Protected (Cyber)Space

A couple days ago I sent a virtual world memo to a casual acquaintance. In the course of catching up we discussed real-life geography, as in “I’m not sure where I’ll wind up”. Having jumped from place-to-place all my life, I’m not actually sure I could live in any one location for long, and the conversation got me thinking. Again. It refueled thoughts of living on a boat. It also got me to once again consider moving outside the country for an extended period of time, which got a real reaction out of the California-based, East Coast-raised “homebody” with whom I was chatting. Why I don’t head overseas is perhaps based more on personal issues than anything, but I honestly wonder, especially after this person’s reaction, what keeps others from not packing up the mule and venturing over. Well, I should say I wonder up until the obvious presents itself: it’s Fear.

I won’t go into all the kinds of Fear that keep people from exploring or resettling. What I would like to do is relate this to virtual spaces, because I think there is likely to come a very real need for what I think of as “protected cyberspace”. And to start off I’d like to point to an earlier post in which I brought up the issue of griefing – the virtual world equivalent of bullying – and a pseudo follow-up in which I wanted to restate something I’d commented on elsewhere. The point here is: virtual worlds are going to feel more and more real, and the more real they feel, the more likely people will react emotionally to these virtual spaces. And there are few emotions as raw and powerful as Fear. And sometimes, it’s more than just an emotion.

Let’s carry this forward a bit. If Fear is one of the more powerful emotions, then it’s also worth noting that in this case it is one of the more reasonable. In a real world increasingly tied to virtual activities it’s perhaps significant that these virtual activities can and do expose real user vulnerabilities. Online financial transactions are vulnerable to many kinds of abuse. Real world services increasingly tied to the internet are subject to cyber-attacks leading to identity theft. Scammers and predators on bulletin boards lure the gullible into traps. And it doesn’t even have to be more than what happens through other methods (e.g. dumpster divers finding personal information and selling it) since the media will report on this medium because it’s newsworthy, thus amplifying the issue; ratcheting up the Fear.

So what do we have at the moment? Well, right now we have a largely unregulated internet where real world laws are easily circumvented by moving a server across some line on a map (and little chance of universal agreement to remedy this situation). We have people from different cultures locking horns in philosophical debates about cultural norms. We have people clashing online often only because they have different definitions for or understandings of certain words… and these are people who speak only English! Mix in the English-as-a-second language crowd and the net is increasingly ripe for misunderstanding and animosity and anger. I’m not even going to get into other languages and dialects and people trying to interact in those linguistic spaces. The point is, if anyone wanted to see how Babel fell apart, the net is increasingly an interesting parallel. In some eyes this looks like a wonderfully opportunistic environment (especially to the technically-savvy). In other eyes this looks like moving half-way around the world and settling down in some rural village among people you don’t know and whose language is incomprehensible. And they’re carrying machetes.

So what’s the solution? Well, one solution until we all learn to behave more civilized might be protected spaces. The net may be a melting pot of global entities, but there is certainly no reason why a plethora of subsets cannot exist on the net (AOL is the best example I can think of for such a protected space). In the virtual world of Second Life, if someone doesn’t want to deal with the relatively lawless behavior of their main grid neighbors, they purchase an island away from the rest; a controlled virtual space. Similarly, if Linden Lab were to ever make the SL code open source, they could continue as hosts to the current grid. They’d ensure the servers stayed online and safe from griefers, spammers and other grid-locking types. They’d provide a place for safe commerce and social interaction while refraining from enforcing any non-grid threatening behavior. Second Life would, in all the ways that are truly important, become a bit like a country or a state (or like the ad-supported version of Anarchy Online). The price for security could be born by those buying and selling goods – whether real or virtual – through a kind of sales tax. Or perhaps ad dollars could provide the basis for a system similar to network television (and AO).

Now let’s shift slightly and take a look at the recent news and events transpiring in the Google vs Microsoft world. As most everyone knows, Google makes money through advertising. Microsoft makes money selling software. As software becomes increasingly net-centric and open source, the Google business model looks to me more viable over the long-term. Add in Google’s efforts to host community sites (like Blogger), build 3D virtual spaces and perhaps tie them together with a wireless network, and the threat to Gates is looking pretty ominous (which probably explains Microsoft’s restructuring move). Imagine if Google coded up a nice version of Linux that had all the core familiarity/functionality of Windows and gave it out for free. Ouch. I’d say Microsoft has to rethink their business plan in a hurry (maybe it’s not about the software anymore guys).

I read an article on C|Net yesterday that is the first time I’ve seen any indication of what I’ve been thinking and brings us full circle:

As part of a management shuffle, Microsoft said Tuesday it would make hosted services a more strategic part of the company and fold its MSN Web portal business into its platform product development group, where Windows is developed.

That’s extremely interesting. Where once it seemed Gates was intent on using the internet to set up his own media empire ala ABC (Disney), it’s now obvious that MS recognizes it can’t actually control the net – regardless of how many PC’s run Windows with IE grafted into it. This brings to mind the XBox platform; supposedly the box that would morph into the media hub of the average home. XBox is itself part of a hosted service MS provides. Developers create games that run on the infrastructure provided by Microsoft. Consequently I’d venture the people in Redmond are more than prepared to consider becoming hosts, and perhaps what they’re learning from their XBox division may feed into the moves they make in their overall corporate strategy. That, and pulling the AOL rug out from under Google’s feet might buy them some time. But I think the game is afoot. And the race to create a safer space for everyone is the goal. Well, the revenue that space could generate. But what that space looks like seems to me to be something more and more like a protected virtual island… and less like another channel on the dial.

Will The Real Virtual Eve Please Stand Up

Virtual Eve and someone else... I think

For the past few days I’ve been noticing a continuing stream of visitors coming from search engines throughout the world – though mostly Europe. They all have one thing in common: they keep landing on this post in my blog because they’re entering “virtual+eve” in a search engine query. At first I thought maybe there was some researcher(s) out there using the net to gather information. A few moments ago I noticed even more visitors so I figured something else was up. And here it is from the second most popular search engine return:

What is Virtual EVE? Is it a video game? “Not exactly,” says Mr. Sexton. “It doesn’t fit within the tradition goal-oriented framework of what we define as a ‘video game’. There isn’t a specific goal you need to accomplish; it’s something you experience. So in that respect, it’s not a game, but it’s not just another static porn movie either. It’s more of a real-time sex simulator. It features completely real-time 3D graphics which allows for a more interactive, immersive experience. You choose the sexual position, you navigate the environment with a free-roaming camera, and you direct the on-screen action.”

That’s from a press release dated 20 June 2005, so it looks as if someone has recently figured out there’s money to be made from selling… who would have thought… s e x. But I have to wonder if the people behind this “game” even know about sims like Second Life or There (the latter of which I’ve heard is nothing but Socializing). And heck, for half that one-time price people could get a world full of Eves… and Liliths and whatever else strikes their fancy (be sure to say Csven Concord recommended you should you register for Second Life. Thanks.). But if this simulation strikes your fancy, google away.

(Above image is Copyright © 2005 Eve Interactive. And btw, sorry for the excess pixelation. Who knew hiding naughty bits could be so much fun?)

Trimersion For 3001 AD

wrl/x3d of Trimersion googles

Via Blue’s News and Game infowire comes news of a low cost VR headset from Kopin Corporation that will be incorporated into gaming developer 3001 AD‘s Trimersion virtual reality system. The post notes that this will be the first time VR-style gaming will be available for XBox, PlayStation and PC gamers. That claim sounds a little overstated (perhaps they mean they support all three platforms), but still interesting news. From the Game infowire entry:

Trimersion brings full immersion and 360-degree head tracking to home gaming, and is the only system to deliver high-quality, cross-platform virtual reality for this market. The Kopin BDM-230K, a complete binocular video subsystem, delivers crisp, full-color, QVGA-quality (320 x 240 resolution) video with a virtual image equivalent to a 35-inch display viewed from a seven-foot distance.

q, Meet qDot

If you didn’t read the Wired articles I mentioned in an earlier post, this one may seem to come out of left field. The point of that post was mostly to show how technology seems to be driven by the *needs* of the extremes of human behavior. On the one hand you have the military developing swarming robotic/remote-controlled fighter aircraft (see this early post as well), and on the other hand you have the “pron” industry feeding technology into the public arena – whether it be vcr’s or webcam peepshows. And because they were both about telepresence technology, they were relevant to what I write here.

Now here’s a guy who’s integrating things with videogames (see related post here). From the Wired article:

His fascination with teledildonics — sex toys that lovers can control for one another over the internet, whether they’re in the same room, the same house, or 3,000 miles apart — grew out of his interest in video games.

Well, that does it. Videogames are most definitely eViL.

(p.s. I hope it’s not lost on you that this guy has hooked up a sex toy to a game called “Quake”)

Redefining Brain Dump

File this one in the “too good to pass up” folder. Excerpted from a CNN article:

By 2020 Pearson also predicted the creation of a “virtual world” of immersive computer-generated environments in which we will spend increasing amounts of time, socializing and doing business.

He said: “When technology gives you a life-size 3D image and the links to your nervous system allow you to shake hands, it’s like being in the other person’s office. It’s impossible to believe that won’t be the normal way of communicating.”

That’s actually not what the CNN article is about. But it’s the part you’ll want if the other prediction bears fruit. Guess the next question is: Will this virtual world be another Eden or will it be a Deathmatch Level? Read “Brain downloads ‘possible by 2050’here.

Hmmmm. Maybe it’ll be more like the set of an Ed Wood flick?