HTML at http://www.en.utexas.edu/~cwrl/v1n1/article3/mudmain.html
Date: May 1994
Source: Princeton University
Abstract: Philosophers and postmodernist critics discuss the way humans communicate, engineers and computer systems designers create ever- integrable networking capabilities and work to improve human- computer interfaces, but at the crossroads, people are playing games.
Their activities, if considered out of the context of the computer network, are certainly not unusual. In a sense, the kinds of socialization taking place on MUDs represent the simplest and most mundane of human interactions.
MUDS offer new and HIGHLY COMPELLING LANGUAGE EXPERIENCES. In both LANGUAGE STRUCTURE and SOCIAL IMPLICATIONS, MUD allows people to express themselves and explore identity in a simple (text only), user-controlled environment.
The medium's primary mode of dialog -- two-way typing in real time -- takes advantage of the newest means of communication: computer networks. WRITING 'CONVERSATIONS' is thus a new concept, one which hovers between resembling speech and resembling writing, but which in its mixing of forms gains entirely new resonances and characteristics.
Date: May 1993
Source: MIT Media Laboratory
Abstract: The term "agent" has been picked up, widely appropriated, and in many cases misappropriated, by technical publications, lay publications, and many researchers in computer science. I examine some of the appropriations and misappropriations, talk about their reasons and implications, and delve into a case study of an agent that is used to illustratively define what I consider an agent to be, and why many of the current uses of the term are misleading. The agent I consider is Julia, a TinyMUD robot of the Maas-Neotek family, all of whom have been in almost constant use at several sites on the Internet for the last two or three years. I also speak at length about the sociology of such agents, what we might expect to find in the future, and why sociology is such an important aspect to consider when investigating agent-oriented programming.
Postscript (649k), or MSS format (104k)
Date: 16 March 1992
Abstract: In modern society, the role computers play in our lives cannot be underemphasized. With computer technology growing by leaps and bounds, with access to computers being opened up to an even larger segment of the population, and with more and more people becoming familiar and more comfortable with computers, it is no wonder that entire social systems based on and through computers have developed and spread throughout the world. This phenomena can take many forms, one of which is the Multi-User Dungeon (MUD). Within this paper, I try to show the reader the culture that has developed within the "virtual world" of a MUD, the people behind the culture, and its relationship to real life.
A MUD (Multiple User Dimension, Multiple User Dungeon, or Multiple User Dialogue) is a computer program which users can log into and explore. Each user takes control of a computerized persona/avatar/incarnation/ character. You can walk around, chat with other characters, explore dangerous monster-infested areas, solve puzzles, and even create your very own rooms, descriptions and items. You can also get lost or confused if you jump right in, so be sure to read this document before starting.
Date: 23 April 1993
Abstract: An electronic transcript of a group discussion that occurred in the Autumn and Summer Conference Rooms of the Virtual Science and Technology Studies Centre on MediaMOO
Date: December 1990
Abstract: This is a short research report covering the field of interactive, multi-user computer games. Its main component is a comprehensive overview of what presently constitute the most important products in this category. The report ends in a discussion of ways by which existing services may be improved to the benefit of both the user and the vendor.
ASCII (36k), or Postscript (42k).
Date: 16 December 1992
Source: sci.psychology
Abstract: The MUD as a Basis for Western Mysticism:
Drawing on the concepts of the 'worldview' and 'paradigm', the MUD both exemplifies (in its cyber forms) and symbolizes (within the mystical model herein portrayed) ordinary experience and its relation to the real.
Date: 1994
Source: MIT Media Lab
Abstract: In text-based virtual reality environments on the Internet called "MUDs," participants meet people from all over the world. They can not only explore the virtual world, but extend it, creating new objects and places. MUDs are Constructionist environments in which people build personally meaningful artifacts. But unlike many Constructionist environments, MUDs place special emphasis on collaboration, encouraging construction within a social setting.
This paper presents a case study of the experiences of a 43-year-old building contractor named Tom. It is one of an ongoing series of interviews I have conducted with people who learned to program for the first time in a MUD called MediaMOO. Salient features of their learning experiences include ease of collaboration, availability of technical assistance from peers, playfulness, availability of an audience for completed work, and community spirit. The success of MUDs as a learning environment for adults points to its potential as a learning environment for children.
Date: 5 May 1993
Source: Xerox PARC
Abstract: MUDs are multi-user, text-based, networked computing environments that are currently used mostly for gaming. Despite the obvious shortcomings of a text-only system, they are quite popular. The Social Virtual Reality project at Xerox PARC is extending MUD technology for use in non-recreational settings. Our goal is to keep the strength of MUDs-shared computing with a powerful real-world metaphor-while correcting their shortcomings by adding audio, video, and interactive windows. We are building two specific prototypes: Astro-VR, for use by the professional astronomy community, and Jupiter, for use by researchers within Xerox.
ASCII (38k), or Postscript (59k).
Date: 6 April 1994
Abstract: This paper will address several issues in MUSE security. First, it will cover the problem of unauthorized access to the system, a problem compounded by the existence on many MUSEs of anonymous Guest characters to which anyone is free to connect, and of the availability of public-access Internet sites from which to do so. Second, it will describe and document bugs and loopholes in the server which can be exploited to gain access to System Administrator powers. Also covered are the problems of spoofing, in which one character can pretend to be another, and of harassment of users by one another. This paper will also present suggestions for security improvements on existing systems, and will discuss the benefits and pitfalls of suggested changes.
ASCII (58k), or WordPerfect (78k), or Word bin (71k), or Word hqx (97k).
Sponsored by 2meta Consulting and SunSITE.