The Role Play and Material Culture in Virtual Spaces

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ICT Convergence

: A Cyclical Model of Experience Goods in Virtual Consumption Market Heejung Kwon, Ph.D., Creative Innovation Research Center, Yonsei Business Research Institute

Andrew Hudson-Smith, Head of Department & Director, Centre for Advanced Spatial Analysis, The Bartlett, UCL 2017 Fall Conference of The Korea Society of Management Information Systems Session F2 : ICT Convergence

2017 Fall Conference of KMIS

The Role Play and Material Culture in Virtual Spaces

Time : 14:00 ~ 15:40, Wednesday 13th December Room : Room #321 COEX (Conference Room South)

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2017 Fall Conference of KMIS

ICT Convergence

Social VR

Hollywood Art Museum in SansarŠ

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Hollywood Art Museum in SansarŠ

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 Immersive

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Sansar Business Framework Experience

− HMD Technology − High End 3D Experience

Based Marketplace

− Virtual Goods − Virtual Currency

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 User

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Sansar Store

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SandeX - Cryptocurrency Market

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ICT Convergence 2017 Fall Conference of KMIS

High Fidelity's Blockchain Model

Avatar Island of High FidelityŠ

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Virtual Goods and Identity

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What will be the requirements of feasible success of VR marketplaces led by the development of immersive technology and human emotion? − Technical proficiency − Game experiences − Immersion − Collaboration (in speculative design approach ) − Design quality

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Research Question

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Research Model Technical Proficiency Immersion

Collaboration Game Experience FIGURE 1 Research Model

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Design Quality

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Speculative Architecture − As a speculative architect, I don’t design buildings as endpoints or outputs, but I would still argue that what I do is architectural, or at least it’s architecture in some form. Instead of creating buildings themselves, I tell stories about cities. The dominant forces of the past that shaped our cities, buildings, and public spaces are now being displaced by technologies, systems, networks, and stacks. Thus, the architect needs to change their model of practice in order to remain relevant. The architect now needs to intervene in these systems beyond shaping the physical building. And that is really about telling stories about how they operate. Speculative architects mostly create narratives about how new technologies and networks influence space, culture, and community. They try to imagine where new forms of agency exist within the cities changed by these new processes.(Liam Young Interview, 2017)

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Theoretical Background

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Material Culture − Fabrication is never simply technological construction, but instead ‘ developmental symbolic processes that transform both socially significant properties or operational capacities of objects, and significant aspects of the relations between persons and objects’ (Munn 1977:39, referred in Buchli 2002:31)

2017 Fall Conference of KMIS

ICT Convergence

Theoretical Background

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Virtual Material Culture Material Culture − Possessions establish social standing. Dress and accessories organize people and time into occupations and leisure activities. And souvenirs become anchors for one’s identity(Lehdonvirta, 2010). FIGURE 1 Living Store Soy

2017 Fall Conference of KMIS

picked up during the course of life

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ICT Convergence

Research Method  Design

Game

− A branch method of participatory design − A design process for innovation life − Relationship to speculative design: The main process of design is a FIGURE 2 VR Workshop Studio

“dialogue”

2017 Fall Conference of KMIS

− Alienated from participants’ real

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Four main purposes for which design games are employed (Vaajakallio, 2014) 1. for research:  to study design actions in a manipulable environment that gives rise to design situations resembling those in real life. In games, as in real life, players’ moves are limited by the existing rules, conventions and principles(Habraken 1987);

2. for building design competence:  to create, play and reflect game playing as a way of teaching interaction design students how to establish social interaction between stakeholders in participatory design processes (Iversen 2002; Sproedt 2012)

3. for empowering users, i.e. people who are not traditionally part of design processes but are influenced by design:  to provide hands-on tools for establishing a common language between designers and users and to involve users in discussions on existing and future alternatives. This application area has historically also dealt with improving democratisation of workplaces (Ehn 1991)

4. for engaging multiple stakeholders:  to engage diverse stakeholders in expressing, negotiating and generating a shared understanding of users, use contexts and technology in early concept design (Brandt2004; Johansson 2005)

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Design Game

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Research Method 

Second Life game engine as a design toolkit − Toolkit − Inworld 3D tools − LSL

− Virtual Design Game − Avatar Modeling − Environment construction FIGURE 2 VR Studio Flickr Group

− Making Machinima

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− Second Life marketplace

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Research Method Research Duration − 3 months: September – November 2017

Participants − 7 Interaction Design students in their 2nd and 3rd year − Interests and skills − 3D modeling − Game development − Interaction design

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Research Method 3D Modeling

Game Development

Creative Orientation

P1

1

2

Designer

P2

1

1

Artist

P3

3

5

Engineer

P4

2

4

Artist

P5

3

4

Engineer

P6

1

2

Artist

P7

3

5

Engineer

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TABLE 1 Technical Knowledge and Use Experience of the Design Game Participants

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ICT Convergence

Research Method Design Game Process

Exploring Game Environment

Round 1 Transfer (L$ 13,000)

Building Avatars and Environment

FIGURE 2 Design Game Process

Round 2 Transfer (L$ 10,000)

Final Completion

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

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ICT Convergence

Research Method Data Collection and Analysis TABLE 2 Game Immersion and Collaboration Measurements Regarding to Technical Knowledge and Use Experience of the Design Game Participants 3D Modeling

Game Development

Immersion

Collaboration

P1

1

2

2

1

P2

1

1

4

3

P3

3

5

5

5

P4

2

4

3

2

P5

3

4

4

4

P6

1

2

2

1

P7

3

5

2

2

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

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ICT Convergence

Research Method Data Collection and Analysis TABLE 3 Final Evaluation of Design Quality 3D Modeling

Game Development

Immersion

Collaboration

Design Quality

P1

1

2

2

1

2

3

1

1

4

3

3

P3

3

5

5

5

5

P4

2

4

3

2

3

P5

3

4

4

4

5

P6

1

2

2

1

2

P7

3

5

2

2

1

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

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Results Technical Proficiency

n/s

n/s Immersion 0.89

0.86 n/s

Collaboration n/s

Game Experience FIGURE 2 Research Results

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Design Quality

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ICT Convergence

Results Technical Proficiency

n/s

n/s Immersion 0.89

0.86 n/s

Collaboration n/s

Game Experience FIGURE 2 Research Results

2017 Fall Conference of KMIS

Design Quality

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ICT Convergence

Results & Conclusions The design quality of design game participants was highly correlated to game emersion, and its speculative process rather than previous 3D modeling skills and game experiences. 

The results reveals VR collaborations are highly influenced by − How pleasurable to collaborate with − Satisfaction of social interaction that implies to how much effectively communicate with collaborators

The long tail approach in the material culture perspective

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− Whom they collaborate with

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2017 Fall Conference of KMIS

Beauty is in the eye of the beholder

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ICT Convergence 2017 Fall Conference of KMIS

For More Information https://www.facebook.com/IoT.UX/

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