SoftwarePracticeInVirtualWorlds

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Notes from conversation with MikeHill, PeterMarks, RachelDavies, DavidDunn

  • Archivable meetings that people could unlock and go back to - preserving drawings on walls. These could be viewed by people who weren't at the original meeting. Eg, used by new starters to observe how architecture was decided.
  • Would be nice to have some sort of CCTV feeds - see people on other floors, in other buildings. See who's pair programming with who.
  • Tools such as storyboards, standups, build status etc, integrating and converging lots of existing tools, that work well on their own.
  • Realism of webconferencing integrated into virtual worlds. Input devices (crude examples from some Portsmouth students, rednose interface into Second Life. http://www.flickr.com/photos/joncrel/3127240781/in/set-91555/) an input device that made it possible to map one aspect of a real person (e.g. head movement) to an avatar.
  • Going beyond what is possible to do in the real 3D world...
  • Where is a 3D metaphor useful and where is it not helpful.

Notes from conversation with GilesCope, IvanMoore, JoseAlsina, YasuoKozato


  • Visual cues for local time and hungriness of Avatars, E.g. sleepy if late at night, Holding a coffee if early morning, Hungry if close to lunch time.
  • 3D Debugging of multi-threaded code, stacked stack traces with indications on which threads are waiting on which locks.
  • Cue as to how interruptible people are if they are pairing.
  • Who is working/pairing with whom and what are they working on.
  • Timetravel through meetings and creation of documents (diagrams, story card walls etc.).
  • Bandwidth constraints: We don't want to have to come into the office just to video conference with others.
  • 3D wiki. See who else is editing / viewing the same or nearby pages.
  • Water-levels rising to indicate things going wrong.