Title: Microsoft Research's Virtual Worlds Group: An Overview Linda Stone and Steve Drucker Virtual Worlds Group, Microsoft Research Abstract: The Virtual Worlds Group (VWG) conducts research and develops technologies for online social interaction and experiments with technologies that support the use of the Internet as a social medium. The group attempts to blend technology, sociology and design while exploring the nature of online interactions and has developed a toolkit that facilitates the development of a variety of user interfaces for shared environments. It is a general-purpose system that allows researchers to quickly program and prototype shared environments on the Internet. These shared environments allow multiple users to interact, while maintaining persistent, changeable, world-state. In addition, users can perform live editing of behaviors and content. Customized user interfaces and the creation and modification of object behavior via DHTML, VBscript, and Javascript are all supported. Through its scripting model, researchers can easily integrate other web- and Internet-based services. Ultimately, developers and designers will be able to use the platform to integrate social virtual worlds with activities such as information delivery, commerce, and entertainment. This talk will present an overview of the group, its research, discuss the architecture of the Virtual Worlds Platform, and show several examples of work created on top of it. Bios: Linda Stone: Linda Stone is the director of Microsoft Research's Virtual Worlds Group. For over a decade, Stone has been a leader in the effort to create both community and content on the computer. Since joining Microsoft Corporation in December of 1993, she has focused on improving human social interactions in cyberspace. She created and now directs Microsoft's virtual worlds team, a joint effort by engineers, artists, and animators to develop multi-user, multimedia, technologies for the construction of social environments that really work on a human level. Her group's approach to virtual worlds blends sociology, design and technology with the goal of enhancing net-based relationships. Stone's team is a product incubation group that blends research and development, creative and technical efforts. The first offerings from the virtual worlds group were multimedia chat services: V-Chat and Comic Chat. The group is now developing virtual worlds technologies that go beyond chat. Background: Prior to joining Microsoft in December of 1993, Stone worked for Apple Computer as that company's key person in building the multimedia marketplace. She was instrumental in forging the first significant relationships between a technology firm, Apple, and the traditional creative media, such as book publishers. Well known in both the creative and technical communities, Stone is a frequent speaker at conferences and has been repeatedly quoted and profiled in the news media. In 1996, Upside magazine has named her one of the 100 leaders of the digital revolution. She is also featured in John Brockman's book, "The Digerati," which describes her as "a visionary both within Microsoft and to the industry at large." Steven Drucker Dr. Steven M. Drucker is a research lead in the Microsoft Research's Virtual Worlds Group. Steven received his Ph.D. from the Computer Graphics and Animation Group at the MIT Media Lab in May 1994. His thesis research is on intelligent camera control interfaces for graphical environments. Dr. Drucker graduated Magna Cum Laude with Honors in Neurosciences from Brown University and went on to complete his masters at the Artificial Intelligence Laboratory at MIT doing research in robot learning. His published papers have been in such areas as hypermedia research, human and robot perceptual capabilities, robot learning, parallel computer graphics, and human interfaces for camera control. Currently, Steven is investigating ways in which computers can enhance online interactions between people. A research platform has been built by the group which provides persistent, distributed objects, synchronous updates, and end user extensibility. Using this, the virtual worlds group has been examining different representations for users and environments in order to facilitate social interaction.