Friday, October 17, 2008

The Forbidden City - an ancient site

The Forbidden City

Today I strolled around the virtual Forbidden City once more to drink in some of the ancient Chinese history, thinking of great tales of Marco Polo, the Silk Routes or the terracotta army. I must admit, I'm a sucker for history.

Speaking of which, here's a short history of the Forbidden City, which launched october 10th and to which I already devoted two blogposts:

Exactly one week later, the number of registered users has grown to 128.101 users, which I think is great. This isn't exactly a social world but more like a dedicated virtual environment. Dedicated to one single real life space that spins a thousand tales. Over at the Eightbar blog, IBM's Metaverse evangelist Ian Hughes finally blogged the Forbidden City today in a blogpost in which he gave us a little insight into the history of this build.

John (Tovla) was exploring options for the project that rolled on from his previous one of Eternal Egypt. John specializes in running large innovative projects that use the web for more philanthropic reasons as part of what is called corporate community relations.

So there we were in SL, I had my personal shiny new island Hursley and he and his team were looking at how they might represent the forbidden city in the growing world of the virtual, non game metaverse. So I loaned the team the island, and a massively detailed chinese build started to form in the sky over the next few weeks whilst they procured their own official island. [read full article here]

What I do like to point out is that once again, it clearly names Second Life as the catalyst, the testing grounds for dedicated virtual environments. The other thing that excited me was the mention of Eternal Egypt.

I'd hoped this would be yet another virtual endeavor, which unfortunately it wasn't. It's a great resource website on the ancient Egyptian culture. This however does bring me to my next point.

The first time I walked the city and marvelled at its detail, I thought back to my days at Ancient Sites and wondered how it would be to walk from this city, to say ancient Rome or Athens, to have multiple sites like these exist. Given the current meme one would start talking interoperability right away, but I'd like to turn the other way for now.

Ancient Sites

The Ancient Worlds community started in the early 90's I think , under the name Ancient Sites, as a bulltetin board based community which initially focussed on history, but later developed into a widespread community with a lot of roleplay as well. Initially it was split up into 4 cities, Rome, Athens, Babylon and Thebes if I recall correctly and was later expanded with Machiu Piccu and the Ancient Celts. It grew in the early 90's to about 120K users, which historically speaking in pre-web2.0 times was pretty good. In the late 90's it went bankrupt, but started up again shortly after 2000 under the name Ancient Worlds but in 2005 returned to its former url: http://www.ancientsites.com/. In this second evolution of the community it was no longer strictly focussed on cities but more regionally. It was also extended with the Orient (hence the Forbidden City association) and the early German tribes. It never rekindled this old spark though, and now holds about 35K members.

Inside Ancient Sites I created my first internet handle, Johannes Nestor. It had about the same user format as Second Life has, predefined last names and free first names. These last names were familynames from well known historic people and families from these ancient cities. My initial interest in this site was history. At the time I was writing my senior thesis, titled "The Alternate Word - A comparison between Fantasy Literature, Mythology and Religion" and was looking for resources on various myths, both ancient Roman and Greek as well as Scandinavian and Etruskan. Through the bulletin board system I could easily find the tales I needed and came into contact with experts from around the world to find out more on these topics (who ever said the social web is a post 9/11 thing?)

I got caught up in Roleplay pretty soon though and one of the roleplays I got into was the recreation of the Byzantine Empire in which I tried to set up an economic system which earned me an estate on the isle of Naxos, made me a Patriarch and finally earned me the title of GrandMaster of the Knights Templar.

The plot thickened and we were up for war. So I created my second handle, Uriah Atrahasis, a Hetite named after Bathsheba's husband Uriah, which became one of the leading generals in the Byzantine army. We 'blogged' our travels to Syracuse and waged war on the Moors. It was a sport to do this as historically accurate as possible. So everything was checked against Sun Tzu's Art of War (which wasn't untill much later and on a different continent, but that made me win the wars), I dug up every scrap of information I could about old Roman galleys and other seavessels of that time, got into smithying, Phoenician and Hetite cultures, etc just to get the facts straight. In my roleplaying days at Ancient Sites I learned more about history and culture than I ever learned in school.

My third handle on Ancient Sites was Finn Folcwalding. In the initial plans for the extention of the ancient sites with the Germanic Tribes the creators focussed on the Goths and other tribes like Blatand (Blue-Tooth), Meroving, Habsburg and Scylding I urged them to included the Frysians as they were one of the strongest tribes fighting the Romans. Hence, the Folcwalding family was born. Not that it's a typical Frysian name, but Finn Folcwalding appears in (e.g.) Beowolf as one of the Frysian Kings.

From about the day I signed on to Ancient Sites I've had the believe that this had the potential to change our Educational system in the way which students could globally interact, learn languages, geography, history, art and you name it. Shortly after it's revival I worked shortly with the creators of the site to see if we could find a more 'immersive' way to set up the site and we experimented with flash based maps of the ancient cities. Unfortunately this wasn't sponsored by IBM, as is the Forbidden City, and had to make do with limited funds and knowledge so we never got that makeover work out.

The Eduverse Foundation

A couple of years later, i.e. present day, I still see potential behind this site in order to change education. Last year I encountered a recreation of Ancient Rome in Second Life, and again I wondered how this would work out at Ancient Sites. A short proposal didn't work out, the crowd there isn't into VW's much, but in the end it was one of the reasons I got involved with the startup of the Eduverse Foundation, which tries to chart the educational benefits of virtual worlds for educational purposes.

No doubt you'll find all sorts of arguments of why not to do this. Within the Eduverse Foundation itself I've had a number of discussions on this topic. Quite a number of Metaverse Evangelists are of the opinion that recreating Real Life things in a virtual environment is a bad thing, and shos a lack of understanding 3D-ness. I partly agree, but cannot deny its power to explain present and past as well.

In this regard I'd also like to point out the "Otherland" series by Tad Williams. When speaking of the Metaverse we always name Neil Stephenson and William Gibson, but I think Tad Williams should be mentioned in the same breath as it comes to visionaries on the Metaverse. In the Otherland series he describes a virtual world which has two aspects:

  1. A digital city, sort of a mainland area where people spend their time socializing and shopping, somewhat alike Stephenson's "The Street" from Snowcrash
  2. A vast realm of simulators, like Second Life Islands, which are connected through a river. Each of these simulators has its own theme. These themes range from scifi to fantasy.

A number of simulators described in the Otherland series are historical sims. We find ancient Egypt and Troy for instance. I would recommend reading this series to get an idea of what could be created in Networked Virtual Environments and what this could do to aid education.

Image from the upcoming Otherland Game

Concluding I'd say: IBM, please go on. Not from an innovative point of view, but from a historical point of view I'd like to see more environments like the Forbidden Citycoming

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Friday, August 22, 2008

Why Virtual Worlds don't work....yet (part 1)

Two years ago I jumped enthusiastically into the Metaverse, with Second Life booming and media were eager to cover every company entering this particular Virtual World. The past year we've discovered -too the disappointment of many - that we were living the Gartner Hypecycle curve. At the close of 2007 I've pondered what was going on and what the challenges for 2008 would be. Due to family circumstances I've stepped back from the Metaverse for almost 6 months now and found some time to reflect on the industry. The title of this blogpost has been in my head for months, but only recently I was triggered to actually start writing it.

Virtual World Innovation

The trigger was the announcement of the Virtual World Newsforum and VW Conference Organisation announcing the introduction of the Virtual World Innovation Award. Although my good friend Christian Renaud (CEO TechIntelGroup) is on the jury, I have to be sceptical if I look deep down into my heart.

The thing is... There hasn't been any real innovation in this business for years.

Innovation in my book is a big thing. New breakthrough technology, new insights, exciting new products. When I look at the Virtual World Industry I see a whole lot going on. I see hundreds of new startups over the past year but truth is, I don't see real innovation there, despite the billions of dollars invested into the industry. If I were to nominate candidates for the Virtual World Innovation Award, there would be only three true Metarati: Neil Stephenson, Tad Williams and Ron Britvich , the guy from WebWorlds.

Stephenson, Gibson & Williams

Neil Stephenson is an obvious candidate. In the early 90's he wrote the novel 'Snowcrash' in which he pretty much invented the metaverse. I doubt there is anyone questioning the nomination of Neil Stephenson. A second name, often mentioned in the same breath, is William Gibson, author of the cyberpunk classic 'Neuromancer'. 'Neuromancer' was innovation, it was the start of cyberpunk, but it doesn't deal with the Metaverse, so despite popular believe, I wouldn't count Gibson in with the Metarati but rather fill that spot with the nomination of Tad Williams, author of the 'Otherland' series.

Both the novel 'Snowcrash' and the 'Otherland' series have created the image of the Metaverse and still hold some very interesting ideas, key elements that in my opinion could well open up a new window on Virtual Worlds. From these works we can learn what might work and what won't. Although both are quite dystopian in their full setting (a thing that happens a lot with novels dealing in the future), they do hold a promise, and in their dystopic setting a warning at the same time.

Dawn of the Virtual Worlds

Aside from the ideas presented by Stephenson and Williams, the first breakthrough in the field was in 1994 when Ron Brevitch created WebWorlds, predecessor of Active Worlds.

In the summer 1994, Ron Britvich created WebWorld, the first 2.5D world where tens of thousands could chat, build and travel. WebWorld operated on the Peregrine Systems Inc. servers as an 'after hours' project until Britvich left the company to join Knowledge Adventure Worlds (KAW) in the fall of that year.

In February 1995, KAW spun off their 3D Web division to form the company Worlds Inc. Britvich was eventually joined by several other developers, and the renamed "AlphaWorld" continued to develop as a skunk works project at Worlds Inc, internally competing with a similar project known internally as Gamma and publicly as Worlds Chat. While AlphaWorld was developing a strong cult following due in large part to Britvich's open philosophy of favoring user-built content, Worlds, Inc. favored Gamma for the company produced contract projects for Disney and others.

On June 28, 1995, AlphaWorld was renamed Active Worlds (from Active Worlds Explorer) and officially launched as version 1.0. Around this time, Circle of Fire (CoF) was formed to create content for the Active Worlds universe. This company played a pivotal role in the future of the product. [Wikipedia]

The creation of WebWorlds was innovation. Everything we've seen between 1995 and 2008 is merely spin off.

In this series of articles I'll try to explain why I haven't seen any real innovation and why I call everything since WebWorlds a mere spin-off, What the challenges of NVE's will be for the (near) future and why Virtual Worlds don't work yet.

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Tuesday, August 28, 2007

Designing the Future 1a

Last night I finally had time to slip into one of the Philips Design meetups. Due to scheduling issues I hadn't been able to attend before so I was glad I finally had the chance to meet up with the Philips Design Crew.


It was quite a session, over 2.5 hours of full-scale brainstorm on 3 topics, giving me over 14 pages of textlog to read back and condence. This will be a post in bits and pieces I think.


Don't predict the future, design it!


The sessions are titled "Designing the Future" and today's introduction was given by Centrasian Wise, one of Philips Design's inworld evangelists.


"We plan to have a series of interesting discussions with you and these discussions will be about …. the future! As we say in the panels at the top there, we don’t want to predict the future, we want to design it, or rather co-design it with people, with you.


In the next few months we will be holding a series of meetings here in SL to share our ideas and our work but also to learn what you think about them. The meeting today is an introduction to this new series."


Design Probes


Philips themselves have been thinking about the future themselves for some time now;


"Already for some years now Philips Design is carrying a design research program called Design Probes. It is an in-house future research program that explores what new lifestyles and people behaviors might emerge in the future and under 'future' we mean 2020 for these discussions. This program was set up to identify long term social changes and to anticipate changes in future lifestyles. It's far enough to already expect changes, but still foreseable.
So, we study new and emerging technology, socio-cultural trends and possible effects of political, economic and environmental changes.
Based on this knowledge, we then design a number of ‘probes’, or visionary concepts we call 'Probes'.
They reflect our understanding of potential futures, but also provoke and challenge existing assumptions. For example, our Design Probe Program wants to challenges the notion that our lives are automatically better because they are more digital.So, In the coming weeks we will present some of the results of this program."



Since Philips is a technology and digital gadgetting firm, that last remark shouts profit driven motivation. Or is there a more social spark driving the Probes?


"You'll have to see in the coming weeks whether it is technology-drive or people-driven :)."


Just like any good traditional sermon, this brainstorm session came in three topics:



  1. The future of self-expression
  2. The future of packaging
  3. The future of clothing


Where does it all lead to? Is Philips going into virtual clothing business in Second Life, or are we up to new and exciting adventures with self-thinking or self-guiding boots?






The Future of Self-Expression


After the the introduction the group split into three smaller groups for some severe brainstorming, almost good enough to call it a MindBlizzard. My little group saw Centrasian himself als moderator and also consisted of Ugotrade blogger Tara5 Oh and Implenia / EOLUS founder and thoughtleader Eolus McMillan and several other residents with backgrounds in Design and Technology as well. This made up for the producing end of the chain, it would have been good to see some from the receiving end (i.e. consumers) in there, so I went a little into skeptical mode.





The question at hand is how technology can augment our senses and the senses of those we communicate and interact with.


The discussion spiraled down to sensor technologies, or as Tara put it:


"I am particularly interested about how sensor/actuator networkscan enhance self expression in hyper connected eletronic environment s in new ways. By that I mean how can the kind of emotional bandwidth these kind of sensor technologies bring to communication be integrated into an immersive social networking environment like SL..... phew that is a bit long winded! But reall what are the interesting ways biometric sensors can be introduced into networked virtual environments?"


Now we don't have to get all creepy about Matrix-like plugins or neuropods from Tad William's Otherland series, or Neil Stephenson's Snowcrash visors. Here's some of the discussion:


[12:11] Tara5 Oh: but id i can't say it here where can I!
[12:11] Centrasian Wise: But would happen if we would add ‘sensing technology’ to our bodies?
[12:12] Centrasian Wise: Enhance it? Amplify?
[12:12] Una Gackt: I hope it would not be our body, but thinking things.
[12:12] Tara5 Oh: well I like the idea of the mutual enhancement of virtual and real environment through biometric sensors could be quite simple
[12:13] Tara5 Oh: like communicating the way you are feeling to a group on online friends
[12:13] Tara5 Oh: could be quite complex and move into the extreme life logging area
[12:13] Centrasian Wise: Like, to show your emotional state?
[12:13] Eolus McMillan: hehe to apply the expression in RL to your avatar in sL
[12:13] Tara5 Oh: yes!
[12:14] Tara5 Oh: and then combine that with some of the special communicative qualities of this eletronice environment


Well that's all folks for today. I'll have to find some time to put up the other two topics, which partly intertwine with the above discussion.

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Tuesday, February 13, 2007

Otherland

From Wikipedia, the free encyclopedia

Otherland is a four-volume science fiction epic by Tad Williams. The story is set in the mid-to-late 21st century where technology has advanced somewhat from the modern day. The most notable advancement has been the development of the ability for people to attach themselves fully to a computer via a nerve interface in order to experience an online world, called simply “the net”, as virtually real. Tad Williams weaves an intricate plot spanning four thick volumes and creates a picture of a future society where virtual worlds are fully integrated into everyday life.

His proposed ability to immerse oneself fully in a simulation gives him a great deal of artistic freedom, and the story winds through alternate interpretations of many classical literary works such as Through the Looking Glass, The Odyssey and The Wizard of Oz, which are in the book available as entertainment simulations.

The story begins when young Stephen Sulaweyo, a boy living in the South African city of Durban falls into a coma while on the net. His older sister Irene (nicknamed Renie) investigates what has happened and starts discovering strange goings-on in the net, among them the constant reappearance of a mysterious golden city. With the help of her bushman technology student !Xabbu, Martine Desroubins, a French woman she meets over the net at the advice of her mentor, Dr. Susan van Bleeck, and the last surviving technician who created Otherland, Singh, she breaks into the Otherland network to reach the city. Once inside, she meets several other people all gathered together by a man named Sellars, who says he has called them together, but before he can tell the group everything he means to say, the golden city is attacked and all of the characters are forced to flee into the network—and discover that they can no longer unplug themselves to exit the net.

Sea of Silver Light paperback cover.

Books

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