DocumentCode :
924182
Title :
Generation 3D: Living in Virtual Worlds
Author :
Macedonia, Mike
Author_Institution :
Forterra Syst., San Mateo
Volume :
40
Issue :
10
fYear :
2007
Firstpage :
99
Lastpage :
101
Abstract :
Videogames have provided the killer application for 3D virtual worlds over the past decade. SIMNET was not a persistent world - it offered no central server to maintain the simulation´s global state. Wolfenstein 3D and other first-person shooter games followed the same model. In a departure from more traditional videogames, some developers have begun creating large-scale virtual worlds such as Second Life (http://secondlife.com) for social networking. Educators have recognized the power of collaborative presence for students in the virtual world. More than 200 universities - including Harvard and Princeton - now experiment with MMORPGs as learning environments.
Keywords :
computer aided instruction; computer games; social sciences computing; virtual reality; 3D virtual worlds; Harvard University; MMORPG; Princeton University; SIMNET; Second Life; Wolfenstein 3D; education; first-person shooter games; learning environments; social networking; videogames; Computational modeling; Computer simulation; Games; HTML; IP networks; Internet; Lifting equipment; Peer to peer computing; Second Life; Virtual environment; 3D Internet; SIMNET; entertainment computing; virtual worlds;
fLanguage :
English
Journal_Title :
Computer
Publisher :
ieee
ISSN :
0018-9162
Type :
jour
DOI :
10.1109/MC.2007.348
Filename :
4343702
Link To Document :
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