A social simulation is equal parts mathematical model and virtual simulation. It is an attempt to model realistically the processes between individuals in a given social setting, in order to study issues that are hard to ethically create in the outside world, or are on a scale that proves too expensive or logarithmically challenging to recreate physically.
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A round look at the necessity of being social it takes to be actively engaged in MMOs or social VR, and a clear repudiation from several highly reputable sources of the anti-social image of gaming.
It is always pleasant when a research simulation unveils data that can be used in all sorts of other simulations – in addition to it's expected result. A new simulation on the formation of stellar novas, and the shapes they take, has provided just that.
Social interactions between players are very important for most MMO worlds? after all, the multi-user aspect is one of our big attractions. Maintaining a good level of social interaction is especially important after the world has shipped. Live development is all about keeping your subscribers playing, and a strong social network is amazingly effective in accomplishing that.
Social worlds have always been deeply rooted in the moods of their visitors. As in any social situation, whether in the physical, or virtual worlds, social interaction will change your mood. All this mayhem is beyond your control, or is it? Might there be ways to use the VR of the social world to your advantage? If not control the mood of your visitors, at least modify it a bit?
Just what are the possibilities for interaction within a social atmosphere? Are there tasks for social players, for recluces, for those who just wanna have fun, for serious studs? Sure there are. all you've dreamed of and more, someday...
The film "The Matrix" Promoted a lot of philosophical musing on the nature of reality. One philosopher, Nick Bostrom, postulated 'the Simulation Argument', the belief that the world we live in, is in fact itself a simulation, and a complex scientific proof to support the idea.
The raw speed communication is possible at on the internet is a linchpin of VR for social use. As the immersion level deepens, and more and more bodily senses are incorporated into the simulation, the demand for high speed data transfer escalates. This report looks at some of the recent attempts to squeeze faster and faster data transference from the internet infrastructure.
Galvanic Vestibular Stimulation. For those of us familiar with it, it's a possible panacea to cure simulation sickness, and rope the sense of balance of the user directly into the simulation. Unfortunately, it seems there is a fly in the mixture.
Even the most vigorous, modern crash test simulation, with all known variables accounted for, can be wrong. Sometimes these differences are unavoidable with the computational power limitations of the simulation computers, sometimes its another, unforeseen cause.
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Monday 4 June ? Thursday 7 June 2007
Brisbane Convention Centre
The major theme of SimTecT 2007 is "Simulation - Improving Capability and Competitiveness."
Simulation provides a key tool for designers,...
(Press Release) Sponsorships by the National Center for Simulation and the UCF Institute for Simulation and Training Highlight the Use of Geospatially-Enabled Simulators to Increase Homeland Security and Emergency Response Training and Prep...
Held December 5-8, 2004 at the Washington Hilton and Towers in Washington, D.C, WSC 04 blends cutting-edge research, innovative applications, exhibits from top companies in the simulation industry and international speakers from across the ...
The Huntsville Simulation Conference (HSC) is an annual conference located in Huntsville, Alabama with international participation.
25 October 2005 - The Advanced Research Center
26-27 October 2005 - The Huntsville Ma...
June 17th - 19th, 2009
CASA is the leading international conference in the field of computer animation and social agents. CASA 2009 will provide great opportunities to interact with leading expe...