International Journal of IT Standards and Standardization Research, 8(2), 45-59, July-December 2010 45 !"#$%&’() + ,-.-/ 010 12"3425 !"#$&6’ "% 7&8)%&39)&6’ &6 #%&6) "% :2:;)%"6&; <"%=8 >&)("9) >%&)):6 #:%=&88&"6 "< 010 12"342 &8 #%"(&3&):75 !"#$%&’() +,-,./0 1/2"(3 4’56/.,%73 87."&%9"&/:,0,.#3 ;<=43 >"&,%5( 1/2"(3 >9"6,?6/.,%7(3 =,&.5/0 INTRODUCTION I’d like to be able to hold a virtual meeting in a 3-dimensional area where there is a table and where you can move the chairs around, and when I move the chairs you see it happen. (Berners-Lee, 1997) It is now almost exactly thirty years since the first online virtual world was created by Roy ?%938(4> 467 @&;(4%7 A4%)2: BA4%)2:/ ,--CD5 MUD1 was (and still is) a text-based virtual >"%27 )4E&6’ =9;( &68#&%4)&"6 <%"= "27:% 8&6’2:F #24$:% ):G)F348:7 =4&6<%4=: 47H:6)9%: ’4=:85 IJK. &8 :<<:;)&H:2$ 4 L;2"8:7M #%"#%&:)4%$ system – while clients connect to the server over the internet (or in the early days via dial-in connections), the virtual world does not afford ;"==96&;4)&"6 >&)( ")(:% "62&6: 4##2&;4)&"68 or data sources outside of its own databases. To a large extent the same is true of all game-oriented virtual worlds to this day. Via custom client software or standard telnet Internet connections, users log into the virtual world, >(&;( :G&8)8 8"2:2$ "6 8:%H:%8 "#:%4):7 3$ )(: ;"=#46$/ >(&;( ">68 )(4) H&%)942 >"%275 J8:% commands are sent to the client where the actions 4%: :G:;9):7 42"6’ >&)( ")(:% >"%27 9#74):8 467 46$ 9#74):8 4%: 8:6) 34;E )" )(: ;2&:6)5 N)(:% than this connection between remote user and server, the server does not interact with other online or offline services or resources. Virtual Worlds, Standards and Interoperability Daniel Livingstone, University of West Scotland, UK Paul Hollins, University of Bolton, UK ABSTRACT It is well documented that virtual worlds today are applied in both educational and commercial teaching and learning contexts. Where virtual worlds were once the reserve of entertainment, they have now taken on a variety of roles as platforms for business meetings, simulation, and training and education. In this context, .@" ,7."-&/.,%7 /7’ ,7."&%9"&/:,0,.# $,.@ :%.@ %70,7" /7’ %AB,7" &"(%5&6"( /7’ ."6@7%0%-,"( ,( ,29%&./7.C 87 .@,( 9/9"&3 .@" /5.@%&( &"D,"$ 9&%-&"(( .%$/&’ ,76&"/("’ ,7."-&/.,%7 /7’ ,7."&%9"&/:,0,.# A&%2 .@" ?&(. virtual world games to today’s virtual world platforms. This paper highlights opportunities that will arise from further improvements in the ability to create virtual world platforms, content and activities that are truly ,7."&%9"&/:0"3 /( $"00 /( 2%&" (,-7,?6/7. 6@/00"7-"( /0%7- .@" $/#C KN0O .-5P-.QRS&)8%5,-.--T-.-P
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International Journal of IT Standards and Standardization Research, 8(2), 4559, JulyDecember 2010 45
I’d like to be able to hold a virtual meeting in a 3dimensional area where there is a table and where you can move the chairs around, and when I move the chairs you see it happen. (BernersLee, 1997)
It is now almost exactly thirty years since the
first online virtual world was created by Roy
?%938(4>*467*@&;(4%7*A4%)2:*BA4%)2:/*,--CD5*MUD1 was (and still is) a textbased virtual
over the internet (or in the early days via dialin
connections), the virtual world does not afford
;"==96&;4)&"6*>&)(*")(:%*"62&6:*4##2&;4)&"68*or data sources outside of its own databases.
To a large extent the same is true of all
gameoriented virtual worlds to this day. Via
custom client software or standard telnet Internet
connections, users log into the virtual world,
>(&;(*:G&8)8*8"2:2$*"6*8:%H:%8*"#:%4):7*3$*)(:*;"=#46$/*>(&;(*">68*)(4)*H&%)942*>"%275*J8:%*commands are sent to the client where the actions
4%:*:G:;9):7*42"6'*>&)(*")(:%*>"%27*9#74):8*467*46$*9#74):8*4%:*8:6)*34;E*)"*)(:*;2&:6)5*N)(:%*than this connection between remote user and
server, the server does not interact with other
online or offline services or resources.
Virtual Worlds, Standards and InteroperabilityDaniel Livingstone, University of West Scotland, UK
Paul Hollins, University of Bolton, UK
ABSTRACTIt is well documented that virtual worlds today are applied in both educational and commercial teaching and learning contexts. Where virtual worlds were once the reserve of entertainment, they have now taken on a variety of roles as platforms for business meetings, simulation, and training and education. In this context, .@"*,7."-&/.,%7*/7'*,7."&%9"&/:,0,.#*$,.@*:%.@*%70,7"*/7'*%AB,7"*&"(%5&6"(*/7'*."6@7%0%-,"(*,(*,29%&./7.C*87*.@,(*9/9"&3*.@"*/5.@%&(*&"D,"$*9&%-&"((*.%$/&'*,76&"/("'*,7."-&/.,%7*/7'*,7."&%9"&/:,0,.#*A&%2*.@"*?&(.*virtual world games to today’s virtual world platforms. This paper highlights opportunities that will arise from further improvements in the ability to create virtual world platforms, content and activities that are truly ,7."&%9"&/:0"3*/(*$"00*/(*2%&"*(,-7,?6/7.*6@/00"7-"(*/0%7-*.@"*$/#C
KN0O*.-5P-.QRS&)8%5,-.--T-.-P
46 International Journal of IT Standards and Standardization Research, 8(2), 4559, JulyDecember 2010
428"*#%"H&7:*")(:%*=:468*<"%*4;;:88&6'*>:3Fbased services from integrated webbrowsing
)"* )(:*#%"H&8&"6*"<*348&;*c??d*8:%H&;:8*467*8;%&#)&6'* 246'94':8* )(4)* <"%=* )(:* 348&8* <"%*Crd*#4%)$*&6):%"#:%43&2&)$*4##2&;4)&"68/*2&6E&6'*H&%)942*>"%278*>&)(*:G):%642*>:3F4##2&;4)&"68/*services and resources. Later we review a few
6")432:*:G4=#2:8*"<*4##2&;4)&"68*>(&;(*#%"H&7:/*"%*:G#2"&)/*H&%)942*>"%27* )"*>:3*&6):'%4)&"68/*467*>(&;(*(&'(2&'()*8"=:*"<*)(:*#"):6)&42*"<*current technologies as well as illustrate some
of the current limitations and common issues
467*34%%&:%8*)"*&6):'%4)&"6*467*&6):%"#:%43&2&)$5A related, but distinct, issue is extent to
>(&;(*&6):%"#:%43&2&)$*:G&8)8*3:)>::6*7&<<:%:6)*H&%)942*>"%27*#24)<"%=8*)(:=8:2H:8*]*>(:)(:%*;"6):6)*"%*4##2&;4)&"68*7:H:2"#:7*)"*%96*&6*"6:*H&%)942*>"%27*#24)<"%=*;46*3:*:48&2$*&=#"%):7*into another virtual world, and whether users
can freely move their avatars, their virtual world
extensions, from one world to another.
Finally, a third issue is that of standards
)"*89##"%)*8#:;&<&;*398&6:88*"%*:79;4)&"6*4##2&;4)&"68*>&)(&6*H&%)942*>"%2785*c:%:*>:*<&67*)(4)* 477&)&"642* 8)4674%78* 4%:* %:Y9&%:7* )"* 47dress the needs of different virtual world user
467*CK*8)4674%78/*>:*%:H&:>*#%"'%:88*)">4%78*)(:*7:H:2"#=:6)*"<*8)4674%78*<"%*H&%)942*>"%278/*&6):%"#:%432:*H&%)942*>"%278*467*%:98432:*2:4%6ing objects within virtual worlds.
THE BUSINESS CASE FOR INTEROPERABILITY STANDARDS AND SPECIFICATIONS IN MULTI USER VIRTUAL ENVIRONMENTS
Standards codify the boring so that the exciting can happen on top of them (Cooper & Kraan, 2009)
The evolution of open standards to enable interoperability between virtual worlds is one of the highest impact, highest uncertainty issues for the future of the market (Strategic business insights, 2009)
V"%* )("8:* ;"==:%;&42* ;"=#46&:8* 467* :79;4)&"642* &68)&)9)&"68* >&8(&6'* )"* &6;"%#"%4):*)(:*4##2&;4)&"6*"<*H&%)942*>"%278*>&)(&6* )(:&%*information and communication technologies
467*Y942&)$*&=#%"H:=:6)*;46*3:*4;(&:H:7*>(:6*standards are used alongside good information
=464':=:6)*#%&6;:85*?(:*%:79;)&"6*"<*=4&6):646;:*;"8)8*467*7&8%9#)&"6`*8&'6&<&;46)*7&8%9#tion and cost can be incurred when new software
%:2:48:8*";;9%/*)(&8*&8*#4%)&;924%2$*%:2:H46)*&6*MUVE where increased functionality is being
constantly demanded by users. The Durability
"<*74)4/*74)4*<"%=4)):7*&6*4*>&7:2$*89##"%):7*standard will remain usable and reusable for
2"6':%5*\H"&746;:* "<* 89##2&:%* 2";EF&6`* 4'4&6*)(&8*&8*"<*#4%)&;924%*%:2:H46;:*)"*IJgX*>(:%:*2";E*&6*)"*#%"#%&:)4%$*8$8):=8*&8*;"=="6/*>(4)*(4##:68*)"*$"9%*74)4*&<*)(:*>"%27*&8*Z8>&);(:7*off” or you wish to migrate your activities to
46*42):%64)&H:*#24)<"%=h*X48&:%*K:H:2"#=:6)*#4)(8`*=&'%4)&"6*467*)(:*7:H:2"#=:6)*"<*6:>*8:%H&;:8*&8*=9;(*:48&:%5*\*#24)<"%=*<"%*;"2243"%4)&"6`*"#:6*8)4674%78*<4;&2&)4):*;"2243"%4)&"6*467*the exchange of data they can ensure more fluid
%:24)&"68(*467*=&)&'4):*)(:*;"8)*"<*8:2:;)&6'*Z)(:*>%"6'*"#)&"6[5*\67*<&6422$/*>("2:*8$8):=*economies can be achieved through standards
)(:*7:H:2"#=:6)*"<*)(:*U"%27*U&7:*U:3/*48*>:*E6">*&)*)"74$5*c47*)(:*8#:;&<&;4)&"68*<"%*)(:*>:3*3::6*;2"8:7*"%*#%"#%&:)4%$/*)(:6*&)*&8*2&E:2$*)(4)*&)*would have been ultimately consigned to history
48*8&=#2$*$:)*46")(:%*($#:%):G)*8#:;&<&;4)&"6*BA:%6:%8Fb::*̂ *V&8;(:))&/*.___D*A$*=4E&6'*)(:*>:3*"#:6/*?&=*A:%6:%8Fb::*89;;:88<922$*=464':7*)"*:6;"9%4':*")(:%*'%"9#8*467*&67&H&79428*)"*>"%E*>&)(*)(:*):;(6"2"'$*467*)"*7:H:2"#*)(:&%*own software clients and servers, and over time
?(:*\0!!*!I0*'9&7:2&6:8*7:<&6:*;"%:*8:)8*of data attributes for course, student and test
74)4*]*>&)(*)(:*&6):6)&"6*"<*=4E&6'*&)*#"88&32:*<"%* 8$8):=8* ;%:4):7* 3$* 7&<<:%:6)* 7:H:2"#:%8*)"*>"%E*)"':)(:%5*e"/*<"%*:G4=#2:/*4*69=3:%*"<* 7&<<:%:6)* ;"=#9):%* 348:7* ):8)8* <"%* 488:88ing students might be combined into a single
;"9%8:/*3:*4;;:88:7*H&4*4*7&8)&6;)*!I0*8$8):=*and share student data and test information
with that system.
?(4)*)(:*\0!!*!I0*'9&7:2&6:8*:G&8):7*#%&"%*)"*4)):=#)8*)"*9)&2&8:*)(:*>:3*(:2#8*:=#(48&8:*)(4)*)(:%:*&8*4*2:H:2*"<*&67:#:67:6;:*3:)>::6*)(:*2">:%*2:H:2*>:3*#%")";"28*467*8#:;&<&;4)&"68/*467*)(:*(&'(:%*2:H:2*!I0*'9&7:2&6:8*>(&;(*477%:88*4*8#:;&<&;*:79;4)&"642*6::7*]*&67:#:67:6)*of the means of instruction delivery, via the
web or otherwise.
\<):%* )(:* >"%E* 3$* \0!!/* ")(:%* 3"7&:8*7:H:2"#:7*<9%)(:%*8)4674%78*<"%*"62&6:*467*>:3F348:7*:79;4)&"642*;"6):6)`*%:'924%2$*39&27&6'*9#"6*"%*:G):67&6'*)(:*8)4674%78*)(4)*>:6)*3:<"%:*(McGreal & Roberts, 2001). Broadly, these can
be divided into standards for metadata – the
data about learning content – and standards
<"%*#4;E4'&6'*;"6):6)`*<"%*;"=#&2&6'*#4;E4':8*of text, images and other content that can then
?(:*K932&6*!"%:*8)4674%7*98:8*)4'8*>%&)):6*in HTML, XML or RDF/XML to define learning
;"6):6)*=:)474)45*K932&6*!"%:*>48*98:7*&6*)(:*8#:;&<&;4)&"6*<"%*0Ie*=:)474)4*8;(:=4*]*#4%)*"<*4*24%':%*8#:;&<&;4)&"6*<"%*0Ie*!"6):6)*d4;E4'&6'5*06*)9%6/*K932&6*!"%:*467*0Ie*8#:;&<&;4)&"68*>:%:*3")(*98:7*&6*)(:*7:H:2"#=:6)*"<*)(:*0XXX*b:4%6&6'*N3S:;)*I464':=:6)* BbNID*#%")";"2/*0XXX*b?e!*bNI*d.PQP5.,*BI;1%:42*^*@"3:%)8/*,--.D5*\67*39&27&6'*9#"6*)(:*0XXX*bNI/*&8*)(:*Je*K:#4%)=:6)*"<*K:<:6;:*34;E:7*e!N@I*Be(4%432:*!"6):6)*N3S:;)*@:8"9%;:*Model) standard. This, like many of the other
standards mentioned here, has iterated through
several versions.
A large number of other standards also
:G&8)* ]* &6* 8"=:* ;48:8* 8&=#2&<&:7* H:%8&"68* "<*8"=:*"<*)(:*43"H:/*"%*H4%&46)8*)"*=::)*4*8#:;&<&;*&6798)%$*"%*64)&"642*%:Y9&%:=:6)/*"%*8)4674%78*)(4)*(4H:*7:H:2"#:7*&67:#:67:6)2$*]*42)("9'(*e!N@I*467*0Ie/*467*)(:*="%:*%:;:6)*!"=="6*!4%)%&7':/*4%:*)(:*="8)*>&7:2$*98:7*#4;E4'&6'*8)4674%78*3$*8"=:*=4%'&65*\6*&=#"%)46)*<:4)9%:*that these have in common is the notion that
3:<"%:*&)/*iCK*(48*(47*2&=&):7*89;;:88*)"*74):5In other areas, however, standards built
on webtechnology are achieving greater suc
;:885*N6:*"<* )(:*="8)*>&7:2$*98:7*8)4674%78*<"%*:G;(46'&6'*CK*="7:22&6'*;"6):6)*3:)>::6*7&<<:%:6)*CK*="7:22&6'*467*7:8&'6*4##2&;4)&"68*4%:*!Nbb\K\/*>(&;(*98:8*46*iIb*8;(:=45*!Nbb\K\*&8*89##"%):7*3$*4*24%':*69=3:%*"<*'%4#(&;8*467*="7:22&6'*4##2&;4)&"68/*48*>:22*48*3:&6'*98:7*3$*4*69=3:%*"<*;"6):=#"%4%$*'4=:*engines and virtual worlds as the standard data
K:8#&):*)(:*:G&8):6;:*"<*g@Ib*467*iCK/*)(:*H48)*=4S"%&)$*"<*'%4#(&;42*'4=:8*467*H&%)942*>"%278*)(4)*;"66:;)*#24$:%8*467*98:%8*"H:%*)(:*06):%6:)*98:*#%"#%&:)4%$*<"%=4)85*?(:8:*=4$*3:*<"%=4)8*98:7*3$*4*#4%)&;924%*CK*="7:22&6'*#4;E4':*"%*'4=:*7:H:2"#=:6)*#24)<"%=/*"%*3:*4*;98)"=*<"%=4)*7:H:2"#:7*8#:;&<&;422$*<"%*)(4)*"6:*4##2&;4)&"65*e9;(*<"%=4)8*4%:*)$#&;422$*(&'(2$*"#)&=&8:7*<"%*#4%)&;924%*6::78*467*7:=4678*"<*CK*4##2&;4)&"68*]*)"*422">*)(:*(&'(:8)*Y942&)$*'%4#(&;42*:G#:%&:6;:*>(&2:*2&=&)&6'*)(:*4="96)*"<*#%";:88&6'*%:Y9&%:7*)"*7%4>*)(:*="7:28*"6*screen, or to contain additional game related
data. Similarly, HTTP is abandoned in favour
of more reliable client/server communications
#%")";"285*U(4)* =4$* 89;;::7* 48* 4* 8)4674%7*<"%* >:3* 348:7* '%4#(&;8/* >(:%:* g@Ib* 467*iCK*(4H:*<4&2:7/*&8*U:31b*]*4*H:%8&"6*"<*)(:*8)4674%7* 7:8E)"#* '%4#(&;8* 2&3%4%$* N#:61b/*7:H:2"#:7*8#:;&<&;422$*)"*>"%E*>&)(*c?Ib*j5*U:31b*7":8*6")*7:<&6:*4*8)4674%7*<"%*)(:*CK*content as such, but it does make dedicated
'%4#(&;8*#%"'%4==&6'*<96;)&"68*4H4&2432:*)"*8;%&#)8*%966&6'*&6*>:3F#4':85*U(&2:*c?Ib*j*is still in draft, some significant demonstrations
SECOND LIFE AS A DE FACTO STANDARD FOR VIRTUAL WORLDS
N6:*"<*)(:*="8)*89;;:88<92*8";&42*H&%)942*>"%27*#24)<"%=8*&6*%:;:6)*$:4%8*(48*3::6*e:;"67*b&<:/*>&)(* ;"68&7:%432:* 98:* &6* 4;47:=&4* lH&%)942*>"%27*>4);(m*467*6")432:*98:*&6*4*69=3:%*"<*;"%#"%4):* 8:))&6'8* leb* ;48:* 8)97&:8m5* e:;"67*b&<:*&)8:2<*42="8)*4##:4%8*)"*(4H:*3:;"=:*4*de facto standard in serious virtual worlds. In the Ja*f0e!*(48*#%"79;:7*4*69=3:%*"<*%:8"9%;:8*on virtual worlds – and these tend heavily to
U(&2:*e:;"67*b&<:*&8*4*;2"8:7*467*#%"#%&:)4%$*#24)<"%=/*b&67:6*b43*(4H:*89##"%):7*)(:*7:H:2"#=:6)*"<*"#:6F8"9%;:*;2&:6)8*467*>"%E:7*>&)(* 7:H:2"#:%8* "<*OpenSim5* N#:6e&=* &8* 4*e:;"67* b&<:* 7:%&H:7* H&%)942* >"%27* #24)<"%=5*U(:6* 4* 98:%* 2"'8* &6)"* e:;"67* b&<:/* )(:* CK*>"%27* )(4)* )(:$* :G#:%&:6;:* &8* 8)%:4=:7* H&4*b&67:6*b43M8*">6*8:%H:%85*N#:6e&=*8:%H:%8*#%"H&7:*4*':6:%422$*8&=&24%*:G#:%&:6;:*]*467*4%:*':6:%422$*;"=#4)&32:*>&)(*)(:*84=:*;2&:6)*software used to access Second Life – but al
2">*Crd*#4%)&:8*)(:*43&2&)$*)"*;%:4):*)(:&%*">6*H&%)942*>"%2785*067&H&7942*N#:6e&=*8:%H:%8*;46*3:* ;"6<&'9%:7* 48* &67:#:67:6)* H&%)942*>"%278*L&824678M*"%*'%"9#:7*)"':)(:%*&6*'%&78*]*>(:%:*users can walk or fly their avatars from one
N#:6e&=*8:%H:%*)"*46")(:%*467*>(:%:*)(:*8:%Hers may be running on the same local network
or on nodes scattered across the globe. There
4%:* 6">* 4* 69=3:%* "<* 8&'6&<&;46)* N#:6e&=*'%&78*"62&6:5*?432:*.*2&8)8*4*84=#2:*8:2:;)&"6*"<*N#:6e&=*'%&785*Ne1%&7*>48*)(:*<&%8)*N#:6e&=*grid formed, and allows individuals with their
">6*8:%H:%8* )"* :48&2$* 8:)* )(:=*9#*48*#4%)*"<*the grid. For these two reasons it is the largest
N#:6e&=*'%&7*&6*"#:%4)&"65*06*,--_*I&;%"8"<)*="H:7*)(:&%*H&%)942*>"%27*#%:8:6;:*<%"=*e:;"67*b&<:*)"*@:4;)&"61%&7/*(:2#&6'*)"*967:%*#"&6)*)(:*maturity of these alternative grids.
V&'9%:*.*8(">8*e:;"67*b&<:*467*N#:6e&=/*side by side. In this case, both are being accessed
98&6'*)(:*"#:6F8"9%;:*LI::%E4)M*H&:>:%*]*42)("9'(*&)*>"927*3:*:Y9422$*#"88&32:*)"*98:*)(:*official Second Life viewer for both. A re
c">:H:%/*46*iIb*<"%=4)*<"%*)(&8*CK*74)4*(48*3::6*7:H:2"#:7*48*#4%)*"<*N#:6e&=5*?(:*iIb* 348:7* N\@* BN#:6*\%;(&H:D* <&2:8* ;46*3:*98:7*)"*34;E*9#*N#:6e&=*;"6):6)*]*84H&6'*)(:* :6)&%:* ;"6):6)8* "<* 4* %:'&"6* &6* N#:6e&=*&6)"*4*<"27:%*>(&;(*;46*)(:6*3:*#4;E4':7*467*)%468<:%%:7*<"%*9#2"47&6'*&6)"*4*6:>*N#:6e&=*region. There is however no official tools which
422">*)(:*:G#"%)*"%*&=#"%)*"<*N\@*74)4*<%"=*Second Life.
An XML format is also used by the Meer
E4)*;2&:6)*<"%*84H&6'*467*9#2"47&6'*&67&H&7942*"3S:;)85*?(&8*>"%E8*4;%"88*3")(*N#:6e&=*467*Second Life, and is one of a small number of
...the gaggle of Victorian maidens in big frocks have vanished, replaced by a huddle of warty(J,77"'*J%:%0'(N*.@"*$/00(*@/D"*2%&9@"'*A&%2*concrete to the texture of damp granite, Halting State, Charles Stross, 2007, p. 195
c42)&6'*e)4):*#%"H&7:8*4*H&8&"6*"<*(">* )%92$*&6):%"#:%432:* H&%)942* >"%278* ;"927* "6:* 74$*become, with users able to take their avatars
<%"=*"6:*#24)<"%=*)"*46")(:%/*467*432:*)"*24$:%*H&%)942*%:42&)&:8*"H:%*)(:*#($8&;425*06*)(&8*H&8&"6/*when users move their avatars from one virtual
>"%27*)"*46")(:%/*)(:&%*H&%)942*#"88:88&"68*="H:*with them. Halting State introduces an extra,
#:%(4#8* <46;&<92/* >%&6E2:* )"* )(&8* )%468<:%* "<*H&%)942*'""7/*>&)(* &):=8*="%#(&6'*49)"=4)&cally to fit the game environments of the virtual
>"%278*)(:*98:%8*#24$*&65*\*;(4%4;):%*="H&6'*from a sciencefiction game world to a fantasy
>"%27*>&22*(4H:*)(:&%*248:%*'968*="%#(:7*&6)"*magical crossbows or similar. While there are
6"*;9%%:6)*="H:8*)"*&=#2:=:6)*89;(*8$8):=8*&6*H&%)942*>"%27*'4=:8/*<"%*4*#4%)&;924%*8938:)*"<*social virtual worlds, this vision of transferable
avatars and inventory is not too remote.
a(""6* :)* 425* B.__nD* 7:)4&2* 06):%IJK/* 4*;"==96&;4)&"68*#%")";"2*)(4)*422">:7*#24$:%8*in textbased virtual worlds to message one
46")(:%/*:H:6*&<*)(:$*(4##:6:7*)"*3:*#24$&6'*&6*different virtual worlds at the time. This is a very
limited form of communication between virtual
worlds – far from the vision outlined above of
being able to move between virtual worlds.
06*,--Q/*&6*46*:G#:%&=:6)*)(4)*>48*>&7:2$*blogged, Linden Lab and IBM collaborated in an
:G#:%&=:6)*>(:%:*4*'%"9#*"<*98:%8*L):2:#"%):7M*their avatars from a location in Second Life to
46")(:%* 2";4)&"6* &6*46*0AI*("8):7*N#:6e&=*H&%)942*>"%275*U(&2:/*&6*#%4;)&;:/*)(&8*>48*:<fectively logging the users out of one system
?"74$/*N1d* (48* 3::6* %:#24;:7* 3$* 7%4<)*Virtual World Region Agent Protocol, VWRAP
(Hamrick, 2010). VWRAP significantly extends
)(:*>"%E*"6*N1d*467*&8*>"%E&6'*)">4%78*=9;(*'%:4):%/*467*="%:*)%468#4%:6)/*&6):%"#:%43&2&)$*3:)>::6* H&%)942* >"%2785* gU@\d* :G#2&;&)2$*:6H&8&"68*4*H&%)942*>"%27*)(4)*=4$*3:*#4%)&)&"6:7*across a great many hosts, under a number of
different administrative domains. These might
also be running different versions of the virtual
>"%27*8:%H:%*8"<)>4%:5*o:)*>&)(&6*)(&8*:G#467:7*virtual world, each avatar is universal – a single
identity that can be used to access any of the
locations, running on any of the servers, under
46$* "<* )(:* 47=&6&8)%4)&H:* 7"=4&68* B>&)(* 4##%"#%&4):*#:%=&88&"6D5*A9)/* 48*>:22* 48* 4H4)4%*&7:6)&)$/*4##:4%46;:/*#:%8"642*H&%)942*#%"#:%)$*and objects can also be transferred between
virtual world hosts:
A persistent, ubiquitous identity accompanies requests between hosts involved in the virtual world simulation.
As in the consensus physical reality, each item is assumed to have a (largely) nonmutable identity. Unless acted upon by an external force, objects tend to retain their identifying characteristics (bricks remain bricks unless pulverized, etc.) Avatars too maintain an identity that allows the virtual world to properly render them.” (Hamrick, 2010 p. 6)
gU@\d*6:4)2$*467/*)"*4*7:'%::/*&=#2&;&)2$*47"#)8*e:;"67*b&<:*467*N#:6e&=*48*)(:*7:*<4;)"*8)4674%7* <"%* H&%)942* >"%27* &=#2:=:6)4)&"685*VWRAP does not concern itself with how
H&%)942*>"%27*;"6):6)*8("927*3:*%:#%:8:6):7*"%*(">*3:(4H&"9%8*8("927*3:*&=#2:=:6):7*]*<";988&6'*"6*#"88&32:*>4$8*7&<<:%:6)*H&%)942*>"%27*hosts might communicate, interact and form
52 International Journal of IT Standards and Standardization Research, 8(2), 4559, JulyDecember 2010
8)4':/*)(:*N#:6e&=*Lc$#:%'%&7M*<"%*2&6E&6'*7&<<:%:6)*N#:6e&=*>"%278*467*)(:*e:;"67*b&<:*)"*N#:6e&=*):2:#"%)*:G#:%&=:6)*6"):7*43"H:*3")(*8(">*)(4)*;"6;%:):*#%"'%:88*&8*3:&6'*=47:*&6*this area. VWRAP is being drafted as an Inter
8)4674%78*<"%*H&7:"*]*467*)(:*>"%E&6'*'%"9#*&8*42="8)*8$6"6$="98*>&)(*)(:*=#:'*"%*=#P*7&'&)42*H&7:"*<&2:*<"%=4)5*IdX1Fg/*)(:*#%"#"8:7*8)4674%7* <"%* H&%)942* >"%278* &8* Y9&):* 7&8)&6;)*from the IETF draft, and covers information
exchange for virtual worlds more generally than
does VWRAP. MPEGV aims to cover not only
interfaces between different virtual worlds, but
)"* 428"*7:H:2"#* 8)4674%78* <"%* &6):%<4;&6'* )(:*real world with virtual worlds. It is this latter
area that work is most strongly focussed at the
="=:6)/*>&)(*#4%)&;924%*4)):6)&"6*)(:*&6):%<4;:8*3:)>::6*#($8&;42*8:68"%*467*;"6)%"22:%*7:H&;:8*and the virtual world as well as between the
V&'9%:*,*8(">8*4*98:%M8*#:%8"642*%""=*&6*a4neva – a social virtual world. Users can decorate
their rooms with furniture – some free, some
available as rewards for inworld activities,
8"=:*4H4&2432:*<"%*#9%;(48:5*\67*3:$"67*8&=#2:*7:;"%4)&"6/* 98:%8* ;46* 2&6E* 7&8#24$8* &6* )(:&%*room to videos hosted on the Internet or audio
8)%:4=85*I46$*98:%8*:G#467*)(:&%*%""=8*&6)"*H&%)942*;293*8#4;:8/*467*4))%4;)&6'*")(:%*98:%8*to your club is a key social activity in Kaneva.
e&=&24%*=:7&4*8)%:4=&6'*;4#43&2&)&:8*4%:*#%:8:6)* &6* 4* %46':* "<* 8";&42* H&%)942* >"%2785*e:;"67*b&<:/*N#:6e&=/*U"67:%2467/*1""'2:M8*8("%)F2&H:7*2&H:2$/*)(:*6">*7:<96;)*I:)4#24;:/*and others allow users to modify their own
(:%:*]*N#:6*U"67:%2467*467*N#:6*!"342)5*\8*)(:*64=:*&=#2&:8*)(:8:*4%:*3")(*"#:6*8"9%;:*#24)<"%=85*U"67:%2467*&8*39&2)*"6*f4H4/*467*;46*&=#"%)*!Nbb\K\*="7:28*3$*8&=#2$*7%4''&6'*467*7%"##&6'*<&2:8*&6)"*)(:*CK*;2&:6)5*?(:*="7:28*)(:6*4##:4%*49)"=4)&;422$*&6*)(:*H&%)942*>"%27*4)*)(:*;"%%:8#"67&6'*2";4)&"65*N#:6*!"342)*&8*built on less wellknown technologies, but both
89##"%)*4*%46':*"<*CK*467*>:3F8)4674%78*]*467*both allow interactive web browsing inside the
virtual world.
Internet Interoperability in Second Life
Again, it is the size of the userbase that justifies
examining Second Life in more detail. While
<922$* &6):%4;)&H:*>:3*#4':8*:=3:77:7* &68&7:*the virtual world is a recent feature, it has been
#"88&32:*)"*8)%:4=*06):%6:)*%47&"*467*H&7:"*&6)"*e:;"67*b&<:*<"%*4*2"6'*)&=:5*NH:%*)(:*#48)*<&H:*$:4%8/*)(:*<:4)9%:8*89##"%)&6'*;"==96&;4)&"68*with the Internet have grown gradually. Interac
)&H:*"3S:;)8*;46*#%"=#)*98:%8*)"*2"47*#4':8*&6*their webbrowser – and a webbrowser is now
39&2)*&6)"*)(:*e:;"67*b&<:*98:%*&6):%<4;:5*e;%&#):7*objects in Second Life are able to utilise email,
46*iIb*8;(:=4*BiIbF@d!D*467*c??d*)"*;"=municate with external services. Additionally,
&)*&8*#"88&32:*<"%*e:;"67*b&<:*"3S:;)8*)"*4;)*48*limited webservers. However, some unusual
2&=&)4)&"68*4%:*4##2&:7*)"*422*"<*)(:8:*=:)("78*of communication – limiting the sizes of mes
sages that can be sent and received as well as
the number of messages that can be sent within
46*422")):7*)&=:F8#465*e:;9%:*c??d*Bc??deD*&8*6")*<922$*&=#2:=:6):7/*467*)(:*8;%&#):7*"3S:;)8*cannot store webcookies – common features
98:7* 3$* =46$* >:3F8&):8* )"* 89##"%)* 8:;9%:*communications or maintain information over
4*8:#4%4):*<%"6)*:67*<"%*8;%&#):7*"3S:;)85*\67*)(&8*#"8:8*7&8)&6;)*;(422:6':8*467*#%"32:=8*<"%*&=#2:=:6)&6'*8)4674%78*39&2)*"6*)"#*"<*c?Ib*in Second Life.
INTEROPERABILITY WITH EDUCATION AND TRAINING SOFTWARE STANDARDS
As we have seen, there are “so many standards
to choose form” and undoubtedly there is a fine
balance to be struck between using the generic
>:3*8)4674%78*467*)("8:*7:8&'6:7*8#:;&<&;422$*with the learning and educational technology
domain in mind.
V%"=*46*:79;4)&"642*&68)&)9)&"642*#:%8#:;tive organisations need to avoid content and
06*)(:*"#:6&6'*%:H&:>*"<*:G&8)&6'*>:3*467*internet standards, a variety of standards for
7:H:2"#&6'*:79;4)&"642*;"6):6)*"6*)(:*>:3*>:%:*=:6)&"6:7*]*e!N@I/*0Ie*bK/*\0!!*467*")(:%85*?(:%:*4%:*8=422*69=3:%*;9%%:6)*:G4=#2:8/*which demonstrate the ability to achieve varying
levels of integration with these. A video of the
V"%):%%4*Nb0gX*8$8):=/*#932&8(:7*"6*o"9?93:/*7:="68)%4):7* (">* 4* CK* )%4&6&6'* 8;:64%&"* &6*)(:*H&%)942*>"%27*;46*3:*2&6E:7*)"*4*e!N@I*#4;E4':*("8):7*"62&6:*]*&6*:<<:;)*)(:*)%4&6&6'*>48*;"679;):7*&6*4*CK*:6H&%"6=:6)/*467*)(:*488:88=:6)*&6*4*>:3F348:7*e!N@I*#4;E4':5*0)*&8*8&=&24%2$*Y9&):*8)%4&'()<"%>4%7*)"*&=#2:=:6)*a system in Second Life to automatically take
4*98:%*)"*4*8#:;&<&;*e!N@I*488:88=:6)*&6*4*3%">8:%*9#"6*;"=#2:)&"6*"<*46*4;)&H&)$*&6*)(:*CK*8#4;:*]*467*4'4&6/*)(:%:*:G&8)8*8"=:*H&7:"8*on YouTube which demonstrate this.
What is much more challenging is the
7:H:2"#=:6)* "<* 4* e!N@I* #4;E4':* >(&;(*
Figure 3. Webbased video presentation being shown on a screen inside Active Worlds
International Journal of IT Standards and Standardization Research, 8(2), 4559, JulyDecember 2010 55
I:7A&Y9&)"98*&8*4*8)4674%78*3"7$*<"%*(:42)(;4%:*:79;4)&"65*N6:*"<*)(:&%*8)4674%78*&8*)(:*I:7A&Y9&)"98*g&%)942*d4)&:6)*BIgdD*F*4*8)4674%7*<"%*%:#%:8:6)&6'*#4)&:6)*74)4*<"%*8&=924)&"68/*>(&;(*=&'()*3:*>:3F348:7/*"%*8)46742"6:*4##2&;4)&"68*(Begg et al., 2007). This is a much more tightly
;"68)%4&6:7*8)4674%7*)(46*e!N@I5*U(&2:*Igd*#24$:%8*=&'()*47(:%:*)"*477&)&"642*8)4674%78*<"%*learning objects or for communicating student
"%*(:42)(F;4%:*#%"<:88&"642*&6<"%=4)&"6/*Igd*&)8:2<*&8*="%:*2&=&):7*)"*="7:22&6'*)(:*#4)&:6)*and the treatments available.
?"*89##"%)*4*H&%)942*#4)&:6)*#24$:%*&6):%<4;:*&6*e:;"67*b&<:/*d0gN?X*98:8*4*;98)"=*>%&)):6*H&%)942*#4)&:6)*#24$:%*"6*4*>:3F8:%H:%5*\2"6'*>&)(*Igd*74)4* "6* )(:* 8:%H:%/* 4* ;"%%:8#"67ing scenario is built in Second Life, with the
%:Y9&%:7* CK* "3S:;)8* 467* 79==$* #4)&:6)5* \*custom webbased authoring tool was also
7:H:2"#:7/* 8&=#2&<$&6'* )(:* 7:H:2"#=:6)* "<*new MVP scenarios – although in some cases
d0gN?X*89;;:88<922$*3%&6'8*46*:G&8)&6'*elearning standard into a virtual world. The
&6&)&42*7:H:2"#=:6)*"<*)(&8*%:Y9&%:7*8"=:*8938)46)&42*7:H:2"#=:6)*>"%E/*467*&2298)%4):8*)(4)*bringing standards to virtual worlds is likely to
%:Y9&%:*4*2")*"<*3:8#"E:*7:H:2"#=:6)*>"%E*)"*;%:4):*6:>*#24$:%8*>(&;(*;46*=:7&4):*)(:*H&%)942*>"%27*&6):%4;)&"685*N6;:*;%:4):7/*(">:H:%/*)(:*7:'%::*"<*:<<"%)*%:Y9&%:7*)"*#"%)*)(:8:*)"*")(:%*virtual worlds might be reduced (Burden et
425/*,--QD5*d0gN?X*(48*42%:47$*3::6*#"%):7*)"*
N#:6e&=/*)("9'(*")(:%*#"%)8*>"927*"<*;"9%8:*be less straightforward.
SLOODLE
\*Y9&):*7&<<:%:6)*4##%"4;(*(48*3::6*)4E:6*&6*)(:* ebNNKbX*#%"S:;)/*>(:%:* )(:* <";98* (48*6")*3::6*"6*&=#2:=:6)&6'*4*#4%)&;924%*8)4674%7/*39)*"6* &=#2:=:6)&6'*4*7:'%::*"<* &6):'%4)&"6*between Second Life and Moodle (Livingstone
A9)*)(:*8)%:6')(*"<*)(&8*4##%"4;(*&8*#:%(4#8*3:8)*%:#%:8:6):7*&6*)(:*%46':*"<*<:4)9%:8*)(4)*(4H:*3::6*&=#2:=:6):75*\*registration booth exists which allows users to link their avatar to
their Moodle user account. Another tool exists
which can bridge text chat in SL with that in a
I""72:*;(4)F%""=*]*8"*)(4)*98:%8*;46*#4%)&;):*&6*4*H&%)942*>"%27*7&8;988&"6*H&4*4*="%:*accessible webinterface – and this automati
;422$*&7:6)&<$*4H4)4%8*>&)(*)(:*;"%%:8#"67&6'*Moodle user name.
k9&W/* '2"884%$* 467* ;("&;:* 4;)&H&)&:8* ;46*8&=&24%2$*3:*4;;:88:7*&6*:&)(:%*)(:*CK*8#4;:*"%*on the web – allowing standard Moodle activities
56 International Journal of IT Standards and Standardization Research, 8(2), 4559, JulyDecember 2010
?(:* %:Y9&%:=:6)* )"* 34246;:* #:74'"'&;*innovation with economic constraints will
&6;%:48:/*48*>&22*)(:*%:Y9&%:=:6)*)"*8)%&H:*<"%*:<<&;&:6;$* '4&68/* 4H"&7* 89##2&:%* 2";EF&6/* 467*8::E*;"8)*467*Y942&)$*&=#%"H:=:6)/*467*)(:*6::7*to ensure the durability of their data. It is the
authors’ assertion that as a result of these con
<2&;)&6'*<4;)"%8*):;(6&;42*&6):%"#:%43&2&)$*>&22/*increasingly, become a significant consideration
06*)(:*:=:%':6)*>"%27*"<*N#:6*X79;4)&"642*@:8"9%;:8*)(:%:*&8*4*%:Y9&%:=:6)*<"%*:79;4)"%8*to ensure their educational activities, content
467*4;)&H&)&:8*4%:*6")* 2";E:7* &6)"*#%"#%&:)4%$*systems and formats. There is a need to be able
to exchange data across internal and external
systems, including institutional legacy Virtual
Learning Environments.
V9%)(:%*7:H:2"#=:6)*467*98:*"<*3")(*<"%=42*467* &6<"%=42* 8#:;&<&;4)&"68* 467* 4##2&;4)&"6*#%"<&2:8* ;"927* #%"H&7:* )(:* '29:* 6:;:884%$* )"*:689%:*):;(6&;42*&6):%"#:%43&2&)$5*A""E8*89;(*as Halting State are beginning to articulate
a vision where even our avatars seamlessly
travel between virtual worlds and where the
augmented can become “reality”.
?(&8*#4#:%*#%"H&7:8*4*864#8(")*"<*Z>"%E*&6*#%"'%:88[*39)*%:;"'6&8:8*&)*&8*S98)*)(4)`*)(:*%"47*)"*&6):%"#:%43&2&)$*&6*H&%)942*>"%278*>&22*3:*4*2"6'*467*8"=:)&=:8*#4&6<92*"6:5*?(:*:G4=#2:8*#%"H&7:7*>&)(&6*)(&8*#4#:%*7:="68)%4):*)(4)*):;(6&;42*&6):%"#:%43&2&)$*&8*4;(&:H432:*39)*other, cultural and organisational barriers still
Figure 4. SLOODLE utilises both custom scripts running on a Moodle Webserver and custom objects in the virtual world to enable communication between the two
International Journal of IT Standards and Standardization Research, 8(2), 4559, JulyDecember 2010 57
\0!!5*B.__QD5*CMI Guidelines for Interoperability, Version 2.05*@:)%&:H:7*V:3%94%$*./*,-.-/*<%"=*())#ORR>>>54&;;5"%'R#4':8R7">6F7";8F&67:G5()=p;=&--.
A4%43/*e5*\5/*?("=48/*I5/*K"7':/*?5/*!4%):49G/*@5/*^*?9W96/*c5* B,--jD5*I4E&6'* 2:4%6&6'* <96O*k9:8)*Atlantis, a game without guns. Educational Technology Research and Development, 53B.D/*Qn].-T5*7"&O.-5.--TRAV-,j-PQj_
A4%)2:/*@5*B,--CD5*Designing Virtual Worlds. London: New Riders.
Begg, M., Ellaway, R., Dewhurst, D., & Macleod,
c5* B,--TD5* ?%468<"%=&6'* #%"<:88&"642* (:42)(;4%:*narratives into structured gameinformedlearning
activities. Journal of Online Education, 3(6).
A:22/*15/*d4%&8&/*\5/*̂ *d:8;:/*I5*B.__jD5*The Virtual Reality Modeling Language, Version 1.0 Specification5*@:)%&:H:7*V:3%94%$*,-/*,-.-/*<%"=*())#ORR>>>5>:3C75"%'RGC7R8#:;&<&;4)&"68RH%[email protected].
Figure 5. A quiz in Moodle (left) can be turned into a race for multiple users in Second Life (the example on the right has places for four users to compete)
58 International Journal of IT Standards and Standardization Research, 8(2), 4559, JulyDecember 2010
Daniel Livingstone lectures in Computer Science at the University of the West of Scotland, specialising in Computer Game Technology and Virtual Worlds. Daniel cochaired the Second Life Education Workshops in 2006 and 2007 and recently coedited the book 'Researching Learning in Virtual Worlds, published by Springer in 2010. Daniel is a cofounder of the opensource SLOODLE project – the world’s first project to attempt to formally integrate graphical multiuser virtual environments with traditional webbased virtual learning environments.
A:%6:%8Fb::/*?5*B.__TD5*?(:*U"%27*U&7:*U:3*F*d48)/*Present and Future. Journal of Digital Information, 1B.D5*@:)%&:H:7*I4%;(*,-/*,-.-*<%"=*())#8ORRS"9%64285)725"%'RS"7&R4%)&;2:RH&:>\%)&;2:RCRC
A:%6:%8Fb::/*?5/*̂ *V&8;(:))&/*I5*B.___D5*Weaving the O":)*E@"*H&,-,7/0*+"(,-7*/7'*<0.,2/."*+"(.,7#*%A*the World Wide Web by Its Inventor. San Francisco: c4%#:%5*@:)%&:H:7*V:3%94%$* ,-/* ,-.-* <%"=*())#ORR#"%)4254;=5"%'R;&)4)&"65;<=h&7qjjPQ.C
Brutzman, D., & Daly, L. (2007). PQ+)*"R."7(,:0"*3D graphics for Web authors5*e46*V%46;&8;"/*!\O*Morgan Kaufmann.
A9%7:6/*K5/*!"6%47&/*X5/*U""7(4=/*b5/*d"92)"6/*?5/*e4H&6FA47:6/*I5/*^*a4H&4/*e5*B,--QD5*!%:4)&6'*467*Assessing a Virtual Patient Player in Second Life.
In Proceedings of Researching Learning in Virtual 47D,&%72"7.(C*S&"("7."'*/.*.@"*T"L8=4*UV, Milton Keynes, UK.
!""#:%/* \5/* ^* a%446/* U5* B,--_D5* Assessing the Business Case for Standards. Retrieved March .C/* ,-.-* <%"=* ())#ORR>>>5S&8;54;59ER#932&;4)&"68R3%&:<&6'#4#:%8R,--_R3#398&6:88;48:<"%8)4674%78548#Gp7">62"478
1:2&88:6/*f5*B,--_D*06)%"79;)&"6*)"*IdX1Fg5*Journal of Virtual Worlds Research, 2BCD5* @:)%:&H:7*I4%;(*,-/*,-.-/*<%"=*())#ORRSH>%:8:4%;(5"%'R&67:G5#(#hr;=8q.,jn.j-PTC
Hamrick, M. (2010). =OTGS)* 87.&%'56.,%7* /7'*Goals. IETF Draft. Internet Engineering Task Force. @:)%&:H:7*I4%;(*,-/*,-.-*<%"=*())#ORR)""285&:)<5"%'R&7R7%4<)F(4=%&;EFH>%4#F&6)%"F--5)G)
a(""6/*!5/*f4=:8/*e5/*N"&/*b5/*?46/*f5/*I"E/*a5/*^*U::/*?5*B.__nD5*06):%IJK*;"==96&;4)&"68*B0I!D*#%")";"2* >&)(* :G):68&"68* )"* g@Ib&8:*I92)&J8:%*Domains (MUDs). In Proceedings of Concurrency and Parallelism, Programming, Networking, and Security*B##5*CP.FCP,D5*@:)%&:H:7*I4%;(*,-/*,-.-*<%"=*())#ORR7G57"&5"%'R.-5.--TRAV3--,TQ-_
a&%%:=9&%/* f5* B,--_D5* The Spring 2009 Snapshot of Virtual World use in UK Higher and Further Education5*@:)%&:H:7*I4%;(*,-/*,-.-/*<%"=*())#ORR>>>5:798:%H5"%'59ER%:8:4%;(R82R9E864#8(")-,,--_
Kirriemuir, J. (2007). An update of the July 2007 “snapshot” of UK Higher and Further Education Developments in Second Life. Retrieved March 20, ,-.-/* <%"=* ())#ORR>>>5:798:%H5"%'59ER%:8:4%;(R8)97&:8R82864#8(")8
a&%%&:=9&%/*f5*B,--QD5*G*(9&,7-*WUUV*X(7/9(@%.Y*%A*UK Higher and Further Education Developments in Second Life. Retrieved March 20, 2010, from ())#ORR>>>5:798:%H5"%'59ER9#2"47R<"9674)&"6R82R9E864#8(")-j,--QR<&6425#7<
Paul Hollins is currently Director of the Institute for Educational Cybernetics at the University of Bolton in the United Kingdom he is also Director of the Joint Information Systems Committee Centre for Educational Technology and Interoperability Standards (JISC CETIS). Paul also worked for many years within the digital games and educational content industries. He has extensive experience of coordinating TEL development and technology standards related projects within the UK, in Europe and internationally. Paul’s research interests lie in the application of digital games and environments in educational settings and he has published widely in this field. He has a Masters in Teaching and Learning with ICT a Masters in Business Administration and PHD studies in educational technology. Paul is also currently directing support and synthesis of the JISC programme across several UK universities exploring issues around Customer and Student Lifecycle Relationship Management.