand all of these documents, not just the ToS proper. For
18
https://www.paypal.com/de/cgi-bin/webscr?cmd=xpt/Marketing/general/
PayPalPolicyChange-outside
86 H.M. Kienle et al.
example all legal texts in Kaneva add up to 10015 words, which is more than
twice the amount of the ToS proper. In Second Life, the actual word count
is more than 12762 words because we did follow the Brand Center only two
levels deep and the Billing Policies one level. Compared to Table 2, the reading
complexity tends to be lower for the whole set of documents because some of
them are less technical in nature.
Because legal documents for a virtual word are dispersed over several web
pages, it is not always obvious what truly constitutes the ToS. In Second Life,
the ToS includes the billing policies, but this policy is not listed in the overview
of “Policies & Guidelines” that is displayed alongside the ToS. Furthermore, the
ToS refers to the Brand Center which has a complex structure with links that
go down several levels. Thus, the ToS’s “extent” remains unclear or is difficult
to establish. In Habbo Hotel’s ToS, “you agree to abide by the . . . Terms of Use,
the Habbo Way and any Additional Terms”. However, it is never elaborated
upon what constitutes these additional terms or where they can be found. Thus,
it is not clear if The Fansite Way19 (which spells out rules for private home
pages that use Habbo’s IP) is part of the ToS or not since this policy is never
explicitly mentioned. In moove, both privacy policy and security information
are given on the same web page even though the ToS refers only to the privacy
policy. Thus, it is not clear if the user can rely on information provided by the
security information such as “all chat messages are transferred encrypted.”
Given that the ToS is a legal contract that may end up in court, it is surprising
that operators split them up into a set of documents that are not always denoted
clearly.
The previous discussion suggests that most ToS are difficult to comprehend
for most users. While most users happily visit a virtual world without every
conflicting with the ToS, there is always the risk that users are surprised by
actions of the operator that are grounded and justifiable by the ToS.
Operators have tried several approaches to explain the meaning of the ToS
and to reduce the complexity of understanding the ToS:
FAQ: A list of Frequently Asked Questions (FAQ) can be used to address com-
mon problems. Second Life appends a FAQ after their DMCA policy. They
also have a FAQ about the use of their trademarks. Habbo Hotel has a short
FAQ following its behavioral guidelines, The Habbo Way.
Forum: Some operators have forums and mailing lists that allow users to post
questions regarding the ToS. Second Life has forums and mailing lists where
legal experts from Linden Lab may choose to answer questions.20
While the above approaches aim at reducing complexity and increasing under-
standing, they are not without potential pitfalls for both users and operators. It
is not clear if summary statements are actually part of the ToS and thus legally
binding or only there for information purposes. The highlights list in There.com
features a bullet point that says “Are you not a minor? What are you waiting
for? Come on in!” This gives the impression of reading an advertisement rather
than reading a legally binding document. If the summary statement contradicts
other parts of the ToS, it is not clear which one will take precedence. Similarly, it
is not clear if a FAQ is part of the ToS. If the FAQ is not contained in a separate
web page apart from the ToS, users may get the impression that this is indeed
the case. While giving users the opportunity to ask questions to customer ser-
vice regarding the ToS is a good idea in principle, it seems unlikely that service
personnel have the necessary expertise.
The matrix in Table 1 shows that not all topics are equally relevant for users.
Thus, the ToS could be restructured to emphasize topics with high relevance
and to de-emphasize other topics. Furthermore, operators can provide interac-
tive tools that help the user to analyze the ToS. An example of such a tool is
the EULA Analyzer,21 which inspects End-User License Agreements (EULAs)
with the goal to identify clauses that are of particular concern to users. Once
the agreement is pasted into a text box, the analyzer provides metrics such as
word count, number of sentences, and readability scores. Furthermore, selected
sentences are highlighted and annotated to provide guidance for humans. Simi-
larly, operators could provide an interactive tool that allows the users to quickly
focus on the parts of the ToS that are most relevant for them, thus cutting down
on users’ reading time and improving cost-effectiveness. Such a tool could also
operate based on user profiles or conduct.
Currently the ToS is static and equally applies to all users regardless of their
needs. Operators may want to think about customizable license schemes that are
tailored to user characteristics and preferences. Examples of flexible licensing
schemes are provided by Creative Commons22 and the Adaptive Public License23 .
Straightforward customization of licenses can be based on data provided by the
user such as account type, age, and residency. For example, if users are not creat-
ing content in the virtual world, corresponding parts in the ToS related to copy-
right and ownership issues can be omitted. On the other hand, a customized ToS
20
https://lists.secondlife.com/cgi-bin/mailman/listinfo
21
http://www.spywareguide.com/analyze/
22
http://creativecommons.org/
23
http://www.opensource.org/licenses/apl1.0.php
88 H.M. Kienle et al.
may pose additional uncertainty for the individual user because he or she can no
longer assume that more sophisticated users or consumer protectors have analyzed
the ToS for them and have intervened on their behalf. For example, when Adobe
released a beta version of Photoshop Express (a web-based photo-editing applica-
tion), sophisticated users quickly complained about unfavorable conditions in its
license that essentially gave Adobe the right to use uploaded pictures from users
in many ways.24 These user complains prompted Adobe to revise the license.
Furthermore, there is the difficulty of revising customizable licenses. If the
operators wants to conduct a change in the ToS, all customizable licenses need to
be suitably modified and communicated to the user. Also, the less sophisticated
users would be at a disadvantage because they would not automatically profit
from the revised ToS if they had entered into a customized license agreement.
Generally, in case of contradictory terms, an individual agreement will have
priority over general terms and conditions.
Sophisticated customizable licenses are only feasible if they can be negotiated
(semi-)automatically. To enable this, users and operators could state their policy
needs in machine-readable data for negotiation of a ToS that is acceptable for
both sides. Research in this area is already being pursued in the context of
privacy policies [8]. For example, a user may state that he or she does not want
targeted advertising and the collection of personal data that may come with it.
The operator may accept this under the condition that the user is willing to pay a
monthly fee instead. If both sides reach an agreement on the amount (and related
issues such payment method and cancellation policy) then the custom-tailored
ToS could come into effect.
5 Conclusions
This paper has explored the complexity of ToS by analyzing the ToS of five
virtual worlds (Habbo Hotel, Kaneva, moove, Second Life, and There.com). ToS
are complex in terms of the text size (the average size is more than 5000 words,
which takes an average reader more than 20 minutes to go through), and the
ease of readability (the average ToS requires a post-secondary education). Fur-
thermore, the user has to watch out for changes in the ToS, determine the body
of documents that constitute the ToS, and deal with the legal and technical
complexity of the ToS’s topics.
It is an interesting question whether the complexity problems discussed in
this paper could prompt a court to declare a ToS void. Even though declaring
a ToS void would as a general rule require the ToS as a whole to be intrans-
parent, it cannot be completely ruled out that in some cases a ToS’s complexity
could trigger such a court decision. However, since with regards to consumer
sophistication the benchmark has increased from that of a swift observer to an
attentive and diligent reader, it remains to be seen whether a court would take
such an incisive decision, which could possibly lead to an unforeseeable flood of
user claims and the collapse of whole business models.
24
http://www.theregister.co.uk/2008/03/28/adobe_photo_pimping/
Complexity of Virtual Worlds’ Terms of Service 89
In order to reduce legal uncertainty and ambiguity for both parties, we propose
the following simple recommendations (that are surprisingly often violated by
virtual worlds’ ToS):
It seems clear that an ordinary user cannot be expected to fully comprehend the
ToS of a virtual world. It is surprising that courts have so far ignored indications
that most users are not reading the ToS and that this reluctance can be mostly
explained with the fact that the form of most current ToS is inadequate to
succinctly convey relevant information to the user in a cost-effective manner.
Given this situation, operators may want to look for novel approaches on how
to represent and enforce the ToS, and how to negotiate and contract the ToS.
Interactive tools that help users to analyze the ToS and to semi-automatically
negotiate a customizable license may be able to alleviate some of the present
complexity concerns.
Acknowledgments
References
1. Antón, A.I., Earp, J.B., He, Q., Stufflebeam, W., Bolchini, D., Jensen, C.: Financial
privacy policies and the need for standardization. IEEE Security & Privacy 2, 36–45
(2004)
2. Antón, A.I., Earp, J.B., Vail, M.W., Jain, N., Gheen, C.M., Frink, J.M.: HIPAA’s
effect on web site privacy policies. IEEE Security & Privacy 5, 45–52 (2007)
3. Kienle, H.M., Vasiliu, C.A.: Evolution of legal statements on the web. In: 10th IEEE
International Symposium on Web Site Evolution (WSE 2008), pp. 73–82 (2008)
4. McDonald, A., Cranor, L.F.: The cost of reading privacy policies. In: 36th Research
Conference on Communication, Information and Internet Policy (2008),
http://lorrie.cranor.org/pubs/readingPolicyCost-authorDraft.pdf
90 H.M. Kienle et al.
Tata Consultancy Services, 249 D & E Udyog Vihar, Phase IV, Gurgaon -122015,
Haryana, India
geetika.s@tcs.com, c.anantaram@tcs.com, hiranmay.ghosh@tcs.com
http://www.tcsinnovations.com
1 Introduction
Online web-based retail portals like eBay, Amazon etc., are rather popular for
buying and selling used and new items. People shop online to find discounts and
savings, save time in comparing product specifications and prices, and the sheer
convenience of shopping from their homes or offices. However, online web-based
shopping lacks the social aspect of shopping. A user of an online portal is usually
shopping individually and without social interaction - a practice far removed
from reality. It has been observed that although the majority of consumers still
visit real-world malls to shop, they seem to acknowledge that malls serve other
purposes than being just a shopping destination, such as watching a movie,
shopping with a relative or friend, or attending events [5]. Market research has
also shown that the Internet is not typically a place where consumers make
impulsive purchases. Consumers utilize the web as a convenient, user-friendly
means to browse shopping options, educate themselves on product choices and
make informed purchase decisions.
Online virtual worlds are set to change online shopping by providing the
necessary social aspect to shopping. Friends and relatives distributed across the
globe can go shopping together by logging into the world at the same time and
F. Lehmann-Grube and J. Sablatnig (Eds.): FaVE 2009, LNICST 33, pp. 91–105, 2010.
c Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering 2010
92 G. Sharma, C. Anantaram, and H. Ghosh
visiting different retail stores. This allows instant feedback from the people whose
opinions matter most to the consumer. Virtual worlds can also provide a three-
dimensional visual interface to shopping. A consumer can look at a model of the
item he wishes to buy from any angle, turn it around and see demonstrations of
its features or how to use that item.
In this paper, we explore the technologies to seamlessly integrate a virtual
environment with a retail application (such as a shopping application) in such
a way that users can interact in a virtual environment, yet have the experience
of real-world shopping. Virtual world interactions, at present, have largely been
between humans, mostly as conversations in free format text, such as chat ses-
sions, message sessions, and discussion platforms. In such a scenario, we would
have to permit free format text interaction with a retail application system so
that the user perceives a natural conversation. Moreover, such an interaction
could lead to a dynamic, customized experience for the user.
We focus on one part of this problem –how to handle the semantics to carry
out free format text and image based interactions with a retail application in
a virtual world, in order to get information from the application system and
to carry out real-world transactions. This problem can be further divided into
two subparts- the first part deals with connecting the virtual world to a retail
system outside its world and the second deals with the semantics to process and
implement tasks requested by the user through natural language conversation
and image-based interaction. We describe how to tackle both the subparts in the
following sections. We have taken an example of a virtual retail store to illustrate
the technologies and their issues.
In section 2, we describe a next-generation virtual world-based retail store.
In Section 3, we describe a prototype system called NATAS which is a text-
based natural language interface to business applications. In section 4, we show
how business systems may be integrated with virtual worlds using NATAS as
an interface. In section 5, we discuss the role of visual semantics in retail stores
and conclude in section 6.
Online shopping, on the other hand, offers mechanisms through which shop-
pers browse and shop for items on the Internet without visiting a retail store.
However, in such an interaction, which appears rather impersonal, a number of
“desirable” features are missing. From a shopper’s perspective, the first and fore-
most is the lack of social interaction. There is no salesperson / store-assistant to
help the shopper. Second, there is a lack of personalized services (such as guid-
ing the shopper to the appropriate product shelves), or guided shopping facilities
such as “ask a pharmacist”. Further, there is no mechanism for the retail shop
to dynamically alter itself depending on the conversation between the shopper
and the salesperson. In the context of these shortcomings, we discuss some of
the features of a futuristic online virtual world-based retail store.
In an online three-dimensional virtual world, shoppers can visit a store by
logging in with their avatars, going to the store’s location in the virtual world. A
shopper could converse with an avatar (a logged in salesperson) or a virtual store
agent (a natural-language enabled chatbot). The conversation can be in the form
of text-based input or through speech. Moreover, the store items could be altered
for a particular shopper based on the conversation between the shopper and the
avatar or agent. New schemes and promotions deemed suitable for the shopper
can be displayed. Virtual environments, unlike real settings, take seconds to alter,
so the time and cost benefits of this approach, when compared with traditional
mechanism is enormous. This will also enable store planners to provide a rapid
means of presenting their latest store and item concepts to potential shoppers
catering to their taste.
An online virtual world store is a combination of graphical models of objects
such as doors, windows, walls, lights etc. and objects that are on sale inside
the store. These objects can be scripted to behave in a particular way when
an event occurs. For example, walls could be scripted to change their wallpaper
depending on what the customer is interested in. A virtual store also allows the
store planners to adjust the heights of displays, the widths of aisles and the design
of the background. There can be promotional videos playing on different screens
in the store which change depending on the product that a user is interested in.
Retail planning in such a store allows the store to customize product place-
ment in order to encourage shoppers to move to the hotspots along a prede-
termined path suitable to their tastes. This facility helps retailers explore store
design, merchandising and product concepts based on consumer insights without
ever having to change a thing in the real-world store. Shoppers would be able to
present images of items that they would like to buy, and items that match such
images (either fully or partially) can be immediately displayed.
Automated chatbots play an important role to interact with the wide variety
of customers who would “walk-in” into the store. Natural language based inter-
action would be some of the important means of interaction for customers with
chatbots. In the next sections, we examine some of the technologies to perform
the above tasks. In particular we focus on two core technologies - text based nat-
ural language interaction, and role of visual images in retail stores and discuss
the semantics in such a scenario.
94 G. Sharma, C. Anantaram, and H. Ghosh
The input sentence in natural language is parsed by the Domain Parser for
identifying the parts-of-speech in the sentence. This process identifies the proper
nouns, common nouns, verbs, adjectives and adverbs in the sentence, and is called
tagging. Further, the root words for each of the tagged words are determined.
Once this is done, the tagged words with their root-words are then passed onto
the Concept Manager to match against the domain concepts loaded in memory.
The matching is carried out as an approximate match with a threshold greater
than 75% between the words in the tagged input sentence and the concept and
their synonyms. The concepts that match are flagged to indicate that they are
referred by the user in the sentence (this is called referred concepts). The referred
concepts are then used to identify that part of the ontology, which needs to be
traversed. From the <subject-object-predicate> tuples in memory (treated as
facts), the system tries to generate an answer for the referred concepts, or execute
the relevant API of the application.
The query posed by the user is parsed and executed using SPARQL. Since the do-
main ontology is in RDF format, the general structure of the query is (<subject,
predicate, object>). We identify seven types of queries for the subject-predicate-
object (hence forth referred to as <s-p-o>) structure of our ontology; these are:
s (only subject); p (only predicate); o (only object); s-p (subject and predicate);
s-o (subject and object); p-o (predicate and object); s-p-o (subject, predicate
and object specified). The actual query is formulated by binding the value of
the referred concepts in the input sentence to the generic SPARQL query of one
of the above seven types to formulate the precise query and retrieve the answer.
For example, let the referred concepts be, say, “models, Canon cameras”, then
the answer extracted out from the ontology would be “A630”. Let the input sen-
tence be “Could you please give me a list of camcorders that have a rebate?”.
For this query {camcorders, rebate} are the referred concepts respectively and
form <s-o> of the query. The exact query fired is as shown below:
Select = (“?f”)
where m=GraphPattern([(“?a”,ds[prd1],ds[val1]), (“?b”,ds[prd2],“?f”),
(“?a”, “?c”, “?a”) , (“?b”, “?c” ,“?a”)])
result = sparqlGr.query (select, where) where val1= camcorders and
prd1= item name and prd2 = rebate.
In case the query generation does not fetch an answer then the system traverses
the RDF graph. Ontology traversal takes in concepts identified from the input
sentence and determines which part of the ontology these concepts satisfy. That is,
the concepts could be leaf nodes or some intermediate nodes in the ontology graph.
Once this is established, the traversal tries to determine the relationship (direct
or inherited) between the concepts identified in the graph structure. For example,
if a user wants to know “what is common between DXG 3MP Digital Camcorder
- DXG-301V and Apple iPod- 80 GB Video”, the query generation mechanism is
Virtual Retail Store 97
not going to give an answer as it cannot find out the commonality easily, whereas
an ontology traversal would give the answer “Both are on discount”.
Table 2. Item
Table 3. Store
Table 4. Department
The table name and the primary key form the subject (Item and 1 are the
subjects), the fieldname forms the predicate whereas the values of the fields form
the object in the ontology file. Let us assume that a user asks the question, “Which
camcorders have more than 20% discount?”. The primary way to answer this
question would be query formation and firing one of the seven query templates.
In this example it is:
Select= (”? f”)
where.addPatterns([(”?a”,”?c”,”?a”),(”? a”,ds[prd],”?f”),
(”?b”,”?c”,”?a”),(”?b”,”?d”,”?e”),(”?b”,ds[prd2], ds[va l2]),
(”?e”,”?d”,”?e”),(”?e”,ds[prd1], ds[val1])])
result= self.sparqlGr.query(select,where)
This query when fired fetches the appropriate answer:
“The Camcorders are DXG 3MP Digital Camcorder - DXG-301V, Panasonic
Mini DV Camcorder, Aiptek IS-DV2 Digital Camcorder, Panasonic 2.8” LCD
Digital Camcorder with 3CCD Technology - Silver (SDR-S150)”
This answer is then shown to the user.
ontology, larger is the question set that NATAS can answer. Further, expert
comments or reviews may be included, if available. Since the conversation is
initiated by the customer, it can be specific to what the customer wants to
know, rather than what the system wants to tell the customer. Further, as the
interface is in natural language, the customer can phrase the question in his own
style rather than having to figure out if the question posed to him answers what
he wants to know.
(a) (b)
Figure 2 (a) and (b) show some screenshots of a possible interaction with
NATAS through the sales assistant (or chatbot). Since the querying is done via
HTTP transfers, the response comes within a few seconds so that the conversa-
tion takes place in real-time.
The interaction with a business system may also be used to create a cus-
tomized interaction for the user. For example, the look and feel of the retail store
may change depending on the profile of the customer. Certain products may be
highlighted and others made to disappear completely depending on what the
customer is interested in. This information may be extracted from the conver-
sation the user has with the business system. We will discuss this aspect in the
dynamic rendering section of this paper.
The interactions through the virtual world can lead to carrying out concrete tasks
and transactions on the business application system, such as “buy a camera”.
Virtual Retail Store 101
Such a task or transaction can actually lead to generation of an invoice for the
customer and billing activities. An order form can be automatically filled and
pushed to the customer (either directly onto a window on the virtual world, or
via an offline mode such as an email) to confirm the order he or she has placed.
Once the order is reconfirmed and the payment mechanism (such as credit card)
is confirmed, the shipping of the product can occur. Thus interactions in the
virtual world can lead to actual real-world transactions.
semantics that is hidden in the visual appearance of the products and packages,
their color and texture, the distinctive product-marks. In this section, we describe
two examples that exploit visual semantics.
(t). The similarity of the query Q and the product P is established in terms of
number of matching key-points and is normalized by dividing the number with
the cardinality of the key-point set in the query image.
The list of products to be shown as the candidate solutions are computed as
follows
The products are ranked in the decreasing order of similarity. Let si be the
similarity value of the i-th product in the ranked list.
If sj > λ∗sj+1 (where λ is an arbitrary number), then j is treated as the cut-
off point in the list, i.e. the buyer is shown the products till (and including)
the j-th product from the top of the list.
If s1 > λ ∗ s2, only the first result is shown and the product is said to have
been identified uniquely.
If j > k (when k is a pre-decided constant), we conclude that the system
has failed to identify the product, either because the product has not been
in the database, or because extreme aberrations in the query image.
PCA-SIFT has the ability to distinguish key-points with great accuracy, and in
most of the cases, the algorithm produces a unique and correct result. Figure
4 depicts some such query image examples. It may be noted that the images
are distorted, have surface glare and out of focus. The system performs well
despite these defects in the input images, which are expected in a real application
scenario. Since there is a unique correct result for every query image, we use
Mean Reciprocal Rank (MRR) as a performance measure of the system. With
a database of more than 1000 products, the MRR of the system is found to be
97%.
Shopping by Example has an interesting application in the context of virtual
worlds. Suppose while navigating through a virtual environment, a user comes
across a real-world or virtual item of interest, for example, a new CD at a friends
house. The user may click an image of the item and store it on his hard-disk.
Many virtual worlds allow the user to click photos “in-world” using their client
software. Even otherwise, a user can use the print-screen facility to take an image
of what is being displayed on the screen. This image can be submitted as a query
to the SBE system to get more information about the item. Figure 5 shows the
usage of the SBE system from Second Life.
104 G. Sharma, C. Anantaram, and H. Ghosh
6 Conclusion
A next-generation virtual world-based retail store is a distinct possibility in the
near future. Such a store can provide the potential retail customer with a variety
of mechanisms to interact and select the appropriate product suitable to his or
her requirements. Natural language based interactions with a chatbot combined
with visual image based search can lead to an easy shopping experience for
the customer. With the store dynamically changing its layout and offerings, the
customer can get a rich and enhanced shopping experience. The role of semantics
in such interactions is important to be addressed, and it is also important to have
a framework that delivers such an experience. We have described an innovative
syst
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StellarSim: A Plug-In Architecture for Scientific
Visualizations in Virtual Worlds
1 Introduction
The National Aeronautics and Space Administration (NASA), has announced
its interest in modeling mission data from interplanetary probes [1] [2] and de-
veloping a Mars and moon virtual habit [1] in Second Life [3], a popular virtual
world. This agency has also announced its interest in importing data from the
International Space Station Mission and Mars Mission into Second Life [4] [5].
In the field of astronomy, there are additional research interests for the use of
virtual worlds. For example, Piet Hut, Institute for Advanced Study, discusses
the benefits of using virtual worlds for collaboration among astrophysicists. He
started the group Meta-Institute for Computational Astrophysics (MICA) for
this purpose [6]. He discusses using virtual spaces as collaboration tools, allowing
users to see visual representations of other users (i.e., avatars), and allowing
communication through voice or text with other avatars in real time. He believes
this method of communication gives the user a sense of being in the same room
as other people, which assists with sharing ideas [6] [7].
In addition to these examples, there exists a large number of research inter-
ests in the field of astronomy for the utilization of virtual worlds in simulation
and modeling. Due to the tremendous amount of data for stellar bodies and
F. Lehmann-Grube and J. Sablatnig (Eds.): FaVE 2009, LNICST 33, pp. 106–120, 2010.
c Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering 2010
Plug-In Architecture for Virtual Worlds 107
their movements recorded from interplanetary probes and telescopes [8] [9], we
examined the process of creating 3D representations of data (3D objects) used
for simulations and modeling in virtual worlds. What we observed was an inflex-
ible and time consuming process. For example, the 3D objects themselves must
be manually created, and manually customized. Textures (i.e., images that can
overlay a 3D object) are appointed to the object. To order to assign a behav-
ior (i.e., controlled movement, change in appearance, etc.), a script defining the
movement of an object has to be created and added to the individual 3D object.
We then looked at existing simulation programs used by astrophysicists to
discover if they experienced similar problems, to the ones we observed.
We gathered information pertaining to the use of these programs though infor-
mal discussions and interviews from astrophysicists involved in the analysis and
planning stages of the mission life cycle, as these stages make use of simulation
programs.
The results show there are various programs employed for modeling astro-
nomical data. Each program either produces a simulation for one type of data,
or requires extensive programming to visualize multiple types of data. This is
due to the different behaviors of an object, various aspects of an observed object,
and multiple sources of input for an object. The results also revealed only a few
of the programs used allow for the addition or modification of a 3D object; these
processes involved are manual and time consuming. Many of the astrophysicists
we spoke to express the need to use more than one program for a task due to
these restrictions.
This paper presents StellarSim, a framework designed to address the weak-
nesses pointed out above. We show how attributes about a planet (size, texture,
name, shape etc.) and modules defining the behavior of a planet can be easily
imported into a virtual world. The end result produces simulations consisting
of 3D representations of these kinds of data. These representations, or 3D ob-
jects, are automatically created and displayed in the virtual world. Our focus
was to create a flexible framework for the importing of customized attributes
and behaviors of an object into a rendering environment with minimal effort for
the user. We refer to this as the automatic population of 3D objects. Stellar-
Sim allows for an easy representation of multiple types of data by externalizing
the behaviors and attributes of these 3D objects, in particular when applied to
astronomy.
This paper focuses on StellarSim’s design. Future goals include receiving ad-
ditional iterative feedback on the design from end-users, adding further require-
ments and performing a thorough user study in situ. This paper describes some
of the motivations, findings, challenges, and future goals.
2 Related Work
the scope of this paper to discuss and compare the research in all virtual worlds,
this paper will discuss the research taking place in the most popular virtual
world platform used for simulation models, Second Life [3], and an open source
virtual world with similar user functionality, OpenSim [18].
NASA is involved in several projects within Second Life, and looks to virtual
worlds for assistance in future missions. Jessy Cowan-Sharp, who helped create
NASA’s CoLab island in Second Life [2] [19] [1] sees virtual worlds as a flexible
set of tools and useful for building scientifically accurate representations of data
from planetary probes. She mentions that collaboration with the members of
the virtual world community could add to their tests and sees the collaboration
capability of a virtual world as beneficial to this field.
Aside from the astrological simulations mentioned, Second Life is widely pop-
ular for creating simulation models for demonstrational, pedagogical, and an-
alytical purposes. Examples include a simulation modeling a Personal Rapid
Transit system [20], a demonstration showing how ants find food and leave a
pheromone trail [21], a heart murmur simulation [22], a hallucination simulation
[23], and a genetic model display [24].
The second virtual world platform discussed in this paper, OpenSim, is an
open source project, which employs Second Life’s client software to connect to
an OpenSim server. For the purpose of this feasibility study, OpenSim proved
to offer a more viable solution for our needs than Second Life. Both Second Life
and OpenSim were evaluated as a platform for this framework. Second Life had
some limitations which prevented our framework from being feasible. OpenSim
however produced a feasible and flexible solution.
There are additional open source virtual worlds, such as Sun Microsystem’s
Wonderland [25] and Darkstar [26], and Croquet [27]. Further studies would be
needed to develop and test the operability of the StellarSim framework with
such virtual worlds. With the continuous development of 3D virtual worlds,
we believe more and more opportunities will arise for further development of
simulation models.
3 Usage Scenario
Data Model. Current simulation programs are strongly coupled with the data
they represent; behaviors are not dynamically assigned to 3D objects. In order
to effectively create 3D models of multiple types of data, attributes (size, shape,
texture, etc) and behaviors (controlling factor of an object’s movement) of the
objects must be external to the main program. Figure 1 shows an illustration
of distinct types of objects that can have representation in StellarSim and their
structure within the virtual world platform.
Attributes
Size, Behaviors
Moon
Shape, Movement
Texture
The design of StellarSim allows for the externalization of the attributes and
behaviors of the 3D objects through the use of configuration files and assem-
blies in Dynamic-link library (DLL) files. Once the attributes and behaviors are
defined, the object appears to behave as expected to the end-user.
Dynamics Modeling. Much research and progress have been made to better
understand and model our universe. The progress is remarkable, and beyond
the scope of this paper to fully address the outcome. There are many possible
methods for calculating planetary positions in the virtual world environment. For
this framework, algorithms simplified by Paul Schlyter [28], are used to calculate
Plug-In Architecture for Virtual Worlds 111
the coordinates of the planets. To reference Paul Schlyter on the accuracy of his
algorithms, ”The accuracy of the computed positions is a fraction of an arc
minute for the sun and the inner planets, about one arc minute for the outer
planets.” [28]
This method was chosen for the initial design of the system for the reason that
it supports the externalization of the behaviors of objects. DLLs utilizing these
algorithms are assigned dynamically to the objects to calculate their positions.
Language: C#
OpenSim
Platform: OpenSim
objects, modifying objects (such as updating the positions of objects), using the
system clock timer and registering for events (i.e., listening to chat messages,
user logins, http requests, texture transfers, etc.). Registration for events allows
an action to occur within the registered module in response to an event.
IRegionModule interface
public interface IRegionModule {
void Initialise(Scene scene, IConfig config);
void PostInitialise();
void Close();
string Name { get; }
bool IsSharedModule { get; }
}
The StellarSim module includes a new interface, IAstronomicalModule. IAstro-
nomicalModule is designed to be implemented by external behavior modules for
specifying the position of a 3D object. The StellarSim module reads in attributes
from comma delimited text files with the extension of .ini (configuration files).
These files reside under the StellarSim main directory (opensim/bin/StellarSim).
For each object listed in a configuration file, a class name must be provided. This
referenced class must implement the IAstronomicalModule interface and exist in
a DLL file under the StellarSim lib directory (opensim/bin/StellarSim/lib). The
StellarSim module loads the specified class and associates it with the object’s
attributes from the configuration file. It then uses the Environment module to
create a 3D object based on the provided information. Once the 3D objects are
created, they can be viewed via logging into the virtual world.
Listed below is the format of the configuration file, and the IAstronomi-
calModule interface. Examples using these files are shown in the Evaluation
section.
Format of the configuration file, *.ini
ObjectName, ClassName, Size.x, Size.y, Size.z, Shape, Texture
an object’s behavior module. This ensures that the StellarSim module can call on
a function PositionFromDate from a specified class, give it a date (in DateTime
format), and receive a position vector (in Vector3 format).
After the position vector is received, the StellarSim module scales the infor-
mation appropriately to fit within the simulation region limits. It then calls on
the Environment module to update the position of the 3D object.
The orbit of a 3D object in the virtual world is controlled here by continuously
updating that object’s position. The OpenSim system timer is used; the object’s
position is recalculated and adjusted every second.
Next, the StellarSim module registers for http request events. After a request
is made through the web form interface, the StellarSim module will call on
appropriate functions within itself to respond to the request.
The end result is as such: the end-user can launch the web form interface of Stel-
larSim and control the objects in the simulation. Figure 3 shows StellarSim’s web
form interface through the virtual world client. (This interface can also be used
through a web browser.) For example, to view the objects on a particular date, a
user makes a request from the web form interface and the StellarSim module up-
dates the objects’ positions based on information from the behavior modules.
Using Region modules allowed for the dynamic additions of and modifications
to the 3D objects, use of the system timer for the orbit simulation, and the
registration of events. By using this approach, the creation and modification
time of each object is relatively small. This allows for a smooth simulated orbit.
The code for StellarSim is written in C# with 501 lines of code for the main
module (OpenSim.Region.StellarSim), 7 lines of code for the interface class (IAs-
tronomicalModule), and 735 lines of code for two example simulations (described
next).
5 Evaluation: StellarSim
This section first shows two example simulations implemented with StellarSim.
The first example simulation displays the planets in the solar system. The second
example simulation displays Jupiter and its moons. These two simulations are
created in the same region. When switching between simulations all 3D objects
of the previous simulation are deleted then all 3D objects of the new simulation
are created in the same space.
Next, this section discusses previously defined usage scenarios and their ap-
plication with these two example simulations.
5.1 Applications
Simulation 1 - Solar System: There are many 3D simulation programs that model
the planets in our solar system, as this is a necessity for planning a mission in
our solar system.
The Solar System simulation was implemented by adding a configuration file
and a DLL file. Shown below are sections of the configuration file and class library
Plug-In Architecture for Virtual Worlds 115
files used to create the DLL file that will specify the attributes and behaviors,
respectively, of the 3D objects in this simulation.
SolarSystem.ini
Mercury,...,http://maps.jpl.nasa.gov/pix/mer0muu2.jpg
Venus,...,http://maps.jpl.nasa.gov/pix/ven0ajj2.jpg
Earth,...,http://maps.jpl.nasa.gov/pix/ear0xuu2.jpg
Mars,...,http://maps.jpl.nasa.gov/pix/mar0kuu2.jpg
Jupiter,...,http://maps.jpl.nasa.gov/pix/jup0vss1.jpg
Saturn,...,http://maps.jpl.nasa.gov/pix/sat0fds1.jpg
Uranus,...,http://maps.jpl.nasa.gov/pix/ura0fss1.jpg
Neptune,...,http://maps.jpl.nasa.gov/pix/nep0fds1.jpg
Sun,...,http://solarviews.com/raw/sun/suncyl1.jpg
Examples.SolarSystem:Behavior.cs
using System;
using OpenSim.Region.StellarSim.Interfaces;
using OpenMetaverse;
namespace Examples.SolarSystem{
public class Earth : IAstronomicalModule{
#region IAstronomicalModule Members
Vector3 IAstronomicalModule.PositionFromDate(...){
Planet earth = new Planet();
int d = earth.convertTime(date);
Vector3 newPos = earth.CalculateEarthPosition(d);
return newPos;
}
#endregion
}
public class Sun : IAstronomicalModule{ ... }
...
public class Neptune : IAstronomicalModule{ ... }
}
using System;
using OpenMetaverse;
namespace Examples.SolarSystem{
public class Planet{
public Vector3 CalculateSunPosition(int d){
...
116 A. Henckel and C.V. Lopes
Examples.Jupiter:Behavior.cs
using System;
using OpenSim.Region.StellarSim.Interfaces;
using OpenMetaverse;
namespace Examples.Jupiter{
public class Jupiter : IAstronomicalModule{
#region IAstronomicalModule Members
Vector3 IAstronomicalModule.PositionFromDate(...){
Plug-In Architecture for Virtual Worlds 117
Fig. 3. Image from the virtual world client showing Jupiter and its moons with Stel-
larSim. StellarSim’s web form interface is shown on the right
System” Emma can now see the new shuttle along with the planets configured in
the simulation. (b) To increase and/or decrease the speed of the shuttle, Emma
will again use the web form interface and select ”Increase Orbit” or ”Decrease
Orbit” accordingly. She can then view the shuttle with respect to other objects
within the Solar System simulation to look for any potential collisions. (c) To
align objects in the simulation corresponding to a particular date, Emma can
use the web form interface and enter a date under ”Realign objects for a Date:”.
(d) If any adjustments are needed, Emma can modify the behavior module for
the shuttle then reselect the Solar System simulation and her new changes will
take effect immediately.
Scenario 2 - Collaboration: (a) Emma can share her simulation with anyone
who has access to log into the OpenSim server hosting the simulation. (b) Both
Emma and her coworker can modify the behavior module for the shuttle, reselect
the Solar System simulation and see their changes immediately.
Scenario 3 - Change Perspective: (a) Jorge can input new data about the probe
in the same manner as Emma in scenario 1. (b) By viewing the Solar System
simulation, and using functionality listed in scenario 1, Jorge can follow the
projected path of the probe to Jupiter. (c) To switch to a more detailed view of
Jupiter and its moons, Jorge can either add a new behavior module for the shuttle
to depict its movement in orbit around Jupiter or use the behavior module from
the Solar System simulation. Next he can modify the configuration file under
OpenSim/bin/StellarSim for the Jupiter simulation (Jupiter.ini), adding a line
for the shuttle’s attributes and referencing the desired behavior class name. By
using the web form interface and selecting the instance ”Jupiter and its Moons”
he can now see Jupiter in a more detailed view and monitor if one of Jupiter’s
moons will interfere with the probe’s objective.
In view of the increasing interest from the field of astronomy to utilize virtual
worlds in simulations and modeling, and the large amounts of data typically
involved with this field, we looked at the process of creating 3D objects in virtual
worlds. We found this process to be arduous.
We then looked to the existing simulation and modeling programs used by
astrophysicists to see if a more automated process existed there.
Not only did we find a similar problem among current simulation programs,
but we also discovered these programs had further limitations including the
lack of structure to enable collaboration with others. This particular problem is
remedied through the use of a virtual world; other issues are addressed through
the use of StellarSim.
The framework of StellarSim was designed to be flexible in nature, utilizing
the plug-in modular structure of OpenSim. It allows for the automated process
of 3D object population and ad hoc modifications to the 3D objects. By exter-
nalizing the attributes and behaviors of 3D objects, this framework generates an
application independent of the type of data being modeled which in turn makes
the application usable for more than one type of data.
The application, StellarSim, was designed for the use of astrophysicists during
the analysis and planning stages. It is currently a prototype and online connected
to UCIGrid.
Future versions of StellarSim can implement additional functionality features.
Features such as obtaining real rectangular coordinate points and adding the
use of SPICE in the backend of the framework. Implementing the SPICE toolkit
would allow for the use of SPICE available functionality within StellarSim which
includes the use of SPICE-hosted ephemeredes (tables of values that provide
positions of astronomical objects at a given time) in determining the movements
of 3D objects. This functionality would allow for a greater accurancy in computed
positions of planets, moons, probes, satellites, etc.
Our framework presented here can be extended to other fields, and the proto-
type application for StellarSim can be modified to incorporate additional func-
tionality. This approach utilizes an open source virtual platform to produce real-
time 3D models of planetary objects. This framework provides instant shared
access to a 3D simulation created in real-time and facilitating collaborative tools
that enable scientists to review and discuss these simulations.
References
1. Boyle, A.: Virtual-space gurus build final frontier (March 2007),
http://www.msnbc.msn.com/id/17841125/
2. Holden, K.: NASA dreams of an interplanetary ‘Second Life’ for mars crew. Wired
(January 2008)
3. SecondLife, http://www.secondlife.com
4. David, L.: NASA ames’ Second Life blends cyberspace with outer space (May
2007), http://www.space.com/adastra/070526_isdc_second_life.html
5. Taran. NASA in SecondLife: Plans for a synthetic world in 2007 (November 2006)
6. Hut, P.: Virtual laboratories and virtual worlds. In: Proceedings of the Interna-
tional Astronomical Union, 3(Symposium S246), pp. 447–456 (2007)
120 A. Henckel and C.V. Lopes
Abstract. Despite the fact that virtual worlds and other types of multi-user 3D
collaboration spaces have long been subjects of research and of application ex-
periences, it still remains unclear how to best benefit from meeting with col-
leagues and peers in a virtual environment with the aim of working together.
Making use of the potential of virtual embodiment, i.e. being immersed in a
space as a personal avatar, allows for innovative new forms of collaboration. In
this paper, we present a framework that serves as a systematic formalization of
collaboration elements in virtual environments. The framework is based on the
semiotic distinctions among pragmatic, semantic and syntactic perspectives. It
serves as a blueprint to guide users in designing, implementing, and executing
virtual collaboration patterns tailored to their needs. We present two team and
two community collaboration pattern examples as a result of the application of
the framework: Virtual Meeting, Virtual Design Studio, Spatial Group Configu-
ration, and Virtual Knowledge Fair. In conclusion, we also point out future re-
search directions for this emerging domain.
1 Introduxction
An ideal online, three-dimensional virtual environment would provide a space in
which users can move freely, interact intuitively with all kinds of objects, recognize
familiar people, and communicate in a natural manner with them – all in the most
realistic look-and-feel setting, evoking a feeling of being part of the virtual world. In
addition to that, it would allow displaying complex content or data in innovative and
useful ways, neglecting the limitations imposed by physical reality. Such an environ-
ment holds the promise of moving remote collaboration and learning to another level
of quality. But even if such platforms were available today (and they soon will be):
without the right kind of dramaturgy, script or setup, users would not know how to
best benefit from their infrastructure.
∗
Corresponding author.
F. Lehmann-Grube and J. Sablatnig (Eds.): FaVE 2009, LNICST 33, pp. 121–134, 2010.
© Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering 2010
122 A. Schmeil and M.J. Eppler
We believe that today’s available online virtual environments are already capable
of adding significant value to collaborative work and collaborative learning. How-
ever, companies, institutions as well as educators may not know how to utilize the
spatial characteristics of these environments to the fullest. Moreover, many of the
virtual environments that are currently (early 2009) being advertised as offering great
productivity boosts for collaborative work emphasize on the collaborative editing of
text documents, spreadsheets and presentation slides that are mounted on big walls – a
method of working together that would work just as well (or better) without gathering
in a three-dimensional virtual space.
Our premise, consequently, is that the main two features of 3D virtual environ-
ments, namely being embodied in an immersive environment, and the environment
being configurable at will, allow for new, innovative, and valuable forms of working
and learning together. With our research we aim at improving collaboration in these
virtual environments or virtual worlds following these steps:
• systemizing and formalizing the necessary elements for visual collaboration
• developing and identifying novel and existing collaboration patterns, and de-
scribing them in the developed formalism
• evaluating their effectiveness experimentally and comparing them (in terms
of added value) to other collaboration arrangements
In this paper, we focus on steps one and two and present a framework for embodied
collaboration in online 3D virtual environments, based on semiotics theory, as well as
an overview on virtual collaboration patterns. Our framework represents a blueprint
of how collaborative group interaction patterns in virtual environments can be de-
scribed or generated. We also present four examples of the application of the frame-
work, resulting in four online collaboration patterns. We believe this framework to
form a first important step in the process of formalizing collaboration in virtual envi-
ronments – a task that is crucial in order to put forward the application of 3D virtual
environments for serious and productive uses.
The remainder of this paper is structured as follows: First, we define online virtual
environments and present their advantages for collaboration. In section 3, we then
present a blueprint to formalize the design elements and necessary infrastructure of
collaboration patterns in such environments. In section 4, we provide real usage ex-
amples of collaboration patterns based on virtual embodiment. In section 5 we high-
light future research avenues for this domain. We conclude the article with a review
of our main contribution and its limitations.
This kind of virtual environment, featuring multiple users to be in the same shared
virtual space at the same time, has been named Online 3D Multi-User Virtual Envi-
ronment, or MUVE for short. While formal definitions are generally rare in this area,
a MUVE is agreed to be a special type of a Collaborative Virtual Environment (CVE).
In the ongoing scientific discourse in the research community, a Virtual World,
commonly understood as a special type of MUVE, has recently been defined as “a
synchronous, persistent network of people, represented as avatars, facilitated by net-
worked computers” [2]. Our research only regards MUVE and Virtual Worlds as
opposed to locally installed multi-user VR systems, for the following two reasons:
First, the major benefit of utilizing 3D virtual environments is widely believed to be
the possibility to have instant team or group meetings without travel. Second, serious
collaboration in and between companies is not likely to take place in Immersive Vir-
tual Reality centers (due to availability, accessibility, costs, complexity, and constant
need for technical staff).
To date, there is an abundance of MUVE and Virtual Worlds available, for all age
groups and for many different areas of interest. The Virtual Worlds consultancy K
Zero keeps informative graphs up-to-date on their company website1. While systems
like Second Life, OpenSim and Activeworlds enable users to design their worlds and
to create static and interactive content themselves, others like Sun’s Wonderland and
Qwaq Forums focus on productivity in conventional tasks like the editing of text
documents, spreadsheets and presentation slides; only up-/download of documents
and repositioning of furniture is possible in these latter worlds. Still others focus on
providing training scenarios. New MUVE and Virtual Worlds are launched almost
monthly, and it seems like each new one tries to fill another niche.
Nevertheless, for most application domains, it is still unclear what value MUVE
might add to the existing modes of communication and collaboration, just as it re-
mains unclear which features and enhancements are needed to maximize the benefit
of using virtual worlds [1]. In a previous paper, we have discussed the advantages
(and potential risks) that collaborative virtual worlds bring for knowledge work and
education – which are by definition also valid for MUVE [17]. In this paper, we try to
define more specifically how these advantages can come about.
1
http://www.kzero.co.uk [last access 11/02/2009]
124 A. Schmeil and M.J. Eppler
While there has been research on the feasibility and usability of embodied conver-
sational agents in Virtual Reality (VR) applications [15], and also on presence and co-
presence in VR [19], it is yet to be investigated how embodiment in online virtual
environments affects group interaction and collaborative tasks. Manninen states that
“the successful application of a social theory framework as a tool to analyze interac-
tion indicates the importance of joining the research effort of various disciplines in
order to achieve better results in the area of networked virtual environment interac-
tions.” [12]. His work and results will be discussed in more detail in subsection 3.3.
The approach we are presenting in this paper is also of interdisciplinary nature – in
particular, we combine communication theory and insights from the field of HCI. The
resulting framework presents a systematic view on the field of Multi-User Virtual
Environments (MUVE) and their utilization for collaborative tasks. As such it repre-
sents a blueprint on which diverse collaboration tasks, such as planning, evaluation,
decision making or debriefing can be designed and executed. It is based on the under-
lying distinctions of semiotics and employs concepts from the HCI research field. We
present it in detail and discuss its use in 3.5. In the following, we first describe the
various steps that we have taken in developing the framework.
We have realized the need for a solid formal framework that is capable of describing
collaboration in MUVE in all its aspects while identifying group interaction patterns
of collaborative work and learning in the virtual world Second Life [17]. The pattern
approach is a useful and concise approach to classify and describe different forms of
online collaboration. Manninen states that the utilization of real-world social patterns
as basis for virtual environment interactions might result in usable and acceptable
solutions [12].
An alternative approach to using patterns would be to describe collaborative situa-
tions as scenarios. A scenario is an “informal narrative description” [6]. However,
comparing this with the definition of patterns, a “description of a solution to a specific
type of problem” [9], reveals that the pattern concept has been contrived with more
focus to solve a problem or to reach a goal. In addition to that, a look at the work of
Smith and Willans, who implement the concept of scenarios for requirements analysis
of virtual objects [21], makes it clear that the scenario-based approach is too fine-
grained and at a too low, functional level to describe whole collaborative tasks in
flexible multi-user settings.
Hence, we have decided to use the pattern approach. We adapt the collaboration
pattern definition from [9] by adding the notions of tools and a shared meeting loca-
tion, to give us the following definition: A collaboration pattern is a set of tools, tech-
niques, behaviors, and activities for people who meet at a place to work on a common
goal, together in a group or community. How exactly this definition fits with the
resulting framework will be explained by means of an illustration in 3.5.
From a theoretical point of view, one can conceive of collaboration activities as inter-
pretive actions and of collaboration spaces as sign systems in need of joint interpreta-
tion. Visual on-screen events in virtual spaces have to be interpreted by users of
Formalizing and Promoting Collaboration in 3D Virtual Environments 125
In our understanding, the support of action and interaction forms one major part of a
virtual environment’s infrastructure. It determines how users can act and affects their
behavior in both lonely jaunts and in group settings. Moreover, the way users can
control their avatars and perform actions heavily influences the level of satisfaction of
the user and thus in the end determines whether or not collaborative work or other
planned tasks in the virtual environment succeed or fail, continue or are abandoned.
We believe that a formalization of action and interaction in virtual environments on
a high abstraction level is required. Manninen successfully applied a social theory
framework to create a taxonomy of interaction, resulting in a classification of eight
categories: Language-based Communication, Control & Coordination, Object-based
Interactions, World Modifications, Autonomous Interactions, Gestures, Avatar Ap-
pearance, and Physical Contacts [12]. However, this classification is based on studies
in multi-player online action and role-playing games, where different requirements
regarding interaction must be assumed than for serious collaborative tasks. Also, the
study might have focused too much on a language-centered perspective and neglected
some of the genuinely visual aspects of virtual worlds.
In the field of Human Computer Interaction there is a generally accepted distinc-
tion among navigation and manipulation techniques. Navigation techniques comprise
moving the position and changing the view. Manipulation techniques designate all
interaction methods that select and manipulate objects in a virtual space. In some
cases, the side category System Control is used, consisting of all actions that serve to
126 A. Schmeil and M.J. Eppler
change a mode and modify parameters, as well as other functions that alter the virtual
experience itself. Bowman and colleagues refine this classification by adding a cate-
gory Symbolic Input for the communication of symbolic information (text, numbers,
and other symbols) to the system [5]. For our purpose of formalizing (inter)actions for
collaboration, we build on this classification and make the following adjustments to
align it with the requirements of the area of Online 3D MUVE:
The importance of communicating text, numbers, symbols, and nowadays also
speech to the system (and thus to other avatars or users, interactive objects, or the
environment itself) has increased significantly. We call this first category Communi-
cative Actions. A sub-division differentiates between verbal (i.e., chatting) and non-
verbal communication (i.e., waving).
Having both navigation techniques and methods for changing the view in one
shared category, results from the fact that HCI and VR systems do not necessarily
assume the existence of an avatar as a personalization device in the virtual environ-
ment; without this embodiment, navigating and changing the viewpoint can be con-
sidered as one and the same action. In our classification, changing one’s view would
fall into the communicative actions category, as a non-verbal form of letting others
know where the user’s current focus of attention is, or to communicate a point or
object of interest to others in the virtual environment (the primary purpose of
changing the view can be disregarded here, since it is only the actuating person who
experiences the change). As a result, our second category, Navigation, comprises only
walking, flying or swimming, and teleporting (in the nomenclature of Second Life).
We rename the manipulation techniques category as Object-related Actions. Ac-
tions referring to the creation or insertion of virtual objects also belong to this cate-
gory, along with selection and modification techniques. By insertion we mean the
result of uploading or purchasing virtual objects, for instance.
All system control actions are much less important in MUVE than they are in clas-
sic Virtual Reality systems. Due to the often customized or prototype forms of VR
applications, system control is in many cases developed and tailored to only one ap-
plication. In MUVE, by contrast, the viewer software (i.e. the client application to
enter the virtual environment) is usually standardized and provides a predefined set of
system control options. Hence, we dispense with a system control category.
If one were to put these actions on a continuous spectrum, they could also be dis-
tinguished in terms of their virtual world effects or level of invasiveness or (space)
intrusion. Chatting or changing one’s position, avatar appearance, or point of view is
far less intruding than moving an object, triggering a rocket, or blocking a door.
Further, it has to be noted that these distinctions and the resulting classification do
not include virtual objects. These, in our view, require a separate classification that
takes their manifold types and functions into account. In the following subsection, we
discuss this important element of virtual environments.
In his successful book The Design of Everyday Things, Donald Norman postulates
that people’s actions and human behavior in general profits from everyday objects
being designed as to provide affordances, i.e., they should communicate how they
should be used [13]. He argues that less knowledge in the head is required (to perform
Formalizing and Promoting Collaboration in 3D Virtual Environments 127
well) when there is, what he calls, knowledge in the world. This insight can be fruit-
fully applied to virtual worlds by building on latent knowledge that users have and by
providing cues that reuse appropriate representations [20]. This not only gives moti-
vation for practitioners to utilize virtual environments for collaborative tasks, but
implies that objects in virtual environments and their design are of great importance.
Hence, we understand virtual objects as to form another major part of a virtual envi-
ronment’s infrastructure. Affordances can (and should) be used to signal users how to
interact with a particular object, or how objects with built-in behaviors may act with-
out any direct influence from the user’s side.
Fact is, however, that for a long time researchers active in virtual environments
have focused largely on graphical representation and rendering issues. With the
launch (and most of all with the hype) of Second Life, a new era of accessible online
virtual environments has begun. Following the trend of enabling users to create con-
tent (also a vital element of Web 2.0), users of many MUVE can now create and edit
objects, and customize the appearance of their avatars. With the possibility of script-
ing objects, they have become a powerful instrument in designing memorable user
experiences in MUVE. In fact, interactive virtual objects represent technology in
virtual environments; without active and interactive objects, any virtual environment
would be nothing more than a virtual version of a world without technology. This
comparison might illustrate the need for a formalization regarding virtual objects.
In spite of their crucial functional importance, little research has been conducted on
classifying virtual objects so far. More work has been done on the technical side; for
instance, an approach of including detailed solutions for all possible interactions with
an object into its definition has been proposed [11]. Another later presented frame-
work takes up on this idea and adds inter-object interaction definitions [10]. Currently
– to the authors’ knowledge – at least the two MUVEs Second Life and OpenSim
support defining avatar positions for interaction within an object definition, as well as
inter-object communication. A first informal classification of virtual objects was pro-
posed by Smith and Willans while investigating the requirements of virtual objects in
relation to interaction needs: the authors state that the task requirements of the user
define the behavioral requirements of any object. Consequently, they distinguish
between background objects, which are not critical to the scenario, contextual objects,
being part of the scenario but not in the focus, and task objects, which are central to
the scenario and the actions of the user [21]. While this distinction may be useful for
determining the level of importance of virtual objects, i.e. in requirements analysis
phase, it does not distinguish objects based on their functional characteristics. Hence,
we present a classification of virtual objects according to their activeness and their
reaction to user actions:
Static Objects have one single state of existence; they do not follow any type of
behavior and do not particularly respond to any of a user’s actions. We distinguish
among static objects that are in a fixed position, i.e. not movable and not to take
away, and objects that are portable. These latter static objects can be visibly worn,
carried or just repositioned, and thus have a distinct value for visual collaboration.
Automated Objects either execute animations repeatedly or by being triggered. Al-
ternatively they follow a behavior (ranging from simple behaving schemes such as
128 A. Schmeil and M.J. Eppler
Figure 1 illustrates the framework for virtual collaboration based on the distinctions
described in the previous sections. It is intended as a blueprint for virtual, embodied
collaboration in virtual environments. As such, it can be used as a basis to develop or
describe collaboration patterns in MUVE. Its three-tier architecture reflects the syn-
tactic, semantic, and pragmatic levels of a collaboration medium, as discussed in 3.2.
In the following, we explain the parts of the framework, in a top-down order.
Context and Goal. The context describes the application domain of a collaboration
pattern, while the goal defines more specifically what kind of activity a pattern aims
to support. A first category comprises patterns that aim for collaborative work in the
traditional sense, i.e. having main goals such as to share information or knowledge,
collaboratively design or create a draft, a product, or a plan, assess or evaluate data or
options, or make decisions etc. Since these goals do not necessarily have to be associ-
ated with work in the narrow sense of the word, we label the first context category
Collaborate (for a definition of collaboration see [16]). The category Learn frames
the domain of education. We assigned six goals to it, selected according to Bloom’s
Taxonomy [3]. Bloom distinguishes different levels of learning goals starting with
simple memorizing or recalling information, to the more difficult tasks of compre-
hending something, being able to apply it, analyze it, being able to synthesize it or
even evaluate new knowledge regarding its limitations or risks. In the domain of Play
we do not strive for mutually exclusive and collectively exhaustive categories and
simply allude to such usual game oriented goals as feeling challenged by competition,
distracting oneself (losing oneself in a game), or socializing with others in a playful
manner. A collaboration pattern can also be aiming at several goals.
Dramaturgy. The term dramaturgy in this context designates the way in which the
infrastructure in virtual world is used to reach a specific collaboration goal or in other
words support a group task. While the goals and contexts specify the why of a
Formalizing and Promoting Collaboration in 3D Virtual Environments 129
collaboration pattern, and the infrastructure (below) the how, the dramaturgy consists
of the necessary participants and their roles and relations (the ‘who’), their interaction
spaces and repertoire (the ‘where’), as well as the timing and sequencing of their
interactions (the ‘when’). The dramaturgy also specifies the actions (the ‘what’) taken
by the participants and the social norms and rules they should follow within a given
collaboration pattern. The dramaturgy defines in which ways the infrastructure of a
virtual world can be used by the participants to achieve a common goal.
Infrastructure. The final, most basic level of the blueprint contains the previously
discussed elements Actions and Objects. As explained in previous subsections, we
think it is useful (for the design of patterns) to distinguish among communicative,
navigational, and object-related actions and among static, automated, and interactive
virtual objects.
We refined a definition of a collaboration pattern in subsection 3.1, as being a set
of tools, techniques, behaviors, and activities for people who meet at a place to work
on a common goal, together in a group. Using the wording of the framework, this
130 A. Schmeil and M.J. Eppler
would translate to a set of objects, actions, rules, and steps for participants with roles
who meet at a location to collaborate on a common goal in a given context. A specific
collaboration pattern is then an instance of the framework and can be defined using
the parameters positioned within the framework.
There are two distinct ways in which the above blueprint can be used for practi-
cal and research purposes: It can be used in a top-down manner from goal to infra-
structure in order to specify how a given goal can be achieved using an online 3D
virtual environment. Alternatively, the blueprint can be used bottom-up in order to
explore how the existing virtual world infrastructure can enable innovative drama-
turgies that help achieve a certain collaboration (or learning) goal. In the next sec-
tion, we are going to illustrate how the elements of the framework can help in the
description of collaboration patterns. Some of these patterns have been developed
using the framework in a top-down manner, while others were created from a bot-
tom-up perspective.
The theory of patterns, originally developed for architecture [14], but in practice more
commonly used in software development, can be applied to the domains of collabora-
tion, as outlined above. The documentation of collaboration patterns, however, needs
to be adapted to the context of virtual environments. For this purpose, we have pre-
sented a collaboration framework in section 3 which we will now use to present a
series of online collaboration patterns.
We have collected a number of virtual collaboration patterns and formalized them
using the blueprint of section 3. The resulting patterns range from Virtual Team Meet-
ing, Virtual Town Hall Q&A, Virtual Design Studio, Online Scavenger Hunt, Virtual
Role Playing, Project Timeline Trail, Project Debriefing Path, Virtual Workplace,
Virtual Knowledge Fair, to Spatial Group Configuration (for these and other patterns,
see [17]). In figures 2 and 3, we provide four examples of collaboration patterns based
on our framework. The first two patterns support teams in their collaboration, while
the patterns documented in figure 3 can be used by larger groups. As the figures illus-
trate, a collaboration pattern (i.e. an instance of the framework) is comprised of one or
several alternatively applicable contexts, several possible goals for the pattern, a full
dramaturgy description, and avatar actions and virtual objects that are required.
Hereby, actions and objects are ordered by relevance for the particular pattern (e.g.
talk and chat can be useful for most patterns, although are not crucial in every case,
thus not documented there).
These four examples illustrate that the framework presented can be used to ana-
lyze or document the core requirements for online, virtual embodied collaboration
in the form of patterns (although a complete pattern description should also contain
pointers to related patterns). The framework cannot, however, predict the actual
value delivered by such collaboration patterns. We will address this important issue
in section 5.
Formalizing and Promoting Collaboration in 3D Virtual Environments 131
Fig. 2. Two Collaboration Patterns for Virtual Teams in the Structure of the Blueprint
132 A. Schmeil and M.J. Eppler
Fig. 3. Two Collaboration Patterns for Virtual Communities, in the same Structure
Formalizing and Promoting Collaboration in 3D Virtual Environments 133
6 Conclusion
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Conceptual Design Scheme for Virtual Characters
1 Introduction
It is well known that nonverbal communication like emotions, gestures and body
movements play an essential role in human communication. Consequently, we have
seen an increase in interest in the design and realization of software and hardware
systems able to simulate human abilities, e.g. for human-machine interaction such as
multimodal interaction, interactive models, virtual reality and 3D interaction [1]. The
high rate of evolution of virtual characters applications implies that it is necessary to
manage more efficiently the design and development of complex and dynamic behav-
ior. Much research [2] has shown that virtual characters’ expressions of empathic
emotions enhance users’ satisfaction, engagement, perception of the virtual agents,
and performance in task achievement [3, 4, 5].
In order to increase reliability, recent studies have proposed a new class of interpo-
lation algorithm for generating facial expressions to manage emotion intensity [6].
MPEG-4 is a standard for facial animation [7, 8, 9] which researchers use to specify
both archetypal facial expressions and facial expressions of intermediate emotions
[10]. Experiments were conducted to study individual differences in users’ percep-
tions of blended emotions from virtual characters expressions [11, 12]. Layered
F. Lehmann-Grube and J. Sablatnig (Eds.): FaVE 2009, LNICST 33, pp. 135–150, 2010.
© Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering 2010
136 G. Brunetti and R. Servidio
models were defined for relating facial expressions of emotions on the one hand, and,
on the other, moods and personality traits, using three different timescales [13]. All of
the studies show the existence of different computational models of emotions. Often,
the research describes the design and implementation of a complete new prototype,
mixing discussion of technical innovations with new application areas or approaches
and interaction techniques. In spite of the fact that most of these studies are generic,
there is no well-defined and commonly accepted approach regarding how the virtual
characters architecture should be designed. Moreover, experimental results show that
researchers have designed excellent models of virtual character behavior. Virtual
characters are not designed just for movies and games. They can be used for a variety
of purposes such as training, education, psychological therapy, etc. For example,
eLearning is one application field for virtual characters. They are used to present
educational material, answer users’ questions and give feedback about learning pro-
gression. In general, the virtual characters applications are a topic of interest for many
researchers. It is now necessary to identify specific guidelines in order to develop
virtual characters able to exhibit more complex behavior.
In this paper, we propose a taxonomy in order to identify the principal cognitive
functions involved in the design and evaluation of virtual characters. In many cases,
these models are not the result of flawed research, but the necessary negotiation made
in the exploration of new approaches that integrate different research areas. So, these
approaches allow the implementation of a good system, but the evaluation process is
different in comparison to another approach. We want to define the state of the art
involved in the design and implementation of virtual characters. We propose an
attempt at a taxonomy which describes the principal research for the modelling, reali-
zation and evaluation of virtual characters. The paper provides an account of the
following problems: 1) virtual character properties; 2) psychological aspects that
influence the perception of the virtual character’s actions; 3) definition of a virtual
character criteria set in order to design successful virtual characters.
The paper consists of seven sections. In the next section, we offer a description of
the relation between emotions and virtual characters. The artificial emotions recogni-
tion process is discussed in section 3. Gestural behavior is examined in section 4.
Section 5 describes the taxonomy for virtual character research. Finally, in section 6
we then offer some conclusions and seek to trace some future directions in virtual
characters design.
not identifiable in terms of cause. The difference between emotion and mood is that,
emotions regulate actions, while moods modulate the cognition.
Emotion researchers agree on the adaptive functions of emotions, but they propose
different explanations for this aspect. The ability to communicate emotions is essen-
tial for a natural interaction between human and virtual characters. If a virtual charac-
ter does not possess emotional expressions, it could be interpreted as indifferent to-
wards the human. Therefore, it is important that a virtual character show its emotional
state in order to improve the interaction with the user or with other virtual agents.
Specifically, the researcher proposes different approaches and methodologies to de-
sign artificial emotions. The aim of this research is to implement, in virtual characters,
artificial emotions able to generate affective behavior improving autonomy, adapta-
tion, and social interaction in the virtual environment. Based on the functional role of
emotions, [15] specifies 12 potential roles for emotions in artificial systems. A survey
of relevant virtual character behavior is showed by [16].
The creation of virtual characters is an interdisciplinary research field. The disci-
plines involved include design and implementation of cognitive architecture [17],
modelling of a nonverbal communication system [18], expressiveness of the virtual
character to improve visual realism and to solicit a realistic response [19], and finally
to design user-friendly Graphical User Interfaces (GUI) [20]. Other aspects concern
behavioral analysis [21] and the realization of the virtual scenario where the virtual
characters are posted in [22]. Designing expressive virtual characters raises several
research questions [23]. From a computer science point of view, the characters should
be able to display facial expressions of complex emotions in real-time based on dif-
ferent user inputs, whilst, from a psychological point of view, designers of virtual
characters need to know the cognitive processes regarding user perception and which
are involved both in the facial recognition and in the movement expression.
In recent years, several virtual character cognitive architectures have been pro-
posed. The aim of these architectures is to reproduce realistic human abilities, with
the purpose of going beyond the display of individual basic emotions models, defined
for the facial display through so-called blends of emotion or nonarchetypal expres-
sions [12, 24, 25]. However, applied models and methods, even if derived from an
interdisciplinary approach, show some limits. Often the design and implementation of
virtual characters is based on specific application requirements or developed as a test
to verify a research hypothesis. Such approaches do not always reflect the goals of
this research area in terms of qualities of the results to achieve. However, the realiza-
tions of virtual characters that show human abilities is a highly complex task. De
facto, the research methods used are much discussed.
The major difficulty in this research field is the fact that believability of the virtual
characters is essential for an effective interaction. Believability is the ability of the
agent to be viewed as a living, although fictional, character. These studies can be
divided into two separate but interconnected approaches, which use empirical results
to design virtual characters. The first approach creates virtual characters without an
internal mental state. In this case, the emotions are the results of mathematical and
geometrical models that manage the visual movement of the virtual characters. Re-
search results of this approach are used to build character’s animations. The analyses
are based on the recognition of emotion by subjects [26, 27]. The second approach
designs and develops virtual characters to be included within immersive virtual
138 G. Brunetti and R. Servidio
environments. The primary goal of this approach is to improve interaction and com-
munication between agents and users. In this case, the computational model of the
virtual characters includes a mental state of the personality in order to obtain a more
realistic behavior. The purpose of these studies is to measure the communication
between subject and virtual characters, such as interaction and collaboration. Com-
pared to the first approach, which simulates all basic emotions, the latter simulates
few emotional expressions, but the virtual characters are provided with body move-
ments in order to increase the complexity of the realized actions.
to create life-like synthetic characters. The limits of this field concern the realistic
behavior of emotion expression.
In any case, the great advantage of FACS is that all possible facial changes can be
recorded and catalogued. Different realistic three-dimensional virtual characters have
been developed based on FACS. The FACS allows the creation of stimuli using the
combination of different AUs. In past years, different systems have been realized in
order to automate emotion recognition. In particular, two general approaches exist:
“Feature-point systems track the locations of various landmarks on the face (e.g.,
pupils, nostrils). The feature vectors of such systems are computed as a function of
the positions and relative distances between the points. Appearance based systems, on
the other hand, process color information of face patches to form their feature vec-
tors” [30, p.xx]. Most other approaches to automated facial expression analysis so far
attempt to recognize a small set of prototypic emotional expressions (for more details
see [31]). According to [30], one of the most successful approaches to expression
recognition is the Gabor filters method that extracts features and use a vector machine
in order to classify the expressions into AU.
[33], focusing on language production, was the first to argue that gesture and
speech make up a single, integrated system of meaning expression. He assumed that
because gesture and speech temporally overlap but convey information in two very
different ways - speech is conventionalized and arbitrary, whereas gesture is idiosyn-
cratic and imagistic - the two modalities capture and reflect different aspects of a
unitary underlying cognitive process. Thus, according to [33], gesture and speech
combine to reveal meaning that is not fully captured in one modality alone. There are
two elements of the speech-gesture relationship that are particularly interesting and
require further explanation. A crucial aspect of co-speech gestures is tight temporal
synchrony with the accompanying speech. In particular, co-speech gestures do not
make sense without the accompanying speech, and so it is very important to study
gestures in the context of the accompanying speech, that is, to study them as a com-
bined system, not as two separate things.
It is now well established in behavioral studies in psychology that gesture and
speech have an integrated relationship in language production [34] and language
comprehension. To sum up roughly, these studies have shown that producing and
comprehending speech is significantly influenced by the presence of co-speech ges-
tures. Children are also sensitive to gesture in contexts of mathematical reasoning and
learning [34, 35, 36].
From discovery of mirror neurons [37], several papers have demonstrated that the
human brain, specifically Broca’s area, also has similar “mirror properties” (for a
review, see [38]). This suggests a link between neural areas responsible for hand ac-
tions and language. This linkage between language and action areas of the brain has
been fleshed out by a number of recent experiments with humans using different types
of cognitive neuroscience methods (for a good recent review, see [39]). Indeed, sev-
eral studies have found that brain regions that process speech also process actions
made with the hand. In addition, evidence from research using Transcranial Magnetic
Stimulation (TMS, which interferes with or enhances the neural processing of stimuli)
demonstrates that when there is damage to parts of the cerebral cortex that control
hand movements, speech comprehension also suffers [37, 38]. As a different test of
whether gesture and speech form an integrated system, researchers have used Event-
Related Potentials (ERPs, measuring the brain’s electrical response to stimuli) to
explore the online processing (i.e. the immediate integration) of gesture and speech
during language comprehension [40].
Together, these studies from the field of cognitive neuroscience complement the
work from psychology showing that gesture influences the behavioral processing of
speech during language production and comprehension, and one explanation for this
behavioral finding is that gesture and speech are integrated in space and time in the
brain’s processing of this information.
to identify both computational and cognitive aspects of the virtual characters research.
Our goal is to identify which aspects influence the perception of virtual character
behavior while interacting with a human. In the last decade, many virtual character
prototypes have been developed, but hardly any uses a full integration of the existing
approaches.
For the time being, some questions remain open: how to use the research results in
order to improve the realization of the realistic virtual characters? How to avoid the
creation of new models, but to improve those extant? In our opinion it is necessary to
start updating the current state of the art in virtual characters research. For example,
cognitive neuroscience studies allow us to investigate the neural mechanism involved
while people interact with virtual agents. These experiments show to which extent the
virtual character behavior reflects human expectation in terms of believable, realism,
ability, etc.
Many other experimental studies focus on single aspects of virtual character behavior
(e.g. emotion, gesture, body movements, etc.), avoiding to integrate different abilities in
order to design a complex virtual character behavior [39, 40]. Few experimental studies
use this approach, reducing the emotions complexity and adding other abilities such as
body movements (posture and gestures), facial expression (which include eye, mouth
and lip movements). In this case, virtual characters are included in an immersive virtual
environment to explore the interaction behavior with humans.
Our taxonomy wishes to improve the conceptual scheme proposed by [41]. The
taxonomy is composed of five categories: 1) Psychological state. 2) Verbal and non-
verbal communication. 3) Cognitive processing. 4) Virtual environment. 5) Evalua-
tion method. Each category exhibits specific attributes that refer to the virtual charac-
ter behavior. Categories and attributes represent some aspects that a virtual character
should demonstrate in order to realize a believable behavioural pattern. However, this
scheme is not sufficient to specify an agent’s behavior. It just represents a summary of
the principal approaches used in virtual character research. All these categories have a
large knowledge base related to human behavior research. The combination of these
categories allows to integrate research areas with different knowledge and goals.
In the next subsection are discussed these five categories that we have drawn out
analyzing different studies about the virtual characters researchers. In particular, we
will provide some details about each category in order to clarify the content of this
scheme. The organisation of the taxonomy is modular, but each category does not
exclude the other. Our idea is to identify behavioral categories that are functional to
design virtual characters. Several studies simulate only a few attributes of these cate-
gories. By contrast, it is necessity to work on the integration of more psychological
and computational categories in order to realize virtual characters provide with
dynamic and complex behavioral patterns [42].
In order to create virtual characters with psychological state and emotional personality
traits it is necessary to concentrate attention on several research topics (see Table1).
Personality, emotion, self-motivation, social relationships, and behavioral capabilities
are the fundamentals for providing high-level directives for autonomous character
architecture [43].
Conceptual Design Scheme for Virtual Characters 143
One the most expressive areas In recent years, many models and
of the body is the face because approaches have been used in order to
it is the area most closely create realistic movements. Different
observed during an interaction. studies use the MPEG-4 Face
The ability to model the human Animation Parameters (FAPs) [47].
Emotions
face and to animate facial
expressions is still a challenge
in the field of Computer
Graphics.
First, the simulation of the psychological state requires knowing the psychological
research of how humans interact with environmental stimuli. Once this has been de-
termined, the question has to be investigated whether there is a computational model
allowing design and implementatoion of these aspects. If necessary, new models have
to be developed and evaluated to an extent coherent with the desired human personal-
ity traits behavior. Currently, the virtual characters psychological state models include
some of these aspects. In particular, many studies focus on emotion expressions.
Some expressive body movements reflect certain basic emotions. Experimental re-
sults claim that body movements help a person to cope with experiencing an emotion
and perhaps it is also possible to recognize the underlying emotions solely through the
recognition of the associated body movements. For example, den Stock et al. [42]
report on some recent experimental results indicating significant proximity between
faces and bodies in fusiform cortex consistent with the finding that fearful bodies
activate the face area in middle fusiform cortex and the finding that watching video
images of angry hands and angry faces activate largely overlapping brain areas.
characters able to perceive the stimuli from the environment, to store some informa-
tion, and to recall specific information.
For example, in computer games the use of virtual characters able to learn a spe-
cific task and to evolve their ability for that task can greatly improve the enjoyment
and the strategy of the game play. Cognitive processing is an important bridge be-
tween virtual characters and their virtual environment (see Table 3).
Virtual environments include virtual characters, which interact with the real users. In
this context, the unpredictable actions of the user require a highly interactive envi-
ronment that is not possible to obtain using predefined sequences of behavior (see
Table 4). It is necessary to design virtual characters able to generate autonomous
behavior.
Many studies use dynamic simulations to generate the motion of characters, which
co-operate in real time with the users’ actions. This approach provides an effective
way of generating realistic virtual character behavior in a virtual application in which
the realism is a very important aspect. Another important aspect is concerned with
testing the behavior of a virtual character while interacting with users.
The use of different paradigms and tools to design and to develop virtual characters
makes it difficult to evaluate and compare the evaluation methods (see Table 5).
6 Conclusion
The aim of this paper has been to elaborate a taxonomy in order to identify the behav-
ioral aspects that influence interaction among real humans and virtual characters. One
of the challenges of designing virtual characters is the definition of appropriate mod-
els, which concern the relation between realistic emotions and the different modalities
of behaviour coordination. Our goal was to provide some theoretical aspects about
virtual characters, which represent important conditions of interaction with humans.
In this paper, we have sought to identify some of the cognitive and computational
aspects that each virtual character should have.
The taxonomy introduces some cognitive aspects that most influence virtual char-
acter behavior. The next step is to work on the development of tools able to create
virtual characters capable of showing a variety of credible behaviors. The correlations
between cognitive and computational aspects could provide useful insights for the
development of a new generation of virtual characters. Virtual character behavior
should appear more spontaneous and unpredictable.
Virtual characters are an important and powerful part of virtual environment con-
tent, especially if the virtual worlds require interaction with real users. However,
research results show that users interact with virtual characters in different ways.
Many people may have a different level of interaction towards virtual characters. For
this reason, non-verbal communication is a very important aspect in the creation of
believable characters. It is clear that non-verbal communication depends on different
factors connected with virtual character applications. For example, in the eLearning
context, it is important that a virtual character show social skills, interaction, feedback
and others abilities in order to support the student.
To summarize,, we have made evident many aspects involved in the research and
design of expressive virtual characters. Many other models and approaches are used
in this field. However, all different areas of research are a challenge to researchers
that work on designing virtual characters. At the same time, it is necessary to under-
stand whether all of this research can be integrated into a single development plat-
form.
The challenge for the future is to work to integrate more skills in order to realize
virtual characters able to co-operate dynamically within their environment. We hope
that this taxonomy can stimulate researchers to develop systems not based upon single
abilities, but upon their integration.
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Usability Issues of an Augmented Virtuality Environment
for Design
1 Introduction
Augmented Virtuality (AV), similar to Augmented Reality (AR), is a type of Mixed
Reality user-interface. The taxonomy of Mixed Reality interfaces, introduced by Mil-
gram [1][2] describes methods of combining real-world and computer-generated data.
While Augmented Reality involves adding computer generated data to primarily real-
world data, Augmented Virtuality deals with predominantly real-world data being
added to a computer-generated virtual environment. Augmented Reality was investi-
gated as one solution for displaying preoperative images related to the neurosurgeon’s
view of the operative field. In some neuro-navigation systems, selected information
from preoperative images is displayed as two-dimensional (2D) monochromatic con-
tours on the right ocular of the surgical microscope [3]. This solution has certain limi-
tations. For instance, multimodal and preoperative three-dimensional (3D) images are
only displayed as 2D monochromatic contours on microscope oculars, with a result-
ing information loss [4].
A system has been presented for creating 3D AV scenes for multimodal
image-guided neurosurgery [4]. An AV scene includes a 3D surface mesh of the op-
erative field which is reconstructed from a pair of stereoscopic images. This process
acquired through surgical microscope, and 3D surfaces segmented from preoperative
F. Lehmann-Grube and J. Sablatnig (Eds.): FaVE 2009, LNICST 33, pp. 151–164, 2010.
© Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering 2010
152 X. Wang and I.R. Chen
multi-modal images of the patient [5]. The performance evaluation of this system is
used for a physical phantom and report the results of six surgical patients where AV
was used in conjunction with AR. The clinical advantages of this visualization ap-
proach are highlighted in the context of brain surgery, mainly surgery of cortical le-
sions located in eloquent areas where multimodal preoperative images are needed [6].
Therefore, it seems that AV systems have some advantages over AR systems in cer-
tain application circumstances.
2.1 Transportation
2.2 Artificiality
The dimension of artificiality focuses on the extent to which a space is either syn-
thetic or is based on the physical world. This bridges the extremes from wholly syn-
thetic to wholly physical environment such as between the total synthesis of an envi-
ronment, independent of all external reality from nothing but bits in a computer to the
electronically mediated delivery of a physical place and firmly based in everyday
reality [9]. Different technologies can be located along this dimension according to
the ratio of physical to synthetic.
In the study presented here, the counterpart space explored is created to contain
real-world images as object textures by mapping certain real elements extracted from
the real space onto a virtual environment for richness. In this way, participants can
have a strong sense of involvement in the remote sense since the scene contains real
images. Especially, the photos have been taken under similar positions lighting condi-
tions. Therefore, participants can have a feeling of realism through navigating the
virtual environment.
The relationship between the transportation and artificiality can be explained in the
Fig. 1, which describes the broad classification of shared spaces according to trans-
portation and artificiality [9]. The black contour highlights the connection between
the physical reality and virtual reality for this study.
As described before, the textures can be taken from landmarks/feature objects existing
in the real space and which have dual (mirror) objects in the virtual world. This offers the
advantage of making a virtual world appear as the real world and the augmented virtual
world could be viewed as a mirrored version of the real place as show in Fig. 2.
Fig. 1. Broad classification of shared spaces according to transportation and artificiality adapted
from [9]
154 X. Wang and I.R. Chen
4 Methods
The prototype implementation of the AV system has been completed currently as an
interface for users to collaborate remotely. The experimentation stage is to validate
the concept of AV as an effective interface paradigm capable of supporting remote
Usability Issues of an Augmented Virtuality Environment for Design 155
The steps for setting up the AV system have been described as follows:
1) Make sure all three computers are running Max/Msp with Jitter properly.
2) Make sure all three computers are on the network, and obtain the IP address
3) Install a web cam, better to be DirectX compatible
4) Connect each computer to the corresponding projection screen.
5) The three computers are arranged in a master – slaves’ structure (one master and
two slaves). There are three different version called “projects’ in the program
folder. You should run the appropriate corresponding “project” program file.
Also, the IP address should be adjusted to the corresponding position of com-
puter. Therefore, the multi –projection system has been built for the AV envi-
ronment (See Fig. 3 for details).
6) The computer controlling the middle computer is the “master”. The input to this
computer controls the movement in the AV environment (forward, backward,
turn right, turn left )
7) The sensors are also connected to the middle computer via USB. The port num-
ber is fixed so don’t change it to other USB socket.
After everything is setup, when you step on the sensors, in the program (the
“project” file), the corresponding objects would flash as you step. Then the
program is ready to run.
This empirical study is devised to investigate how AV environment might provide
perceptual and cognitive support and augmentation, for designers interacting within a
virtual environment which contains real entities that can be potentially exploited in
useful ways. This study involves individual usage of the AV environment to explore
the potential usability issues involved in the system. The purpose of the study is to
investigate whether human’s capability of comprehending the spatial information and
Fig. 4. Two remote participants work in different locations adapted from [13]
effecting desired actions based on the resulting mental model constructed from per-
ceiving the AV space is improved compared against real-world experience. This
study was devised in a way to study the effects of the merging of real entities into a
virtual environment on the nature of a person’s perceptual and cognitive performance
as compared with a purely real environment. Furthermore, this study was conducted
to investigate human’s experience (e.g., the sense of presence) that results from the
interpretation of the mental model constructed within the AV space. Usability ques-
tionnaires were developed in order to assess certain usability features of the AV
space, such as extent of presence. The development of the questionnaires was based
on the Wang and Dunston’s previous work [16] and widely accepted theoretical mod-
els such as the model of presence [17] that can be easily generalized to the AV case.
In addition, this system can be focused on validating the collaborative benefits offered
by the system. The test task(s) can be collaborative design defects inspection between
two remote participants shown as in Fig. 5), which are specifically designed to ad-
dress issues of designer’s comprehension and retention of spatial information. One
can use the multi-projection systems to walk through the AV environment as shown
in the right side of the Fig.4. Another one can wear the Head Mountain Display
(HMD) to explore the AV environment as inserted in the left side of the Fig.4. They
can work as a team to collaborate remotely.
5 Experiment
The purpose of the usability experiment is to investigate whether human’s capability
of comprehending the spatial information and effecting desired actions based on the
resulting mental model constructed from perceiving the AV space is improved
Usability Issues of an Augmented Virtuality Environment for Design 157
compared with completely real environments. Furthermore, the experiment was con-
ducted to investigate human’s experience (e.g., the sense of presence) that results
from the interpretation of the mental model constructed within the AV space.
This experiment has been conducted, where participants worked on several usabil-
ity tasks and then completed a set of questionnaires. The experiment took about one
hour including time to complete the questionnaires. This experiment involves individ-
ual usage of the AV environment to reveal the potential usability issues involved in
the system. The second experiment was implemented in the context of practical appli-
cation where photo-based method was used as the benchmark to compare with the AV
system in their effectiveness of inspecting defects remotely, in order to validate the
spatial benefits provided by the 3D AV space. Each session took about one hour
including time to complete the questionnaires. Six human subjects were invited to
attend the experiment to perform tester task(s) in the following environments. The
subjects are from various backgrounds such as architecture, IT, accounting and
finance. The ages are around 25 to 29.
the layout of the environment based on landmarks and features while navigating. At
any point where sketching is not applicable, the participants can always write short
comments to explain.
6 Development of Questionnaires
Sense Recognition
Being Mechanism
presence
Interaction
Orientation
Object Environment
moving reflection
The 18 questions have been designed to categorized from the sense, recognition,
mechanism and the interaction. Furthermore, the sensory part has been considered
from the being present, object moving, orientation and environment reflection. The
relation between these aspects can be shown in a structure as depicted in Table 1.
The presence in the context of this study includes self-presence reflected by the
question 1 and the object presence reflected by the question 2. Question 3 and 4 con-
sidered participants’ sense of movements of themselves and the objects respectively.
In particular, the question 5 asked the participant to compare the sense of presence in
the context of the multi-projection system and the traditional desktop display. More-
over, the feeling for realism has influences on the recognition for human. Therefore,
160 X. Wang and I.R. Chen
some aspects such as the sense of direction and the responsive performance were
examined by question 8 to 11. The consistency as reflected by the question 13 was
compared between the real world experience and the virtual environment. Another
aspect in the questionnaire was focused on the realism of the AV environment’s re-
sponses to actions from participants as measured by the question 14 and 15.
Fig. 6. An example of how students address the defects with descriptions while using the AV
environment
Fig. 7. An example of how students address the defects with descriptions while using the
photo-based method
participants could have a natural perspective on the virtual objects inside the AV
environment. The average rating 4.17 among the highest rank 5.0 for the question 9
strongly indicated the high level of realism rendered in the AV environment.
Regarding the consistency of the experience in the AV environment with the real
world experience, the rating (2.83/5.0) from the question 13 indicated that the 3D
modeling of the AV environment needs to be improved. For example when partici-
pants navigated the space, sometimes they might hit the wall. Unfortunately, the cur-
rent AV system was not able to model the realistic wall and participants’ responses.
Such interactive behaviors should be modeled to improve the realism and the com-
plexity of the AV environment.
162 X. Wang and I.R. Chen
The question 17 and 18 considered the distraction issue from the performance. For
this question, it has been explained to the users that 1 represents the worst case. And 5
is the least distraction. In this case, distractions partially came from the forced en-
gagements of participants’ feet in the sensor pad for navigation and the physical and
psychological adaptation to the vection created by the multi-projection system. The
phenomenon of vection in human perceptual systems studies is basically defined as
visually induced perception of self motion. Question 17 rated the distraction level
from the use of sensor pad as 4.0/5.0. In contrast, question 18 rated the distraction
from multi-projection display as 3.0/5.0.
As mentioned from the previous section, participants’ background information was
taken into account together with the data from questionnaires. Special attention was
paid to those who had no previous experience in virtual environments. Rating results
did not help to infer any correlation between participants’ background and their per-
ceptions on the system for this study.
9 Conclusion
This paper presents a usability evaluation of the Augmented Virtuality (AV)-based
system for design. This AV system allows participants to experience the real remote
environment without the need to physically stepping out of the work stations. The
usability study with invited subjects was conducted and the results showed that the
AV system is generally helpful and supportive for designers to achieve better sense of
Usability Issues of an Augmented Virtuality Environment for Design 163
involvement in the remote scene and it could solve some problems with low cost such
as landscape design. Designers do not need to visit different places and collect all the
information from past to now, the AV system could save them high cost to investigate
how to evaluate and solve the problem for the overall urban design and planning in
certain circumstances.
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The Managed Hearthstone: Labor and Emotional Work
in the Online Community of World of Warcraft
1 Introduction
2008 was an exceptionally successful year for the video game entertainment industry
- despite the slumping global economy, freezing credit markets and plummeting oil
prices, the total hardware, software and peripheral sales of the industry climbed to an
annual $22 billion, entertainment software sales compromising $11.7 billion of the
total revenue [1]. Sales in December exceeded $5 billion, partly due to the release of
Blizzard’s new expansion (Wraith of the Lich King) of the subscription-based mas-
sively multiplayer online World of Warcraft in late November. Within the first day of
availability the expansion sold more than 2.8 million copies and the game was played
by more than 11.5 million subscribers worldwide by the end of 2008 [2]. Recent re-
search indicates that 40% of Americans and 83% of American teenagers are regular
video game players. According to Williams et al., while stereotypical images of the
isolated teenager boy gamers persist, the average player age is 33 years old and 1 in 4
users are women [3].
F. Lehmann-Grube and J. Sablatnig (Eds.): FaVE 2009, LNICST 33, pp. 165–177, 2010.
© Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering 2010
166 A. Lukacs, D.G. Embrick , and T. Wright
Since the advent of the commercially available video games in the 1970s, techno-
logical advancement in hardware, software and communication technology have
allowed game designers to transform gaming experience from simple hand/eye coor-
dination-based single-player applications to persistent, multi-user three-dimensional
virtual worlds. The most popular game spaces are persistent virtual realms, massively
multiplayer online games (MMOs henceforth), such as the combat- based World of
Warcraft or Second Life which is primarily a social environment. These games are
vibrant sites of social and cultural production where regular and lasting social
relationships develop [4]. In fact, a number of researchers argue that with the disap-
pearance of public spaces, online game environments have became central sites of
community building [5]. While the most popular MMOs are constant topics of media
criticism and were analyzed from the standpoint of literally criticism, narrative analy-
sis [6] and psychology [7], critical sociological investigations of game audiences are
less frequent.
One of the first theories of persistent users was developed by Richard Bartle. In a
1996 article [8] he distinguished four types of players: achievers, socializers, explor-
ers and killers. While these categories are useful to conceptualize ideal-type audience
behaviors in virtual worlds, contemporary MMO players are omnivores, displaying a
multitude of orientations towards the game at the same time. T.L. Taylor [9] catego-
rizes players as casual and powergamers in the EverQuest game environment. In her
definitions powergamers engage in instrumentally rational play to become as power-
ful as possible, often bordering on cheating. On the other hand, casual gamers are not
as goal oriented but focus on building relationships.
While these categories could guide us to better understand the social dynamics of
virtual realms, they are limited in that too much autonomy is given to players who are
often viewed by researchers as playing such games in order to get away from the
structural and ritualistic rigors of everyday life. We argue that while that approaches
centered on escapism from the alienation and “disenchantment” of everyday life re-
mains generally true, it is additionally true that online gaming also represents an ex-
tension of everyday life; often online environments are created in a way that replicates
existing social structures. For example, though the trade system in World of Warcraft
is one where players trade gold and silver for merchandise of interest, it is also very
much a replica of the capitalist market system in which most of the players reside in
real life. Similarly, while the dynamics of the game may be fantastic (e.g., playing
avatars who represent elves, dwarves, etc.), how players socialize and interact with
one another in the online environment often parallel how players socialize and inter-
act with one another in the real world.
We would like to suggest a different metaphor to approach the experience of play-
ers: we suggest a new analytical model for understanding 21st century play that puts
work at the center. Of course work has various meanings. For example, gold farming
companies, like IGE.com marketing itself as the “leading MMORPG1 Service Com-
pany”, operate within game environments. Meanwhile, independent developers make
essential modifications (mods) and add-ons for various games available at no cost
[10]. Our metaphor of work is more inclusive: we are interested in the work of being
1
MMORPG is the abbreviation of Massively Multiplayer Online Role-Playing Game, a sub-
genre of MMOs.
The Managed Hearthstone: Labor and Emotional Work in the Online Community 167
an active player within these persistent virtual worlds, in particular World of Warcraf
- the organization of guilds, management of raiding and the emotional labor success-
ful (and failed) gaming sessions require. Our central question is how do players rec-
tify with the fact that what they think of as “play” sometimes becomes so structured
and limited as to become confused with notions of “work”.
2 Literature Review
While the social science literature on human play is not abundant, the importance of
play did not escape the attention of many leading psychologists (e.g., Erikson [11],
Freud [12], Piaget [13] or Csikszentmihalyi [14]). One of most important early game
studies is Johan Huzinga’s Homo Ludens: A Study of Play-Element in Culture [15]. In
the opening chapters of his book Huzinga uses the allegory of “magic circle” to define
play as a voluntary, secluded and limited activity which is separate from ordinary life.
While the magic circle offers a theoretical starting point for many scholars, it has been
criticized for setting-up artificial boundaries between the “real world” and “play
worlds” (e.g., Henricks [16]).
Juliet B. Schor in her brilliant book, The Overworked American [17], rejects the
subjective categorical divide of work as unpleasant and mandatory and leisure as an
enjoyable, discretionary activity. There are many problems with this approach: work
can be enjoyable, in fact some people do not have to work, yet they decide to. Or, as
Arlie Russell Hochschild [18] highlights, sometimes work can feel like home and
home like work. To operationalize the distinction between work and leisure, Schor
concentrates on defining the former as paid employment and household labor while
the rest of human activity falls under the category of leisure. We contend that the
available data from persistent virtual worlds suggests that this definition is inadequate
to understand play and work in the 21st century: the boundaries between the two are
more blurred than ever.
It has been suggested by scholars to approach virtual worlds from the standpoint of
work. Nick Yee’s short paper, The Labor of Fun: How Video Games Blur the
Boundaries of Work and Play [19], argues that for many users gameplay is an obliga-
tion, it becomes a tedium and feels more like a second (or third) job than entertain-
ment. Scott Rettberg maintains that gameplay subconsciously socializes players into a
capitalist paradigm. The equation between work and play in MMOs is a sustained
delusion that enables players to waste time without understanding, that in fact, they
are acquiring skills upon which contemporary capitalism thrives: leadership, conflict
management, managerial training and networking [20].
The organization of successful guilds and the management of raiding resemble tra-
ditional, Taylorist labor management practices. As Harry Braverman [21] points out
in his classic work on labor, modern production is unimaginable without some form
of direct control over the labor machine, which is broken down into multiple opera-
tions performed by different workers. The management and administrative apparatus
controls the entire work process: the gathering of workers, length of the workday,
enforcement of rules (talking, leaving, smoke breaks, etc.) and the mode of execution.
Although Braverman’s work is not without its shortcomings (it neglects workers
resistance and places too much emphasis on Taylorism (Storey [22]), ultimately it
168 A. Lukacs, D.G. Embrick , and T. Wright
provides game researchers with a useful tool to understand the organization of social
groups within persistent virtual worlds.
Citizens of MMOs not only experience and participate in the bureaucratic, work-
like organizations of guilds and raid groups, but they also perform tremendous emo-
tional labor, suppressing feelings (e.g., anger, frustration, anxiety, etc.) to sustain
proper state of minds to continue the play session. Arlie Hochschild [23] believes that
emotional work is part of the modern work process and the symbolic and often in-
strumental displaywork is inseparable from the structural understanding of the labor
practice. The transmutation of emotion is the link between a private act of enjoying
something and the public display of enjoyment regardless of state of mind. Indeed,
The Managed Heart argues that transmutation is often unconscious and depends on
three factors:
1. emotion work is performed to maintain team solidarity
2. feelings rules are not discretionary, but bureaucratically or textually
controlled
3. social exchange is forced into narrow channels allowing limited
display of individual emotional stances
Frequent rule reminders maintain the ongoing process of emotional labor, and while
failed transmutations frequently remain invisible, when they do surface, they are often
punished by management.
Based on our data, we maintain that modern play in persistent virtual realms
smears the distinction between work and play; users perform both at the same time.
The game structure establishes social organizations resembling Taylorist management
and control practices. Further, successful play depends on emotion management and
emotional labor. If the displaywork fails, gaming sessions often come to a sudden
halt, while failed management of the play-work encounter could lead to the break-up
of larger social structures, guilds. Some players attempt to escape the work aspect of
the game, yet there is little room for resistance – only through the rejection of the
game can people escape. However, the deeper question is whether working and play-
ing at the same time is something we need to escape at all.
3 Methodology
The data for our study come from ethnographic observations of player social interac-
tions on four North American servers (henceforth referred to as Hearthstone) in World
of Warcraft. Since we are specifically interested in “how” online players navigate an
environment where work and leisure are blurred, the qualitative approach of Marshall
and Rossman [24] is “uniquely suited” to answer questions that require researchers to
probe deeper than traditional survey methods might allow. More specifically, we
employ critical ethnography in order to best address and acknowledge the role of
media institutions—including online gaming environments—in reproducing and rein-
forcing race, gender, class, and other social inequalities (see Anderson [25], Anderson
and Herr [26], and Marshal [27]).
To best understand the nature of play and work in multiple multi-user online game
environments and explore whether players across different servers had similar
experiences about work and leisure, we logged more than 150 days of playing time in
The Managed Hearthstone: Labor and Emotional Work in the Online Community 169
the World of Warcraft on different US game servers. We recorded data both on the
Horde and Alliance side, playing in Player-Versus-Environment (PVE) and Player-
Versus-Player (PVP) settings and experiencing Role Playing situations on RP servers.
We went through the process of grinding eighty levels multiple times, raided end-
game instances, entered Arenas and Battlegrounds with our comrades, developed
social networks through our guild affiliations, experienced tensions, frustrations,
boredom, success and pleasure during our sessions.
We collected most of the data used in this paper while playing end-game content,
10 and 25 man raid instances2. Throughout these gaming sessions we took screenshots
of noteworthy chat discussions, sketched notes and used voice recording software to
capture relevant conversations, because typed chat communication is usually limited
when voice chat is used by players to coordinate their activities. While self-critical,
self-conscious and self-reflective about our methodology, we believe that our critical
ethnography “reveal truths that escape those who are not so bold” (Fine [28], 290) to
approach the idiosyncratic, mundane and taken for granted events in virtual realms
with such methodological vigor.
We complemented our participant observation with eight informal interviews tak-
ing place in the game. We used snowball sampling and ended up with 5 male and 3
female respondents. Interviews lasted between 20 minutes and one hour. We under-
stand that the this small sample does not provide an accurate representation of the
larger Hearthstone population, yet as critical field workers we maintain that language
and discourse are essential to understand the lived experience of players, thus we
reject scientific positivism [29]. We asked fellow players about their game experi-
ence, about guild life in general, their struggles to find time to raid, the process of
raiding and the frustration and pleasure of being a citizen of Azeroth3.
After the data from the participant observations and interviews were transcribed,
one of the authors read all of the material to extract common themes and patterns.
The findings were then coded in a two-stage process following the “grounded theory
model” (see Glaser and Strauss [30]).
4 Analysis
4.1 Leveling
A common idea among players of World of Warcraft is that while the leveling proc-
ess is necessary and sometimes fun, the “game starts at level 80”. Given the complex-
ity of game mechanics and social interaction at end-game content, this is echoed by
many players throughout Azeroth. During the last two years Blizzard introduced
measures to ease the grind of leveling characters and reaching top levels faster: more
experienced gained in lower levels, faster transportation methods (mounts) available
earlier, items granting extra experience points while leveling or starting a special
character class at level 55. Despite all these changes in the game design, leveling is
still a tedious activity that could take up to 15-20 days of logged game time. Some
people reject the notion that the ultimate playing experience is end-game content, as
this male user described:
2
Raid instances are high level dungeons designed to provide challenge for experienced players.
3
Azeroth is the name of the fantasy world players inhabit.
170 A. Lukacs, D.G. Embrick , and T. Wright
You will hear people saying that the game starts at level 70. That is plain ol’
bs. If you are not having fun leveling, you should not play at all.
Others only played with special low level characters, called twinks. These characters
are extremely powerful and optimized for low level PvP Battlegrounds. Because
twinks do not require leveling or further progression once created, players are able to
participate with fewer time constraints and guild expectations. This transforms the
game experience. Players who are looking for escape from the organizational and
emotional work of end-game content but continue playing are often “twinking”.
However, it is worth noting that because of the expensive items twinks require, to
create a successful character, one needs the help of some high level friends. In fact,
creating these types of characters entail extremely careful planning and the most so-
phisticated leveling and gearing procedure one can imagine: twinks are the kings of
instrumentally rational gameplay. As a female player described her transition from
end-game content to twinks:
I play with twinks, because it is still fun. You can log on, play 30 min and log
off. I don’t even have a main4 anymore. Getting raid ready and raid took up
so much time.
Nonetheless, the majority of users will go through the pressure-filled leveling process.
The structure of the game only partially contributes to this pressure. The main sources
are social pressures: players trying to level fast and keep-up with their friends and
guild members. Given the multiplicity of add-ons and helper applications available to
support players through the leveling process, even users who log similar amounts of
hours could find themselves at different levels, and thus, unable to play together. As
one guild members shouted out in guild chat:
Hey Raya! You level so freaking fast. I keep grinding so we can quest to-
gether, but you are always ahead of me.
On the other hand, guilds sometimes ask players to level faster so certain positions in
the raids could be filled. In extreme cases these expectations require 12-15 hours of
playtime a day. In this instance a guild needed a level 80 druid:
Ennui: Elwis, I need a druid tank by Saturday.
Elwis: You are only giving me 3 days to hit 80? I am halfway to 74.
Flex: I doubt you can do it.
Elwis: I’ll do my best. I can manage 3 levels a day. Maybe. If I don’t get
bored >.<
Ynn: How the hell does one do 2-3 levels in one day?
Of course, occasionally, these requests and goals are unobtainable, yet the pressure
still exists. During our efforts to level characters in the game, we experienced tensions
among players and the break-up of leveling guilds due to social pressures5:
4
A high level character, usually the most powerful character of a player.
5
Leveling guilds usually have few high level characters. There are guilds mostly focusing on
end-game content without rejecting lower level characters (casual raiding guilds) and hard-
core raiding guilds. The latter require not-only max level characters, but experienced, ex-
tremely powerful and committed players. Of course the variety of guilds are enormous (PvP,
Role Playing, Twink Guilds for instance), yet the above three are the most common.
The Managed Hearthstone: Labor and Emotional Work in the Online Community 171
4.2 End-Game
Players reaching the maximum level do not gain any more experience points, instead
the aim of the game becomes raiding or player versus player battle. Both require tre-
mendous team effort and organization, and while the following data is focusing on the
management and emotional labor of participating in guild organized raids, PvP teams
are assembled in similar ways and experience the same problems. Nick Yee’s Dragon
Slaying 101: Understanding the Complexity of Raids [31] is a great point of entry to
grasp the various problems raids experience: mobilization, management, communica-
tion, ground rules, knowledge and expertise are the most important variables upon
which successful raiding session depend.
The first step in the process of raiding is to have a knowledgeable raid leader, who
extensively studies the raid instance, have knowledge of all the challenges ahead,
understands the mechanics of all the classes in the game, have great communication
skills and able to manage and coordinate 10 or 25 people throughout the entire raiding
sessions, which can take anywhere from 45 minutes to 12 hours. This is a huge com-
mitment usually shouldered by guild officers who become raid leaders.
Members of the raiding group are carefully selected given the division of labor
within the raid. Various tasks are divided among participants: the leader designates
tanks, melee classes, healers, ranged damage etc. Since there are limited spots avail-
able to participate, selection is a point of contestation within guilds, sometimes lead-
ing to internal guild problems:
172 A. Lukacs, D.G. Embrick , and T. Wright
Juki: I will leave the guild. I’m sick and tired of planning to raid on
Thursday night, organize my whole life around it - just to be demoted as an
alternative.
Vigi: Sorry man, we already have a hunter in the group. Maybe next week.
Juki: No hard feelings, but I want to raid. Bye.
[Juki leaves the guild]
Other players leave guilds not because they are not invited to raid, but because the
guild is not organized enough to conduct raids:
Kasa: would you guys be mad if I lefted (sic)?
Homaru: /cry
Spralio: not me, but why?
Kasa: lol
Kasa: [Guild] is looking for healers for Kara6...and even though I’m not
geared for Kara yet they said I can still run with them
Kasa: and I do want good gear...so I think thats the best way for me to get it.
Spralio: go for it
Kasa: since we rarely ever run anything here lol.
Players usually complete daily repeatable quests gaining money and reputation to be
able to purchase essential items required to participate in a raid: magic potions and
elixirs, weapons, reagents for spells, etc. Money is also needed to repair damaged
equipment before, during and after the raid encounter. Raiding is expensive and un-
prepared players can ruin the experience of 10 or 25 other players participating in the
raid. For this reason, guilds often lay down ground rules for the minimum requirement
to join a raid. For instance, the following is part of a casual raiding guild’s rules:
1. Once a raid is formed and the group is set the raid leader will give an
indication of when we will begin.
2. You are expected to already have all of the potions, reagents and buff food
you will need for at least four hours of raiding.
3. Every raid member is responsible for their own reagents, potions, etc.;
these will not be provided by the guild, and you are expected to have them.
4. Anyone not present, away from keyboard or ill prepared come time to
begin will be replaced.
People not having enough money, adequate equipment or supplies are a common
cause of friction during play sessions. While players often do not vocalize their disap-
proval of unprepared teammates, thus performing emotional labor, sometimes these
transmutations fail:
How come you don’t have money for repair and pots? I mean, don’t you do
your dailies???
Most players, who have finished the leveling process, make an effort to complete
some daily quests during their playing sessions to make some money. One player can
complete 25 daily quests every day, and it is not uncommon to see players logging in
only to complete some of them in order to be ready to raid in the future:
6
An entry level instance when the level cap was 70.
The Managed Hearthstone: Labor and Emotional Work in the Online Community 173
Man, these dailies are so freaking boring. I don’t have time to play, so I just
log to do them before I go to bed so I have money
During raids leaders monitor players’ by using third party add-on software, such as
Recount, which reports data on the work performed by each individual – not unlike
various supervisory applications in work environments (For a longer discussion of
monitoring performance, see Taylor [32]) . Communication is often through VOIP
(voice over IP) software, because typing in traditional chat slows down the raid pro-
gression and does not allow quick commands when plan modifications are necessary
during an encounter. However, most guilds restrict the use of the voice channel to the
raid leader and select officers. Players are expected to leave their computers only
during designated breaks. The use of technology to completely monitor performance,
restricted communication and control of break time clearly resemble the Taylorist
organization of work discussed by Braverman. For someone who is not playing the
game, this sounds restrictive. However, players usually do not resist the organization
of raids; this is the most effective way to achieve the goal which is to defeat bosses in
the instance and upgrade one’s equipment from the looted goods.
While the distribution of acquired goods is often highly structural (for instance raid
members with immaculate attendance history receiving priority over more casual raid
members), loot distribution is also primary example of emotional transmutation
within World of Warcraft. Guild and raid rules often control emotional display, thus
players are discouraged from excess chatting during the process. Players encourage
positive emotional display (however mechanical it might be). Congratulations are an
expected response to new equipment /items received from the raid leader7. One could
argue that this maintains group solidarity. On the other hand, the display of disap-
proval is often forbidden as this guild memo demonstrates:
If you want to continue to raid with [Guild], be a pleasant person to have in
a raid. Don’t forget the primary reason to be there is for the fun and
challenge, the loot is a bonus. By joining any of our raids, you accept our
looting policy and any disputes should be addressed in private chat after the
raid. If you have any issues during the raid, suck it up!
Most guilds attempt to establish a steady raid schedule during the week so members
can coordinate their life and make raids. However, for raid leaders the pressure of
showing up ready to deal with the demands of managing a large group of people is
enormous. The play experience starts to shift towards an obligation, as this female
player explained:
I mean I never have fun anymore. I used to. But it is so repetitive and the
drama. I’m not even a raid leader anymore - it was frustrating. People not
showing up on time and stuff. Drama before, during and after the raid. Peo-
ple not listening. So yea, it totally feels like work. Especially on my main.
One of the reasons I started leveling this shaman is to escape that. Yea,[she]
is fun.
7
Raid leaders are usually the designated Master Looters controlling the distribution of acquired
items.
174 A. Lukacs, D.G. Embrick , and T. Wright
Besides the emotional burnout, players reported that the time intensiveness of partici-
pating in end-game raiding (the third shift) interfered with their work (first shift) or
family obligations (second shift):
“I left [guild]. I just got a baby and was unable to make the raid times
regularly. Kind of sucks - I had a lot of friends in the guild, but I cannot play
with them, unless I make the raids. […] Pretty funny actually: I used to not
get sleep because of raiding. Now I haven’t slept since Wednesday [three
days] because of the baby”
In extreme cases, the demands of being a citizen of Azeroth is so overwhelming and
the grinding, labor and repetitiveness of playing becomes such a burden that players
actually leave the game. This is a further example of emotional labor for people leav-
ing and remaining in the game as well:
Mak: Anywho, I’m just not enjoying wow any more. I mean im sitting at the
bottom of SW [the abbreviation of a city] cannal (sic) for the past 20 mins
Fish [Guild Leader]: Sorry to hear that
Mak: It’s like absolutely 0 fun, so I’m leaving, not worth my money. The 19th
is my last day before my next pay period [when the players’ subscription
expire]. I’m sure you’ll all live.
Oghan : OMG
Oghan: NOOOOO
Mak: YEEES
Acker: What are you doing with your account?
Mak: Either keeping or selling.
Oghan: I buy it with ingame gold. Lol.
Mak: %~&} that! Cash only, no imaginary $*!^!
Fish: Don’t worry Mak, I will get you to have fun again.
Mak: doubtful.
Fish: If you are leaving, leave me ur accounts and ill lvl u to 80.
Mak: And it’s not even leveling, it’s just the whole game.
Elwis [logging on]: who is leaving?
Mak: me
Elwis: nooooooooo not my bestest best friend
Feron: Why is wow no longer fun Mak?
Mak: Quests are all the same, bosses are all the same, pvp is the same. It’s
just old.
Thus, the journey in a virtual world which is designed to have infinite possibilities
comes to end. No matter how many new continents, quests or raid dungeons are in-
troduced, the basic game mechanic is static. A player performs work to be able to
experience end-game content, work to be ready to raid, perform emotional labor to
mitigate conflict within the guild and during raids, than start it over again. Maybe
play continues with a different character, maybe on a different realm or even a differ-
ent game. Of course, one can always return: the characters are waiting to be resur-
rected through a monthly payment of $14.99.
The Managed Hearthstone: Labor and Emotional Work in the Online Community 175
This paper demonstrates the inadequacy of analytic models that rely on a work/leisure
dichotomy within persistent multiuser online game environments. While players’
narratives and vocabularies might not always frame game participation in terms of
work, our ethnographic data and follow-up interviews revealed that the metaphor of
labor is, indeed, useful at understanding user experiences within virtual realms. While
previous research suggests that different game servers, especially in Europe (Taylor
[32]) show considerable variability, we did not find any significant cross-server dif-
ferences regarding labor and emotional work.
We showed that the leveling process is not only a source of fun, but also progres-
sion of work toward a final goal. Players join guilds during their leveling for help,
support and community. Yet membership in these groups is exceedingly unstable.
End-game guilds are organized more hierarchically. Guild raids demonstrate more
thorough regulation of labor; the process of control is key in successful groups. Guild
officers and raid leaders often possess the technical skill and game expertise to control
the play session with help from various add-ons to monitor individual performance,
which is broken down into particular tasks. Group play is controlled through textual
codes and unwritten customs: the length of the encounter, communication and breaks
are regulated. Players are expected to do their “homework” by spending considerable
time preparing for these gaming sessions.
Conflict within guilds and raid groups is inevitable, yet it is kept under control
through the process of emotional labor. Management of feelings is an essential part
of participating, which explains the taxing nature of online play. Emotional trans-
mutations are expected from the players to maintain solidarity and avoid conflict.
However, sometimes these transmutations fail causing frustration and frictions.
The symbiotic relationship of the mechanical structure of play and the emotional
investment of guild members ensures success. Either the breakdown of the work
process or the displaywork could lead to an abrupt end of the play session,
break-up of guilds or players leaving end-game content or the game environment
altogether.
We maintain that modern virtual realms are simultaneously play and work envi-
ronments: to make the distinction between the two is counter productive. The blurring
boundaries between work and play raise interesting questions not only about the na-
ture of gaming in the 21st century, but also about the nature of work and its changing
relationship to leisure. In his speculative nonfiction, Edward Castronova [33] pro-
poses that virtual worlds will in fact change the workplace: people would expect
smaller immediate rewards for their work, established authority structures would be
challenged and replaced by voluntary team effort. Obviously, these are ongoing proc-
esses in certain middle-class professions [34]. Yet, we are extremely skeptical that
participation in online virtual environments alone will pose a significant threat to
established stratification systems. Further research is required to fully understand the
underlying mechanisms.
176 A. Lukacs, D.G. Embrick , and T. Wright
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Human Rights and Private Ordering in Virtual Worlds
Olivier Oosterbaan∗
1 Introduction
With the advent of online virtual environments in general, and online virtual worlds
and games in particular, the question arises in what way human rights need to be
respected in such environments. Is there, for example, a right not to be discriminated
against within such an environment on the basis of race or sexual orientation? And,
does the principle that everyone is free to express their views also apply within such
environments?1
∗
Partner, Create Law, Amsterdam. This paper is adopted from a 2006 contribution: “Bescher-
ming van mensenrechten in een virtuele spelomgeving. Een verkenning van nationaal- en
internationaal-rechtelijke aspecten” (Protection of Human Rights in a Virtual Game Environ-
ment), to the volume “Recht in een virtuele wereld: Juridische aspecten van Massive Multi-
player Online Role Playing Games (MMORPG)” (Law in a Virtual World: Legal Aspects of
Massively Multiplayer Online Role-Playing Games (MMORPG’s)), A.R. Lodder, Ph.D., ed.
(Free University Amsterdam, School of Law, The Netherlands). With kind permission from
my co-authors J.V. van Balen (Lawyer at Versteeg, Wigman, Sprey, Amsterdam) and M.M.
Groothuis, Ph.D. (Leiden University, School of Law, The Netherlands). Any errors and om-
missions are the author’s.
1
While this paper takes The Netherlands as guiding jurisdiction, the principles discussed most
likely apply in other jurisdictions as well.
F. Lehmann-Grube and J. Sablatnig (Eds.): FaVE 2009, LNICST 33, pp. 178–186, 2010.
© Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering 2010
Human Rights and Private Ordering in Virtual Worlds 179
What actions within virtual environments are relevant from a human rights perspec-
tive? In order to answer that question two relevant characteristics that almost all vir-
tual worlds, if not all virtual environments, share, can be identified.
The first characteristic is the possibility to create an avatar (an online persona,
character, or representation). It is important to note here that each particular avatar is
commonly the representation of one particular person in real life. And, depending on
the particular setting, an avatar in a virtual environment may take a human or non-
human form. (Very much like in Hinduism.)
The second characteristic is the possibility for communication in a virtual
environment. This communication may be temporary, such as chat or voice commu-
nications, or less temporary, such as a forum, or in-game newspapers or magazines,
180 O. Oosterbaan
similar to the BBS (Bulletin Board System) of old. In addition, such communication
may be directed at one participant, or at a group or a number of participants in the
virtual environment. Finally, sometimes participants know who the actual person
(IRL) behind the avatar is, but usually they do not.
From a human rights perspective, these characteristics, or elements, are important:
with them, you can act and be present within a virtual environment in a way that is
relevant to such human rights as freedom of expression, and the right not to be dis-
criminated against: rights that come into play.
The application of previously existing rights to new technologies has been, and is, a
topic of discussion in many jurisdictions. To take The Netherlands as an example, in the
mid-nineties, when the use of the Internet and the Web greatly increased, it was a topic
of debate among local Internautes and legal scholars alike whether the law in general
and human rights in particular applied in a virtual (or digital) environment. This discus-
sion would, for example, look at the question of whether putting a picture of a person
online without that person’s permission amounted to a violation of that person’s privacy
rights or not? Today, more than ten years later, there is little discussion about whether
the law, and in particular human rights, also applies in a virtual environment. There is
no online free-for-all.2 The legal debate at the national and international level is now
more about how legal standards, including human rights, should be interpreted when
applied to online environments; and on whether additional standards –specifically di-
rected at the online environment sphere– are possibly required.3
The doctrine of horizontal effect of human rights is important in connection with
the legal relationship between a virtual environment operator and the real-life partici-
pants. To take again The Netherlands as an example, human rights in this jurisdiction
have only direct effect in the relationship between governments and citizens (vertical
effect). Although there is no direct effect in relations between citizens, the norms and
standards contained within human rights texts and treaties may play a role in the col-
oring-in of open legal (tort) norms and terms such as the duty to act in good faith and
the duty of care. In a court of law a judge may, when weighing the competing inter-
ests of the litigant parties, take such an interest to be the protection –for one, or for
each litigant– of a human right, resulting in an indirect horizontal effect of human
rights between private parties.4
2
See generally, on the rights of players, Raph Koster, Declaring the Rights of Players, 2000,
available at http://www.raphkoster.com/gaming/playerrights.shtml, in which article Koster calls
for a kind of “benevolent dictator” to protect the natural rights of players in a game environment.
3 See generally, on the protection of human rights in virtual environments, the UN Declaration
of Principles for the World Summit on the Information Society (WSIS), 12 December 2003,
Document WSIS-03/GENEAVA/DOC/4-E, http://www.itu.int/wsis/documents/index.html
(visited 1 March 2009); Declaration on Human Rights and the Rule of Law in the Information
Society of the Committee of Ministers of the Council of Europe (CM(2005)56 final, 13 May
2005): https://wcd.coe.int/ViewDoc.jsp?id=849061 (visited 1 March 2009).
4
See generally, on these competing interests, Jack Balkin, “Virtual Liberty: Freedom to Design
and Freedom to Play in Virtual Worlds”, 90 VIRG. LR 2043 (2004), where Balkin dubs these
competing interests “freedom to play” and “freedom to design”.
Human Rights and Private Ordering in Virtual Worlds 181
5
See also, ECHR, Perrin v. United Kingdom 18 October 2005, European Human Rights Cases
2006, ep. 2, 7 February 2006, pp. 112-119, with a note by Groothuis, where the Court, in con-
nection with a case regarding a convicted pornographer, in addition to confirming that Article
10 ECHR also offers protection for acts of expression (pictures in that case) on the Internet,
also seemed to make a distinction between different forms of online communication, whereas
Perrin had put online pictures on a publicly available website (as opposed to a website with
limited access). Consider here also the fact that many online environments only use the
(TCP/IP layer of the) Internet for server-to-client communication but are not as publicly
available as a website.
6
See differently, Tal Zarsky, Privacy and Data Collection in Virtual Worlds, in STATE OF PLAY
– LAW, GAMES AND VIRTUAL WORLDS (Jack M. Blakin and Beth Simone Noveck eds., NYU
Press, 2006), pp. 217-223, at p. 222, where Zarsky argues that whereas such closed gardens
and “playful” settings enhance privacy concerns in virtual environments, the legal standards
applied to Terms of Use agreements governing virtual environment should be more protective
compared to those for ISPs and other Internet applications.
7
See generally, Edward Castranova, The Right to Play, 49 N. Y. L. SCH. L. REV. 185 (2004), pp.
185-210, 2004, at pp. 188-193, where Castranova, quoting Johan Huizinga, draws a distinc-
tion between play within the “Magic Circle” and common behavior outside of the Magic Cir-
cle, before arguing for codifying the boundaries of the Magic Circle. In my opinion, insofar
Castranova argues for a binary choice of “game” vs. “non-game”, this is a choice that cannot
be made, and does not need to be made.
182 O. Oosterbaan
In conclusion, within virtual (game) environments, the duty to act in good faith and
the duty of care are colored in, amongst others, by the indirect horizontal effect of
human rights. Where, in this sense, human rights should be respected within a virtual
environment, the question remains how and to what extent a participant in such envi-
ronment –and possibly other individuals and groups outside of the virtual environ-
ment– can uphold such rights, either by acting against another participant in the vir-
tual world, or against it’s operator. In the following paragraphs, the possibilities for
legal actions are discussed for two human rights that often play a role in virtual envi-
ronments: the freedom of expression, and the right not to be discriminated against.
(And, for the avoidance of doubt, it always regards the direct protection of the human
rights of natural persons; their on-line personae have no rights.)
Within virtual environments there are a number of options to express one’s view via
one’s in-world (or in-game) character. Especially in environments with a visual inter-
face, the ways are myriad. Chat or voice communication is one, but one may also put
up images in a virtual environment (cf. to a BBS posting with an attachment) or pub-
lish an in-world newsletter. If one participant finds such expression illegal, he or she
may complain to the moderator (or Game Master in the case of a game) as the first
point of contact, acting on behalf of the operator of the environment.8 The moderator
can then proceed to remove the expression and/or deny the player in question access
to the world, either temporarily or permanently.
8 Automated filtering through blacklists is disregarded here, although a point may be made that
this amounts to preliminary censorship. However, the same counter-point made elsewhere in
the paper applies here as well: the virtual environment is a private one.
9 The liability exemptions for ISPs (mere conduit, caching and hosting) from the EU eCom-
merce Directive (Directive 2000/31/EC of the European Parliament and of the Council of 8
June 2000 on certain legal aspects of information society services, in particular electronic
commerce, in the Internal Market, OJ L 178, 17.7.2000) most likely do not apply here,
whereas it is uncertain that the service that the operator provides is an ‘information society
service’ (“any service normally provided for remuneration, at a distance, by electronic means
and at the individual request of a recipient of services”) under the Directive since it regards
information that the participant wants to provide through the infrastructure of the operator,
like a telephone service almost.
Human Rights and Private Ordering in Virtual Worlds 183
operator. The later interest can be, for example, the interest to protect the good opera-
tion or atmosphere of the world, which may include an interest to act against in-game
discrimination.
If the operator does not correctly apply the above-mentioned standard of care, the
removal of (an expression of) a participant from the world, the participant whose
freedom of expression within the environment is limited may possibly have an action
(based on tort) against the operator. What is then the (unwritten) standard of care that
the operator must apply here? The obligation not to limit unnecessarily another per-
son’s freedom of expression follows from the (indirect) horizontal effect of the human
right of freedom of expression. This standard is likely set less high than IRL, because
of the closed nature of the virtual world, and because of the participant, more often
than not, having accepted terms of use. Consequently, because of the closed nature of
a virtual environment it is possible that more is allowed in-world than IRL. However,
the converse may also hold true: if the virtual environment knows a setting more
utopian than ours, the standard may be that less is allowed.
In addition, where the participant has agreed to Terms of Use, these terms often
contain certain provisions on what type of behavior is and is not allowed. These
terms, and any restrictions they may contain, naturally vary from environment to
environment. It is entirely possible that a set of Terms of Use contains no provisions
on limiting expressions within the environment. If this is the case, it can be argued
that a participant would not expect a limitation of his or her expression to be done
lightheartedly. It bears notice here that many Terms of Use contain catch-all provi-
sions that allow the operator a wide discretionary power vis-à-vis the participant,
including the power to remove certain in-world expressions and the power to correct
certain behavior, for example by removing the participant from the world.10
Because of the above, and because of the relatively weak (indirect) effect of human
rights in a “horizontal” relationship between private parties, it can be argued that the
operator has a large discretionary space in taking the decision whether or not to limit
the freedom of expression of a virtual environment participant.11
If a participant would begin a tort action against the operator, on the basis of the
operator acting as censor, a Dutch court can be expected to balance the interests of the
participant to express his or her views freely against the interests of the operator to
10
For example, the User Agreement of Sims Online from Electronic Arts (http://www.ea.com/
official/thesims/thesimsonline/us/nai/info.html) contains the provision that: “[Electronic
Arts] reserves the right to terminate the Sims Online service after 90 days notice.” Whether
such terms are enforceable under consumer law is a question that falls outside the scope of
this paper.
11
See also, the 2008 Human rights guidelines for online games providers of the Council of
Europe (H/Inf (2008) 8) in which the Council remarks, in connection with removing gamer-
generated content, that “Acting without first checking and verifying may be considered as an
interference with legal content and with the rights and freedoms of those gamers creating and
communicating such content, in particular the right to freedom of expression and informa-
tion”, pp. 6-7.
184 O. Oosterbaan
run the environment.12 This balancing takes as a background the applicable standards
of care for the operator. My assessment is that this balancing by the court –because of
the relatively weak requirement on the operator alone, and the unique characteristics
of a virtual environment that make the indirect horizontal effect weaker still— will
not easily fall in favor of the participant. Consequently, I consider the likelihood of
success of a tort action by a participant in a virtual world against an operator for cause
of the operator limiting the in-world freedom of expression, to be very small.
12
See also, ECHR, Appleby and others v. United Kingdom. 6 May 2003, where Appleby and
others protested against them not being able to express their views inside of a privately
owned shopping mall. In Appleby, the Court, in an obiter dictum, considered that: “While it
is true that demographic, social, economic and technological developments are changing the
ways in which people move around and come into contact with each other, The Court is not
persuaded that this requires the automatic creation of rights of entry to private property
[…].” Where […] the bar on access to property has the effect of preventing any effective ex-
ercise of freedom of expression or it can be said that the essence of the right has been de-
stroyed, the Court would not exclude that a positive obligation could arise for the State to
protect the enjoyment of the Convention rights by regulating property rights.” (Par. 47.) The
property rights concerned in our case would be those of the operator to its infrastructure.
13
For the avoidance of doubt, it is the discrimination of a natural person that is discussed here;
discrimination of an online character (avatar) is not possible.
14
http://www.eurogamer.net/article.php?article_id=62493; see also http://www.pressbox.co.uk/
detailed/Internet/Discrimination_Surfaces_in_World_of_Warcraft_49114.html.
15
See, for example, Daniel Terdiman, Wired, 3 November 2004, http://www.wired.com/news/
games/0,2101,65532,00.html.
Human Rights and Private Ordering in Virtual Worlds 185
themselves who had made the NPC.16 An example of what normally amounts to dis-
criminatory behavior being acceptable since it is in a virtual world and follows the
story-line of such world? Also striking here was that the Terms of Use of A Tale in
the Dessert allow this kind of behavior, or at least do not prohibit it.
If we confine ourselves to the participants (or third parties outside of the virtual envi-
ronment) who are discriminated against: who can they take action against? First, there
is a possible action against the discriminating participant. Second, the participant may
have an action against the operator of the world if the operator –on request or of own
volition– does not promptly and adequately remove a discriminatory expression or
discriminating participant from the world. Third, the discriminated participant may
have an action against the operator to retrieve name and address records for the dis-
criminating participant, if such data is not already known to the requesting participant
by other means, such as the participant him- or herself having previously shared such
information in-world.18
The first mentioned action, although relevant for society, is not any different be-
tween the context of a virtual environment and any other case of discrimination be-
tween citizens IRL.
What about the second action mentioned? For an action against the operator, where
the participant asks for an expression to be removed from the environment the
16
Id. “But the trader was actually a non-player character controlled by the developers to inten-
tionally start a controversy in a virtual world they feel is sometimes too polite.”
17
Under Dutch penal law, for example, intent on discrimination of a specific individual is not
an element. (See Articles 90quater and 137c Dutch Penal Code.).
18
The latter action is not further discussed in this paper.
186 O. Oosterbaan
5 Conclusion
In conclusion, human rights do apply in virtual environments but their normally al-
ready limited effect on legal relationships between private parties is further lessened
by mainly three important characteristics of virtual environments. First, such
environments are private worlds, where they are almost always operated by private
parties, and there is an amount of private ordering that occurs. Second, such environ-
ments are semi-private worlds where what happens in the world becomes not always
(widely) known outside of the world. Third, elements of play within such environ-
ments may mean that participants are not always who they seem they are, and that
actions from participants should not always be taken literal.
Investigating the Concept of Consumers as
Producers in Virtual Worlds:
Looking through Social, Technical, Economic,
and Legal Lenses
1 Introduction
Creators of virtual worlds are facing many technical challenges (e.g., scalability,
data persistence, consistency, latency, content protection, or security). But be-
sides addressing the underlying technology and infrastructure to operate a virtual
world successfully, business, policy, and legal challenges are equally important for
success. Examples of important issues that need to be addressed are customer re-
lationship management, Web portals for game-supporting functions (e.g., player
matching), revenue models, or terms of service (ToS) agreements. Besides these
out-of-world issues, there are also in-world issues to address such as offering a rich
and immersive experience that keeps users engaged, game physics, trading mech-
anisms, and rules of the virtual economy. Within this environment, consumers as
producers is another critical aspect that needs to be factored in by operators.
F. Lehmann-Grube and J. Sablatnig (Eds.): FaVE 2009, LNICST 33, pp. 187–202, 2010.
c Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering 2010
188 H.M. Kienle et al.
2 Consumers as Producers
A central concept that transforms the Internet is CasP [1]. It most visibly drives
social network sites like Facebook, YouTube, Flickr, and Twitter [2]. A common
characteristic of social network sites is that there is an emerging culture shaped
by social interactions of its members in a virtual environment. Members in this
culture are not only passive consumers of information, but actively engaged in
producing information themselves. Besides the Internet, virtual worlds provide
an infrastructure that fosters—or at least enables—CasP. In a report of the
Federal Trade Commission on a major hearing in November 2006, CasP was
Consumers as Producers in Virtual Worlds 189
identified “as one of the most important developments of the past few years,
and one which will likely dominate the coming decade” [3].
CasP is in stark contrast to the established model of mass media, which is
based on the notion of relatively few but large, commercial producers who sell
content to a mass audience. In this model, content is offered for consumption but
there is no incentive for the producer to encourage or allow the consumers to cre-
ate derivative works (i.e., remixing). Since content is created and distributed by
a few, production and distribution is relatively centralized and easily controlled
[4]. In contrast, CasP is highly decentralized and uncontrolled, and embedded in
the Internet’s borderless communication infrastructure. The concept of CasP is
addressed in different ways by different researchers using different nomenclature.
Kazman and Chen use the term crowdsourcing [5], Pearce talks about emergent
authorship [4], Reuveni says users are conducers [6], Toffler coined the term
prosumer (i.e., a contraction of producer–consumer) [7], etc. In the following
discussion we will stick to CasP.
The following sections survey the concept of CasP and explore it with four
distinct lenses: technical, social, economic, and legal. We argue that each of these
perspectives severely impacts virtual worlds—more precisely, the stakeholders of
virtual words. In the following discussion we mostly focus on virtual worlds and
two major stakeholders, users and operators.
the Uru culture were re-created in There.com and Second Life (e.g., a commu-
nity center with a central fountain and Uru-style architectural elements). Uru’s
lead artist became one of the top developers of There.com and Uru’s members
founded the University of There. As a result, Uru’s players “made major contri-
butions to the There.com community, and eventually became fully integrated,
while still maintaining their group identity” [8, p. 107]. However, in the be-
ginning Uru members had to keep up with incidents of griefing by established
users.
The user’s avatar represents an individual within the virtual world’s society.
Users typically have the option to determine the looks of an avatar and to con-
tinuously change it. This is a rudimentary example of the concept of CasP. Uru is
an example of a virtual world that offers basic customization by selection from
a limited number of options to determine hair styles, facial features, clothing
items, etc. Uru has no class system and avatar choices do not influence skills.
Hence, the user creates the avatar solely based on the desired looks. Interest-
ingly, Pearce has found that the evolution of an avatar is not only the result
of the user’s individual desire, but instead that the formation of avatar identity
“evolved out of an emergent process of social feedback” [8, p. 69].
When Uru’s players looked for a suitable new world, one important goal was to
replicate avatars as faithfully as possible. Furthermore, expressiveness of avatar
animation was seen as important. In contrast to Uru, There.com and Second Life
enable more advanced avatar design. This made it possible to create Uru-style
clothing. Another example is the Relto in Uru, which is an avatar’s home base
in the form of a small adobe cottage. In Uru, the user cannot design the Relto,
but in There.com and Second Life users created their own interpretations of the
original Relto. Ondrejka observes that users of virtual worlds have the tendency
to specialize [9, p. 92]. Some users act as project leaders, while other specialize
in aspects of artifact construction (e.g., textures or scripting). As a result, if the
virtual world allows it, such as in Second Life, larger-scale construction is often
an in-world social activity involving intense collaboration [8, p. 155ff].
The case of Uru illustrates well that a virtual society enables CasP at several
levels. This is most obvious in the users’ creation of avatars, clothing, Relto and
other (cultural) virtual artifacts. Not so obvious is that production happens via
exploration of the virtual world and via interaction with avatars and objects
within the world. Pearce argues that the role of the operator of a virtual world
is to create “context” rather than content [4]. This is perhaps most apparent
in virtual worlds like There.com and Second Life that provide context in the
form of “world rules” (e.g., the physics of virtual objects), but leave it to the
users to populate the content and to explore, interact, and utilize the rules
and architecture of the world. Ondrejka argues that operators should leverage
the “desire of people in general to express themselves through creation and
customization. . . . People want to be perceived as creative by customizing their
surroundings. People want to have their moments on the stage. In many cases,
it seems that users are just waiting for access to the right tools” [9]. This holds
for both in-world and out-of-world content.
Consumers as Producers in Virtual Worlds 191
4 Technical Lens
The technical lens emphasizes challenges to meet the functional and non-
functional requirements of virtual worlds. CasP has a negative impact on some of
these requirements in the sense that it increases the technical difficulties to satisfy
them. Furthermore, the design, implementation, and maintenance of a virtual
world requires different approaches compared to the traditional approach of en-
gineering software systems [10]. Software development for crowdsourced systems
that enable CasP is characterized by a bifurcated architecture (consisting of a rel-
atively stable kernel and a not-so stable periphery), and needs to accommodate
“perpetual beta” and “always on” [5].
Humphreys points out that in computer games “players have developed new
objects to be imported into the game, new ‘skins’ that make characters or ob-
jects in the game look different, new AI (artificial intelligence) characters to play
against inside a game, and even new games using game engines from existing
games” [11]. To allow CasP on a larger scale, a technical infrastructure needs to
be in place that supports the effective creation of content by users.2 The Sims
was perhaps the first mass-market game that released tools to users so that they
could easily create content (in this case, domestic goods such as furniture). As a
result, 80–90% of the content has been created by players [9] [11]. Machinima is
an example of out-of-world content produced by users, which leverages the game
engine itself, supporting tools (e.g., level editor), and possibly game-related con-
tent such as backgrounds and characters. Machinima is typically sanctioned or
even encouraged by the game operator. Second Life supports content generation
with in-world tools and scripting capabilities with the Linden Script Language
(SLS). SLS is an event-driven language that can be used to control behavior of
objects and avatars. Building of new objects is done with atomistic construction
(i.e., building of larger and more complex creations out of basic building blocks)
[9]. In Second Life, the basic elements—called prims as in primitives—are geo-
metric shapes such as box, tube, sphere, or torus.
The functional requirements for a virtual world primarily address the fea-
tures of the world. For example, an important decision—that greatly affects the
design—is whether the world uses bitmap or vector graphics. Another important
requirement is the viewpoint and representation of geometric data in 2D, 2 1/2
D, or 3 D. Other functional requirements address the in-world experience such
as whether objects are solid or not (implemented with collision detection) and
whether objects adhere to physical laws or not (implemented with the physics
engine). Non-functional requirements of virtual worlds address quality attributes
such as availability, scalability, persistence, and privacy [12]. That these require-
ments are difficult to meet is illustrated by recurring server outages, scripting
vulnerabilities, inconsistencies, duping, and content loss in popular virtual worlds
2
If the operator does not provide an infrastructure for users, they will work around
this limitation as best as they can. This is illustrated by mods (e.g., Counter-Strike,
based on Half-Life) [11], and elaborate strategies to decorate homes in Ultima Online
(e.g., building a piano out of items such as cloth, desk, and chessboard) [9].
192 H.M. Kienle et al.
[13] [14]. To scale virtual worlds to larger user bases and many in-world objects,
techniques such as shards (e.g., World of Warcraft) and tiling (e.g., Second Life)
are used.
Functional and non-functional requirements determine the extent to which
the concept of CasP is possible. A fixed synthetic world offers no or little oppor-
tunities for user-generated content. In contrast, a co-constructed word that is
based on vector graphics and scriptable behavior such as Second Life gives users
the freedom to create content in the form of virtual objects, textures/skins, and
sophisticated object behavior.
CasP directly impacts scalability. While fixed synthetic worlds can handle sev-
eral thousands of users per server, Second Life can accommodate only about 40
users per server [12]. For fixed synthetic worlds most game content (i.e., object
geometries, textures, animation attributes, collision parameters, and placement
in the world [14]) can be pre-installed on the client; in co-created worlds most
content data needs to be downloaded from the server to the client, significantly
increasing the network load. As a result, co-created worlds typically exhibit less
detailed graphics and smaller view peripheries. Comparing World of Warcraft
and Second Life, Symborski found that Second Life required more than 20 times
the bandwidth load [14]. Even though data can be cached, since the content
is dynamic—users can continually create and modify objects—it needs to be
checked for staleness and accordingly updated. This problem is further exacer-
bated by the fact that “in practice, user-created objects are massively clustered
together,” which can lead to incomplete rendering and inconsistencies in the
world, causing strange avatar-world interactions [14] [15].
Another challenge of CasP is that content generated by the user is not op-
timized for the technical infrastructure of the virtual world because users have
neither the information nor the expertise to do so. In fixed synthetic worlds con-
tent can be tested and optimized by the operator so that it “looks good and is
rendered at interactive rates” [12].
money has another consequence: “users would want to own their creations” [9].
This issue is discussed in the next lens under virtual property.
as yet unresolved.3 Lastowka and Hunter have argued convincingly from the legal
perspective that virtual items could be treated like real property [18]. Bartle has
raised concerns about the impact of virtual property from the perspective of the
game developers [17]. A key legal consideration is that virtual property resembles
real property in its rivalrousness, persistence, and interconnectivity [23]. More
precisely, virtual property has these attributes if the virtual world’s architecture
chooses to do so, but this is typically indeed the case. Not surprising, there are
court cases that have treated virtual property as real property. Operators have
argued that since they own the IP of a virtual item, they should be the ones to
control it (e.g., forbidding users to sell these item). On the other hand, IP law
already recognizes the distinction between the copy of an item (e.g., a book) and
the copyright on that item (e.g., the copyright in the book)—and this distinction
directly translates to virtual items [23, p. 1632]
Besides the laws that directly regulate virtual worlds, there is also the con-
tract between the world’s operator and the users of that world in the form of ToS
and end-user license agreement (EULA). Operators typically try to keep control
over the virtual world to the extent that supports their business model. For ex-
ample, World of Warcraft’s ToS claims ownership of player accounts and since
users have to agree to “no ownership rights in account” the gateway to their
virtual assets can be rendered inaccessible “for any reason or for no reason.”
On the other hand, operators may allow certain forms of user-generated con-
tent and make that explicit in their contracts. World of Warcraft allows users
to create machinima under certain conditions (e.g., non-commercial and “T”
rated). Contracts between the operator and users come with legal uncertainty.
An unbalanced policy that is not freely bargained and that puts users at a clear
disadvantage increases the operator’s risk that courts will find unconscionable
conduct—and as a result may refuse to (partially) enforce the contract [28].
Consumer protection law is another area that impacts virtual worlds [16].
Under certain conditions CasP may have to comply with consumer protection
laws. This has an impact, for instance, on advertising. Conversely, under certain
conditions users may be treated as consumers under the law and may claim
consumer-style protections. For example, Bartle points out that if an operator
is selling virtual items and these items are treated as virtual property then users
“can expect the same kind of security that they get under regular consumer
protection laws” [26].
7 Discussion
Table 1 exposes the tradeoffs (i.e., opportunities and risks) of CasP for both users
and operators. For the social lens, CasP enables users to shape their own culture
3
When we speak of property, we do not necessarily apply it strictly in a legal sense (as
the notion of property depends on the legal system and its philosophical underpin-
nings), but rather use it to refer to a legal position that, inter alia, grants its holder
an exclusive position vis-à-vis third parties, including the right to use, to transfer,
and to commercially exploit the “property.”
196 H.M. Kienle et al.
(e.g., via creating artifacts or in-world games), which increases the user’s sense
of belonging to the virtual world and helps the operator to retain customers.
On the downside, user-generated content can prompt griefing or other forms of
harassment since users expose their culture and values via their creations. As a
result, operators may find themselves in a mediating position between different
user groups (even though presumably they do not want to be involved) [8, p. 102].
For the technical lens, since user-generated content requires skills such as
scripting and graphics design, users can distinguish themselves through their
technical and artistic expertise. Operators can establish technological leadership
via the supporting infrastructure that is required for user-generated content.
On the other hand, this technical infrastructure is more complex and based
on novel technology, increasing the risk of security vulnerabilities. Also, this
infrastructure requires more computing resources on both the client and server
side (cf. Section 4).
For the economic lens, the user has the incentive of making money from the
virtual world, but this also comes with the risk of losing money by circumstances
that are beyond the user’s control (e.g., because of changes made by the operator
to the virtual economy). The operator can participate in the virtual economy
(e.g., via “taxation”) and can derive revenue from it (cf. Section 6). However,
there is the risk that the virtual economy collapses and with it the operator. Since
users are creating most of the content, operators have to spend less resources on
content creation themselves.
For the legal lens, treating virtual items as real property strengthens the
position of a user against other users (e.g., in the case of theft) or the operator
(e.g., in the case of content loss). Operators can also try to claim ownership
of virtual items created by users (based on the ToS). Acknowledging virtual
property reinforces the legality of practices such as gold farming and third-party
trading platforms. Thus, virtual property does not necessarily align with the
interests of users and operators. Generally, the current situation is characterized
by great legal uncertainty, posing a risk for both user and operator (even though
both parties appear to be relatively unconcerned about this).
We believe that the identified lenses are a useful vehicle to understand and
analyze the concept of CasP and its implications better. While scholars have
opportunities/benefits risks/drawbacks
Lens
user operator user operator
social co-creator of better user griefing dealing with
emerging culture loyalty/retention offending content
technical technical/artistic technological complexity and vulnerability of
expertise leadership technical infrastructure
economic financial gain taxation, less devaluation of economic insta-
(e.g., asset sales) in-house content assets bility or collapse
legal claim to ownership and IP rights legal uncertainty (e.g., virtual
of virtual assets property, consumer protection, IP)
Consumers as Producers in Virtual Worlds 197
already analyzed CasP from individual lenses, they have not addressed CasP
holistically. In our discussion we have focused on each lens individually in order
to sharpen the discussion. However, it should be clear that there are interactions
among the lenses. A good example to illustrate this is virtual world architecture,
which is explained in the next section.
“Emergent behavior occurs when a set of rules interact in interesting and un-
expected ways to allow experimenters and innovators to create truly new cre-
ations” [9]. These “new creations” are typically not forseen by the operators of
the virtual world. While the operators define the architecture, the creations that
emerge from the rules and constraints of the architecture are not foreseeable.
Besides in-world emergent behavior there can be also an out-of-world emer-
gent economy. Emergent behavior can range from dropped items as decoration
for a wedding ceremony (Lineage) and the exploitation of a collision-detection
bug for hide-and-seek (Uru), to Buggy Polo (There.com) and D’ni Olympics
(Uru) [8] [31].
The fact that operators have total control over the in-world architecture means
that they can be seen as “gods” of the virtual world. The risks that users of
virtual worlds are facing have the following analogy: “In the real world, those
who make investments in a country expose themselves to uniquely ‘sovereign’
risks because of the danger that the government might alter the laws under
which they claim to hold assets” [32].
The more users have invested in virtual assets and have come to depend on
certain architectural features, the more likely that they will sue if they believe
that a change in behavior constitutes a misconduct on the side of the operator. In
this respect, operators are constrained by considerations of keeping users happy
and of legal implications. As a consequence, for the operator evolution of the
world becomes much more difficult. The basic problem is that any change—no
matter how insignificant it may appear—can have an unexpected impact on the
virtual world [17]. As a result, the value of a virtual item may decline or a virtual
weapon may be less effective.
To analyze further the concept of CasP, we are presenting the key issues discussed
so far and their interdependencies with the help of a sign-graph diagram as shown
in Figure 1. The diagram identifies the key variables or concepts of the system
under discussion and likely effects of changes (i.e., making interventions to the
system). The arrows between the variables are labeled with a plus or minus sign,
indication whether a change in the variable at the tail strengthens or dampens
the variable at the arrowhead.
The concept for CasP is given at the top of Figure 1. The extent to which
a certain virtual world enables CasP depends on many variables, but whether
they have a negative or positive impact on CasP is not readily apparent. For
example, are the kinds of users that the world attracts more likely to generate
content than others and under which conditions? Would a different set of prims
in Second Life change the amount of content produced and what gets produced?
Has Second Life’s policy of “patent peace” in its ToS an impact on content
Consumers as Producers in Virtual Worlds 199
consumers as producers +
−
+ + emergent behavior
technical simplicty
virtual property −
operators as gods
−
+
architectural evolution
production?5 While there are many such variables that cannot be taken into
account, there are several key concepts that expose important dependencies.
These are discussed in the following:
−
CasP −→ technical simplicity: CasP increases technical complexity and costs
because of issues such as scalability (cf. Section 4). Furthermore, the operator
has to invest in a technical infrastructure (e.g., tools) that encourages user-
generated content.
+
CasP ←→ emergent behavior: There are many examples how CasP fosters
emergent behavior. Conversely, one can also argue that any form of emergent
behavior constitutes an instance of the concept of CasP. Thus, there is a
positive feedback loop between both concepts, which is consistent with the
observation “that ‘emergence happens,’ regardless of the world type” [31].
+
CasP −→ virtual property: Once users are producing content, many of them
have the desire to own their creations. This is especially true if content cre-
ation happens within a virtual economy. Hence, CasP pushes for virtual
property and there are virtual worlds (e.g., Second Life) that are accommo-
dating this demand. However, even if the operator tries to discourage virtual
property (which is typically the case in MMOGs), there is a pressure towards
it because virtual assets can be converted to real money (cf. Section 6).
−
CasP −→ architectural evolution: Architectural evolution of virtual worlds
is complicated by CasP because any change of the architecture may invali-
date or alter the users’ content. For example, changing the specification of a
prim or removing one in Second Life would have unpredictable effects on the
5
Ginsu of Second Life says that “the patent peace provisions of our terms of service
are there to protect innovation, not to prevent anyone’s profit. We believe that
these terms will lead to better content, lower costs for everyone involved, and more
innovation and variety and experimentation and economic growth,” https://lists.
secondlife.com/pipermail/educators/2006-September/002634.html.
200 H.M. Kienle et al.
virtual world. The more user-generated content and the more important that
this content is for the experience of the virtual world, the more constrained
is the operator.
−
virtual property −→ operators as gods: Bartle argues that a consequence
of virtual property is that users are demanding from operators that their
property retains its value; this in turn “puts severe—perhaps impossible—
constraints on them” and thus diminishes their god-like status [26].
+
operators as gods −→ architectural evolution: If operators can make de-
cisions without any constraints imposed on them, they can act as gods when
it comes to the evolution of the virtual world. In practice, operators are con-
strained by legal considerations and regard for the user base. An example of
such as constrain is virtual property as discussed above. Note that virtual
property (indirectly) exacerbates the evolution problem because a change in
the architecture will invariably have an impact on the value of virtual as-
sets. Any change in the architecture will predictable make a number of users
unhappy, possibly prompting them to seek compensation via the courts.
This paper has addressed the concept of consumers as producers (CasP) with the
help of four lenses. The social lens perceives virtual worlds as a society that has
its cultures; the technical lens addresses how to design, implement and operate
a virtual world; the economic lens approaches virtual worlds as many-to-many
e-commerce that deals with virtual assets; and the legal lens encompasses laws
that potentially affect virtual worlds.
CasP is a potentially disruptive phenomenon that transforms how users and
operators perceive virtual worlds. It can be beneficially leveraged by operators
provided that they have the right strategy and business model. For users, it
can significantly enhance the experience of a virtual world, leading to a vibrant
society with rich emergent behavior. Thus, CasP can be a win-win situation for
both operators and users.
Each lens provides a complementary view of CasP. Operators should take each
lens into account when analyzing the impact of CasP on their virtual world. Op-
erators have to understand that “the more user-created content is not always the
better” [27] because it comes with risks as well as opportunities. For example,
there is significant uncertainty in the legal and economic area—and the interac-
tions between the two. Furthermore, user-generated content can be leveraged for
griefing and harassment. Thus, operators will have to carefully assess the rami-
fications of business models and virtual world architectures that aim to leverage
CasP.
Consumers as Producers in Virtual Worlds 201
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Author Index