Virtual Society: extending the WWW to support a multi-user interactive shared 3D environment
VRML '95 Proceedings of the first symposium on Virtual reality modeling language
Approaches to managing deviant behavior in virtual communities
CHI '94 Conference Companion on Human Factors in Computing Systems
Computing, Social Activity, and Entertainment: A Field Study of a Game MUD
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
Living digital: embodient in virtual worlds
The social life of avatars
Evaluation of Personal Agent-Oriented Virtual Society---PAW
Presence: Teleoperators and Virtual Environments
Can software agents influence human relations?: balance theory in agent-mediated communities
AAMAS '03 Proceedings of the second international joint conference on Autonomous agents and multiagent systems
Presence: Teleoperators and Virtual Environments
Availability of multilingual chat communication in 3D online virtual space
Culture and computing
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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.