Another name for a multi-user world.
Below, we offer a selection of links from our resource databases which may match this term.
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Resources in our database matching the Term Shared World:
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What do players actually want from a world such as a MMORPG? Could it be that we are getting too complex in modern designs, and are turning them off, or is content too linear, too structured round the shared activity to be truly appealing? Decide for your self in this fascinating article.
A BBC article which, despite the title, looks into the ability of robots to collaborate and work together to achieve shared goals.
Prior to 2006, any attempt at investigating wireless technology, developing a new algorithm for propagation, or even trying for a whole new standard, all shared one thing in common: The phenomenal expense for the research team.
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:
The Medical Working Group of the X3D consortium is developing an open interoperable standard for human anatomy representation. This standard works with multiple types of scans (CAT, MRI, PET, and others), and allows equipment manufacturers to be able to export data collected from the scanning machines into a shared data format.
As the boundaries between virtual lives and physical lives thin and fade for an increasing number of people, the amount of their lives, their passions, their desires that are shared online grows. At the same time, professional interest in VR is at a level unprecedented at any time before, and steadily growing.
An old article from the Imaginary Realities e-magazine, looking critically at the differences between assumptive ? presuming what the other party will do ? and suggestive, role-playing activities, Ten years later, it is still sorely needed, as using the wrong type of role-play in any shared experience, lessens the fun for both parties.
?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.?
Developed by researchers at the University of Bristol 's Interaction and Graphics department, PiVOT is a project designed to allow a group of people to interact with the same interactive display table system,by providing a personalised view of the data space on the table to each user, but at the same time, providing a central, shared view of the data so everyone can see the big picture.
What senses are needed to make a world a world? Is it any less a world if we cannot see it, cannot smell it, cannot touch and taste it? At what point do we experience too few sensory inputs to judge a world a world?
Industry News containing the Term Shared World:
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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...
A computer espionage specialist has laid out blueprints for building a cyber army capable of crashing through US defenses.
Readying an unstoppable Internet invasion would take two years and a total of 100 million dollars, acc...
An organization that lets people with disabilities virtually climb mountains and hike trails shared top honors in a first-ever Second Life prize for in-world projects improving real-world lives.
Virtual Ability and Studio Wik...
IranOpen2009 played host to 321 national and foreign teams as part of the fourth international level robotics contest in Qazvin. Teams from Germany, the Netherlands, Brazil, Mexico and Thailand competed in 19 leagues.
The cost of taking fibre-based broadband to every UK home could top ?28.8bn, says a governmantal broadband advisory report.
Big differences in the cost of updating urban and rural net access will pose difficult choices, says ...