3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities

3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities

Electrical Engineering & Computer Science Faculty Works Electrical Engineering & Computer Science 6-2013 3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities John David N. Dionisio Loyola Marymount University, [email protected] William G. Burns III Richard Gilbert Loyola Marymount University Follow this and additional works at: https://digitalcommons.lmu.edu/cs_fac Part of the Graphics and Human Computer Interfaces Commons Recommended Citation Dionisio, J. D. N., Burns III,W. G., and Gilbert, R. 2013. 3D virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys 45, 3, Article 34 (June 2013), 38 pages. DOI: http://dx.doi.org/10.1145/2480741.2480751 This Article is brought to you for free and open access by the Electrical Engineering & Computer Science at Digital Commons @ Loyola Marymount University and Loyola Law School. It has been accepted for inclusion in Electrical Engineering & Computer Science Faculty Works by an authorized administrator of Digital Commons@Loyola Marymount University and Loyola Law School. For more information, please contact [email protected]. 3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities JOHN DAVID N. DIONISIO, Loyola Marymount University WILLIAM G. BURNS III, Object Interoperability Lead for IEEE Virtual World Standard Group RICHARD GILBERT, Loyola Marymount University Moving from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse rests on progress in four areas: immersive realism, ubiquity of access and identity, interoperability, and scalability. For each area, the current status and needed developments in order to achieve a functional Metaverse are described. Factors that support the formation of a viable Metaverse, such as institutional and popular interest and ongoing improvements in hardware performance, and factors that constrain the achievement of this goal, including limits in computational methods and unrealized collaboration among virtual world stakeholders and developers, are also considered. Categories and Subject Descriptors: C.2.4 [Computer-Communication Networks]: Distributed Sys- tems—Distributed applications; H.5.2 [Information Interfaces and Presentation]: User Interfaces— Graphical user interfaces (GUI), Voice I/O; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Virtual reality, Animation General Terms: Algorithms, Design, Human Factors, Performance, Standardization Additional Key Words and Phrases: Immersion, Internet, second life, virtual worlds ACM Reference Format: Dionisio, J. D. N., Burns III, W. G., and Gilbert, R. 2013. 3D virtual worlds and the metaverse: Current status and future possibilities. ACM Comput. Surv. 45, 3, Article 34 (June 2013), 38 pages. DOI: http://dx.doi.org/10.1145/2480741.2480751 1. INTRODUCTION TO VIRTUAL WORLDS AND THE METAVERSE 1.1. Definition and Significance of Virtual Worlds Virtual worlds are persistent online computer-generated environments where multiple users in remote physical locations can interact in real time for the purposes of work or play. Virtual worlds constitute a subset of virtual reality applications, a more gen- eral term that refers to computer-generated simulations of three-dimensional objects or environments with seemingly real, direct, or physical user interaction. In 2008, the National Academy of Engineering (NAE) identified virtual reality as one of 14 Grand Challenges awaiting solutions in the 21st Century [National Academy of Engineering 2008]. Although the NAE Grand Challenges Committee has a predominantly Ameri- can perspective, it is informed by constituents with international backgrounds, with a U.K. member and several U.S.-based members who have close associations with Latin American, African, and Asian institutions (http://www.engineeringchallenges.org/ cms/committee.aspx). In addition, as Zhao [2011] notes, a 2006 report by the Chinese Author’s addresses: J. D. N. Dionisio, Department of Electrical Engineering & Computer Science, Loyola Marymount University; W. G. Burns III, IEEE Virtual World Standard Group; R. Gilbert, Department of Psychology, Loyola Marymount University; corresponding author’s (Dionisio); email: [email protected]. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies show this notice on the first page or initial screen of a display along with the full citation. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, to redistribute to lists, or to use any component of this work in other works requires prior specific permission and/or a fee. Permissions may be requested from Publications Dept., ACM, Inc., 2 Penn Plaza, Suite 701, New York, NY 10121-0701 USA, fax +1 (212) 869-0481, or [email protected]. c 2013 ACM 0360-0300/2013/06-ART34 $15.00 DOI: http://dx.doi.org/10.1145/2480741.2480751 ACM Computing Surveys, Vol. 45, No. 3, Article 34, Publication date: June 2013. 34 34:2 J. D. N. Dionisio et al. government entitled Development Plan Outline for Medium and Long-Term Science and Technology Development (2006–2020) (http://www.gov.cn/jrzg/2006-02/09/content_ 183787.htm) and a 2007 Japanese government report labeled Innovation 2025 (http:// www.cao.go.jp/innovation/index.html) both included virtual reality as a priority technology worthy of development. Thus, there is international support for promot- ing advances in virtual reality applications. 1.2. Purpose and Scope of this Article This article surveys the current status of computing as it applies to 3D virtual spaces and outlines what is needed to move from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse that constitutes a compelling alternative realm for human sociocultural interaction. In presenting this status report and roadmap for advancement, attention will be specifically directed to the following four features that are considered central components of a viable Metaverse. (1) Realism. Is the virtual space sufficiently realistic to enable users to feel psycholog- ically and emotionally immersed in the alternative realm? (2) Ubiquity. Are the virtual spaces that comprise the Metaverse accessible through all existing digital devices (from desktops to tablets to mobile devices), and do the user’s virtual identities or collective persona remain intact throughout transitions within the Metaverse? (3) Interoperability. Do the virtual spaces employ standards such that (a) digital as- sets used in the reconstruction or rendering of virtual environments remain in- terchangeable across specific implementations and (b) users can move seamlessly between locations without interruption in their immersive experience? (4) Scalability. Does the server architecture deliver sufficient power to enable massive numbers of users to occupy the Metaverse without compromising the efficiency of the system and the experience of the users? In order to provide context for considering the present state and potential future of 3D virtual spaces, the article begins by presenting the historical development of virtual worlds and conceptions of the Metaverse. This history incorporates literary and gaming precursors to virtual world development as well as direct advances in virtual world technology, because these literary and gaming developments often preceded and significantly influenced later achievements in virtual world technology. Thus, they are most accurately treated as important elements in the technical development of 3D spaces rather than as unrelated cultural events. 2. THE EVOLUTION OF VIRTUAL WORLDS 2.1. Five Phases of Virtual World Development The development of virtual worlds has a detailed history in which acts of literary imag- ination and gaming innovations have led to advances in open-ended, socially oriented virtual platforms (examples of narratives include those by Au [2008], Boellstorff [2008], and Ludlow and Wallace [2007]). This history can be broadly divided into five phases. In the initial phase, beginning in the late 1970s, text-based virtual worlds emerged in two varieties. MUDs, or multi-user dungeons, involved the creation of fantastic realities that resembled Tolkien’s Lord of the Rings or the role-playing dice game Dungeons and Dragons. MUSHs, or multi-user shared hallucinations, consisted of less-defined exploratory spaces where educators experimented with the possibility of collaborative creation [Turkle 1995]. The next phase of development occurred around a decade later when Lucasfilm, partly inspired by the 1984 publication of William Gibson’s Neuromancer, introduced ACM Computing Surveys, Vol. 45, No. 3, Article 34, Publication date: June 2013. 3D Virtual Worlds and the Metaverse 34:3 Habitat for the Commodore 64 in 1986 and the Fujitsu platform in 1989. Habitat was the first high-profile commercial application of virtual world technology and the first virtual world to incorporate a graphical interface. This initial graphical interface was in 2D versus 3D, however, and the online environment appeared to the user as something analogous to a primitive cartoon operating at slow speeds via dial-up modems. Habitat was also the first virtual world to employ the term “avatar” (from the Sanskrit meaning “the deliberate appearance or manifestation of a deity on earth”) to describe

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