Virtual Festivus

Feng in Q3

Wired online is carrying a nice little article on Boston’s Cyberarts Festival. For me, the above image in their online gallery showing creator/artist Feng Mengbo inside Quake 3 is the most interesting, but I suppose that has more to do with my familiarity with the game than with what’s being done (I should give Feng my Squidgun model, the Rocket Launcher is so 90’s – besides being copyright id Software). From his site, it appears this is more documentation than interaction unfortunately. A shame.

For cool interactivity, Imaging Places is probably the highlight as it’s starting to move into new territory. From Wired:

Imaging Place reflects that real-and-virtual connection, by allowing viewers to navigate a map image, projected against a wall in a darkened room. The viewer of the Lowell piece, for example, mouse-clicks on certain parts of a satellite photo of the Lowell area, and zooms in to see videos of oral histories and bits of wisdom as told by local people.

This reminds me of my previous entry regarding augmented reality being used at historical sites. If only Feng was pulling that one off. I’m just waiting for someone to stream 3D data based on GPS position. Maybe then Feng’s visuals will mash-up with the interactivity currently limited to 2D imaging. And then… well, then we can fight over a virtual doll and create our own virtual holiday.

From A Wooden Apple To…

a useless old computer that started a billion dollar company

Since this is a new blog, I’ve been watching the traffic – mostly in the laughably vain concern that I might begin to approach my throughput limitation (hey, it’s my fantasy, alright) – and this morning discovered a rather interesting visitor had stopped in.

Now before I continue, I should preface this by saying I first read a slew of emails, all RepRap related. Included in one such group email was the confirmation that ABS cylindrical stocks are available and have melt points (~110 C) that make it possible to use this material in that experimental, 4-day-in-the-making, Vik Olliver Meccano effort about which I posted earlier. Having been in the manufacturing side of plastics for years, I can assure you ABS is highly regarded (too often I’ve had to make due with lesser plastics like SAN).

Hence my amusement at a mention by none other than Bruce Sterling on his Wired blog. And while I have nothing to do with the item in question, I do now perhaps have a better understanding of Mr. Sterling – even though I understand the post is intended to poke some fun. Well. Kinda. See, it took four years studying ID before I began to shed my aerospace engineering “blinders” (hey, I got through orbital mechanics mathematics and their painful derivations, but it didn’t make me inventive), and he’s only been at ACCD a few months, I believe. Furthermore, if I recall correctly, he won’t be there much longer. A shame. Hanging around a bunch of students who aren’t polarized into a way of thinking can be liberating… in ways that hanging around experts isn’t. I recall one student in 1992 (now a design firm principal, I believe) having the audacity to suggest handheld cellphone-like devices in ten years! That idiot! If only he’d listened to the impossibility of that development from all the senior instructors and engineers.

Why respond? Maybe because it was all the comments made by people in the late 70’s. “Whut da hell ya need a ‘puter fer? Ah got me a 350 Chevy.” I recall those kinds of comments. I just didn’t expect Bruce Sterling to be the one to pull them from my memory. What a great reminder of how things are. And how I expect them to continue to be, especially in regards to virtual worlds. I was just having this conversation last night with Jerry… in world….

(note: the above image from 8-Bit Nirvana)

The New Media World

nwnfuturist101

This should come as no surprise, but many of my entries are less direct feeds of net news and more indirect mash-ups of stuff I assimilate, even if the additive is seemingly minor. Getting mixed in with the MSM articles I consume – aside from other articles – are things I read on blogs, conversations in which I engage on net forums, personal emails, and increasingly the experiences I have within the Second Life (SL) virtual simulation.

Last night my little virtual plot played host to a “pre-SL Future Salon” meet-up in preparation for an in-world (and hopefully web-streamed) mini-conference – the first in a series of virtual conferences intended to bring people like myself together to discuss and collaborate on any number of projects. For a “pre-meet” it was surprisingly well-attended. And those in attendance ranged from social anthropologists studying players to casual SL passers-by who were probably being studied. We had an SL journalist and real-world (RL) columnist among us. A RL reality show producer in Los Angeles and a leading member of the cutting edge machinima community in New York (if I recall correctly). Not to be left out, there were SL designers to mirror my real-world design credentials. And of course coders and more.

When that many people with varying talents and expertise and connections come together, it’s difficult to not be aware of the potential for collaboration and cross-pollinization. Last night during the meet, I knew I’d be posting an entry on our virtual get together, and while I wanted to raise that particular point, I wasn’t sure my entry today would be more than just posting a link to some other blog entry (namely the organizer’s, which is here, or the SL journalist’s, which is here). However, having just read two articles something clicked.

The first article, “Teenagers Struggle With Privacy, Security Issues“, over on the SecurityFocus website (linked from Wired), included this bit:

I think it is hard for the parents and educators because we are moving at a different pace than they are… no offense,” said Elizabeth. “It feels like we are done and on to the next thing by the time other people are aware of it.

The second article is an excellent piece over on BusinessWeek online, “Blogs Will Change Your Business“. I highly recommend people read it.

What struck me was that while reading the BW article, I found myself thinking about Elizabeth and her comment – a nice reminder of what most have us have known for years: kids are often more comfortable with new technologies than parents. Taken together with what I witnessed last night, I can only wonder when virtual spaces will get a similar write-up on BW, since so many of the early blogs I recall reading were written by teens. I do suspect it’s sooner rather than later. Why? Here’s a few reasons:

1) Recent news in broadband circles is that DSL is starting to decouple from regular phone services in the U.S. which should reduce service fees and make broadband more accessible. And of course, high-speed connections are exploding in Asia. Add in more efficient compression algorithms and you get content moving around very quickly. One way or another, immersive worlds will find their way into homes.

2) The spin-off of There into a new company with a fresh infusion of capital (and doubtlessly able to benefit from the former parent company’s military work), reinvigorates the competitive game. Without There, non-MMORPG sims would lose a prime motivator. With There, we – as consumers/users – can expect better and more capable simulations from all developers.

3) The continued upgrading of Second Life (including streaming video and external links to webpages) and the reportedly rapid growth in subscribers over the last few months (with the current goal of reaching 1M by 2007 reportedly on track); coupled also with an 1100% growth in the virtual GDP according to CEO Philip Linden (meaning players currently purchase goods from other players at the rate of $80 US per month).

4) My personal observation that many SLer’s are of a demographic that would be very attractive, and surprising, to some companies (especially low-tech commodity manufacturers who rely less on “fashion” than, for example, cell phone manufacturers – although Motorola could easily market inside SL).

5) Advances in videogame technology that filter into regular VR sims either through code or through the hardware requirements many new games force upon their users (no doubt a significant number of PC owners upgraded for Doom3 or Half-Life 2, and those bleeding edge players are the best advertising money can buy).

6) Linden Labs recent opening of a “teen grid” for younger users – in at least some recognition that their future subscribers are currently underage and not able to “play” Second Life on the main grid.

7) The increased appearance of “farm workers” in Second Life (after apparently having become common in most MMORPGs). Whether or not “bosses” want their “players” to learn savvy capitalist techniques in a virtual world (and potentially gain too much knowledge) and continue to expand into non-game sims is a different issue. If they pull their farmers for that reason, I expect they’ll realize they could be making “real” money in other ways. Having worked with Chinese companies, I’ve found them to be very opportunistic!

8) And of course, the recent legitimization of virtual economics by both Microsoft and Sony.

No predictions, but don’t be surprised if things move faster than expected. After all, it’s not like VR hasn’t been a topic for years – including apparently being Timothy Leary’s future drug of choice in the mid-90’s. It’s just been dormant. Waiting for the world’s connectivity to catch up. I’d say we’re almost there.

A Cultural Bias

For some time I’ve been wondering when Japan’s anime and India’s Bollywood offerings would break through in the West. Anime is certainly integrating itself into American culture – children’s cartoons, the comic book industry, toys galore. Even household products owe some debt of influence to the stylistic design so prevalent in anime since it is source material for so many designers.

With the recent wave of well-crafted anime movies – Ghost in the Shell 2, Steamboy, and Howl’s Moving Castle – I was expecting more of an impact in the U.S., but there just doesn’t appear to be a foothold in the mainstream for the genre. I have to believe there’s a stigma still attached to “kiddie media”; both by the powers-that-be who control distribution and by the masses who aren’t making it apparent how much they want it (if they really do). No matter that Maus, a comic book, is a serious work in it’s own right and has been recognized as such; including receiving a Pulitzer prize. No matter that movies like Batman, Superman, Spider Man, Men In Black, The Mask, Barb Wire, X-Men, Spawn, Hell Boy, Electra, Hulk, Daredevil, Sin City and the soon to be released Fantastic Four (to name a few) are all comic book properties and do huge business when taken off the paper and put on the big screen – in flesh and blood, that is. No matter that the rest of the world gobbles this stuff up as they do many things American. The sad truth is: as a general rule, some content – including foreign content – just isn’t really accepted. And I have to wonder if there isn’t some relationship to other things that aren’t catching on as quickly either (including some technological things).

What prompted this was an entry over on the Anime News Network that “Howl’s Moving Castle” made it’s North American Premiere in Hollywood last night. Now I don’t watch entertainment news nightly, but something tells me they didn’t cover it. And if an important and globally popular Bollywood movie – featuring Indian actors and locations – were to premiere, I suspect it too would get the cold shoulder. I consider this cause for concern. There’s nothing worse than showing up to work and not being able to talk about the cool new movie with everyone else. And when “work” is an increasingly global/virtual collaborative endeavor….

Bits About Bits

Thought I’d just post some links to some interesting and (semi-) related stories.

“Get Your Game Off” (Wired) – gaming and sex.

“Minority Report”-style interfaces (New Scientist) – interaction on steroids.

$1B by 2010 (Yahoo/Reuters) – games and advertising. And since Yahoo story links die quickly, here’s a quote:

Advertising within video games, a hot new field for marketers, will likely surge eightfold to more than $1 billion in the next five years as companies court consumers who have cut back on television viewing, according to industry estimates released on Thursday.