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Virtual WorldsReal Benefits
(Real Challenges)
"Every human being is interested in two kinds of worlds: the
Primary, everyday world which he knows through his senses, and
a Secondary world or worlds which he not only can create in his imagination, but which he cannot stop himself creating."
W.H. Auden
Wayne BuckAllied Command Transformation
[email protected] July 2011
Agenda
• NATO Work (small advertisement)
• Virtual Worlds 101
• Innovation
• Benefitting Areas
• Technological and Social Trends
• Challenges
Joint Warfare Centre (JWC)Joint Warfare Centre (JWC)
Joint Force Training Centre (JFTC)
Joint Force Training Centre (JFTC)
Allied Command Transformation (ACT)
Allied Command Transformation (ACT)
NATO Undersea Research Centre (NURC)
NATO Undersea Research Centre (NURC)
Joint Analysis and Lessons Learned Centre (JALLC)
Joint Analysis and Lessons Learned Centre (JALLC)
SACT Representative in Europe (STRE)
SACT Representative in Europe (STRE)
Allied Command Operation (ACO)Allied Command Operation (ACO)
Staff Element Europe (SEE)Staff Element Europe (SEE)
Allied Command Transformation
ACT is NATO’s leading agent for change, driving, facilitating, and advocating continuous improvement of Alliance capabilities to maintain and enhance the military relevance and effectiveness of the Alliance.
www.act.nato.int
2009 2010 2011
Commercial Technologies
Report Findings
LOE ‐ VMASC
Virtual WorldsReport Findings
Commercial Technologies
Report Findings
MSG‐074 Commercial Technologies
MSG‐078 Commercial Technologies
MSG‐093 Commercial
Technologies (VW)
ITEC ITEC ITECI/ITSEC I/ITSEC
LOE ‐ CDE Conference
GameTechNexusWins RFP
Transformer
MIOTCDemonstration
ASIA NH‐31 MIOTC
NATO Virtual Worlds Campaign
4
Second LifeIsland
Virtual Worlds
MMOGs
ImmersiveData Visualization
Meetings& Communities
SeriousGames
Second Life
OLIVE (SAIC)
UltiVis (LM)
Nexus
RuneScape
World of Warcraft
Crytek
Unreal Gamebryo
WorldBuilder(BreakAway)
OLIVE
A virtual world is a genre of online community that often takes the form of a computer‐based simulated environment,
through which users can interact with one another and use and create objects.. Virtual worlds are intended for its users to inhabit and interact.
VBS
Virtual Worlds
MMOGs
ImmersiveData Visualization
Meetings& Communities
SeriousGames
Second Life
OLIVE (SAIC)
UltiVis (LM)
Nexus
RuneScape
World of Warcraft
Crytek
Unreal Gamebryo
WorldBuilder(BreakAway)
OLIVE
Immersive technology refers to technology that blurs the line
between the physical world and digital or simulated world, thereby creating a sense of immersion.
Immersive Technology
VBS
Innovation
Areas Benefitting fromImmersive Technologies•Meeting & Collaboration
•Rapid Prototyping
•Training & Education
•Skill building
•Data Visualization & Analysis
•Outreach
Traditional PPT SecondLife
AdobeConnectControl Screen
PPTControl Screen
SecondLife
Control Screen
EquipmentControl Screen
MSG‐078 Exploiting Commercial Games and Technology for Military UseChairman briefs attendees on alternate methods to participate in the workshop23 September 2009, Suffolk, USA
Meeting & Collaboration
Allied Command Transformation is investigating technologies that may be used to augment or replace existing technologies for education and training as well as capability development. One of the investigative streams is in virtual worlds. ACT has placed Engineering Computer Simulations of Orlando, USA under contract to develop two worlds. The world featured here is a representation of how the new HQ SACT and National Liaison Representatives buildings will look when construction is complete in 2010/2011. To the right and below are the entrance and foyer area of NH-31. Below are screenshots of some of the existing conference rooms. These conference rooms have been constructed in detail so that when staff use them virtually for meetings the surroundings will feel familiar. Any questions concerning these worlds should be directed to Wayne Buck at [email protected]
Virtual Development Begins at HQ SACT
Berlin Conference Room
Ottawa Conference Room Oslo Conference Room
London Conference Room
The Flag Plaza and Entrance to HQ SACT (NH‐31)
The Foyer of HQ SACT (NH‐31)
Rapid Prototyping
Cave Automatic Virtual Environment
The CAVE ‐ wikipedia
Civil Military Fusion Centre
Training & Education
Skill Building“Yo‐ho‐ho and a vat of anthrax! Checking cargo ships for WMD and contraband isn’t exactly swashbuckling. In fact, as a NATO video game makes clear, it’s actually a lot of dreary, methodical work.”
wired.com
Data Visualization & Analysis
Outreach
Technologicaland
Social Trends
•Computing Power
•Location•Policy
The marriage of nanotechnology and AI will bring us "a killer app"‐nanobots that can keep us healthy from the inside. These will also enable "full immersion virtual reality from within nervous systems" and expand human intelligence, facilitating "brain to brain communication.
Ray Kurzweil
Mass Media Covers a Wide Mix of Technology Areas
Computing Poweran oldie but a goodie
Source: id Software
Mova Digital’s Reality Capture
Location
Policy
Avatars, Virtual Reality Technology, and the U.S. Military: Emerging Policy Issues
Real Challenges
Users
Source: Marc Prensky
Digital Natives
Twitch speed
Parallel processing
Graphics first
Random access
Connected
Active
Play
Payoff
Fantasy
Technology‐as‐friend
Digital Immigrant
Conventional speed
Linear processing
Text first
Step‐by‐step
Stand‐alone
Passive
Work
Patience
Reality
Technology‐as‐foe
EvolutionThe Future
Inexpensive
Desktop and laptops
Games heritage
Commercial dominates
Open standards
Users create
Episodic television model
Free‐form learning
Train many jobs
Fun is integral
The Past
Expensive
Dedicated hardware
High‐end heritage
Defence dominates
Proprietary standards
Experts create
Feature film model
Sequential learning
Train key jobs
Fun is accidental
Source: Richard Boyd?
EvolutionThe Future
Inexpensive
Desktop and laptops
Games heritage
Commercial dominates
Open standards
Users create
Episodic television model
Free‐form learning
Train many jobs
Fun is integral
The Past
Expensive
Dedicated hardware
High‐end heritage
Defence dominates
Proprietary standards
Experts create
Feature film model
Sequential learning
Train key jobs
Fun is accidental
Source: Richard Boyd?
References
• OECD (2011), “Virtual Worlds: Immersive Online Platforms for Collaboration, Creativity and Learning”, OECD Digital Economy Papers, No. 184, OECD Publishing. http://dx.doi.org/10.1787/5kg9qgnpjmjg‐en
• Zhigeng Pan, VIRTUAL REALITY AND ITS APPLICATIONS IN CHINA: AN OVERVIEW, Vol.4, No. 3 (2000) THE INTERNATIONAL JOURNAL OF VIRTUAL REALITY 1
• Buck, Wayne, MSG‐093 Exploiting Commercial Technologies for NATO, 2010
• Boyd, Richard, Virtual Worlds for Training, 2008