Virtual World Interoperability: Let Use Cases Drive Design

Authors

  • Jon Watte Forterra Systems

DOI:

https://doi.org/10.4101/jvwr.v2i3.727

Abstract

Virtual worlds are slowly creeping into our daily lives. While some early adopters have been using them for entertainment, research and training over the last 20 years, virtual trade shows and online conferencing with user avatars are putting them front and center on the desktops of workers around the world. However, while a "walled garden" virtual world may be useful in and of itself (just like a cell phone being able to call other cell phone customers using the same carrier), the real usability explosion will come when the different virtual worlds start talking to each other (just like cell phones being able to call any phone number in the world, no matter who the destination carrier or operator is). This article will examine the history of virtual world interoperability as evidenced through early systems like DIS and HLA, current systems such as Second Life / OpenSim teleport and OLIVE simulation interoperability, and will examine some common use cases for the future, interconnected metaverse. Based on this learning, a comprehensive approach to standards-based virtual world interoperability is described, and the article ends with a call for action. The author has a unique depth of perspective on virtual worlds interoperability, having worked with a variety of technologies ranging from military simulation all the way to massively multiplayer online games, having worked for a leading virtual world platform provider since 2001, and having shipped public virtual world interoperability solutions since 2005.

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Published

2009-09-04