Showing posts with label 3d web. Show all posts
Showing posts with label 3d web. Show all posts

Tuesday, April 1, 2008

Google Earth's impact on virtual discovery

Australian geologist, Arthur Hickman, now has a meteor crater named after him, thanks to his use of Google Earth. While cruising Earth virtually from up high, looking for channel iron deposits, Arthur discovered the now-named, Hickman Crater, North of the town of Newman, in Western Australia. Previous surveys in this mining area had failed to identify the crater, which stood out visually to Dr. Hickman's eye. He was able to have a fellow scientist corroborate his find by visiting the site and the rest is news history.

I thought the subtext of the news report, that Google Earth already has this demonstrated commercial geological value and use, was very interesting. I'd not known about it and wonder how many other scientific uses this and similar virtual tools are currently being put to. This discovery will no doubt inspire more such virtual "expeditions": eager professional and amateur virtual explorers will seek to add to our understanding of our own world, and thereby make a name for themselves, all from the comfort of their homes and offices.

Thursday, March 27, 2008

Survey results for virtual worlds collaborative use

Results from a virtual world collaborative use survey undertaken by the Virtual Worlds Consortium for Innovation and Learning, Special Interest Group on Virtual Worlds, the Serious Second Life Group in Boulder, and the MetaverseU Network of Stanford University, have been published under the title: Virtual Worlds and Collaborative Work: Survey Results.

Survey sections are titled: Participants Profile and Background; General Issues and Questions about Virtual Worlds and Collaborative Work; Collaborative Work in Second Life: Now and In the Future; Collaborative Works Using Virtual-World Platforms Other.

The participants were mostly virtual world users or advocates, mostly with a Second Life affinity. There seemed to be a lot of unfamiliarity with other vendors. But there's some interesting surprises I found, such as: the preponderance (read enthusiasm) of business responders vs those from academia; management being seen as a hurdle to virtual world adoption; overwhelmingly positive outlook for Second Life for educational use but uncertainty that it will do as well for business collaboration.

It's a fairly brief document overall so certainly work a look. Though not necessarily comprehensive, it was thought-provoking, especially where I tended to disagree with the majority. It certainly made me think twice about my own opinions.

Tuesday, March 25, 2008

I know the avatar I'm talking to isn't real. But is she real?

Presence can be costly. It's a lot of overhead to consider. And one has to figure that the virtual world never sleeps. Logging into Second Life at different times, it takes on a European, Australian, or Asian tone. Companies have to figure that a visitor might pop in at any time.

Which is why AI avatar "bots" are being developed that can take on that overhead instead of having a real person. They work quite cheap - free in fact beyond their build cost and they don't take breaks. The initial ones are likely going to be fairly simple responders but there are rumblings of some very savvy ones (see Artificial Intelligence Applications in 3d Virtual Worlds) that can do a credible job of mimicking the responses of a real person.

This of course undercuts one of the basic presumptions of virtual worlds, that an avatar represents a real person. One of the interesting aspects of virtual worlds and MMOs is that people tend to treat an avatar at face value, as if they were what they appeared to be. If that avatar appears to be a human man or woman, you, as a virtual world user, would probably respond accordingly. Imagine a virtual world where someone can seed avatars to make a space seem more popular as if other people really found it engaging, making you think twice about stopping to take a look around at the offers. This is already being done in MTV Virtual Worlds: when an event doesn't draw in enough people, bots are seeded to dispell the impression of unpopularity. Or that person chatting you up and that seems so interested in your latest real world shopping adventure could be a bot mining you for buying trends. Or your new "friend,", taking advantage of how viral marketing works, just swears by Eau'dee'doh perfume or MuskOxen deodorant.

"Cogito ergo sum" doesn't quite sum it up any more, does it?

Thursday, March 20, 2008

We are who we're not


Second Skin is a new documentary that examines the lure and some of the dangers of virtual worlds, specifically the MMO games: World of Warcraft and Everquest.

Judging by the trailer, it appears to be in the same vein of other documentaries, like Trekkies and Darkon, movies that gave us an intimate glimpse into the lives of people who are so drawn into fantasy worlds, that their fantasy lives become dominant factors in their real lives. It is understood and shown that for many, these events are purely fun and casual. Not everyone has the same degree of fascination or hunger for an alternate existence. But the true focus and power of these films is when we meet people who's fantasy lives become so excessive, they supersede anything else. Trekkies highlights social groups and individual lifestyles that gravitate around the Star Trek universe, showing how the Trek franchise and fan numbers have increased with each decade, where Darkon explores a live-action roleplaying and wargaming group born out of the success and interest in Dungeons & Dragons and fantasy-embellished history enactment. Though both movies show associated individual pastimes, what is ultimately underscored is that these are both social phenomena. Even individual pursuits mostly take place within a larger context: individuals associate in groups that congregate in even larger groups which ultimately engage in large-scale annual or semi-annual events.

I think part of the fascination with these movies is that they are in part cultural anthropology and in part, geek-voyeurism. We get to peek into lives that for most of us are very different. For many viewers, I think there is a trap that they can somehow feel superior for being so non-geeky, or at least less a geek. And yet, say what you will, for Darkon especially but even for Trekkies, the emphasis seems to be highly social and to bring about friendships, bonds, and human interaction. And this counters a commented upon trend in modern culture that people are becoming more insular and less community oriented than preceding generations. So regardless of how you might approve or disapprove of the lifestyles of the people shown, they are meeting and interacting with others, often in the flesh, forming life bonds and exercising social will. Socially, they will have succeeded in functioning in ways that many people who might disparage or judge them have yet to achieve in their own lives.

That said, Second Skin seems to show a different short of community altogether. Though virtual association can precipitate a real world gathering for romance or group meetings, for the most part the interaction is befitting the medium and done solely through virtual selves. Missing is the "meat-space" physical engagement and association of Darkon or the showcase of club and convention gatherings that underscores much of Trekkies. Though participants in both these group phenomena embellish their social interaction through virtual mediums, for the most part virtual or Web interaction functions to support and enhance real-world engagement. For those shown in Second Skin, it seems to be more the opposite: rare as they are, real world engagements seem to underscore and reinforce the main activities, which are solely virtual. If true, the effect in some cases would be to push the person back into the virtual medium as the basis for generating more such social contact.

What happens when alternate reality becomes more important and more meaningful than just a casual activity? All three films examine this question of obsession. The core physical activity of Darkon shows the most real engagement of self. Alternate reality is compartmentalized and though it drives a lot of activity outside of the events and might be one of the most important things in a given life, there is clearer distinction between fantasy self and the real world. With Trekkies, though we are given to understand that there is a broad range of engagement, we meet several individuals for whom the alternate world of science fiction influences not only their pastimes, but crosses over to become part of their dress, work, lifestyle, life choices, even their sex lives. It's really hard to judge by a short trailer, but with Second Skin, it seems to show people for whom their real world selves are not necessarily subsumed physically by the alternate reality, but where the real world itself is largely irrelevant because it has no meaning to a virtual existence. I'm guessing the folks shown in Second Skin share much of the same needs for acceptance, social status, success, and wealth with those in Darkon and Trekkies, factors that might very well be missing from their real lives and which are certainly missing for some of those shown. Mentally then, the only way to achieve these is solely virtual for the most part. And so their alternate lives tend to, I suspect more so than in Darkon and Trekkies, become dominant to the exclusion and proper functioning in the real world, according to how much they feel they need the rewards provided solely in their lives as lived through alternate realities.

There is another, perhaps even darker aspect to be shown as well. Though commerce and merchandising are a big part of all such activities, one of the lives reviewed in Second Skin is said to be that of a "gold famer." This is usually, but not exclusively, a person from Asia who works long "sweat shop" hours in front of a computer to feed their own hunger by feeding the world hunger for virtual goods, or the virtual currency to buy virtual goods. Since for many people, virtual status equates to real status insofar as they're concerned, there is a real market for such goods. A New York Times article last year estimated that the money generated from such sales was then $1.8 billion. Given the growth of virtual worlds overall, and the large numbers of new children's virtual worlds funded by commercial and media giants, one can expect that number to be much higher and to only increase over time.

Second Skin is currently being shown at the South by Southwest (SXSW) Film Festival, where I believe Darkon made its debut. I have high hopes, that like the other documentaries mentioned, I'll soon be able to see it for myself on either the Independent Film Channel or via a video rental service like Netflix. Hopefully like those other fascinating perspectives into alternate reality and social groups, Second Skin provides an insightful, non-judgmental, and carefully balanced glimpse into real lives. I understand that most people who were featured in these documentaries felt the portrayal was fair and were mostly flattered by the attention. I hope that such is the same for those who are letting us get under their Second Skins.

Tuesday, January 15, 2008

Thinking inside the box

Not that I have time for this sort of thing right now, but when I saw a post on the NMC Campus Observer advertising the availability of Stephane Zugswang's Virtual Reality Room (VRR), free and copyable for educational or non-profit uses within Second Life, I felt I couldn't miss the opportunity to observe the Tuesday demonstration, which as it turned out, included a whole wealth of attendant information.

The VRR is basically a square room. The nuance is in the application of seamless tiling to create an expansive vista that is not square but which appears, for lack of a better word, global - hence depending on the subject chosen, endless, as if you were standing in a real environment stretching all around you. This is achieved by using Apple Computer's QTVR technology. It is not a true QTVR viewed through the Quicktime player, but done to export textures applied to a Second Life cube to achieve the same effect.

And this effect can be quite remarkable insofar as Second Life graphics, that is as long as you can manage to stand inside the circular boundaries of the floor marker. As you can see if you have occasion to visit the NMC Resource Center to secure your own copy, stepping outside that boundary can sometimes lead to distortion as if you're standing in the sky for instance. Since the location at the NMC is also a working VRR, you'll have an option to judge for yourself by clicking on the HUD to change the setting and see the change render around you. Based on your choice, you can set the HUD on your own copy to be only visible by you or available to be clicked on by anyone as it is at the NMC. Depending on the speed of your computer, you'll just need to wait a bit for the scene to render. Examples ranged from real world vistas such as cityscapes to effectively shrinking one down in size to stand inside of a now larger than life room. And the entire affair can be rez'd or collapsed with hardly any effort.

vrr2

To create the raw material for his rooms, Stephane prefers a good SLR camera along with a steady tripod. The process of photographic QTVR creation requires rotating the camera to take a series of overlapping pictures which are stitched together within a QTVR application. The pictures can be retouched if necessary using an application such as Photoshop. Stephane uses two lenses, depending on the subject. His Nikon 10.5 mm fisheye lens lets him capture his scene in eight pictures while he uses a telephoto lens that lets him do same in 16.

After capture, the whole affair is assembled and converted into a QTVR image using any number of available QTVR applications. Stephane uses and recommended the RealViz Sticher, which comes in three price options. The unlimited version, which depending on the exchange rate, currently costs just under $600 U.S, has features and options that Stephane recommends will be very welcome and worthwhile for anyone who seeks to create a number of such room textures. There are number of other applications and utilities that can create QTVRs, even freeware like Panotools (see SourceForge link). Given that it's free and has a user and knowledge base to draw from, Panotools is certainly worth more than you paid for it, but Stephane suggests that if you can afford it, you'll find it much easier and far less frustrating to use something like Sticher. A good application and a practiced hand can produce a QTVR in 10 minutes, depending on the subject.

Another exciting option is to create your landscape, even fantastic or otherworldly ones, within 3d applications and export the render as QTVR. Some applications already support this option (Bryce, Lightwave, Terragen) or require a add-on/plug-in (Mojoworld, 3DS Max) or a helper application to post-process (Maya). Post-processing output is sometimes done as well in lieu of internal or add-on methods for better speed to render.

Either photographically or via 3d rendering, the final output is exported as flat images to be imported into Second Life as textures: six, one for each wall, floor and ceiling. The process is described in a tutorial within the VRR Documentation packet. Also, there is a VRR Picture Controller for sale at Stephane's store, the VRR Shop if one would rather opt for that method.

This project is a cooperative venture between Stephane, the NMC, infoisland.org and the Commonwealth Islands to help expand the tools available to educators and non-profits. The particular version in question will only work on a select list of sims, all of which relate to education or non-profit use. Currently there are over a hundred such sims. To be added to this list, the requirements are that the sim must be founded for educational or non-profit use and be tied to a real-world organization. Parties interested in adding their own sim to this list need contact Lorelei Junot in Second Life.

Eight sizes of the VRR are included within the kit, starting at 20 square meters and going up to 120 sqm, which constitutes a near quarter-sim. There is a larger size that is a full sim that is available only in the retail unrestricted version (as in can be placed anywhere). That and all other retail versions, along with more environment textures and an application to help bring your own custom textures into use are available for purchase at the VRR Shop. The NMC has stated that they also intend to make more room textures available at their location as they become available, I assume through the product of community efforts now that this free version of the VRR is available.

I had been thinking that one of the effective uses for virtual world education might be to negate scale and as well place the student inside of a setting for a new perspective. This tool is pretty much an application towards that end. I'm very much looking forward to the novel uses that I'll have wished I'd thought of yet to come.

Tuesday, December 18, 2007

Enchanting Dryad

Stanford Virtual Worlds Group has a nice little package for us under the Yule tree this year. It's a free tree creation utility for 3d applications and worlds called Dryad. Dryad works on most Windows XP & Vista systems, as well as Mac OS X. There is a promise that a Linux version is being compiled, but will possibly be some time in coming.

Dryad did not function correctly on my XP work T60p (I could use it fine. I just couldn't see any effect in my black preview pane that only blinked now and then to show part of that area). I have had numerous problems with the T60p in regards to virtual world use so I won't fault Dryad too much just yet.
"We are aware of a small number of incompatibilities with existing systems which manifest themselves in the form of graphical corruption. We are currently working to resolve these problems. In the meantime, we suggest you run Dryad on another system."
So until I can get home and pop Dryad onto the Vista game rig and Mac workstation, I'll have to take some of the claims on faith. If you have any updates or comments, please do share.

Since I could see some of the interface, I could explore a bit. The right-hand pane, as you can see in this borrowed screen capture, is a contextual options selection. It changes view according to the editing mode. In this initial view, one chooses the basic tree form. Since I could see the occasional glimpse of the interface, I knew where to click to access options. In one case, I accessed numerous slider bars that would change my tree's form and appearance. Finally, clicking the center checkbox allowed me to save my work in the generic and widely supported OBJ format. Since I don't have any 3d applications on my work machine, I was not able to open my edited file to view any of my work.

Trees are very complex objects to render and have them look any good. I remember I was all excited when Bryce first added tree models and very disappointed in how some of them looked upon render in that older version. WorldBuilder was one of the better approachable applications in terms of getting off the ground quickly but look at the price. Let's not even talk about Lightwave or Maya. Looking at some of the gallery images, Dryad appears to do a mighty fine job for current virtual world use; it's intuitive to use; it's free.

Whats more, there is a collaborative aspect that VWN reported on in their coverage, albeit one that I was unable to witness. If as reported, there's a great potential for growth, communication and building upon the work of others as the Dryad application is stated to improve and grow the more it is utilized by the community - sort of a shared object database I'm guessing. I also took advantage of Dryad's prompt to join the Stanford Virtual Worlds Group mailing list, the form conveniently found on the first page of the Dryad site.

Other than for some bugs which I have faith will be worked out, my only objections regarding Dryad is that is is free, easy to use, encourages creativity and collaboration, and outputs in a generic file format understood by most 3d applications (ah, if only most virtual worlds allowed for direct utilization of OBJ). I mean, where's the elitist factor in that? Give people powerful tools for free or modest cost and soon everyone will be creating these wonderful scenes and objects to use and share. Creativity will become the focus instead of tool use and access.

What is the virtual world coming to? Bah humbug! ;-)