| Between 1997 and
2000 Microsoft Research's
Social Computing Group built a platform for
the deployment of online 3D virtual worlds called the Virtual
Worlds Platform. Here we feature
projects and prototypes that Microsoft Research and others around the world built with the Virtual Worlds
Platform. If you are interested in building your own virtual world
there are several technologies available, and many are found on a list
at
http://www.web3d.org/x3d/vrml/. For further information please
contact timregan@microsoft.com.
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| Acknowledge Systems - The Electronic Mercantile
Exchange |
The Electronic Mercantile
Exchange was a prototype environment built by Acknowledge
Systems using the Virtual Worlds Platform. Acknowledge Systems
developed online environments for
the Financial Services Industry and worked with a major Futures
Exchange in the creation of this prototype. Among the features of
the environment were a collaborative research center and a simulated
trading floor that allowed users to take part in a multi-user mock
trading session, complete with 3D graphics and audio. Used for
marketing and education, the environment allowed visitors to see,
hear, and participate in simulations of these complex markets.
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| British Telecom - Ages Of
Avatar |
Created by BT's Advanced
Communications Technology Centre, the Illuminations Group
and the University of Nottingham together with BSkyB's [.tv],
Ages of Avatar taked the user on a multiuser journey through four virtual worlds that celebrated birth,
growth, power and spiritual enlightenment. It offered the exciting
experience of a new media form known as Inhabited Television and was run on the Web 24 hours a
day alongside [.tv] programs. Events in the worlds will be featured
regularly on [.tv], and many of [.tv]'s programs will be extended by
related discussions, concerts, games and dramas in the four worlds.
The four worlds are split into the 'ages of the avatar': starting in
the Kindergarten, moving to Behaviour Shift, a teenage world of
confusion and uncertainty, then becoming a tycoon in the Trade &
Power world, and finally reaching your Nirvana, a world representing
the age of spiritual enlightenment.
In the worlds you could fully interact with other inhabitants and
the world around you. As well as an interactive world where you
could communicate with other inhabitants in real-time, you could
leave messages for other users in the specially commissioned forum.
Also, you were be able to send virtual postcards from within the world to
friends in the real world. A sort of 'I wish you were virtually
here!'. And to make your virtual existence as pleasant as possible,
[.tv] were also be offering a range of online tutorials and factsheets.
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|
| Fred
Hutchinson Cancer Research Center: Social Support for Cancer
Patients |
Medical research shows that
social support contributes positively toward healing. Often, in the
real world, it is difficult for immune-compromised patients, their
families and caregivers, to meet with others easily. Working
together with researchers from the Fred Hutchinson Cancer
Research Center (the Hutch), Microsoft Research
designed, developed, deployed, and evaluated the effects of an
online social support virtual world for Hutch patients, their
families and caregivers.
Available Media:
Download a 36Mb MPEG File and view offline
View a Powerpoint presentation about HutchWorld
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|
| Georgia Tech MediaMOO 7th Birthday Online
Symposia |
On March 20th, 2000, Amy
Bruckman and Carlos Jensen of the Georgia Institute of Technology
hosted an online symposia celebrating MediaMOO's 7th Birthday.
The topic of discussion amongst panelists focused on the use of 3D
graphics in online environments. They linked a 3D room
hosted on Virtual Worlds with the MediaMOO conference room so that
participants in both environments could communicate and contrast
their experiences. Panelists included Lili Cheng from Microsoft
Research, Wendy Kellogg from IBM Research, Raph Koster (a.k.a. Ptah)
of LegendMUD and Ultima Online fame, and Hannes Vilhjalmsson of the
MIT Media Lab.
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|
| MIT
Media Lab: Zora |
| Zora is an on-going research project at the
Epistemology & Learning Group at the MIT Media Laboratory, lead
by Marina Umaschi Bers. It is a narrative-based
graphical multi-user environment purposefully designed for kids to
explore personal identity and values through storytelling and
programming. Zora engages young people in building virtual spaces as
representations of their complex self and creating communities in
which values and attitudes are put to the test.
Following the constructionist educational spirit, in Zora young
users can design their own spaces and can populate the virtual city
by creating objects, symbols and characters with stories and
cherished values. They can program them with storytelling behaviors
to engage in conversations with the visitors. At the same time,
users can communicate with each other in synchronous and
asynchronous way and engage in a participatory democracy and social
support networks.
Zora is been used by two different groups of young people in need
of exploring issues of identity and values with both educational and
psychotherapeutic goals: 1) pre-teenagers in the context of a summer
camp aimed at character development, moral and multi-cultural
education, and 2) young patients in the dialysis unit of Boston's
Children's Hospital. This work is been done in collaboration with
professionals in the Department of Psychiatry and Nephrology.
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| Microsoft Research - Flatland |
Flatland was a remote presentation support system that
provides feedback channels to a remote presenter. Flatland was
tightly integrated with NetShow, which generally provides the primary
presenter-to-audience channel. Flatland was built on top of
the V-Worlds core platform, which provides distributed, persistent
objects.
Available Media: Download a
33Mb MPEG File and view offline
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|
Microsoft Research - MusicWorld |
MusicWorld was a graphical
collaborative musical performance environment where avatars joined
together to explore a live, on-line 'album' of multiple songs.
Within each soundscape, avatars could mix sounds and compose their
own musical patterns that are shared in real-time. Even though all of
the avatars could affect the music individually, all the changes they
made are instantly updated across the network, guaranteeing that the
music is truly collaborative and heard the same way for all
participants. The space exemplifies the capabilities of V-Worlds to
host a dynamically changing environment where avatars could be
expressive and change their world in real-time.
Available Media: Download an
88Mb MPEG File and view offline
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| NYU Interactive Telecommunications Program: Explorers of the Ancient World: Egypt |
| Created by NYU
ITP students: Jennifer Kelley, Allison O'Mahony, and Sarah
Jensen with assistance from The Dalton School, "Explorers of
the Ancient World: Egypt" is a collaborative educational
environment exploring ancient Egyptian civilization and the crafts
of archaeology and museum curation. The project simulates the
excavation of a New Kingdom royal tomb in Egypt's Valley of the
Kings. The tomb features a wide range of objects and artifacts
representative of the late 18th to early-19th dynasties in ancient
Egypt.
"Explorers" is intended as an educational simulation to be used
by grade school students (age 9 - 12) in the classroom environment,
and it is being developed in collaboration with teachers and museum
educators. "Explorers of the Ancient World: Egypt" is implemented on
the web using Microsoft's Virtual Worlds research platform. The
project features multi-user interaction in a 3D virtual environment
with rich textures.
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| MSR Social Computing Group - WindupWorld |
| WindupWorld illustrated some
of the most interesting capabilities of Microsoft Virtual Worlds. The
avatars were windup toys which move along cubes. Energy
slowly drained as the toys get "wound down." Avatars could charge each
other up or interact with free flowing bots. If a toy gets
"overwound" it blows up and loses its body. The goal of our live
demo is to reach the golden cube which will give you super energy.
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