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Unreal Meetings

Second Life's virtual conference rooms might be more useful if they didn't resemble their real-world counterparts.

By Erica Naone

Wednesday, July 11, 2007

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MIT researcher Drew Harry flies his avatar into a house in Linden Labs' online environment, Second Life. The avatar passes couches, a fireplace, and a dining-room table complete with red-velvet tablecloth and candles. "Second Life is relentlessly literal," Harry says, pointing out one familiar domestic object after another.

Virtual meeting space: Rather than designing a meeting space that resembles one of those found in the physical world, MIT researcher Drew Harry intends this space to track the flow of ideas in a conversation, and to give significance to where people place the avatars that represent them.
Credit: Drew Harry/MIT Media Lab
Multimedia
•  See images of Harry's virtual meeting room.

Harry designs virtual spaces that don't look like the familiar world--his virtual meeting room looks more like a football field than like a conference room. He says his goal is to stop mimicking the physical world and start creating a new kind of space. "It's not clear to me yet that [virtual worlds] are actually useful," Harry says. They will be useful, in his view, if they can take advantage of not being physical.

The long oval table common to a boardroom lets small groups of people see and hear one another while sitting comfortably. Since a virtual space doesn't need to accomplish the same goals as a real space, Harry decided to ditch the table. Instead, his virtual meeting room arranges people based on their allegiance. Where an avatar stands signifies whether a person agrees or disagrees with the position being discussed. The meeting room's other visual features are designed to track the complexities of shifting alliances and opinions throughout a conversation.

Story continues below

Nick Yee, a Stanford graduate who recently completed his PhD research on social interaction in virtual environments, says that Harry's design is on the right track. Sometimes companies try to have meetings in Second Life, Yee laughs, and they have the same problems they do in real life: for example, people have trouble seeing PowerPoint presentations. "By enforcing physical embodiments and physical rules," Yee says, "we bind ourselves to the physical symbols and metaphors of the physical world."

Harry is still refining the mechanics of his space and designing spaces that can be used for different types of meetings. If he has his way, gatherings in the virtual world will feel very different than gatherings in the physical one, and they will work more smoothly.

Comments

  • Virtual meetings
    This is obviously a single step in the right path. It is absurd and sad to see the gaming industry completely devoid of creativity when computing power is used, say to mimic faithfully the patterns of rain droplets on a glass, when what everybody expects is to enter a new world, hopefully devoid of the limitations of the real one. Granted it has to be somewhat familiar to be understandable, but here is the realm of true creativity.
    Now, when brain implants will be generalized, a time should come where, to increase bandwidth of communication we'll have to reinvent language itself, harnessing the power of sharing simultaneous sensory modalities (not limited to our current 5 ones) ;-) 

    Mel (melajara@yahoo.com)
    Rate this comment: 12345

    melajara
    07/11/2007
    Posts:4
    Avg Rating:
    2/5
    • Re: Virtual meetings
      I had to reply to Erica's allegation that the gaming industry is "completely devoid of creativity" on two counts: 1.)The gaming industry is not responsible for the content of Second Life, which is populated by user-created content.  (2.)If one is looking for creativity, then one need not look further than the gaming industry!  Responsible for, arguably, one of the newest most popular forms of entertainment the world over, the gaming industry has given modern culture icons such as Mario, Zelda & Link, the "Final Fantasy" series of games, the cultural revolution of the early 90s - "Doom," (id Software), and hundreds of others, some not creative, but many quite.

      If Second Life is uncreative, don't blame the game industry, blame those who build SL's content - its users.
      Rate this comment: 12345

      dalewb
      07/11/2007
      Posts:1
      • Re: Virtual meetings
        3. second life is not a game, and is not part of the gaming industry. it's a social networking application with pretty eye candy.
        Rate this comment: 12345

        brunascle
        07/11/2007
        Posts:68
        Avg Rating:
        4/5
  • Failed to mention the location in Second Life: Techtalk@SL
    You failed to mention the location in Second Life where we held the talk in your article. We meet regularly to discuss various topics at Techtalk@SL. We have full transcripts of our talks online at http://www.opentechtalk.org and also as notes in Second Life.

    I will be hosting one of the next tech talks. It will be on stereoscopic applications in the metaverse and beyond. In Second Life I am Afn Bade and one of the tech talk presenters. Send me an IM in Second Life if you have any questions or would like in-world transcripts.
    Rate this comment: 12345

    Afn
    07/11/2007
    Posts:1
  • Logs from the Event
    Here is the complete log from the event, with some extra pictures:

    http://techtalkers.ning.com/forum/topic/show?id=842009%3ATopic%3A49
    Rate this comment: 12345

    emosto
    07/11/2007
    Posts:1
  • virtual situation
    The link between virtual situation and human processus is "homology" (same Sense). Virtual situation is symbolic and give Sense to human experience. Sense is human virtuality.

    See virtual theory in french
    science, éthique et ingénierie du virtuel, theorie du Sens, humanisme méthodologique, espaces virtuels d'activité
    in http://journal.coherences.com/rubrique36.html and others
    Rate this comment: 12345

    rnifle
    07/13/2007
    Posts:1
  • Unreal Meetings Solution
    The premise of the article is described on <http://Onlinevideoclassroom.com>.  It provides for the juxtaposing of people and things and uses Video and Voice functions.  The theme uses commonality to a desired degree.

    Its application for worldwide Educational Instruction is begging.
    Rate this comment: 12345

    Futurenow
    07/16/2007
    Posts:2
  • Productive Meetings—Real and Unreal
    Drew Harry is of course right not to simply mimic the physical world of meetings as they usually occur. As noted, It important to take advantage of the characteristics of new technology without dragging along the limitations of the old as is still being done in all too many cases that mimic paper-based systems.

    In addition, many common practices of meetings in the physical world are inappropriate for the purpose of the meeting. Take that ubiquitous long oval table for instance. If the purpose is to project the power and authority of the person sitting at the head of the table, to suppress dissent and achieve an appearance of consensus, then it is an appropriate choice. On the other hand, if the  goal is collaborative problem solving that draws on the capabilities of all those in the meeting the long oval table is a very bad choice. A better choice would be a perfectly round table. A still better choice would be small side tables between chairs in a semi-circle and no table at all in front of the participants.

    I suppose that there might be some purpose that would be well served by having the positions of avatars signify agreement or dissent, but in most organizational meetings this would be unhelpful during problem solving and consensus building, that is, most of the time.
    Rate this comment: 12345

    konnersman
    08/01/2007
    Posts:1
    • Re: Productive Meetings—Real and Unreal
      Regardig the part of the original article that says the similarity to real life is actually a problem...I actually think that is what is so interesting about virtual conferences in Second Life is that they can actually feel "real". I do like the new approaches to thinking about it though. We've been playing around with virtual conferences for Second Life at work. I have found it to be far more entertaining to have virtual conferences using the new Crowne Plaza Conference Center that is currently free to use in Second Life. I think is really cool that you can use audio chat and even Powerpoint Presentations in the virtual meetings. I'm sure we will start seeing more of such conference centers pop up. In any event, if anyone wants more information on how to set up virtual conferencing in Second Life, you can check out the article that I bought that saved me a lot of time in figuring out the setup myself: Second Life virtual conference
      Rate this comment: 12345

      dgosnell
      09/26/2007
      Posts:1

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