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Human Presence in Cyberspace Outerspace Streetspace Mindspace Biotaspace? Bruce Damer Technosphere Conference, Inst of Ecotechnics Synergia Ranch, Oct 9, 2005. Cyberspace: where did it come from?. Bush (Memex), Nelson Engelbart’s vision SRI: NLS 1968: Mother of all Demos
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Human PresenceinCyberspaceOuterspaceStreetspaceMindspaceBiotaspace?Bruce DamerTechnosphere Conference, Inst of EcotechnicsSynergia Ranch, Oct 9, 2005
Cyberspace:where did it come from? • Bush (Memex), Nelson • Engelbart’s vision • SRI: NLS • 1968: Mother of all Demos • E&S, Imlacs 60s–1970s • Xerox PARC • Cray • Other early hardware
3D interfaces - evolution • 1970s wireframe to solid to ray traced – SIGGRAPH, ’74 • Maze War • Alvy Ray Smithframe buffer • 80s SGI • Real time rendering • Immersive VR • Commodity Virtual Worlds/Internet – 90s-2000s
Evolutionary Tree of Visual Computing Systems(DigiBarn Computer Museum)
Dimensional Cyberspaces • Simulation – weather, aerodynamics, cold war, Shuttle program • Render to film – Hollywood and TV • Experimental informational interfaces • Art/Experience - placeholder
Geographical Information Systems • Geographical Information Systems - GeoFusion textured 3D model of earth with real satellite imagery
Geographical Information Systems • Progressive texturing – Swiss Alps
Artistic and Pedagogical applications • Art/Experience – Placeholder, Osmose, Ars Electronica, SIGGRAPH, Krueger • Experimental Pedagogy – cyberfora @ ArtCenter- Vlearn SIG
Artistic and Pedagogical uses VLearn3D SIG and annual cyberconference
Experimental Frontiers of 3D environments • Evolutionary virtual worlds (Sims, Biota.org) • Modeling the large and the small scale (cosmology, quantum dynamics) • Tele-immersion
Avatars and PeopledCommunity Cyberspaces • The original Maze War - ARPANET • 1970s-80s DOD simulation and training • 1980s - MUDs, MOOs text-based virtual worlds • 1990s – Wolfenstein 3D, DOOM • 2000s Massive Multiplayer Online Gaming
Killer App Driving Evolution - GamesEverQuest • 75,000 to 100,000 users online at any one time • Feature film level budget and box office
GamesThe Sims Design and run your own “soap opera”, households, towns, businesses, in a sort of “puppet theater”
GamesVenture rush into the virtual worlds medium • There.com • Linden Labs “Second Life” • Star Wars Galaxies • Never Winter’s Night (DandD) • 20 other projects in the works • 3D Chipsets, automatic shaders, real-time rendering, George Lucas: game chip short film project
Experiments in early Internet-based Virtual Worlds (1995-2002) • Contact Consortium: Silicon-Valley based nonprofit • DigitalSpace: commons-based for-profit corporation • Building and community experiments • Learning spaces • Collaboration spaces • Cyber-conferences
1995: Worlds Chat First net-based real time avatar space (Worlds Inc.)
1995: Alphaworld cityscape –a public building space on the net300,000 users as “avatars” 1 Billion objects placed since 1995
1996: Building and Community experimentsin Alphaworld and Active Worlds Sherwood Forest Towne
1996: Sherwood Towne construction experiment(featured at Ars Electronica 1997) Anthropology-driven experiment in virtual community construction
1996: User-created emergent social structures &activities – wedding Emergent space, experience, bottom-up contributions from community
1997: Generative Virtual SpacesBiota.org Nerve Garden, Siggraph
1998-99: Experimental Learning SpacesVirtual walk on the moon with Apollo IX astronaut Russell Schweickart
Experimental Learning SpacesVirtual walk on the moon with Apollo IX astronaut Russell Schweickart
1998: Experimental Collaboration SpacesDatafusion “war room”
1998: Experimental Collaboration Spaces Datafusion “war room”
1998-2003: AVATARS Cyber-conferencesAnnual festival of the avatar commons“the Burning Man of Bits”
1998-2003: AVATARS Cyber-conferences Avvy Awards
1998-2003: AVATARS Cyber-conferences Mixture of physical and virtual venuesCybertradeshow created by database
Case: Avatars2001 a cyberspace odyssey Multiple worlds, staging of attendees
Case: Avatars2001 a cyberspace odyssey Film/Story Reenactment
Case: Avatars2002 a merry cyber party Novel/Story Reenactment
Apollonaris Volcano and Gusev Crater Mars Planetary Fractal Model
View to Gusev and Apollonaris (exaggerated scale) Mars Planetary Fractal Model
Drive On Mars • Inspired by Pathfinder/Sojourner experience in 1997: QTVR and VRML rich media • Virtual worlds are highly effective outreach tools, much lower bandwidth than video, higher interactivity, full distributability (a la SETI@Home) • Based on 4 years of platform development at Ames/RIACS and Digital Space: BrahmsVE platform
FMARS, Devon Island, Canada BrahmsVE: FMARS Analogue Habitatsimulating people on other planets
Planning meeting, water tank filling, EVA prep BrahmsVE: FMARS Analogue Habitat