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Cyberspace: where did it come from?

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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Cyberspace: where did it come from?

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  1. Human PresenceinCyberspaceOuterspaceStreetspaceMindspaceBiotaspace?Bruce DamerTechnosphere Conference, Inst of EcotechnicsSynergia Ranch, Oct 9, 2005

  2. 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

  3. Visual Interfaces – Xerox PARC and elsewhere, 1970s-80s

  4. 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

  5. Evolutionary Tree of Visual Computing Systems(DigiBarn Computer Museum)

  6. Dimensional Cyberspaces • Simulation – weather, aerodynamics, cold war, Shuttle program • Render to film – Hollywood and TV • Experimental informational interfaces • Art/Experience - placeholder

  7. Geographical Information Systems • Geographical Information Systems - GeoFusion textured 3D model of earth with real satellite imagery

  8. Geographical Information Systems • Progressive texturing – Swiss Alps

  9. Artistic and Pedagogical applications • Art/Experience – Placeholder, Osmose, Ars Electronica, SIGGRAPH, Krueger • Experimental Pedagogy – cyberfora @ ArtCenter- Vlearn SIG

  10. Artistic and Pedagogical uses VLearn3D SIG and annual cyberconference

  11. Experimental Frontiers of 3D environments • Evolutionary virtual worlds (Sims, Biota.org) • Modeling the large and the small scale (cosmology, quantum dynamics) • Tele-immersion

  12. 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

  13. Killer App Driving Evolution - GamesEverQuest • 75,000 to 100,000 users online at any one time • Feature film level budget and box office

  14. GamesThe Sims Design and run your own “soap opera”, households, towns, businesses, in a sort of “puppet theater”

  15. 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

  16. 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

  17. 1995: Worlds Chat First net-based real time avatar space (Worlds Inc.)

  18. 1995: Alphaworld cityscape –a public building space on the net300,000 users as “avatars” 1 Billion objects placed since 1995

  19. 1996: Building and Community experimentsin Alphaworld and Active Worlds Sherwood Forest Towne

  20. 1996: Sherwood Towne construction experiment(featured at Ars Electronica 1997) Anthropology-driven experiment in virtual community construction

  21. 1996: User-created emergent social structures &activities – wedding Emergent space, experience, bottom-up contributions from community

  22. 1997: Generative Virtual SpacesBiota.org Nerve Garden, Siggraph

  23. 1998-99: Experimental Learning SpacesVirtual walk on the moon with Apollo IX astronaut Russell Schweickart

  24. Experimental Learning SpacesVirtual walk on the moon with Apollo IX astronaut Russell Schweickart

  25. 1998: Experimental Collaboration SpacesDatafusion “war room”

  26. 1998: Experimental Collaboration Spaces Datafusion “war room”

  27. 1998-2003: AVATARS Cyber-conferencesAnnual festival of the avatar commons“the Burning Man of Bits”

  28. 1998-2003: AVATARS Cyber-conferences Avvy Awards

  29. 1998-2003: AVATARS Cyber-conferences Mixture of physical and virtual venuesCybertradeshow created by database

  30. Case: Avatars2001 a cyberspace odyssey

  31. Case: Avatars2001 a cyberspace odyssey Multiple worlds, staging of attendees

  32. Case: Avatars2001 a cyberspace odyssey Film/Story Reenactment

  33. Case: Avatars2001 a cyberspace odyssey

  34. Case: Avatars2001 a cyberspace odyssey

  35. Case: Avatars2001 a cyberspace odyssey

  36. Case: Avatars2001 a cyberspace odyssey

  37. Case: Avatars2001 a cyberspace odyssey

  38. Case: Avatars2001 a cyberspace odyssey

  39. Case: Avatars2001 a cyberspace odyssey

  40. Case: Avatars2001 a cyberspace odyssey

  41. Case: Avatars2002 a merry cyber party Novel/Story Reenactment

  42. Case: Avatars2002 a merry cyber party

  43. OuterspaceHuman presence in the solar system

  44. Apollonaris Volcano and Gusev Crater Mars Planetary Fractal Model

  45. View to Gusev and Apollonaris (exaggerated scale) Mars Planetary Fractal Model

  46. 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

  47. FMARS, Devon Island, Canada BrahmsVE: FMARS Analogue Habitatsimulating people on other planets

  48. Planning meeting, water tank filling, EVA prep BrahmsVE: FMARS Analogue Habitat

  49. R2D2 (or C3PO?)PSA Robot aboard a Virtual Space Station

  50. PSA Robot aboard a Virtual Space Station

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