john murray
program director
computer science lab
(jxm@sri.com)
recent adventures
in virtual worlds:
some traveller's
tales
stanford research institute
SRI originally founded by Stanford University in 1946
a world-leading independent R&D organization
• ~2200 staff members
• $4 billion in sponsored R&D in the last decade
• $540 million in annual revenue
• 4,000 issued patents
• millions of lives improved or saved by SRI innovations
• 70 years of significant contributions to society
• 60+ spin-off companies
“The soul of Silicon Valley”
SRI headquarters, Menlo Park, CA
SRI Sarnoff, Princeton, NJ
SRI Washington, D.C.SRI Tokyo, JapanSRI Harrisonburg, Virginia SRI St. Petersburg, Florida
3
House of Game//Play talk: Recent adventures in virtual worlds - some traveller's tales
EBay
PayPal
Yahoo
Corsera
.....
Facebook
Google
Tesla
VMware
Hewlett
Packard
LinkedIn
Electronic
Arts
Apple
Seagate
Oracle
Genentech
Onxy Pharma
.....
Uber
Lyft
Airbnb
.....
Zynga
Twitter
Coinbase
.....
Symantec
Synopsys
.....
Intel
AMD
Cisco
.....
SLAC
multidisciplinary
research and
development
advanced materials,
microsystems, and
nanotechnology
oceanography and
space systems
information technology
biotechnology and
health sciences
learning and
education systems
technology ventures and
economic development
Silicon Valley
identity in gaming worlds
77
explore links between the real world
characteristics of MMOG gamers and their
online behaviors, habits, and actions
behaviour patterns in gaming worlds
8
real world
lab studies
real world
fieldwork
popular VWs
fieldwork
closed VW
lab studies
unifying demographics survey
VW/RW data collection strategy
9
virtual world fieldwork
virtual world fieldwork
virtual world fieldwork
12
House of Game//Play talk: Recent adventures in virtual worlds - some traveller's tales
House of Game//Play talk: Recent adventures in virtual worlds - some traveller's tales
House of Game//Play talk: Recent adventures in virtual worlds - some traveller's tales
House of Game//Play talk: Recent adventures in virtual worlds - some traveller's tales
House of Game//Play talk: Recent adventures in virtual worlds - some traveller's tales
18
18
audit-able data collection trail on player's progress
helps cross-check external real-world observations
enables comparison across multiple game environments
useful types of telemetry
millisecond timestamped in-game movement, activity, etc.
host platform tech information, network performance, etc.
menu access, player viewpoints, camera movements
mouse usage, hot-keys, other input devices, etc.
telemetry streams in digital games
multimodal data analysis tools
in-game telemetry data
decisions/choices
resources & risks
design selections
self-representation
behaviors/actions
movement patterns
hesitance & persistence
grouping behaviors
video/audio data
Screenflow, FRAPS
Tobii, Noldus, etc.
text entry/commands
communication activity
hot keys, script execution
analytical tool chest
predictive machine learning
feature selection
associative rules
linguistics/text analysis
NLP, communication behavior
labeling/naming preferences
video/audio data
voice recognition
video data interpretation
gaze tracking, engagement
coding/annotation techniques
statistical techniques
demographic/contextual effects
formative assessment data
merging quantitative
and qualitative analyses
21
studies of educational games
22
studies of educational games
23
studies of educational games
24
studies of educational games
25
studies of educational games
design for assessment
27
VEs for technical training
semantically-enabled automated assessment in VEs
collaboration between learners and lesson authors
augmented reality mentor for maintenance technicians
see-thru head-mounted display, interactive audio
simulated manufacturing and prototyping toolset
use robotics viz tools, 3D-printing for field repairs
VEs for technical training
29
supporting qualitative research:
challenges and insights
blending methods and techniques across disciplines
establishing common inquiry languages and frameworks
mapping existing theories into unfamiliar territories
characteristics of leadership – real world vs virtual world
new dimensions for assessing/understanding expertise
adjusted cultural norms for VW vs RW behaviours
alternate views on play authorisation, server access, etc.
strengthening human adaptive
reasoning and problem-solving
can a person's basal ganglia
be used to identify them?
31
involuntary motor control
automated action selection
procedural learning of routines
games as innovative
authentication tools
32
dasher
software keyboard for people
with limited input capability
zoom through a 2D alphabet
space to enter text material
open source (GPL), available
for a variety of platforms
crypto-dasher
explore potential use in cortical cryptography applications
end-to-end security linking authentication and text input
9/3/2016 CSL Program Review 34
crypto-dasher
9/3/2016 CSL Program Review 35
initial work on
improving the input
options (touch & tilt)
instrument Dasher
to collect data about
input patterns
can any of those
patterns be used to
identify the user?
crowd-sourcing of software reliability:
Improve the quality of critical software
and embedded systems, by transforming
the formal verification process into
fun and easy-to-play computer games
Xylem Gameplay
an uninhabited jungle island full of
never-before-seen plant species.
what will you discover?
xylem: the (code) of plants
38
39
xylem: the (code) of plants
40
xylem: the (code) of plants
41
xylem: the (code) of plants
42
xylem: the (code) of plants
43
xylem: the (code) of plants
Xylem Gameplay
crowd-sourcing and citizen science
aimed at people who.....
care about an important issue at hand
may –or may not– have much domain knowledge
are keen to help solve science problems
would like to learn more about these issues
enjoy participating and feeling “science-y”
want to meet and communicate with others
share their ideas, challenges, and interests
binary
fission
binary
fission
binary fission
binary fission
new crowd-sourcing game
51
51
space
research
facilities
52
52
hat creek radio
observatory
search for extraterrestrial intelligence
(SETI)
53
worldwide annual game making festival
2-day event, started 2009
2016: 600+ sites in 95 countries
~7k games, >25k game-makers
www.globalgamejam.org
global game jam
54
global game jam
worldwide annual game making festival
2-day event, started 2009
2016: 600+ sites in 95 countries
~7k games, >25k game-makers
www.globalgamejam.org
55
fri 20 – sun 22 january 2017
site registration starts in september
www.globalgamejam.org
• creativity
• innovations
• new ideas
• inventions
intellectual
property
intellectual
property
• patents
• licenses
• royalties
• copyrights
• trade secrets
intellectual
property
intellectual
property
House of Game//Play talk: Recent adventures in virtual worlds - some traveller's tales
some questions of
intellectual property
ownership and rights
61
62
Can students contribute to inventions?
"Yes, a student can even be the sole
contributor or inventor. As a ground rule,
ownership to an invention (or ownership
to an ideal share of an invention) made by
a student lies with the student....."
[exceptions may apply if the work involves
sponsored projects or employment duties.]
House of Game//Play talk: Recent adventures in virtual worlds - some traveller's tales
john murray (jxm@sri.com)
recent adventures in virtual worlds:
some traveller's tales
all questions answered....
...all answers questioned!
alle tvivl besvaret....
...alle svar betvivlet!
65
65
we're hiring.....
www.sri.com/careers

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