Virtuallife D2.1 End Users Definition and Needs
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D2.1 End User Definition and Needs VirtualLife WP 2 D2.1 End Users definition and Needs ABSTRACT This document presents the process of definition of the key domains of application for the VirtualLife platform and describes the down selection process leading to the identification of two applicative domains. The documents also presents the high level requirements for the two Domains of Application using ULM diagrams. AUTHORS Deep Blue MAIN CONTRIBUTORS All partners CATEGORY Public STATUS Draft DUE DELIVERY DATE 30/06/2008 (RELEASE 1) 05/05/2009 (RELEASE 2) 28/02/2010 (RELEASE 3) 15/11/2010 (RELEASE 4) ACTUAL DELIVERY DATE 15/11/2010 INTERNAL REVISION Last version on 18/01/2011 (revisions made by Cybernetica AS, Mathematics and Informatics Faculty Vilnius University, Panebarco Sas) DOCUMENT NAME VirtualLife_D2.1_EndUserDefinitionAndNeeds_REL04.pdf Final Confidential 1 D2.1 End User Definition and Needs Table of Contents 1 Introduction..............................................................................................................5 2 The process of selection of the Applicative Domains ..............................................5 2.1 Description of the VirtualLife Validation Methods and Phases..........................5 2.2 Selection and Identification of the Key Domains of Application.......................6 3 State of the Art of Virtual-worlds.............................................................................7 3.1 Classification Criteria ........................................................................................8 3.1.1 3D or graphic social networks ............................................................................9 3.1.1.1 Imvu............................................................................................................9 3.1.1.2 Redlightcenter............................................................................................10 3.1.1.3 Kaneva.......................................................................................................11 3.1.2 Virtual worlds .................................................................................................11 3.1.2.1 Second Life.................................................................................................11 3.1.2.2 Active Worlds..............................................................................................12 3.1.2.3 Entropia Universe........................................................................................13 3.1.2.4 Wonderland................................................................................................14 3.1.2.5 Olive..........................................................................................................16 3.1.2.6 RealXtend...................................................................................................17 3.1.2.7 Multiverse...................................................................................................18 3.2 Fields of Application.........................................................................................20 3.2.1 Education and training......................................................................................20 3.2.2 Marketing, brand promotion, commercial applications .......................................22 3.2.3 Corporate use, teleworking, seminars, organisation of public events.....................23 3.2.4 Virtual worlds for kids and teens entertainment..................................................27 3.2.5 Virtual worlds for the provision of services (public administrations, cultural initiatives, e-health)...................................................................................................27 3.3 Main Categories of Users.................................................................................29 3.3.1 Users of the existing Vws..................................................................................30 3.3.2 Users of the possible future applications of VW..................................................30 Final Confidential 2 D2.1 End User Definition and Needs 4 Market Analysis.......................................................................................................30 4.1 Questionnaires.................................................................................................31 4.1.1 Methodology: Sample Selection Strategy............................................................31 4.1.2 Questioning Strategy........................................................................................32 4.1.3 Questionnaire design........................................................................................32 4.1.4 Collection of Information..................................................................................33 4.1.5 Results and analysis......................................................................................33 4.1.5.1 Overall characteristics of respondents.............................................................34 4.1.5.2 Summary of new focused needs.....................................................................42 4.2 Workshop.........................................................................................................42 4.2.1 Structure of the workshop................................................................................43 4.2.2 Outcomes........................................................................................................43 5 Key Domains of application....................................................................................44 5.1 Down selection of the applicative domains.....................................................45 5.2 Selection of two applicative domains .............................................................46 6 High level needs......................................................................................................48 6.1 Virtual Campus ................................................................................................48 6.1.1 Scenario1: Spatial Geometry at school...............................................................51 6.1.2 Scenario2: Collaborative learning......................................................................52 6.1.3 Scenario3: Legal aspects in private universities...................................................52 6.2 Street-car scenario ..........................................................................................53 6.2.1 Scenario 1: Test vectors...................................................................................53 6.2.3 Scenario 2: Training.........................................................................................54 6.2.4 Scenario 3: Station layout.................................................................................56 6.3 Final remarks....................................................................................................56 7 Appendix.................................................................................................................56 8 Bibliography............................................................................................................56 Final Confidential 3 D2.1 End User Definition and Needs Executive summary This document intends to identify promising fields of applications for the VirtualLife platform. It will define two applicative domains, identify the related end-users and their needs through an iterative selection process. The final goal is to present to which user needs Virtual Life can respond. Part of the information that we provide must been seen as a revision and an update of the document that has already been released on 30 June 2008 and re-edited on May 2009 and February 2010. Moreover, the present document intends to provide a documentation of the iterative process that has been followed for identifying the end users and their high-level requirements driving the customization of the platform at the end of the third year of the project, and the Validation and subsequent refinement of the VirtualLife platform during the last 9 months of the project. An initial description of the Validation roadmap setting the path for the forthcoming actions (further detailed in D10.1) focused on the two selected applicative domains is also provided. Final Confidential 4 D2.1 End User Definition and Needs 1 Introduction The document presents the process of generation of 7 applicative domains for the Virtual Life platform and the down selection of two key domains of application. It is structured in five main sections. The first section explains the methodology that has been defined and followed to identify the applicative domains and to select the key ones to focus the development and validation activities. This process was initially structured along two strands: study of the state of the art of Virtual Worlds applications (section 3) and the study of the potentialities and criticalities of the Market (through a questionnaire and workshop with potential stakeholders, section 4). State of the art, market opportunities, questionnaire and workshop outcomes were merged to obtain the definition of the suitable applicative domains and users (section 5). This brought to the identification of 2 key applicative domains that will be the focus of the next phases of development and validation of the project. For them, applicative scenarios, use cases and activity diagrams are defined (section 6). 2 The process of selection of the Applicative Domains The process