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Rise of the Virtual-to-Real Labor Force : From Underwear to Architecture. Jerry Paffendorf. Cory Already Ate Much of This Talk’s Lunch in His Earlier Keynote So I Will Keep This Short and Sweet. Jerry Paffendorf. This is about.
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Rise of the Virtual-to-Real Labor Force:From Underwear to Architecture Jerry Paffendorf
Cory Already Ate Much of This Talk’s Lunch in His Earlier Keynote So I Will Keep This Short and Sweet Jerry Paffendorf
This is about Designing things in the virtual world and making them in the real world
Points from Cory’s talk •Large-scale groups of people collaborating to make interesting things •Significant maket in intangible goods (nearly $1 billion worldwide) • Users consume content faster than designers can make it • When creation is easy people will explore the design space • Digital cool hunting and idea harvesting • Sending virtual content back out again
Lots of people spend lots of time in Virtual Worlds VWs w/ 150,000+ subscribers, Sir Bruce, 2004 (approx. 8 mil.)
Lots of people spend lots of time in Virtual Worlds VW w/ 0-120,000 subscribers, Sir Bruce, 2004 (approx. 8 mil.)
Their primary direction of these worlds is virtual-to-virtual… …fantasy to representation (non-$ value stays in the VW)
To a lesser extent there’s also real-to-virtual… …speaking the real world’s language through its signs
Virtual-to-Real looks ripe to me if… •$880 million world market for virtual goods •Players routinely spend upwards of 20 hours a week in virtual worlds •Gaming rivals Hollywood and TV in time and money •People have a passionate interest in doing more than “crafting” •Virtual worlds are ideal spaces for “mass-customization”
What are you there for? •Massively Multi-Player •Massively Multi-User •Massively Multi-Maker
2 Mini Cases Threadless (www.threadless.com) •Open Call Fashion (2D) Second Life (www.secondlife.com) •COPS User-Created Digital World (3D)
Open Call Model Anyone can submit a digital proposal for something to be made in the real world, creating a large, nearly free work force where what doesn’t work is disregarded and what does work gets made
COPS Productivity Backdrop Creativity Ownership Persistence (memory) Shared Space (Not necessarily 3D or immersive)
2 Umbrella Categories •Pre-visualizing concepts (film, storyboarding, choreography) - to model after, to practice with, to demonstrate, etc. •Prototyping objects (fashion, architecture, product design) - to print, build, or otherwise embody
Second Life’s Avalon fashion plaza www.spacethinkdream.com / www.riversrunred.com
As video games and social software branch out… Platforms everywhere Breaking expectations …and making things in virtual worlds for the real world
Any takers? The “Digital Entrepreneur” Challenge Reality TV show or documentary for G4techtv or other network that follows entrepreneurial attempts to start profitable businesses in Second Life •Fashion •Pre-Vis (film) •Education •Game Design •In-World Services (custom avatars, etc.)
Looking forward: How streamlined can virtual-to-real/open call become? 3D print NOT from Second Life
Looking forward: How streamlined can virtual-to-real/open call become? 3D print NOT from Second Life
Looking forward: How streamlined can virtual-to-real/open call become? 3D print NOT from Second Life
•COPS (Creativity, Ownership, Pesistence) •“Massively Multi-Maker” •Open Call model •“Digital Entrepreneur”
I’m interested in experimenting with these models and services. PLEASE TALK TO ME IF YOU ARE TOO! jerrypaffendorf@accelerating.org