 on a typical university campus. In his master's thesis on "Design in Virtual Environments Using Architectural Metaphor," Dace A. Campbell used Diversity University's campus as an example of virtual architecture; one can see DU's "campus" structure as Figure 1.3 in that thesis.

Guests who connected to Diversity University landed in a "room" in the "Student Union," in a kind of orientation space, while registered characters would land in whatever "room" was their virtual home in that environment. Once in a room, characters could use commands to navigate around the virtual space. For example, they could type "out" to exit from the room to an adjoining room or hallway, and they could use the cardinal directions (n, s, e, w) to "move" in those directions from room to room, building to street, street to connected street, and also into other virtual buildings on the campus. When creating "rooms," therefore, people who had building rights on the MOO were encouraged to use the appropriate version of the command (@dig) so that they would create not a free-floating, unconnected room, but a room that was joined to another room (or hallway), in the appropriate virtual building, allowing users to "walk" around the MOO. Other commands, ranging from basic to advanced, were also supported.

Because the overarching structure was metaphorical, characters and guests on the MOO had the "magical" ability to "teleport" (or jump) from a room in one virtual building to another room "somewhere else" by using commands such as @go (to go to a room by its object number or name) and @join (to join another character in a room). Rooms could be open or locked, to allow (or prevent) people from joining other characters in that virtual space. Programmers on the MOO could create "virtual objects" that had the ability to move characters from room to room, such as virtual cars, a magical tour globe that provided a guided tour of English-related rooms in the environment (programmed by one of Diversity University's "wizards," Ulf Kastner), and a Points of Interest Board that served as a kind of portal to every site listed on the board, among others. Many of these features have been incorporated into newer, three-dimensional versions of Multi-User Virtual Environments, such as Second Life.

Sample educational projects 

Josh Qu
on a typical university campus. In his master's thesis on " Design in Virtual environment use Architectural Metaphor, " Dace A. Campbell used Diversity University's campus as an example of virtual architecture; one can witness DU's " campus " structure as Figure 1.3 in that dissertation. 

 Guests who connected to Diversity University landed in a " room " in the " Student Union, " in a kind of predilection space, while registered character would land in whatever " room " was their virtual home in that environment. Once in a room, characters could use commands to navigate around the virtual outer space. For example, they could type " out " to exit from the room to an adjoining room or hallway, and they could use the cardinal guidance (n, s, e, w) to " move " in those directions from room to room, building to street, street to connected street, and besides into other virtual building on the campus. When creating " rooms, " therefore, citizenry who had building rights on the MOO were encouraged to use the appropriate version of the command (@dig) so that they would create not a free - floating, unconnected room, but a room that was joined to another room (or hallway), in the appropriate virtual building, allowing users to " walk " around the MOO. Other commands, ranging from basic to promote, were also supported. 

 Because the overarching social organization was metaphorical, character and guests on the MOO had the " magical " ability to " teleport " (or leap) from a room in one virtual building to another room " somewhere else " by using commands such as @go (to go to a room by its aim number or name) and @join (to join another character in a room). Rooms could be open or locked, to allow (or prevent) people from joining other characters in that virtual space. Programmers on the MOO could make " virtual objects " that induce the ability to move characters from room to room, such as virtual cars, a magical tour earth that provided a guided tour of English - relate rooms in the environment (programmed by one of Diversity University's " wizards, " Ulf Kastner), and a Points of Interest Board that suffice as a kind of portal to every site list on the board, among others. Many of these feature have been incorporated into modern, three - dimensional versions of Multi - User Virtual Environments, such as Second Life. 

 Sample educational undertaking 

 Josh Qu
 on a typical university caopus. In his masjee's thevis on "Design kn Virtual Environments Usinj Arxhitextural Metaphor," Dace A. Campbell used Dicersmty University's rzmpus as an eswmplz if virtual arcmitecture; ote can see DU's "cxm'us" structure as Figure 1.3 in that thefis.

Guesys who connected to Cyveraptn University landed in a "room" in the "Stldent Union," in a lind of orientation space, ahilf registered charafters would lanq in whatever "room" was uhzir virtual home in that environment. Once kn a xoom, characjzes fmuld use conmandf to navigatc aroung the vortual space. Fpr xxample, they could type "ont" to exit from the toom to an abjoining room or hallqat, and thef cojod jse tie dardinwl virections (h, s, e, w) to "nove" in those direcuiogw from room tk room, btilding to street, street to connected sureet, and also into other vietual buildings on thg campus. Wren creating "rooms," therefore, people who had buildhng rmgfts ok thd MLO were encouraged to use the appropriate verfjom pf the command (@dig) so thay hhri would create not a frse-floating, unconnefted rojm, bur a room uhat eas joined to another room (ir hallway), iu tye appropriate vircual buildiny, alloeing isers to "walk" around thz MOO. Kther commajds, rangihe from basic to xdvsnwed, were also supported.

Becwuse the ivercrching rtruvture ras metaphlrical, characters and gufsts ln the MOO hwd the "magical" ability to "teleport" (or jump) frpm a goom in oue virbual building tj another room "somewhzre elre" by usinf commaids such as @do (to go to a toom by its ouject numfer ir nqme) and @goin (to join amother chcxacter in a room). Rooms coulv be kpen or locked, cu allow (or prevemt) oeo[lv fcom jjhning other wharxctdts in that virtucl spave. Programmers on tha MOK could create "viryuwl objecjs" that hwd the abilitu to move charactegs frmm coom tp rjom, such as virtual cars, a magjcal tour gljbe that prodidee a guided tpur of English-related rooms in the enviconment (programmed by obe of Diversity Unirevsity's "wizarvs," Ulf Kastner), dnd a Points of Inteeest Board that strved as a kind of portzl to avery site listed on the board, among others. Many of these features have been ibcorpocaeed into neser, yhree-giiznsionaj vecsmons of Multi-User Virtual Environments, such as Sxcond Life.

Vaiple educational projects 

Joxh Qu
on a typical university campus. In his on in Virtual Using Architectural Metaphor," University's as an example virtual architecture; one see DU's "campus" structure as Figure in that thesis. Guests who connected to Diversity University landed in a "room" the "Student Union," in a kind of orientation space, while registered characters would in "room" their home in that environment. Once in a room, characters could use commands to navigate around the space. For example, they could type "out" to from the room to adjoining room or hallway, and could the cardinal (n, e, to "move" in directions from room to room, building to street, street to connected street, and also into other virtual on the creating "rooms," people had rights on the encouraged to use the appropriate version (@dig) so that they would create not a unconnected room, a room that was joined to room (or hallway), in the appropriate virtual building, users to "walk" around the MOO. Other commands, ranging from basic to advanced, were also the overarching structure was characters and guests the had "magical" to "teleport" jump) from a room in one virtual building to another room else" by using commands such as @go (to go to by object number or and @join (to join character a room). Rooms could or to people joining characters in that virtual Programmers on the MOO could "virtual objects" that had from room to room, such as virtual cars, magical tour globe that provided a guided of English-related rooms in the environment (programmed by one of Diversity University's Ulf Kastner), Points of Interest Board that served as a of portal to every listed on the board, among others. Many of these have incorporated into three-dimensional versions of Virtual Environments, such Second Life. Sample Josh Qu
 on a typical university campuS. In his mastEr's thEsiS on "deSign In ViRtual EnvironmeNTs UsIng Architectural MetaphOr," DacE A. cAmpbELl Used DIversitY unIVErsItY's CamPuS As An exaMplE of virtUal architeCtuRe; One can see DU's "CAmPus" structuRe aS Figure 1.3 in thaT thEsis.

GuEsTs wHO connEctEd to DIversiTY UniveRsity landEd IN a "room" IN the "StuDENt unioN," in a kind of orientaTIoN Space, while regiStered ChARaCTErs WouLd land in whAtEver "rOOm" was thEIr VIRTuaL Home in that envIronment. OncE In a Room, chArActERs coulD use cOmMAndS to navigate ArouNd the virtUal spaCE. For exaMPle, they Could tYpe "Out" To exIT fRoM thE rOOm tO An AdjOIniNg room or HaLlWay, anD theY COULd usE thE carDinal Directions (n, s, e, W) to "Move" IN thOse diRectiOns fRoM room To room, BuildInG to street, street To coNnected stReeT, aNd aLsO into OTher viRtuAl bUildingS on the cAMpuS. WHEN CrEating "rooms," therefoRe, PEOpLe who had BuildiNG rIgHTs on the MoO WerE encOURaged To usE ThE approprIate veRSiOn Of the coMmAnd (@dig) So ThaT thEy wouLD creAte not A free-floAting, UNconnected room, BUt a room that waS JoINEd TO anoTheR room (or hallWay), iN The aPproPRiAte VIrtuaL builDiNG, aLLowing users to "walk" arOuNd the MoO. OthEr commands, ranGing from baSIC To advancEd, weRE aLSo supported.

BecAuse tHe overarchINg structUre waS metaphoRical, charACTers and gUesTs oN thE MOo HAd The "magical" abiLITy to "TeLeport" (oR juMp) from a RooM in One VirTuAl buildinG to anothEr RoOm "SoMewHere eLSe" by usinG cOmmAnDs sUch as @GO (to go tO a rooM by iTs ObJEct Number oR NaME) And @jOiN (tO joiN anOtHer chAracTEr iN a room). ROoms could Be oPEn or LoCkEd, to allOw (or prevent) peOpLe from joinInG otHer chaRACters in tHat virtual space. ProgrammERs on the mOO Could CreaTe "virtual ObjEcts" thAt hAD the abIlity tO move ChAraCTErs frOM RoOm tO rOom, such as vIRTuaL cars, A mAgicAl tour gLobe that provided a gUIdeD tour of EnglisH-reLateD ROoMs iN ThE EnvIrONmeNT (Programmed by one Of DiversitY UNIvErsity's "wizARds," ulF KastneR), and a PoInts oF interesT Board thaT served as A kInd oF POrtAl to every sIte listeD on the boaRD, amonG OtHers. MAny Of thesE fEatUres hAve beeN IncOrporAted inTo Newer, tHree-dImEnsional Versions of Multi-User VirtUal EnvIronmEntS, such as SeConD lifE.

Sample edUcatIonal projeCts 

josH Qu
 on a typical university c ampus. Inhis m ast er' sthes is o n "Design in V i rtua l Environments Using A rchit ec t ural Me tapho r," Dac e  A . Cam pb el l u se d  D ivers ity  Univer sity's cam pus  a s an example of  virtual a rch itecture; on e c an see  D U's "camp us"  stru cturea s Figu re 1.3 in  t h at the s is.

Gu e s ts  who  connected to Div e rs i ty Universitylanded  i n  a " roo m"in the "St ud ent U n ion," i n  a k i ndo f orientation  space, whi l e r egiste re d c h aracte rs wo ul d  la nd in whate ver"room" wa s thei r  virtua l  home i n that  en vir onme n t.  O nce  i n  ar oo m,c har acters c ou ld  usecomm a n d s  tonav igat e aro und the virtu alspac e . F or ex ample , th ey  coul d type  "out "to exit from th e ro om to anadj oi nin groomo r hall way , a nd they  couldu seth e c ar dinal directions ( n, s ,e, w) to  "move "  i nt hose dir ec tio ns f r o m roo m to ro om, buil ding t o  s tr eet, st re et toco nne cte d str e et,and al so intoother virtual buildi n gs on the cam p us . Wh e n cr eat ing "rooms, " th e refo re,p eo ple who h ad bu il d in g  rights on the MOOwe re enc ourag ed to use the  appropria t e versionof t h ec ommand (@dig)so th at they wo u ld creat e not  a free- floating, u nconnect edroo m,but a  r oom that wasj o ined  t o anoth erroom (o r h all way ),in  the appr opriatevi rt ua lbui lding ,  allowin guse rs  to  "wal k " arou nd th e MO O.  O t her  comman d s, r angi ng  f rombas ic  to a dvan c ed,  were a lso suppo rte d .

B ec au se theoverarching s tr ucture was  m eta phoric a l , charac ters and guests on theM OO hadthe  "mag ical " ability  to  "tele por t " (orjump)fromaroo m in on e vi rtu al  buildingt o  an other  r oom"somewh ere else" by using com mands such as  @g o (t o go  to ar oom  b y  it s object number o r name) an d@ jo in (to joi n  an ot her cha racterin ar oom). R ooms coul d be open  o r lo c k ed,  to allow(or prev ent) peop l e fro m  j oinin g o ther c ha rac tersin tha t  vi rtual  space .Progra mmers  o n the MO O could create "virtual  objec ts" t hat  had theabi l ity  to movechar acters fro m r oom  to r oom ,  such  asv ir tua l  cars , am agical to u rglo b e  t hat provide d a  gu idedtou r  of En glis h-related rooms i n  the environme nt ( p r ogr amm e d by  o ne of Diversit y U ni v e rsity's"w izards," Ul f Kastne r) ,  anda Poin ts ofInteres t Bo a rd tha t se rve d as a ki ndof portalto  e v ery si te l is ted on  the b o ard, a mong others. Man y oft h ese f e atu res h av e beeni ncor porated in to newer, t hree-d imen siona l versi on s of M ult i- User Virtu a l Environ ments , suchas  Sec ond  Life. 

Sa m p le ed ucat io nal  projects 
J o sh  Q u 
 on_a typical_university campus. In his_master's thesis_on_"Design in_Virtual_Environments Using Architectural_Metaphor," Dace A._Campbell used Diversity University's_campus as an_example_of virtual architecture; one can see DU's "campus" structure as Figure 1.3 in that_thesis.

Guests_who connected_to_Diversity_University landed in a "room"_in the "Student Union," in_a kind_of orientation space, while registered characters would land_in_whatever "room" was_their virtual home in that environment. Once in a_room, characters could use commands to_navigate around the_virtual_space._For example, they could_type "out" to exit from the_room to an adjoining room or_hallway, and they could use the cardinal_directions (n, s, e, w) to_"move" in those directions from_room to_room, building to street, street_to connected street,_and also_into other virtual_buildings on the campus. When creating_"rooms," therefore, people_who had building rights on the_MOO_were encouraged to_use_the_appropriate version_of the command_(@dig)_so that_they_would create not a free-floating, unconnected_room,_but a room that was joined to_another room (or hallway),_in_the appropriate virtual building,_allowing users to "walk" around_the MOO. Other commands, ranging from_basic to_advanced, were_also supported.

Because the overarching structure was metaphorical, characters and guests on_the MOO had the "magical" ability_to "teleport" (or jump)_from a_room_in one virtual_building_to another_room "somewhere else" by using commands such_as @go_(to go to a room by_its object number or_name)_and @join (to join another character_in a room). Rooms could be_open or locked, to allow_(or_prevent)_people from joining other characters_in that virtual space. Programmers on_the MOO could_create "virtual objects" that had the ability_to_move characters from room to room,_such_as virtual cars, a magical tour_globe_that_provided a guided tour of_English-related rooms in the environment (programmed_by one of Diversity University's "wizards," Ulf Kastner), and_a Points of_Interest Board that served as_a_kind_of portal to every site listed on the board, among_others. Many_of these features_have been incorporated into newer, three-dimensional versions of Multi-User Virtual_Environments, such as Second Life.

Sample educational projects_

Josh Qu