
Second
Life: Virtual and real world interaction
Evan Magill
Multiple user virtual worlds such as Second Life,
Google Lively, Here, and Kaneva offer an immersive environment where multiple
users can interact through avatars. Second Life is generally believed to me
more immersive and realistic than the others. Users roam and interact with
other avatars through behaviour and an instant message style communication.
Some avatars elect to use voice too. To roam, avatars can walk, swim, fly, use moving
objects such as cars, bikes, and even teleport at will.
Perhaps the most distinguishing feature of Second Life (SL) is the ability of avatars to
program the objects within this world. Some programmability of an object is
achieved through a graphical interface, however a more powerful mechanism is
provided through a scripting language (Linden
Scripting Language or LSL) that is rather C-like in nature. The emphasis is on
a state machine approach to provide behaviour in response to stimuli.
The Communications and
Services research group has just started an interdisciplinary project (Interlife) with Glasgow University’s Education Faculty. This ESRC funded
project will investigate the role of such immersive virtual worlds in life
transitions for pupils and students. A key technical
challenge for Stirling is the ability to merge the behaviour of
real portable devices such as mobile phones with those of “in-world” objects.
LSL allows such communication through HTTP and XML-RPC.
This proposed PhD programme will investigate how
environments such as SL can be extended to provide a more powerful in-world and
real-world (communication) link. An open-source version of SL called
Opensim is
available although some of the more esoteric LSL system calls are not supported
yet. (The SL client is also available directly from Linden Labs.) This will
provide a platform that can be adapted to develop and test ideas.
So this proposal’s research question can be expressed
as “In terms of functionality and
performance, what is an effective mechanism to tie in-world objects and real-world
services entities together?” So this more than simple protocol design; it
includes a flexible programming model and environment that must map between
in-world and real-world entities and deal with a variety of streaming media.
This is an area the literature is only beginning to
explore, so it is timely. Also the interplay between Interlife and the proposed
PhD is synergetic, yet both have clearly distinct roles.