{"title":"面向个人主体的虚拟社会中的文化形成及其问题:“PAW´2”","authors":"K. Matsuda, Takahiro Miyake, Hirofumi Kawai","doi":"10.1145/571878.571882","DOIUrl":null,"url":null,"abstract":"In recent years, the combination of communication networks and computer technologies have made it possible to create a cyberspace on the Internet. Recently, several 3D shared virtual spaces and worlds have been developed in which users can share the same experience in a shared virtual environment [1][10]. The next important step is to extend these environments into a \"virtual society.\" .To realize a virtual society, it is important to obtain a large number of users in a virtual world and evaluate various issues based on the populated world. For instance, what kind of functions (especially, social functions) and interface should be supported. For this purpose we constructed a personal agent-oriented virtual society called \"PAW^2\" (Personal Agent World) based on our CommunityPlace system [1][2].PAW^2 [3][4] is a 3D personal agent-oriented virtual society (Figure 1). PAW^2 has improved upon past virtual spaces based on avatar and text communication by providing autonomous personal agents that interact with users plus a social and environmental infrastructure (Figure 2). We have made several observations about the unique social phenomena in PAW^2 based on our experience operating the system. In this paper, we investigate these phenomena in detail by using non-participant observation method [7] and statistic method. According to the results of observation and statistic data, we clarify what sort of phenomenon that occurred. Then, we discuss the possibility of forming culture in a virtual society and its issues.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"21 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2002-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"11","resultStr":"{\"title\":\"Culture formation and its issues in personal agent-oriented virtual society: \\\"PAWˆ2\\\"\",\"authors\":\"K. Matsuda, Takahiro Miyake, Hirofumi Kawai\",\"doi\":\"10.1145/571878.571882\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In recent years, the combination of communication networks and computer technologies have made it possible to create a cyberspace on the Internet. Recently, several 3D shared virtual spaces and worlds have been developed in which users can share the same experience in a shared virtual environment [1][10]. The next important step is to extend these environments into a \\\"virtual society.\\\" .To realize a virtual society, it is important to obtain a large number of users in a virtual world and evaluate various issues based on the populated world. For instance, what kind of functions (especially, social functions) and interface should be supported. For this purpose we constructed a personal agent-oriented virtual society called \\\"PAW^2\\\" (Personal Agent World) based on our CommunityPlace system [1][2].PAW^2 [3][4] is a 3D personal agent-oriented virtual society (Figure 1). PAW^2 has improved upon past virtual spaces based on avatar and text communication by providing autonomous personal agents that interact with users plus a social and environmental infrastructure (Figure 2). We have made several observations about the unique social phenomena in PAW^2 based on our experience operating the system. In this paper, we investigate these phenomena in detail by using non-participant observation method [7] and statistic method. According to the results of observation and statistic data, we clarify what sort of phenomenon that occurred. Then, we discuss the possibility of forming culture in a virtual society and its issues.\",\"PeriodicalId\":193080,\"journal\":{\"name\":\"International Conference on Collaborative Virtual Environments\",\"volume\":\"21 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2002-09-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"11\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Conference on Collaborative Virtual Environments\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/571878.571882\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Conference on Collaborative Virtual Environments","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/571878.571882","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Culture formation and its issues in personal agent-oriented virtual society: "PAWˆ2"
In recent years, the combination of communication networks and computer technologies have made it possible to create a cyberspace on the Internet. Recently, several 3D shared virtual spaces and worlds have been developed in which users can share the same experience in a shared virtual environment [1][10]. The next important step is to extend these environments into a "virtual society." .To realize a virtual society, it is important to obtain a large number of users in a virtual world and evaluate various issues based on the populated world. For instance, what kind of functions (especially, social functions) and interface should be supported. For this purpose we constructed a personal agent-oriented virtual society called "PAW^2" (Personal Agent World) based on our CommunityPlace system [1][2].PAW^2 [3][4] is a 3D personal agent-oriented virtual society (Figure 1). PAW^2 has improved upon past virtual spaces based on avatar and text communication by providing autonomous personal agents that interact with users plus a social and environmental infrastructure (Figure 2). We have made several observations about the unique social phenomena in PAW^2 based on our experience operating the system. In this paper, we investigate these phenomena in detail by using non-participant observation method [7] and statistic method. According to the results of observation and statistic data, we clarify what sort of phenomenon that occurred. Then, we discuss the possibility of forming culture in a virtual society and its issues.