Culture formation and its issues in personal agent-oriented virtual society: "PAWˆ2"

Culture formation and its issues in personal agent-oriented virtual society: "PAWˆ2"
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个人代理导向的虚拟社会中的文化形成及其问题:“PAWˆ2”

DOI:
10.1145/571878.571882
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发表时间:
2002
期刊:
--
影响因子:
--
通讯作者:
Hirofumi Kawai
Hirofumi Kawai
中科院分区:
--
文献类型:
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作者:
K. Matsuda;Takahiro Miyake;Hirofumi Kawai

文献摘要

被引文献

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近年来,通信网络和计算机技术的结合使在互联网上创建网络空间成为可能。最近,一些3D共享虚拟空间和世界已经被开发出来,用户可以在一个共享的虚拟环境[1][10]中共享相同的体验。下一个重要步骤是将这些环境扩展到“虚拟社会”。。为了实现虚拟社会,在虚拟世界中获得大量的用户,并基于人口稠密的世界来评估各种问题是很重要的。例如,应该支持什么样的功能(特别是社交功能)和接口。为此,我们在CommunityPlace系统[1]b[2]的基础上构建了一个面向个人代理的虚拟社会“PAW^2”(personal Agent World)。PAW^2[3][4]是一个面向个人代理的三维虚拟社会(图1)。PAW^2通过提供与用户交互的自主个人代理以及社会和环境基础设施,改进了过去基于化身和文本通信的虚拟空间(图2)。我们根据自己操作PAW^2系统的经验,对其独特的社会现象做了一些观察。本文采用非参与观察法[7]和统计方法对这些现象进行了详细的研究。根据观察结果和统计数据,我们澄清了发生了什么样的现象。然后,讨论了虚拟社会中文化形成的可能性及其存在的问题。
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.