TÜV NORD IN 3D: Avatars at Work—From Second Life to the Web 3D

Part of the Integrated Series in Information Systems book series (ISIS, volume 33)


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. 1.

    Exploring 3D

  2. 2.

    Adding value in 3D

  3. 3.

    Expanding expertise: beyond Second Life

  4. 4.

    Going public: sharing results

  5. 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.


Virtual Environment Virtual World Physical World Text Chat Game Technology 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer Science+Business Media New York 2014

Authors and Affiliations

  1. 1.TÜV NORD GroupHamburgGermany
  2. 2.HamburgGermany

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