Now in our second year

Virtual Worlds Forum

2008 Wrapup

So VWF 2008 did not go quite to plan...

However, after a change of venue, we pulled off a day of ad hoc networking at Virtual Worlds Unplugged, our unconference held at The Hospital private members club. Great business was done there, and during the SXSW party. We thank the whole virtual worlds community for your support. Check out the links below for photos:

Watch this space for news of future events.

At a glance | Attendee profile | Prices

Your pass includes:

  • Unlimited access to panels and keynotes
  • Lunch, coffee and refreshments
  • Show guide with great extra content
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Developers Track: Producing, architecting & operating virtual worlds

New for this year - a third stream of curated-content with the latest technical and developer topics, presented by some of the best in the business.

Programme

6th October    

11.20 Evolution through revolution: new MMO genre possibilities
  • How to develop variety – why are we only achieving incremental change?
  • If social worlds can do why it why can’t game worlds?
  • Bottom up or top down approach to developing new genres
  • “Female, divorced, 2 kids, highly literate, comfortable with technology..” what new MMO genre would intrigue her?
Professor Richard Bartle, University of Essex

11.50 What MMOGs are made of: content development, management and release

This brief session will cover aspects of content creation during MMOG development and post-release, including:

  • Optimal team structure
  • Development methods and approaches
  • Empowering creativity
  • Evaluating content quality and user reception

The realisation 'Content Is King' is an old one on traditional medias such as television, films and music. Games, however, still suffer from technology hype which often takes the development focus away from creativity and content, resulting in products disconnected from its intended audience. Pick a game box, look at its back -- you'll find 'marketing' lines such as 'featuring advanced graphics, H&L transformations, particles, thousands of weapons, destructible environments...', something akin to enticing people to watch a movie because it was filmed on Panavision cameras.

Once a production team understands what makes a game tick -- content -- its time to navigate the uncharted and subjective waters of quality content generation, using technology as nothing more than tools to achieve this goal.

The session will expose how Jagex and its teams deal with creativity, content production, evaluation and delivery, along with methods to reach good and consistent end results in a fast-paced development environment.

Henrique Olifiers, Director of Game Content, Jagex

12.20 Building microworlds – where small is smart
Find out about the cost savings, UGC potential and unique development issues in building microworlds and widgetized interactive content
Bruce Joy, CEO, Vastpark

12.50 – 2.00 LUNCH

2.00 How do we get serious? - The practicalities of using Serious Games in an enterprise environment
  • What do we mean when we say ‘serious games’?
  • What organizations are doing in 2008 and why they are doing it.
  • Keeping it real for learning & development.
  • The investment outlay – the real internal and external costs of a project.
  • Sensible timescales & stages – implementing a project to guarantee success.
  • Processes & approaches that work (and that don’t work)
  • Deployment issues – hosting, bandwidth, costs, internal promotion and support.
Kevin Corti, CEO and Chief Learning Architect, PIXELearning Limited

2.30 ENISA Report on Virtual World Security and Privacy
The vulnerabilities – including:
  • Variants of classic security and privacy problems in Virtual Worlds: e.g. port-scanning, DOS, profiling, identity theft, privacy in virtual worlds
  • Security and privacy problems specific to Virtual Worlds: Virtual World Malware e.g. duping, virtual money theft, extortion, illegal automation.
  • Legal, and social issues. E.g. definition and valuation of assets in Virtual Worlds, EULAs, Governance and dispute resolution
Recommendations – including:
  • Top 5 implementation issues to watch
  • Information-sharing platform for providers
  • Legislative clarification on IP issues and Virtual Assets
  • Privacy policies and guidelines
Giles Hogben, Expert in Network Security Policy, European Network and Information Security Agency (ENISA) (Greece)

3.00 How can corporates and educationalists capitalise on game-based theory’s unique insight into learning?
  • Encouraging people to learn very complicated things in an engaging and absorbing way
  • Understanding what motivates people in these environments and how that might be applied to learning in the academic arena
  • Which scenarios are better for serious learning?
Dr Sara de Freitas, Director of Research, Serious Games Institute (SGI)

3.30 – 4.00 BREAK

4.00 Visualising virtual footprints
  • Tools and case studies
  • Techniques and tools for data gathering and visualization
  • SLOOG content indexation engine
  • Metrics, studying user behaviour
  • Benefits, users and privacy issues
Daniel Aguilar, CTO, Mosi-Mosi Metaverse
Stefan Rehm, Corporate Identity & Architecture, Marketing Communication, SEAT S.A. / VW Group

4.45 Open source and innovation in virtual worlds
  • Why the open source model makes sense for virtual worlds
  • Notable virtual world open source success stories
  • Why you don’t need to develop the cost of base platforms to get to features
  • Interoperability and cross technology – case study and highlights from OpenSim
  • Developing virtual world features and sharing innovation in parallel with other developers
  • Open source and cloud computing
  • How you can participate
Adam Frisby, CTO, Sine Wave Company
Jeff Barr, Web Services Evangelist, Amazon
Melanie Thielker, CEO, Xumeo

5.30 CLOSE OF DAY 1

7th October

11.20 Building a virtual world is a long-term commitment – what do developers need to know to plan for long-term success?

Building and launching a new virtual world is just the beginning of a long haul effort. Development never stops, technologies evolve and sometimes are completely replaced, and even business models may need overhauling. How can you plan the resourcing and investment needed to stay successful over years of operation?

Osma Ahvenlampi, CTO, Sulake Corporation Ltd.

11.50 Virtual cultures: It’s not just a product - it’s a service. How to do both at once?
  • Community: customers, citizens or subjects?
  • The technical challenges of community management
  • Hackers, criminals, stalkers and cheaters: how to cope with them
  • Cybercrime and punishment
  • Respect for other cultures and individual responsibility
Kerry Fraser-Robinson, Managing Director, RedBedlam

12.20 An introduction to developing assets for PlayStation®Home
This presentation will cover the major features available in the Home Development Kit and will give an overview of how to create art, audio and scripted assets for PlayStation®Home. Creation of environments, mini-games, Home Rewards and launching PS3 titles from Home will be covered. Information will also be provided for developer support.
James Cox, Senior Producer - Home Tools and Support, Sony Computer Entertainment Europe

12.50 – 2.00 LUNCH

2.00 A strategic approach to developing virtual world applications for mobile devices
  • Augmented reality – what’s the real purpose of having a VW on mobile devices?
  • What new commercial opportunities does rendering VW on mobile platform provide:
    • Identity
    • Payment
  • Unifying avatars and identity
  • Implications of mobile device processing capability and user experience environment
Tim Gorree, IT Architect, Web Technologies, Nokia

2.30 Artificial intelligence bots – how are they being used to enhance virtual worlds?

The Semantic Web, intelligent avatars, and non-player characters: commercial reality time is here

Phil Hall and Mark Meadows, two of the leading experts in the field, tell you why blue chip companies such as BT, Renault, Sky, LTSB, Philips and Verizon are investing in conversational systems and what is coming around the corner. Often fronted by Avatars, conversational interfaces can replace services such as telephone call centres and face to face customer relationship management. Non-player characters have been a feature of the gaming industry for years, but if you put conversational systems and NPC's together in virtual worlds ... it makes logical sense. The panel will show the value of scripted and self-learning systems through case studies and live demonstrations, illustrate the future potential for businesses operating in virtual worlds, and show a glimpse of the near future. The session will be moderated by Lizzie Jackson who is completing a PhD on the facilitation of BBC interactive content.

The session will cover:
  • Technical overview and industry statistics
  • Using natural conversational behaviours to generate profit and increase customer satisfaction - what we know works.
  • Difficulties with algorithmic generations and the implications for non-predictable systems
  • The economic and social benefits of using intelligent non-player characters in games and other sectors
  • Harnessing intelligent avatars to encourage participation and sales in virtual worlds
  • Using intelligent avatars for moderation and governance systems in virtual worlds
  • "It's virtual life Jim, but not as we know it"...the future...
Mark Stephen Meadows, Founder, Echo and Shadow
Phil Hall, MD & Founder, Elzware Ltd
Lizzie Jackson, AHRC Researcher, University of Westminster

3.15 – 3.45 BREAK

3.45 What if the TV audience invades virtual worlds?
Server development - load balancing, scaleability and hosting
Lode Nachtergaele, Business Architect, VRT – Belgium

4.15 Usability - what are the do's and don'ts?
  • According to Wikipedia, “Usability is a term used to denote the ease with which people can employ a particular tool or other human-made object in order to achieve a particular goal”.
  • How can avatars interact neatly in User Generated Content virtual worlds? How should the environment be designed? What are the limits of texture sizes so they can produce the desired effect? Look alike environments, fantasy environments - what are the limits?
  • A series of 10 do’s and 10 don’ts illustrated by practical examples
Robert Vinet, Community Chest

Speakers

Lead sponsors

  • Unity3D

Premier sponsors

  • Entropia Universe
  • IBM

Sponsors

  • fatfoogoo
  • Forterra Systems, Inc
  • Habbo
  • Iovation
  • West Midlands Serious Games

Other sponsors

  • Walt Disney Internet Group
  • Sony Computer Entertainment Europe
  • Outso
  • Linden Lab

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Conferences have become a byword for dull productions where the atmosphere is as stale as the quiche. THE VWF was the most energetic and vibrant for some time - speakers, ideas and chat. Away from the stage there was more networking than I'd expect at speed dating night.

Mark Boyd
Creative Director and Head of Content, BBH
(All testimonials)