From Your Street Corner to the Dunes of Mars, Virtual Environments in Vertical
Applications
Bruce Damer
USC School of Cinema/TV, Robert Zemeckis CenterJanuary 12, 2005
Itinerary
IntroductionI. Origins of the Visual InterfaceII. Early Applications of Virtual WorldsIII. Evolution of Dimensional and Community CyberspacesIV. Experiments in Early Internet-based Virtual WorldsV. Industrial Applications: NASAVI. Team Distance Learning in Virtual Worlds: FIT Ratava’s LineVII. Darwin@Home!VIII. Acknowledgements and Resources
Introduction
This tutorial will cover the commercial and educational use of virtual environments from industrial simulations for NASA to collaborative learning to fashion design. A history of the virtual environments field will be given to set today's context where we see some successful application of the medium. Detailed implementations of some vertical applications built using the new Adobe Atmosphere platform will be provided.
I. Origins of the Visual Interface
Bush (Memex), NelsonEngelbart’s visionSRI: NLS1968: Mother of all DemosE&S, Imlacs 60s–1970sXerox PARCCrayOther early hardware
Visual Interfaces – Xerox PARC and elsewhere, 1970s-80s
3D interfaces - evolution
1970s wireframe to solid to ray traced – SIGGRAPH, ’74Maze WarAlvy Ray Smithframe buffer80s SGIReal time renderingImmersive VRCommodity Virtual Worlds/Internet – 90s-2000s
Evolutionary Tree of Visual Computing Systems(DigiBarn Computer Museum)
II. Early Applications of Virtual Worlds
Simulation – weather, aerodynamics, cold war, Shuttle programRender to film – Hollywood and TVExperimental informational interfacesArt/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, KruegerExperimental 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
III. Evolution of Dimensional andCommunity Cyberspaces
The original Maze War - ARPANET1970s-80s DOD simulation and training1980s - MUDs, MOOs text-based virtual worlds1990s – Wolfenstein 3D, DOOM2000s Massive Multiplayer Online Gaming
Killer App Driving Evolution - GamesEverQuest
75,000 to 100,000 users online at any one timeFeature 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.comLinden Labs “Second Life”Star Wars GalaxiesNever Winter’s Night (DandD)20 other projects in the works3D Chipsets, automatic shaders, real-time rendering, George Lucas: game chip short film project
IV. Experiments in early Internet-based Virtual Worlds (1995-2002)
Contact Consortium: Silicon-Valley based nonprofitDigitalSpace: commons-based for-profit corporationBuilding and community experimentsLearning spacesCollaboration spacesCyber-conferences
1995: Worlds Chat
First net-based real time avatar space (Worlds
Inc.)
1995: Alphaworld cityscape –a public building space on the net
300,000 users as “avatars”
1 Billion objects placed
since 1995
1996: Building and Community experiments
in 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
Case: Avatars2001 a cyberspace odyssey
Multiple worlds, staging of attendees
Film/Story Reenactment
Case: Avatars2001 a cyberspace odyssey
Case: Avatars2001 a cyberspace odyssey
Case: Avatars2001 a cyberspace odyssey
Case: Avatars2001 a cyberspace odyssey
Case: Avatars2001 a cyberspace odyssey
Case: Avatars2001 a cyberspace odyssey
Case: Avatars2001 a cyberspace odyssey
Case: Avatars2001 a cyberspace odyssey
Case: Avatars2001 a cyberspace odyssey
Case: Avatars2002 a merry cyber party
Novel/Story Reenactment
Case: Avatars2002 a merry cyber party
Drive On Mars (www.driveonmars.com)Mars Planetary Fractal ModelBrahmsVE: FMARS Analogue HabitatPSA Robot aboard a Virtual Space Station
V. Industrial Applications: NASA
Goals:Build on the positive experience from
Pathfinder/1997 and offer a high fidelity yet low bandwidth 3D interactive experience of the MER/2004 surface operations and support a wide range of public outreach goals.
3D virtual terrain modeled from real MER data, simulation of vehicles making traverses, driving the virtual rovers through alternate traverses.
Drive On Mars
Drive On Mars
Inspired by Pathfinder/Sojourner experience in 1997: QTVR and VRML rich mediaVirtual 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
Apollonaris Volcano and Gusev Crater
Mars Planetary Fractal Model
View to Gusev and Apollonaris (exaggerated scale)
Mars Planetary Fractal Model
BrahmsVE: FMARS Analogue HabitatA virtual environment for discrete agent work practice
simulation
Collaboration between RIACS and Digital SpaceBegun in 2000, simulates “day in life” aboard FMARS
FMARS, Devon Island, Canada
BrahmsVE: FMARS Analogue Habitat
Planning meeting, water tank filling, EVA prep
BrahmsVE: FMARS Analogue Habitat
PSA Robot aboard a Virtual Space Station
PSA Robot aboard a Virtual Space Station
PSA Robot aboard a Virtual Space Station
VI. Team Distance Learning in Virtual Worlds: FIT Ratava’s Line
A collaborative cyber-fashion eventand online mystery gameFashion Institute of Technology& Simon Fraser UniversityApril 23, 2003
Team Distance Learning in Virtual Worlds
Storyboard
Range of environments: 2D, 3D, physical, virtual, live Range of media: Fashion drawings, virtual construction (garments and characters), interactive narrative, game, live performance Distributed international teamInterdisciplinary communicating, thinking, working, negotiating
Team Distance Learning in Virtual Worlds
Shared Virtual Stage Set in Atmosphere
Team Distance Learning in Virtual Worlds
Garments modeled on Stage Set
Team Distance Learning in Virtual Worlds
Physical modeling of garments
Team Distance Learning in Virtual Worlds
Future Tech DirectionsPoser 5 Cloth Model, with a revolution in 3D Chipset performanceThe tie-in with apparel: Whole Garment Knitting, CAD/CAM comes to fashion?
Team Distance Learning in Virtual Worlds
Whole Garment KnittingCAD/CAM comes to the apparel business (Shima Seiki)
Team Distance Learning in Virtual Worlds
Merger of Movie
Special FX and online
Virtual Environment
s?
Golem (Serkis) as
the ultimate avatar
Medical Applications
Mental Health: Phobias
Disabilities: prostheses
VIII. Acknowledgements and Resources
DigitalSpace Team Colleagues, Galen Brandt, Alex Grigny de CastroContact Consortium Colleagues, Bonnie DeVarco, Mike HeimDatafusion Inc. Joel Schatz, Chris RatheNASA Ames Research Center, Bill Clancey, Maarten SierhuisActive Worlds Inc. Rick NollAdobe Systems Inc. Michael Kaplan, Bahman DaraGeoFusion, Chuck SteinArlington Institute, John PetersonDaria Dorosh, FIT, Steve DiPaola, SFUDrive On Mars, BrahmsVE, PSA: Dave Rasmussen, Merryn Nielson, Ryan Norkus, Peter Newman, M Sierhuis, W. Clancey, B. BrodskyMars Terrain Modeling: Ken Heidenreich & students, Ruth Fry, Ken Musgrave, Pandromeda, DS team for FMARS habitat, Geoff Briggs for inspirationAndy Serkis, Lord of the RingsKarl Sims, Char Davies, Brenda Laurel, Rob TowDigiBarn Computer Museum & SupportersRon Britvich, Roland VillettRich DiddayVirtual World Studios, Allan Lundell, Sun MacNamee
Acknowledgements and Resources
This presentation is available online as HTML at: http://www.digitalspace.com/presentations/cyberworlds-2003/bruce/Powerpoint version is at: http://www.digitalspace.com/presentations/cyberworlds-2003/bruce/index.pptContact: http://www.digitalspace.com/forms/comment.htmlwww.digitalspace.com The Digital Space CommonsDigital Space Publications: http://www.digitalspace.com/papers/index.htmlDrive on Mars: www.driveonmars.comRATAVA’S LINE Project and Event Pages: http://www.digitalspace.com/content/atmosphere/2003/fitsfu/www.ccon.org Contact Consortiumhttp://www.biota.org Biota Special Interest Groupwww.vlearn3d.org VLearn3D Special Interest GroupDigiBarn Computer Museum: www.digibarn.comAdobe Atmosphere: http://www.adobe.com/products/atmosphereAtmospherians: http://www.atmospherians.com
IX. Bonus!(This has been a vision of cyberspace for a long time)
“Escape” in Finite State Fantasies (1976) by Rich Didday
“Moral of the story”