Skip to main content

Virtual Society: Collaboration in 3D Spaces on the Internet

  • Chapter
Groupware and the World Wide Web

Abstract

The Virtual Society (VS) project is a long term research initiative that is investigating the evolution of the future electronic society. Our vision for this electronic society is a shared 3D virtual world where users, from homes and offices, can explore, interact and work. Our first implementation of an infrastructure to support our investigation is known as CommunityPlace and has been developed to support large-scale shared 3D spaces on the Internet using the Virtual Reality Modeling Language (VRML). Obviously, such an ambitious project cuts across many different domains. In this paper we outline the goals of the Virtual Society project, discuss the architecture and implementation of CommunityPlace with particular emphasis on Internet related technologies such as VRML and present our views on the role of VRML and the Internet to support large-scale shared 3D spaces.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 54.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  • Benford, S., L. Fahlen, C. Greenhalgh, and J. Bowers (1994): Managing Mutual Awareness in Collaborative Virtual Environments. In Proceedings ACM SIGCHI Conference on Virtual Reality and Technology (VRST’94), Singapore, August 23–261994. World Scientific Publishing Co. Inc., pp. 223–236.

    Chapter  Google Scholar 

  • Benford, S., J. Bowers, L. E. Fahler, C. M. Greenhalgh, J. Marian, and T. R. Rodden (1995): Networked Virtual Reality and Cooperative Work. Presence,vol. 4, no. 4, pp. 364–386.

    Google Scholar 

  • Birman, K., A. Schiper, and P. Stephenson (1991): Lightweight Causal and Atomic Group Multicast. ACM Transactions on Computer Systems, vol. 9, no. 3, pp. 272–314.

    Article  Google Scholar 

  • Bricken, W. and G. Coco (1994): The VEOS Project. Presence, vol. 3, no. 2, pp. 111–129.

    Google Scholar 

  • Broll, W. and D. England (1995): Bringing Worlds Together: Adding Multi-User Support to VRML. In Proceedings of VRML’95, San Diego, U.S.A., December 1995. New York: ACM Press, pp. 87–94, Order no. 434953.

    Google Scholar 

  • Carlsson, C. and O. Hagsand (1993): DIVE — A Platform for Multi User Virtual Environments. Computer and Graphics, vol. 17, no. 6, pp. 663–669.

    Article  Google Scholar 

  • Greenhalgh, C. and S. Benford (1995): MASSIVE: A Distributed Virtual Reality System Incorporating Spatial Trading. In Proceedings of the 15th ICDCS,Vancouver; Canada, May 30—June 2, 1995. IEEE Press, pp. 27–34.

    Google Scholar 

  • Hagsand, O., R. Lea, and M. Stenius Using Spatial Techniques to Reduce Message Passing in a Distributed VE (submitted for publication). Also available from http://www.csl.sony.co.jp/person/rodger.html.

  • Honda, Y., K. Matsuda, J. Rekimoto, and R. Lea (1995): Virtual Society. In Proceedings of VRML’95, San Diego, U.S.A., December,1995. New York: ACM Press, pp. 109–116, Order no. 434953. Available at: http://www.csl.sony.co.jp/project1VS/VRML95.ps.Z.

    Google Scholar 

  • Hutto, P. and M. Ahamad (1990): Slow Memory: Weakening Consistency to Enhance Concurrency in Distributed Shared Memories. In Proceedings of the 10th ICDCS, May 1990. Paris. IEEE Press, pp. 302–311.

    Google Scholar 

  • IEEE (1993): DIS ANSI/IEEE std 1278–1993. Standard for Information Technology, Protocols for Distributed Interactive Simulation.

    Google Scholar 

  • ISO (1996): The VRML2.0 Specification. Version 2.0, Final Working Draft, ISO/IEC WD 14772. Currently only available as: http://www.vrml.sgi.com/moving-worlds/.

  • Lea, R. and Y. Yokote (1995): Adaptive Operating System Design Using Reflection. In Proceedings of the 5th Workshop on Hot Topics in Operating Systems (HTOS-V), Orcas Island Washington, U.S.A. IEEE Press, pp. 95–101. Also available at: http://www.csl.sony.co.jp/person/rodger/htos.ps.Z.

    Chapter  Google Scholar 

  • Lea, R., P.G. Raverdy, Y. Honda, and K. Matsuda (1997): Issues in the Design of a Large Scale VE. In Hawaii International Conference on Systems and Sciences. Software Engineering Minitrack, Hawaii,January 1997. Also available from http://www.csl.sony.co.jp/person/rodger.html.

  • Macedonia, M., D. Pratt, and M. Zyda (1994): NPSNET: A Network Software Architecture for Large Scale Virtual Environments. Presence,vol. 3, no. 4, pp. 265–287.

    Google Scholar 

  • Morningstar, C. and F. Farmer (1992): The Lessons of LucasFilm’s Habitat. In M. Benedikt (ed.): CyberSpace: First Steps, Cambridge, MA: MIT Press, pp. 2273–301.

    Google Scholar 

  • Mosberger, D. (1993): Memory Consistency Models. Operating Systems Review,vol. 27, no. 1, pp. 18–26.

    Article  Google Scholar 

  • Pope, A. (1989): The SIMNET Network and Protocols. BBN Report No. 7102. BBN Systems and Technologies, Cambridge, MA.

    Google Scholar 

  • Pu, C. (1993): Relaxing the Limitations of Serializable Transactions in Distributed Systems. In Proceedings of the 5th ACM European Workshop, Le Mont St. Michel, France. Operating Systems Review,vol. 27, no. 2, pp. 66–71.

    Google Scholar 

  • Shaw, C., M. Green, J. Liang, and Y. Sun (1994): Decoupled Simulation in Virtual Reality with the MR Toolkit. ACM Transactions on Information Systems,vol. 11, no. 3, pp. 287–317.

    Article  Google Scholar 

  • Singh, G., L. Serra, L.W. Png, and H. Ng (1994): Bricknet: A Software Toolkit for Networked Virtual Worlds. Presence,vol. 3, no. 1, pp. 19–34.

    Google Scholar 

  • Singhal, S. and D. Cheriton (1995): Exploiting Position History for Efficient Remote Rendering in Networked Virtual Reality. Presence,vol. 4, no. 2, pp. 169–193.

    Google Scholar 

  • Snowdon, D. and A. West (1995): AVIARY: Design Issues for Future Large Scale Virtual Environments. Presence,vol. 3, no. 4, pp. 288–308.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 1997 Springer Science+Business Media Dordrecht

About this chapter

Cite this chapter

Lea, R., Honda, Y., Matsuda, K. (1997). Virtual Society: Collaboration in 3D Spaces on the Internet. In: Bentley, R., Busbach, U., Kerr, D., Sikkel, K. (eds) Groupware and the World Wide Web. Springer, Dordrecht. https://doi.org/10.1007/978-94-011-5756-8_6

Download citation

  • DOI: https://doi.org/10.1007/978-94-011-5756-8_6

  • Publisher Name: Springer, Dordrecht

  • Print ISBN: 978-94-010-6428-6

  • Online ISBN: 978-94-011-5756-8

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics