| New VRML Special Interest Group from Software Forum:Creating Community in Cyberspace
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| by Sue Wilcox
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The Cubberly Center in Palo Alto was host to over 150 software developers
attending the first ever VRML SIG, organized by the Software Forum.
Katherine Bretz put the event together and arranged for
it to be sponsored by Fujitsu Software Corp. VRMLSite is supporting coverage of the
events.
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Software Forum
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A packed lecture room indicated the VRML SIG was a good idea.
Creating Community in Cyberspace was the evening’s topic and speakers were
Maclen Marvit and Misty West from Worlds Inc., Chip Morningstar from
Electric Communities and Janet McAndless from Sony Pictures Imageworks.
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Worlds Inc.
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Worlds Inc.
Worlds had brought a laptop to show some real-time, multiuser interaction,
but had it stuck on a 16 color display, (demo demon strikes again) so
Alphaworld looked pretty strange. The audience, over half of whom had not
seen Alphaworld before, were given a quick walking tour of its main features
accompanied by stories of what happens when virtual social engineering goes
wrong. As Maclen said: "people bring with them a whole set of problems."
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Alphaworld uses Worlds’ ActiveWorld technology to let people build for
themselves on their own virtual land. Maclen said this has been shown to
increase users’ commitment to and enjoyment of the world. The 110,000
registered ‘citizens’ of Alphaworld attest to its captivating power. There
is now a Web of Worlds featuring a variety of Active World spaces, and forms
of regulation of those spaces. You can try the Wild West where there is no
such thing as protection of property or try a world where no user building
is allowed so nothing can be wrecked.
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Next on the tour was Worlds Chat, a space station with a variety of
environments for those who just want to text-chat and explore new spaces.
Originally set up as a proof of concept for a 3D multiuser space, Worlds
Chat managed to attract 120,000 downloaders of its free beta version. It's
now working on building up its visitors on a paid basis by selling Worlds
Chat Gold on a CD-ROM.
Even in a chat room, human perversity rules
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Even in a chat room, human perversity rules
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Even in a chat room, human perversity rules, and there
were more stories of people pushing the limits of both the space and what
their fellow visitors could take. The speakers told of stories both of verbal
abuse suddenly becoming popular when a technical glitch made the mute button
not work and of Schelling points - inexplicable places of convergence where
people congregate even if there is nothing there. For example, one spot on an
infinite green plane or a window sill outside the space station.
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Both Worlds spaces are true 3D worlds, but Alphaworld has moving 3D figures
while Worlds Chat has static sprite avatars. Both seem to facilitate
communication, even with only text chat available, but the creative aspects
of Alphaworld seem to encourage a greater sense of community. At first
people find chat exhilarating but then they ask "now what?" Maclen said "
this is the question everyone in the industry is trying to answer." Perhaps
when the World Shaper tool is available (early in ’97), more would-be world
authors will have a stab at answering it.
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Electric Communities
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Electric Communities
Chip is one of virtual space’s most experienced world builders. His motto is
"I laugh at danger." His views on where online communities are going wrong
should at least surround him with controversy.
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He gave the audience a quick
run through of some of his experiments with creating community - 90% of the
audience had heard of Lucasfilm’s Habitat but Chip has also worked on Club
Caribe, Fujitsu Software Corp.’s Habitat and WorldsAway, plus the American Information
Exchange, AMiX, an online marketplace.
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Having developed his own vision, in
both the technical and social senses, he has specified an infrastructure for
an online community. The elements of this infrastructure are:
- it should be
secure (protected against malicious behavior),
- open (so anyone can
participate),
- distributed (spread out so it can move across the Net as it
expands),
- extensible (so can add new kinds of objects),
- technically robust
(so its safe to put a business or a lifestyle on top of it),
- commercially
capable (by providing sufficient contextual surround for transactions based
on trust to be possible and desirable), and
- socially viable (providing a
good substrate to build on).
Chip describes [VRML] as having taken "a wrong fork in the road"
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Chip describes [VRML] as having taken "a wrong fork in the road"
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Chip then described his three stage plan for achieving his ideal online
community. First the foundation, the E programming language of extensions to
Java has been in development for over a year and is freely available.
Electric Communities is giving it away. Second, a distributed object system
called Pluribus is in beta and will be available in ’97. This differs from
CORBA and COM but he wasn’t giving away details at this session. The third and final
components are a
high level service framework, APIs to support transactions and other Net
services such as contracts, judicial decisions, linguistic services, credit
arrangements, certification validation and search directories. Electric
Communities own product called Microcosm, is due out in ’97. This will allow
users to host their own region of cyberspace on their own machine with their
own avatar and interact with other users’ regions. Microcosm uses no VRML
because Electric Communities have reservations about how VRML functions.
Chip describes it as having taken "a wrong fork in the road" and as " going
down the wrong path." He said that VRML is a 3D data representation language
and a geometric model for 3D, NOT a user interface, a general object model,
a general behavior model or a foundation for distributed systems.
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He
described VRML behaviors as being like "servo-mechanisms" and said VRML’s
event routing is insecure. He also doesn’t like the current Living Worlds
push to develop standards for avatars. He thinks it is premature, despite
stating that "convergence to a standard is a Good Thing", and has a
published critique available on Electric Communities Web site.
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Sony Pictures Imageworks
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Sony Pictures Imageworks
In contrast to the other speakers, who are primarily tool developers, Janet
is a content creator using the Community Place VRML tools produced by Sony
research. She does some ‘VRML experiments’ and as a result says "we used to
laugh at danger, but then we got burnt". This doesn’t seem to have deterred
her from continuing to work on Sony’s multiuser worlds. She said Sony had
always looked at virtual worlds from a multiuser point of view.
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The worlds
she creates are often based on Sony movie properties, such as Jumanji, and
that she tries to engage people in an immersive way. Her aim is "to enable a person to
play a role and have it persist" so they can go back to the same place and
role and carry on with their virtual life. Some of the innovations she has
introduced include a ‘finder’ for locating other users in a world and a
teleport system, a device over which the initial concern was that it would spoil the immersive
illusion. However, it has proven to be such a time-saver and so much in-demand that
now she says she can’t imagine a world like the one in Snowcrash existing
without teleport facilities.
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[Janet] is now tackling the problem of how to
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She is now tackling the problem of how to
engage people so they stay on a site, games work for a little while but
intelligent agents may work better. Other people seem to be the best
attraction discovered so far, so she is also exploring ways to ‘augment
life’ online via a fantasy persona. Ultimately Janet sees the Internet
filled with "online gaming, real-time simulations, and immersive worlds with
no fancy VR equipment needed. A shared space irrespective of the computers
people are using." But she warns, "we have to make the content applicable to
the Net".
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Question Time
Practicality reared its head at question time: How do you expect to make
enough money to cover the costs of making these worlds? triggered a
discussion that lasted the rest of the session. Chip’s answer is "empower
people to create things for themselves". He cited Sturgeon’s Law, ‘90% of
everything is crap’ but said "on the Web it's a larger number than that".
Then he followed up with "we need to enable the creators so those with a
talent can make a living" and produce good content for the Web. He is
working on making tools that will reduce the cost of development and the
cost of transactions on the Web.
"Talk is cheap and content creators only need to create "really cool phone booths" to talk in."
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"Talk is cheap and content creators only need to create "really cool phone booths" to talk in."
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Maclen expanded this idea of personal creation by explaining that the medium
is the application: "I am generating content by my talking". Talk is cheap
and content creators only need to create "really cool phone booths" to talk
in. The Web is the first many-to-many communications medium, so content
creators need to add value to the experience of others. But this means the
old ways of doing things from other media don’t apply. You can’t repurpose
ad content and expect it to work on the Web.
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Maclen said there is a lot of
confusion about what the Web is good for. Just as Edison didn’t know what
people would find to talk about when he invented the phone, so it is with
the creators of the Web. Maclen said "we need to use the human laboratory to
see what people want" - by watching how people use the Web we will discover
what its good for. Making authoring tools available for VRML is an important
part of the process. HTML has enabled individual creativity for the masses
to define a new medium, now its time to discover what can be done with
virtual reality. Everyone can be a producer and a consumer. This is just a
tiny part of a wide-ranging discussion of the potential of the Web as a new
medium which had speakers bobbing up from all over the room.
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Predictions from the panel, endorsed from the floor, included: the radical
‘pay to have someone look at your ad’ approach that utilizes intelligent
agents as a personal data filter and admission charges to virtual worlds as
a way to make them self-financing.
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Perhaps it was the assembled expertise on the panel or perhaps the
possibilities of creating a virtual reality within the computer that
attracted such an enthusiastic crowd – the two hours set for the discussion
were not enough. An hour after the official end of the session clumps of
heated debaters wandered off into the night still talking.
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Next
time: January 21st when the topic is Photorealistic Cyber Representation.
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To find out more contact Katherine Bretz.
Videos of the proceedings are available for $25 from Allan Lundell
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Usually found online at inquiry.com as VRMLPro,
Sue
regularly writes on VRML and 3D graphics for Web
publications. In her spare moments she is a game
interface designer and co-author of a series of books on oriental game
theory and Go.
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