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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.

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