Virtual Worlds/Virtual Communities 1998-1999
Instructor: Linda Stone Assistant: Kent Hollrah
Fall/Winter
Course Description
What forms will multi-user interaction take? How can software enhance people-to- people communication? How do we want to represent ourselves online? How does this contribute to developing relationships? What software tools, objects, activities are likely to support/enhance a sense of community?
How can "virtual worlds" technology (a distributed object architecture with 3D, 2D or other custom interfaces) enable new expressions of social life, information exchange, and social support on the internet? This class has a conceptual/problem-solving component taught by Linda Stone and a technology/ production component (3D real-time environment using web-scripting technologies). In the October/November timeframe, long-term projects (that will carry over into the next term through to the end of the year) with cross-functional teams will be initiated. By the end of first term, project teams and plans should be in place. During second term, while conceptual elements will continue to be explored, the primary focus will be on building and production. Experience with some of the following tools is useful: 3D Modeling Web tools, VB Script, JavaScript, DHTML, PhotoShop, chats and MUD’s.
Linda will lecture every 3-5 weeks (noted below). Kent will facilitate lab/technical workshops on a regular basis. Linda can be reached on email at
lindastone@msn.com.9/10 What is a virtual world? What does this mean to you? What examples are you familiar with? Do you participate in any online communities? Do any of these groups also have an offline component? A reading list will be reviewed. Websites and products that endeavor to enhance/enable community will be discussed/
toured?/highlighted (the Palace, WorldsAway, Blaxxun, IRC, ICQ, ActiveWorlds, V-Chat, Comic Chat, etc.).
9/17 Overview of a virtual worlds technology platform and related tools. Workshop.
9/24 Discussion of papers, selected readings, website reviews, assigned 9/10. Videos of sociological reviews of a number of systems. Begin discussion of avatars, online representation of self. How do different approaches to avatar construction effect identity and relationships? How important is user customization? How can flexibility and constraints be balanced in the design of an avatar construction kit? (LS)
10/1 For those in school, workshop on 3D studio max, and other virtual worlds tools.
10/8 Some review from 10/1. Workshop on messaging and scripting for worlds. Begin building.
10/15 Present work from 9/24. Form cross-disciplinary teams. Workshop on design specs and storyboards.
10/21 Objects, Artifacts, Machines. How do objects contribute to history, ritual and relationship? What objects
have value online? How can machines contribute to community/relationship? What types of machines add
interest and value? (LS).
10/29 Workshop including more on scripting, 3DSM, HTML controls in-world.
11/5 Review first draft specs, storyboards in workshop/ critique setting. Continue to learn about scripting and tools.
11/12 Workshop. Continue to tune plans. Continue with scripting and tools.
11/19 Present plans to LS for critique. Review work on objects, artifacts, machines. Begin discussion of spaces and environments. How does space contribute to aggregating people? What mistakes have been made to date with graphic virtual worlds design? How does this relate to a history of urban planning/architecture? How can multimedia elements contribute to mood, context, community formation and maintenance?
11/26 Thanksgiving
12/3 Workshop. Create an environment. More on tools, scripting, and production.
12/10 Present environments and tuned up project plans to LS.
VIRTUAL WORLDS BIBLIOGRAPHY
Books
Alexander, Chris.."A Pattern Language." Oxford University Press. 1977.
Benedikt, M.."Cyberspace: First Steps." MIT Press. 1991
Damer, B.."Avatars: Exploring and Building Virtual Worlds on the Internet." Berkeley, California: Peachpit Press. 1998
Gelertner, D.."Mirror Worlds: The Day Software Puts the Universe in a Shoebox." Oxford, UK: Oxford University Press. 1992
Horn, S.."Cyberville: Clicks, Culture, and the Creation of an Online Town." New York: Warner Books. 1998
Jacobs, J.. "The Death And Life of Great American Cities." New York: Vintage Books. 1993; New York: Modern Library. 1993.
Johnson, S.."Interface Culture: How Technology Transforms The Way We Create and Communicate." New York: HarperCollins 1997
Kiesler, S.."Culture Of The Internet." Mahwah, New Jersey: Lawrence Erlbaum Associates. 1997
Kollock, P., and Smith, M.."Communities In Cyberspace." Berkeley, California: University of California Press. 1998
Oldenburg, R.."The Great Good Place: Cafes, Coffee Shops, Community Centers, Beauty Parlors, General Stores, Bars, Hangouts and How They Get Through the Day." New York: Marlowe & Company. 1989
Rheingold, H.."The Virtual Community: Homesteading on the Electronic Frontier." Reading, Massachusetts: Addison-Wesley. 1994
Turkle, S.."Life on the Screen: Identity in the Age of the Internet." New York: Touchstone. 1995
Websites
Kollock, P.."Design Principles for Online Communities." First International Harvard Conference on the Internet and Society. 1996
Marc Smith, UCLA