Skip to main content

Growing Virtual Communities in 3D Meeting Spaces

  • Conference paper
  • First Online:
Virtual Worlds (VW 1998)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 1434))

Included in the following conference series:

Abstract

Most existing 3D virtual worlds are based on a ”meeting-space” model, conceived as an extension of textual chat systems. An attractive 3D interface is assumed to be sufficient to encourage the emergence of a community. We look at some alternative models of virtual communities, and explore the issue of promoting community formation in a 3D meeting space. We identify some essential or desirable features needed for community formation — Identity, Expression, Building, Persistence and Focus of Interest. For each, we discuss how the requirements are met in existing text-based and 3D environments, and then show how they might be met in future 3D virtual world systems.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Curtis A. Beeson. An object-oriented approach to vrml development. In Proceedings of VRML’ 97, 1997.

    Google Scholar 

  2. Amy Bruckman. Identity workshop: Emergent social and psychological phenomena in text-based virtual reality. Technical report, MIT Media Laboratory, 1992.

    Google Scholar 

  3. Pierre-Emmanuel Chaut, Ali Sadeghin, Agnès Saulnier, and Marie-Luce Viaud. Création et animation de clones. In IMAGINA [8].

    Google Scholar 

  4. Lynn Cherny. The modal complexity of speech events in a social mud. Electronic Journal of Communication, 5(4), 1995.

    Google Scholar 

  5. Lynn Cherny. ‘objectifying’ the body in the discourse of an object-oriented mud. In C. Stivale, editor, Cyberspaces: Pedagogy and Performance on the Electronic Frontier. 1995.

    Google Scholar 

  6. Pavel Curtis. Mudding: Social phenomena in text-based virtual realities. Technical report, Xerox PARC, 1993.

    Google Scholar 

  7. Julian Dibbell. A rape in cyberspace, or how an evil clown, a haitian trickster spirit, two wizards, and a cast of dozens turned a database into a society. The Village Voice, 1993.

    Google Scholar 

  8. IMAGINA’ 97, Monaco, 1997. INA.

    Google Scholar 

  9. Vicki L. O’Day, Daniel G. Bobrow, Billie Hughes, Kimberly Bobrow, Vijay Saraswat, Jo Talazus, Jim Walters, and Cynde Welbes. Community designers. In Proceedings of the Participatory Design Conference, 1996.

    Google Scholar 

  10. Ken Perlin. Improv: A system for scripting interactive actors in virtual worlds. In SIGGRAPH 1996 Conference Proceedings, Reading, MA, USA, 1996. Addison-Wesley.

    Google Scholar 

  11. Bob Rockwell. From chat to civilisation: the evolution of online communities. In IMAGINA [8].

    Google Scholar 

  12. Vijay Saraswat. Design requirements for network spaces. Technical report, AT&T Research, 1996.

    Google Scholar 

  13. Neal Stephenson. Snow Crash. Bantam Spectra, 1993.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 1998 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Kaplan, F., McIntyre, A., Numaoka, C., Tajan, S. (1998). Growing Virtual Communities in 3D Meeting Spaces. In: Heudin, JC. (eds) Virtual Worlds. VW 1998. Lecture Notes in Computer Science(), vol 1434. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-68686-X_27

Download citation

  • DOI: https://doi.org/10.1007/3-540-68686-X_27

  • Published:

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-64780-5

  • Online ISBN: 978-3-540-68686-6

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics