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Virtual Worlds, where did they come from, how are they used, and how can they be used in design? A presentation for: Art Center College of Design (1/23/2003). I. Origins of the visual interface II. Uses of virtual worlds III. Acknowledgements and Resources IV. Demo of environments
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Virtual Worlds, where did they come from, how are they used, and how can they be used in design?A presentation for:Art Center College of Design (1/23/2003) I. Origins of the visual interface II. Uses of virtual worlds III. Acknowledgements and Resources IV. Demo of environments V. Virtual worlds in design - discussion
Origins of the visual interface • Bush (Memex), Nelson • Engelbart’s vision • SRI - NLS • 1968 – Mother of all Demos • E&S 60s–1970s
3D interfaces - evolution • 1970s wireframe to solid to ray traced - SIGGRAPH • Alvy Ray Smith – PARC to PIXAR • Early 80s SGI • Real time rendering • Immersive VR • Commodity Virtual Worlds/Internet – 90s-2000s
II. Uses of Virtual WorldsEarly uses of 3D Interfaces • Simulation – weather, aerodynamics, cold war • Render to film – Hollywood and TV • Experimental informational interfaces • Art/Experience - placeholder
II. Uses of Virtual WorldsGeographical Information Systems • GeoFusion textured 3D model of earth with real satellite imagery
II. Uses of Virtual WorldsGeographical Information Systems • Overlay of real time data – Salt Lake Winter Olympics locations
II. Uses of Virtual WorldsGeographical Information Systems • Progressive texturing – Swiss Alps
II. Uses of Virtual WorldsArtistic and Pedagogical uses • Art/Experience – Placeholder, Osmose, Ars Electronica, SIGGRAPH, Krueger • Experimental Pedagogy – cyberfora @ ArtCenter
II. Uses of Virtual WorldsArtistic and Pedagogical uses • VLearn3D SIG and annual cyberconference
Far Frontiers of 3D environments • Evolutionary virtual worlds (Sims, Biota.org) • Modeling the large and the small scale (cosmology, quantum dynamics) • Tele-immersion
The “killer app” of 3D - Gaming • The original Maze War - ARPANET • 1970s-80s DOD simulation and training • 1990s – Wolfenstein 3D, DOOM • 2000s Massive Multiplayer Online Gaming
Killer App - GamesEverQuest • 75,000 to 100,000 users online at any one time
Killer App - GamesThe Sims • Design and run your own “soap opera”, households, towns, businesses, in a sort of “puppet theater”
Projects of the Contact Consortium & Digital Space 1995-2002 • Alphaworld cityscape • Learning spaces • Collaboration spaces • Cyber-conferences • NASA mars mission simulation • Universal simulation platform
Alphaworld cityscape –a public building space on the net300,000 users as “avatars” 1 Billion objects placed since 1995
Learning SpacesVirtual walk on the moon with Apollo IX astronaut Russell Schweickart
Learning SpacesVirtual walk on the moon with Apollo IX astronaut Russell Schweickart
NASA Mars Mission Simulation –Modeling mars from orbit • MOLA and surface texture data creating a real time model of Mars surface that is “walkable”
III. Acknowledgements and Resources • Brenda Laurel and Rob Tow • DigiBarn Computer Museum, Computer History Museum • Contact Consortium, Bonnie DeVarco • Datafusion Inc. Monsanto, Safety-Kleen • NASA Ames Research Center • Active Worlds Inc. • Adobe Systems Inc. • GeoFusion • Mike Heim
III. Acknowledgements and Resources • This presentation is at: http://www.digitalspace.com/presentations/artcenter/ • Contact: damer@digitalspace.com, 831.338.9400 • www.digitalspace.com The Digital Space Commons • www.ccon.org Contact Consortium • www.vlearn3d.org VLearn3D Special Interest Group • www.biota.org Digital Biology Project • Art Center Cyberforum: http://www.mheim.com/cyberforum/ • Drive on Mars: www.driveonmars.com
III. Demo of EnvironmentsV. Virtual worlds in design - discussion
V. Virtual worlds in design - discussion • Prototyping products, packaging • Online showrooms/stores • Creating inclusive community experiences, memory • Shared realities, political organization • New medium of artistic expression • Learning spaces • More?
VI. Bonus!(This has been a vision of cyberspace for a long time)