what is metrotopia?
what is metrotopia? what is metrotopia?
- Page 2 and 3: WHAT IS METROTOPIA? • Metrotopia
- Page 4 and 5: THE DESIGN PROCESS • The (ongoing
- Page 6 and 7: THE DESIGN PROCESS • While concep
- Page 8 and 9: THE DESIGN PROCESS • Functions of
- Page 10 and 11: THE DESIGN PROCESS • Minor modifi
- Page 12 and 13: ORIENTATION / TELEPORTATION IN METR
- Page 14 and 15: MAJOR SIGHTS FOR INTERACTION • Al
- Page 16 and 17: COSTUME BAZAAR • These presentati
- Page 18 and 19: MUSEUM OF SUPERHEROES • The gener
- Page 20 and 21: METROTOPIA PARK SANDBOX • The san
- Page 22 and 23: PROVING GROUND GYM • Proving Grou
- Page 24 and 25: FIGHT CLUB DOJO • Across the resi
- Page 26: FIGHT CLUB DOJO • An interactive
WHAT IS METROTOPIA?<br />
• Metrotopia <strong>is</strong> a virtual city, designed and built in Second Life for a series of<br />
experiments and observations on digital communication, social interaction,<br />
design and entertainment in virtual worlds.
WHAT IS METROTOPIA?<br />
• Concept of a virtual city in which avatars can identify themselves with virtual<br />
superheroes and villains <strong>is</strong> intended to imply a sense of community between<br />
v<strong>is</strong>itors.<br />
• V<strong>is</strong>itors’ sense of belonging was supported by providing them with a pre-defined set<br />
of costumes and accessories that represent the style of comic books and sci-fi<br />
environments.
THE DESIGN PROCESS<br />
• The (ongoing) design and construction of Metrotopia has been conducted by a<br />
multi-d<strong>is</strong>ciplinary team involving freelance and in-house designers as well as<br />
researchers and consultants.<br />
• The Metrotopia project was originally undertaken by Tommy Nilsson (SL: Doctor<br />
Asp), a professional designer working in Second Life and R. Ates Gursimsek<br />
(SL: Mandal Vlodovic), industrial designer and PhD student in virtual worlds<br />
research group.<br />
• Some of the design tasks (i.e. superhero costumes) were outsourced to other<br />
designers and/or several objects inside the city were purchased from different<br />
retailers inside Second Life.
THE DESIGN PROCESS<br />
• Members of the research team also participated in the project throughout the<br />
design process in several ways.<br />
• Dr. CarrieLynn Reinhard, as the conductor of the experiment, has participated<br />
throughout the process both by evaluating the structure with regard to the purposes<br />
of her experiment, and as a member of Metrotopia Design Team.<br />
• Dr. S<strong>is</strong>se Siggaard Jensen, as the leader of the research team, has also been the<br />
member of the design team both as a consultant for the overall project, and by her<br />
experiments with virtual BOTS that would populate the city.<br />
• Dr. Dixi Lou<strong>is</strong>e Strand (research team project management) and<br />
• Ödül Akyapı Gursimsek (video production) have also been involved in the<br />
project’s final stages.
THE DESIGN PROCESS<br />
• While conceptualizing the structure of the city, generating a draft map of the locations<br />
and deciding on the functions of these locations, the research team and designers<br />
collaborated.<br />
• During these stages, several meetings, both inworld and in RL, were done in<br />
Roskilde University and/or in Metrotopia. In these meetings,<br />
– the general v<strong>is</strong>ual style of the city landscape, accessibility of specific locations and their<br />
contents were d<strong>is</strong>cussed.<br />
– the design team had opportunities to try different design possibilities and evaluate them in<br />
real time inside Metrotopia.
THE DESIGN PROCESS<br />
• In addition to the actual city parcel placed on Research Island Denmark, another<br />
platform was build 900 mt above Metrotopia<br />
• Since Second Life allows the use of Z ax<strong>is</strong> as a part of the actual parcel, the<br />
construction of virtual objects and buildings were tried out in th<strong>is</strong> workspace and<br />
placed in the city when their design <strong>is</strong> fin<strong>is</strong>hed.
THE DESIGN PROCESS<br />
• Functions of specific objects and their places were d<strong>is</strong>cussed and decided by<br />
the design team.<br />
• Nilsson and Gursimsek specified the location in the city, the dimensions and the<br />
v<strong>is</strong>ual character<strong>is</strong>tics of the designed objects/buildings (geographic position, its<br />
relation to neighboring objects, usability and attractiveness, i.e.).
THE DESIGN PROCESS<br />
• After collaboratively transforming these dec<strong>is</strong>ions to ‘design briefs’, several virtual<br />
mock-ups and alternative design solutions were generated, evaluated and<br />
modified.<br />
• 3D modeling and texturing of these buildings were also done collaboratively, and by<br />
the help of various internet material libraries and CG websites.<br />
• As the location, dimensions and main structure of the objects/buildings were decided<br />
upon, the fitting textures were searched, d<strong>is</strong>cussed and applied on the design to get<br />
the desired effect.
THE DESIGN PROCESS<br />
• Minor modifications were also done during the placement of the object, since its<br />
overall cons<strong>is</strong>tency with its surroundings <strong>is</strong> important.<br />
• The major concern at th<strong>is</strong> stage was designing a skyline view of the city that <strong>is</strong><br />
modern, clear, appealing to the v<strong>is</strong>itors and cons<strong>is</strong>tent with the context of a<br />
Superhero/heroine city.
THE METROTOPIA LOGO<br />
“The logo was designed because we want to have a specific v<strong>is</strong>ual representation for the <strong>is</strong>land for branding<br />
purposes. We want to actually create a presence in Second Life so we have a branding. And we’ll find th<strong>is</strong><br />
branding occurring all over the city ...” CarrieLynn Reinhard (Researcher, Virtual Worlds Research Group)<br />
• Reflecting the v<strong>is</strong>ual language of comic books and the superhero genre was the<br />
primary aim, along with coming up with a striking, d<strong>is</strong>tingu<strong>is</strong>hable and easily<br />
remembered logo that can be used with the other posters and graphics inside the<br />
city.
ORIENTATION / TELEPORTATION<br />
IN METROTOPIA<br />
• Orientation/teleportation posters: These posters were placed to the entrance of<br />
the city, right after welcoming arch and the costume bazaar, easing the first-time<br />
v<strong>is</strong>itor experience and strengthening the links to the v<strong>is</strong>ual language of the<br />
genre.
ORIENTATION / TELEPORTATION<br />
IN METROTOPIA<br />
• Teleport kiosks. While the form of these objects reflect the general v<strong>is</strong>ual cons<strong>is</strong>tency,<br />
the teleport kiosks also facilite orientation by reminding the v<strong>is</strong>itor the major sights to<br />
v<strong>is</strong>it and explore.<br />
• It <strong>is</strong> intended to enable participants to get familiar with the locations and their<br />
contents, so that Metrotopia <strong>is</strong> v<strong>is</strong>ited more frequently and with more users than<br />
merely the participants during the experiment.
MAJOR SIGHTS<br />
FOR INTERACTION<br />
• Although Metrotopia itself <strong>is</strong> considered as an interactive virtual environment, some<br />
regions of the city are designed purposefully to enhance the social interaction,<br />
as well as interaction with the system, in various ways and aspects. These locations<br />
are:<br />
– Costume Bazaar (and welcoming area)<br />
– Museum<br />
– Metrotopia Park/Sandbox<br />
– Gym<br />
– Fight Club<br />
• All of these places relate to a set of specific activities that the participants of the<br />
experiment are intended to experience in Second Life, such as character building,<br />
learning, design and social interaction.
COSTUME BAZAAR<br />
• The aim of th<strong>is</strong> place <strong>is</strong> first to introduce Metrotopia to the v<strong>is</strong>itor, provide information about the<br />
city’s context, and provide necessary tools for character building that <strong>is</strong> cons<strong>is</strong>tent with the overall<br />
concept.<br />
• Design of Costume Bazaar <strong>is</strong> intended to reflect the dynamic and eclectic ambience of an actual<br />
open market, with its modular design, various types of booths for separate categories of costumes<br />
and an open area for exploration and experimentation during the avatar design.
COSTUME BAZAAR<br />
• These presentation booths were designed and built in accordance with the<br />
specifications agreed on by the design team, and the final placement of the booths<br />
(the interior design of the bazaar area) was done by the collaborative work of<br />
Metrotopia Design Team.<br />
• As the team gathered together in an inworld meeting, each booth design was<br />
evaluated, and the overall placement of the various booths were d<strong>is</strong>cussed.
MUSEUM OF SUPERHEROES<br />
• The museum <strong>is</strong> designed to contain textual and audio-v<strong>is</strong>ual information on the<br />
context of the experiment and the city (Superheroes) and it <strong>is</strong> also intended to be an<br />
interactive environment.<br />
• Mainly conducted by Tommy Nilsson, the chief designer of the project, it was<br />
nonetheless a collaborative work of the design team. By the real-time modification<br />
possibilities of Second Life, inworld meetings were also used for real-time<br />
modification of the space design, such as application of different textures and<br />
placement of information surfaces.
MUSEUM OF SUPERHEROES<br />
• The general complexity of the design was considered not only as a problem of<br />
how the content was selected and presented, but also by the ways to travel<br />
and explore the virtual place provided for the v<strong>is</strong>itors.<br />
• Teleport kiosks, which enable the v<strong>is</strong>itor to directly arrive in the top floors and<br />
then, fly or walk around the desired region were placed inside the Museum.
METROTOPIA PARK<br />
SANDBOX<br />
• Metrotopia Park <strong>is</strong> also a sandbox, which means a rezzing/building-free zone for all<br />
v<strong>is</strong>itors regardless of their being a member of the owner group of Research Island<br />
Denmark.<br />
• The objective behind the idea of including a Sandbox in the Metrotopia was their role<br />
in enabling v<strong>is</strong>itors to experience building and experimenting with virtual objects;<br />
thus, providing a platform for user participation through user-generated content.
METROTOPIA PARK<br />
SANDBOX<br />
• The sandbox idea and the park coincides in their basic structure, in that they both require open<br />
spaces that allow v<strong>is</strong>itors to travel inside freely and facilitate social interaction.<br />
• There are several components of the park/sandbox that are placed purposefully, in order to<br />
enhance social interaction. The children's playground, which involves interactive virtual toys <strong>is</strong><br />
one of these specific locations. Other interactive components include the Freudian Bench, the<br />
Hot-dog Cart.
RESIDENTIAL AREA<br />
• The north-east corner of Metrotopia cons<strong>is</strong>ts of several middle-sized buildings that<br />
are organized to be connected by narrow streets and a dead-end back alley.<br />
• The residential area was organized to facilitate surpr<strong>is</strong>e effects and provocation,<br />
mainly by the future implementation of BOTs attacking the v<strong>is</strong>itors individually or in<br />
groups.
PROVING GROUND GYM<br />
• Proving Ground Gym offers v<strong>is</strong>itors several interactive experiences, from<br />
training in one of the many exerc<strong>is</strong>e machines to gaining new superhero<br />
skills and taking commemorative snapshots.
PROVING GROUND GYM<br />
• At the east entrance of the gym, a large box with a striking “Click for Your<br />
Superpowers!” banner stands for providing the v<strong>is</strong>itors with a number of animated<br />
superhero abilities (i.e. colorful bubbles flying randomly around the avatar, lightning<br />
or fire effects).<br />
• Posing Studio, which lies on top of the Proving Ground gym building, offers a place<br />
where avatars, who fully transformed into their superhero characters with their<br />
costumes, training, and animated skills, can take snapshots of their characters.
FIGHT CLUB DOJO<br />
• Across the residential area, to the southeast of the city, a harbor-like area was<br />
designed to contain the Fight Club Dojo. V<strong>is</strong>ually, th<strong>is</strong> area differentiates from other<br />
parts of the <strong>is</strong>land mainly by its rusty and industrial form.<br />
• Fight Club Dojo <strong>is</strong> the place where v<strong>is</strong>itors can challenge each other by using various<br />
weapons (guns, light sabers, hand grenades, i.e.) or practice the use of these<br />
weapons in a shooting range.
FIGHT CLUB DOJO<br />
• Here it <strong>is</strong> aimed to provide v<strong>is</strong>itors with necessary tools for interaction in a clear and user<br />
friendly manner, and enhance the superhero genre concept by implying the challenging nature<br />
of the place.<br />
• For increasing players’ immersion into the game, the parcel on which Fight Club stands was<br />
modified to contain health/hit points for each player. As one player gets shot enough to reduce<br />
her hit points to zero, the player <strong>is</strong> teleported into her home location (as a representation of<br />
inworld death).
FIGHT CLUB DOJO<br />
• An interactive shooting range placed in the northeast corner of the building. Th<strong>is</strong> game has 3<br />
difficulty levels, the high scores of which are kept in its memory<br />
• Fight Club <strong>is</strong> also a Sandbox, where the v<strong>is</strong>itors can build or rez objects from their inventories<br />
and use. Th<strong>is</strong> feature also enables the players to create new objects with which they can modify<br />
the space for their fight, or create virtual enemies (bots, animated objects, i.e.) to play against.<br />
• Th<strong>is</strong> also enforces user generated design and innovation, and increases participation.