Multi-User Shared Environment
A Multi-User Shared Environment or MUSE, is an older term used to describe social virtual reality systems. MUSEs are environments which exist solely for the experience of those who enter them ? something which no physical environment can match ? and in which the experiences of one party, impinge on the experiences of others.
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?MUSH stands for Multi-User Shared Hallucination, and is derived from the mud family of online games. They are text based programs which allow multiple people to simultaneously interact within an artificial environment. This article will be focused on role playing MUSHes using the PennMUSH code base, although the TinyMUSH and TinyMUX code bases bear enough resemblance for this to be applicable.?
World Review: My SecureCyberspace
Special Client Required
On September 8th 2009, Obscura Digital installed the first display of its kind, at the Hard Rock cafe in Las Vegas, US. This display is a dynamically resizing, dynamically multi-user, multitouch display wall.
When even industry insiders think of virtual reality systems, and of the data visualisation sector in particular, it's the larger, multi-user data worlds with relatively exotic hardware that tend to leap straight into mind, as opposed to the single user software suites that process and display data in 2D or 3D form.
Vie MUD was a Multi-User Domain (MUD) based off the DIKU MUD codebase. Vie spawned five versions, Vie 1-5. Each was publicly released, as a separate codebase to build a new MUD off of.
A bold article on how to make alchemy interesting, for usage in multi-user online environments, both gaming and more stoid.
This page is basically a collection of links with examples, of the various methods used by different worlds to map themselves.
One of the problems with global, persistent, shared virtual environments, is time. More specifically, time zones. To demonstrate this problem, go to any non-roleplay virtual environment or even a simple chatroom with a fair number of participants, and ask people what the time is:
A short article by Dr Richard Bartle, co-creator of MUD1, the multi-participant virtual environment that started the entire MUD and MMO, and really, social VR industries, way back in the late nineteen seventies.
It is easy to see in this image, and most of this scene from Program, the influence of contemporary multi-user VRs such as ActiveWorlds or Second Life, as the camera control in the film tries to mimic them more or less exactly, behind, over and slightly to one side of the avatar that represents your physical body within the virtual, as a parody of third person view.
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25 - 27 July 2008
Topics for this conference include, but are not limited to:
- Affective User-centred analysis, design and evaluation
- The value of Affective Interface...
Network software company DemonWare has released BitDemon 1.0. This library pack is essentially a complete interactive multi-user suite, to integrate into your virtual world-like products and games for PC, Playstation 2 and Xbox platforms. <...
Tenth International Conference on Human-Computer Interaction
12-16 September 2005, Rome, Italy
The INTERACT '05 conference will highlight to both the academic and industrial world the importance of the Human-Computer ...
Thursday Night Live! meetings are bi-monthly online discussions hosted by Caligari in a shared 3D space using Caligari truePlace technology. These informal meetings are open to all members of the 3D community worldwide to foster collaborati...
Finnish researchers have developed a way to achieve the ?bullet-time? effect of the movie The Matrix in real-time multi-participant environments. The challenge had been to achieve the slowing time effect for one participant, whilst none of ...