Abstract
Back in the year 2006, who would have thought that by 2012, a group of more than 50 international experts for pressure exchange directives would meet regularly in a branded digital 3D auditorium to discuss safety guidelines, welding technology and the design of autoclaves—their personal business avatars standing in for each one of them, saving their company ten thousands of Euros within a few hours of collaborative learning in a virtual 3D environment. In more than 140 years, German-based Tï¿\(\frac{1} {2}\)V NORD Group has built a broad certification and service portfolio, offering specific tests and individual inspections as well as the management of complex safety solutions. Since 2007, the group explores the benefits and opportunities of 3D virtual worlds for innovation, education, and teamwork, building skills and knowledge in an R&D partnership with Bï¿\(\frac{1} {2}\)RO X Media Lab. In this chapter, we will introduce the Tï¿\(\frac{1} {2}\)V NORD IN 3D project and its 5 step-approach, the results achieved and lessons learnt. The project started with a single 3D simulator on the proprietary virtual world platform Second Life. The approaches are
-
1.
Exploring 3D
-
2.
Adding value in 3D
-
3.
Expanding expertise: beyond Second Life
-
4.
Going public: sharing results
-
5.
Evaluation, outlook
In Steps One and Two, avatar-based interaction, larger-than-life 3D visualizations, virtual meetings, and game-based learning applications were conceived and created in Second Life. Then, options beyond the limits of Second Life were examined, leading to early sketches of 3D installations in other virtual worlds, in social networks, and on the open Internet—in the browser. During Step Four, results were made public. Step Five presents key learnings and a prognosis for the further development and adoption of immersive 3D technology in work and education. The chapter begins with a look at the underlying changes in media production and media reception, driven by the convergence of classical media and social networks with games, mobile, and online technology. We also undertake a short analysis of the media hype triggered by Second Life in 2006 and 2007 and the effects of the resulting backlash on the adoption of 3D technology.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
Massively Multiple Online Role Playing Game or MMOG (Massively Multiple Online Game).
- 2.
- 3.
- 4.
- 5.
- 6.
- 7.
- 8.
TÜV NORD 3D simulator in Second Life: http://slurl.com/secondlife/TUVNord/44/224/27.
- 9.
http://www.daden.co.uk/pages/virtual_world_finder.html, last accessed Feb 26, 2012.
- 10.
http://www.opensimulator.org, last accessed Feb 26, 2012.
- 11.
http://www.hypergridbusiness.com/opensim-hosting-providers, accessed Feb 26, 2012.
- 12.
http://www.sciencesim.com/wiki/doku.php, last accessed Feb 27, 2012.
- 13.
- 14.
- 15.
http://fvwc.army.mil initiated by Tami Griffith, accessed Mar 28, 2012.
- 16.
http://thehypergates.com, accessed Feb 26, 2012.
- 17.
http://becunningandfulloftricks.com/hypergrid-landmarks, accessed Feb 26, 2012.
- 18.
http://www.hypergridbusiness.com/statistics, accessed Feb 26, 2012.
- 19.
Justincc’s OpenSimulator blog http://justincc.org/blog, accessed Feb 26, 2012.
- 20.
http://openwonderland.org, accessed Feb 26, 2012.
- 21.
- 22.
- 23.
- 24.
NASA Moonbase Alpha Game and Manuals for Players and Educators: http://www.nasa.gov/offices/education/programs/national/ltp/games/moonbasealpha/index.html.
- 25.
- 26.
- 27.
- 28.
- 29.
- 30.
- 31.
Science Applications International Corporation, USA http://www.saic.com.
- 32.
ProtonMedia http://protonmedia.com.
- 33.
- 34.
- 35.
- 36.
- 37.
- 38.
- 39.
- 40.
- 41.
- 42.
- 43.
- 44.
References
Alhadeff, E. (2007, December). Serious games for anyone to make the world of their dream. http://elianealhadeff.blogspot.com/2007/12/serious-games-for-anyone-to-make-world.html.
Anderson, J. (2010, April). Assyst and VastPark win the virtual world technology contract with USDA. Assyst. Sterling, USA. http://www.assyst-international.com/news/assyst-and-vastpark-win-virtual-world-technology-contract-usda.
Au, W. J. (2007, September). Metaplace unveiled: Raph Koster brings virtual world to the Web. http://gigaom.com/2007/09/18/metaplace-unveiled-raph-koster.
Bartle, R. (2004). Designing virtual worlds. Indianapolis, USA.: New Riders Publishing.
Bell, M. (2008). Toward a definition of ‘virtual worlds’. Journal of Virtual Worlds Research, 1(1), 2.
Berners-Lee, T. (1989). Information management: A proposal. Geneva. http://www.w3.org/History/1989/proposal.html.
Blascovich, J., & Bailenson, J. (2011). Infinite reality: Avatars, eternal life, new worlds, and the dawn of the virtual revolution. New York: Harper Collins.
Boellstorff, T. (2010, November). The virtual body. Presentation held simultaneously at the Chicago Humanities Festival and via avatar in Second Life. http://www.youtube.com/watch?v=mmghOAY01aI.
Boerger, F. (2009). Wissen auf neuen Wegen. Vitako Aktuell, 3, 16.
Boerger, F., & Tietgens, H. (2010, March). Driving knowledge in a knowledge-driven enterprise: TUEV NORD Group in 3D. Presentation via avatars Boerger TUVNORD and Xon Emoto at VWBPE 2010 in Second Life. http://www.avameo.de/index.php/2010/03/13/vwbpe-2010live-auf-sltalk-tag-2/?- live-auf-sltalk-?-tag-2/Machinima video.
Bradshaw, T. (2012). Minecraft makers Mojang notch up $80m revenues. UK: Financial Times. http://blogs.ft.com/tech-blog/2012/03/minecraft-mojang- financials/ -axzz1sl66yfB7.
Burke, B. (2011, April). More than 50 percent of organizations that manage innovation processes will gamify those processes. Gartner, UK. http://www.gartner.com/it/page.jsp?id=1629214.
Burns, R. (2010). ProtoSphere Lync edition 2010. Video interview. http://www.youtube.com/watch?v=OTbzmcK8uHk.
Castronova, E. (2004). Synthetic worlds: The business and culture of online games. Chicago, USA: The University of Chicago Press.
Castronova, E. (2008, June). Serious business in 3D: How online games will change reality. Recorded by Ole Etzel at “Games and beyond”, Campus Hamburg in Second Life and GamecityLab, HAW Hamburg, Germany. http://www.youtube.com/watch?v=Cp_IOn9MG8c.
Designing Digitally (2011, April). Designing Digitally, Inc. partners with the United States Air Force Academy to develop a browser based 3D virtual campus tour. Franklin USA. April 4, 2011. http://www.designingdigitally.com/blog/2011/04/ designing-digitally-inc-partners-with-the-united-states-air-force-academy-to-dev- elop-a.
Die Welt (2010). Second Life als Konferenzraum. http://www.welt.de/die-welt/vermischtes/article6513974/Second-Life-als-Konferenzraum.html.
Drax, B. (2009). Virtual worlds as green workplaces? A panel discussion in Second Life. Hosted by the US Department of State. http://www.youtube.com/watch?v=4woBlomg1x8.
Eisenberg, A. (2008). Moving mountains with the brain, not a joystick. The New York Times, USA. June 08, 2012. http://www.nytimes.com/2008/06/08/technology/08novel.html.
Gartner Inc. (2007). 80 percent of active Internet users will have a ‘Second Life’ in the virtual world by the end of 2011. Press Release, Stamford, USA, April 24, 2007. http://www.gartner.com/it/page.jsp?id=503861.
Google Inc. (2008). Lively no more. Mountain View, USA. November 20, 2008 http://googleblog.blogspot.com/2008/11/lively-no-more.html.
Guttenplan, D. (2012). Harnessing gaming for the classroom. on Jaron Lanier, Noam Chomsky, Ray Kurzweil and others at “Learning Without Frontiers”. The New York Times, January 30, 2012. http://www.nytimes.com/2012/01/30/world/europe/harnessing-gaming-for-the-classroom.html?
Handrahan, M. (2011). CryEngine 3 free for non-commercial use. http://www. gamesindustry.biz/articles/2011-08-18-cryengine-3-free-for-non-commercial-use.
Hart, C. (2011, July 31). Jibe Android: First glimpse. http://www.youtube.com/watch?v=C8G00acQiHI.
Henderson, L. (2011). On-line interactive virtual environment (OLIVE). Orlando, USA: Brochure, SAIC.
Hof, R. D. (2006). Virtual world, real money. Businessweek, May 01, 2012. http://www.BusinessWeek.com/magazine/content/06_18/b3982001.htm.
IDIA Lab, Ball State University (2011, August). Virtual 20th century Ball Brothers Glass Factory makes debut! http://bsuarchives.blogspot.com.au/2011/08/virtual-20th-century-ball-brothers.html.
Intel Labs (2010). Intel Labs research areas overview. http://techresearch.intel.com/ProjectDetails.aspx?Id=154.
Jensen, M. (2012). LEGO Minecraft Micro World details unveiled. Billund, Denmark. http://aboutus.lego.com/en-us/news-room/2012/february/lego-minecraft-micro-world.
Johnson, L., Adams, S., & Haywood, K. (2011). The NMC horizon report: 2011 K-12 edition. Austin, Texas, USA: The New Media Consortium.
Joy, B. (2011). Vastpark launches openavatar for virtual worlds and games. Melbourne, Australia, June 09, 2011. http://www.vastpark.org/news/13.
Kerner, S. (2007). Second Life goes open source (sort of). http://www.Internetnews.com/dev-news/article.php/3652796.
Kline, D. (2012). Avaya unveils “collaborative cloud” strategy and solutions. News Release. http://www.avaya.com/usa/about-avaya/newsroom/news-releases/2012/pr-120327.
Korolov, M. (2011a, December 24). Free Vivox for all. http://www.hypergridbusiness.com/2011/12/free-vivox-for-all.
Korolov, M. (2011b, November 15). OpenSim grids pass 20,000 regions. http://www.hypergridbusiness.com/2011/11/opensim-grids-pass-20000-milestone.
Kraftfahrt-Bundesamt (2011). Verkehr deutscher Lastkraftfahrzeuge 2010. http://www.kba.de/cln_033/nn_125268/DE/Statistik/Kraftverkehr/deutscherLastkraftf- ahrzeuge/deutscherlastkraftfahrzeuge__node.html.
Köver, C. (2007, January 4). Second Life: Im zweiten Leben reich geworden. http://www.zeit.de/2007/02/Portraet-SL-Chung.
Lake, D. (2010). Designing extensible and scalable virtual world platforms. In Extensible Virtual Worlds Workshop (X10).
Lanier, J. (2012). Learning by experience & play. Presentation at “Learning Without Frontiers”, London, UK. http://www.youtube.com/lwf\#p/u/3/F9eFZpdSeRU.
Lester, J. (2010, Oct 7). A virtual world in my hands: Running OpenSim and Imprudence on a USB key. http://becunningandfulloftricks.com/2010/10/07/a-virtual-world-in-my-hands-running-opensim-and-imprudence-on-a-usb-key.
Lester, J. (2012). The right tool for the right job: Best practices for virtual worlds. Presentation Virtual Enterprise Conference, Glyndwr University.
Lex, T. (2007). Brennstoffzelle: Exploration Second Life – TUEV Nord. http://www.youtube.com/watch?v=8FHnSHxO7ZY.
Linden Lab (2010). Making the real world safer: TÜV NORD Group in Second Life. Case study. http://wiki.secondlife.com/wiki/Second\_Life\_Work/Success\_Stories.
Lopes, C. (2011). Hypergrid: Architecture and protocol for virtual world interoperability. IEEE Internet Computing, 15(5), 22–29. http://www.computer.org/cms/Computer.org/ComputingNow/homepage/2011/1111/W\_IC\_Hypergrid.pdf.
Lopes, C., & Canto, D. (2011, April). A tour through Unity3D for SL/OpenSim Aficionados. http://metaverseink.com/blog/?p=73.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin Press.
Metaplace Team (2009). Metaplace.com is closing on January 1, 2010. E-Mail from community@metaplace.com, San Diego, USA.
Neville, J. (2011). Army extends MOSES to other researchers. http://www.hypergridbusiness.com/2011/05/army-extends-moses-to-other-researchers.
Newzoo (2011, June). German national gamers survey. http://www.newzoo.com/ENG/1594-Infograph_GER.html.
Open Wonderland Foundation (2011). Open source 3d virtual collaboration toolkit — open wonderland. http://openwonderland.org.
Panganiban, R. (2011, September 26). Doug Maxwell of US Army on military applications of virtual worlds. http://secondlife.techsoup.org/content/doug-maxwell-us-army-military-applications-virtual-worlds.
Perez, B. (2011, April 18). 3d’s new dimension to learning a language. Hong Kong: South China Morning Post.
Robinson, P. (2012, March 15). t4s FCVW & government projects on virtual worlds. Recorded by Stylianos Mystakidis at “Train for Success” in Second Life. http://www.livestream.com/alivelearning/video?clipId=pla_3fa42781-c8d0-405f-8105-16026886337a.
Rose, F. (2007). How madison avenue is wasting millions on a deserted Second Life. http://www.wired.com/techbiz/media/magazine/15-08/ff_sheep.
Roush, W. (2007, July). Second Earth. MIT Technology Review. http://www.technologyreview.com/featured-story/408181/second-earth-print-edition/.
Sassen, R. (2011). Open Wonderland on a tablet. Wonderblog. http://blogs.openwonderland.org/2011/12/23/open-wonderland-on-a-tablet.
Spearing, J. (2010, November). IDIA Lab launches IDIA in Blue Mars. http://blog.bluemars.com/2010/11/idia-lab-launches-idia-in-blue-mars.html.
Statistisches Bundesamt (2011, February). Tabelle: Internetnutzung nach Alter und Geschlecht 2010. Wiesbaden, Germany. https://www.destatis.de/DE/PresseService/Presse/Pressemitteilungen/2011/02/PD11\_060\_63931.html.
Techshout (2007). Hamburg Chamber of Commerce enters the Second Life virtual world. Mumbai, India, March. http://www.techshout.com/Internet/2007/24/hamburg-chamber-of-commerce-enters-the-second-life-virtual-world.
Thompson, D., & Writer, D. (2010). Gaikai cloud service for games: Bringing virtual worlds to a site near you? http://dusanwriter.com/index.php/2010/10/09/gaikai-cloud-service-for-games-bringing-virtual-worlds-to-a-site-near-you.
Tietgens, H. (2011). Avatars in class: Campus Hamburg in 3D. Mixed reality workshop held March 18, 2011 during VWBPE 2011 at HAW Hamburg and Campus Hamburg in Second Life. http://www.elbe-studios.de/?CLIP=650\&pos=01.
TÜV NORD Group (2007). Explore the future in 3D: By avatar into a fuel cell. Hannover, Germany: Press Release 483.
TÜV NORD Group (2011). 8.5 per cent growth. Press Release Hannover, Germany, May 20, 2011. http://www.tuev-nord.de/en/press/Press_releases_575_92618_ENG_PRODUCTIVE.htm.
Unity (2012). Public relations. San Francisco, USA. http://unity3d.com/company/public-relations.
VastPark (2012). VastPark developer zone: Open avatar. http://vastpark.org/projects/vp/wiki/OpenAvatar.
Vivox (2008). Case study “Linden Lab: Second Life”. http://www.vivox.com/case-studies/case-study-linden-lab.html.
von Hardenberg, C. (2012). Behind the scenes. Berlin, Germany, Jan 13, 2012. http://www.twinity.com/en/blog/last.
Watters, A. (2010, October). Number of virtual world users breaks 1 billion, roughly half under age 15. The New York Times. http://www.nytimes.com/ external/ readwriteweb/ 2010/ 10/ 01/ 01readwriteweb-number-of-virtual-world- users-breaks-1-bill-73727.html.
Werner, G. (2012). Ball state granted rights to develop $10 million Blue Mars virtual world technology. Indiana, USA, March 05, 2012. http://www.bsu.edu/news/article/0,1370,7273-850-65605,00.html.
Wikipedia (2012). Minecraft. http://en.wikipedia.org/wiki/Minecraft.
Wilson, M. (2011). There will re-open. http://theremichaelwilson.wordpress.com/2011/05/18/there-will-re-open.
Winkler, S. (2011, August 8). Fashion research institute oversees a third round of the ScienceSim land grant program with Intel Labs. http://shenlei.com/ 2011/08/08/fashion-research-institute-oversees-a-third-round-of-the-science-sim- land-grant-program-with-intel-labs.
Yankelovich, N. (2007). Sun puts some real business in 3D environments (video). http://siliconvalleysleuth.co.uk/2007/04/sun_puts_some_r.html.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2014 Springer Science+Business Media New York
About this chapter
Cite this chapter
Boerger, F., Tietgens, H. (2014). TÜV NORD IN 3D: Avatars at Work—From Second Life to the Web 3D. In: Hebbel-Seeger, A., Reiners, T., Schäffer, D. (eds) Synthetic Worlds. Integrated Series in Information Systems, vol 33. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-6286-6_1
Download citation
DOI: https://doi.org/10.1007/978-1-4614-6286-6_1
Published:
Publisher Name: Springer, New York, NY
Print ISBN: 978-1-4614-6285-9
Online ISBN: 978-1-4614-6286-6
eBook Packages: Business and EconomicsBusiness and Management (R0)