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From Macys to Mars, Virtual Environments in Vertical Applications Bruce Damer Cyberworlds 2003, Singapore December 3, 2003
Itinerary Introduction I. Origins of the Visual Interface II. Early Applications of Virtual Worlds III. Evolution of Dimen...
Introduction <ul><li>This tutorial will cover the commercial and educational use of virtual environments from industrial s...
<ul><li>Origins of the Visual Interface </li></ul><ul><li>Bush (Memex), Nelson </li></ul><ul><li>Engelbart’s vision </li><...
Visual Interfaces –  Xerox PARC and elsewhere, 1970s-80s
3D interfaces - evolution <ul><li>1970s wireframe to solid to ray traced – SIGGRAPH, ‘74 </li></ul><ul><li>Alvy Ray Smith ...
Evolutionary Tree of Visual Computing Systems (DigiBarn Computer Museum)
II. Early Applications of Virtual Worlds <ul><li>Simulation – weather, aerodynamics, cold war, Shuttle program </li></ul><...
Geographical Information Systems <ul><li>Geographical Information Systems - GeoFusion textured 3D model of earth with real...
Geographical Information Systems <ul><li>Overlay of real time data – Salt Lake Winter Olympics locations </li></ul>
Geographical Information Systems <ul><li>Progressive texturing – Swiss Alps </li></ul>
Artistic and Pedagogical applications <ul><li>Art/Experience – Placeholder, Osmose, Ars Electronica, SIGGRAPH, Krueger </l...
Artistic and Pedagogical uses <ul><li>VLearn3D SIG and annual cyberconference </li></ul>
Experimental Frontiers of 3D environments <ul><li>Evolutionary virtual worlds (Sims, Biota.org) </li></ul><ul><li>Modeling...
III. Evolution of Dimensional and Community Cyberspaces <ul><li>The original Maze War - ARPANET </li></ul><ul><li>1970s-80...
Killer App Driving Evolution - Games EverQuest <ul><li>75,000 to 100,000 users online at any one time </li></ul><ul><li>Fe...
Games The Sims <ul><li>Design and run your own “soap opera”, households, towns, businesses, in a sort of “puppet theater” ...
Games Venture rush into  the virtual worlds medium <ul><li>There.com </li></ul><ul><li>Linden Labs “Second Life” </li></ul...
IV. Experiments in early Internet-based Virtual Worlds  (1995-2002) <ul><li>Contact Consortium: Silicon-Valley based nonpr...
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 ...
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...
1996: User-created emergent social structures & activities – wedding Emergent space, experience, bottom-up contributions f...
1997: Generative Virtual Spaces Biota.org Nerve Garden, Siggraph
1998-99: Experimental Learning Spaces Virtual walk on the moon with Apollo IX astronaut Russell Schweickart
Experimental Learning Spaces Virtual walk on the moon with Apollo IX astronaut Russell Schweickart
1998: Experimental Collaboration Spaces Datafusion “war room”
1998: Experimental Collaboration Spaces  Datafusion “war room”
1998-2003: AVATARS Cyber-conferences Annual 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 venues Cybertradeshow 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
<ul><li>Drive On Mars ( www.driveonmars.com ) </li></ul><ul><li>Mars Planetary Fractal Model </li></ul><ul><li>BrahmsVE: F...
<ul><li>Goals: </li></ul><ul><li>Build on the positive experience from Pathfinder/1997 and offer a high fidelity yet low b...
Drive On Mars   <ul><li>Inspired by Pathfinder/Sojourner experience in 1997: QTVR and VRML rich media </li></ul><ul><li>Vi...
Drive On Mars <ul><li>Adobe Atmosphere player (~1.4MB web plugin) wide distribution, multiple platforms </li></ul><ul><li>...
www.DriveOnMars.com
Mars Planetary Fractal Model <ul><li>Inspired by meeting with Briggs & Sims in 3/2002 </li></ul><ul><li>MOLA and surface t...
<ul><li>Used the MOLA 1/128 dataset as terrain source </li></ul><ul><li>MOLA data translated into .DEM by 3DEM, seamlessly...
Entire planet Mars was modeled in 1500 hours of rendering time Mars Planetary Fractal Model
Mars Planetary Fractal Model
Locale modeled Mars Planetary Fractal Model
Apollonaris Volcano and Gusev Crater Mars Planetary Fractal Model
Apollonaris and approaches Mars Planetary Fractal Model
View to Gusev and Apollonaris (exaggerated scale) Mars Planetary Fractal Model
FMARS Analogue Habitat on the surface Mars Planetary Fractal Model
MER on the surface (Maya models) Mars Planetary Fractal Model
Journeys of MER Mars Planetary Fractal Model
Movie and Real Time World Mars Planetary Fractal Model
BrahmsVE: FMARS Analogue Habitat A virtual environment for discrete agent work practice simulation <ul><li>Collaboration b...
FMARS, Devon Island, Canada BrahmsVE: FMARS Analogue Habitat
Planning meeting, water tank filling, EVA prep BrahmsVE: FMARS Analogue Habitat
Architecture of BrahmsVE BrahmsVE: FMARS Analogue Habitat
PSA Robot aboard a Virtual Space Station NASA ISS PSA Design Simulation A robot assistant aboard the Space Station Human C...
PSA Robot aboard a Virtual Space Station
PSA Robot aboard a Virtual Space Station
PSA Robot aboard a Virtual Space Station
PSA Robot aboard a Virtual Space Station
Other Industrial Applications utilizing Adobe Atmosphere: Virtual Windfarm for DOD <ul><li>Simulation of wind turbine perf...
VI. Team Distance Learning in Virtual Worlds: FIT Ratava’s Line A collaborative cyber-fashion event and online mystery gam...
Team Distance Learning in Virtual Worlds <ul><li>FIT, SFU, Adobe </li></ul><ul><li>Interdisciplinary, cross-institutional,...
Aspects of Collaboration <ul><li>Creating and translating fashion designs to explore how they relate to virtual environmen...
Team Distance Learning in Virtual Worlds Storyboard
<ul><li>Range of environments:  2D, 3D, physical, virtual, live  </li></ul><ul><li>Range of media:  Fashion drawings, virt...
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
New markets/careers:  Media go virtual <ul><li>Serving the needs of Silicon Alley and the global media marketplace  </li><...
Future Tech Directions <ul><li>Poser 5 Cloth Model, with a revolution in 3D Chipset performance </li></ul><ul><li>The tie-...
Whole Garment Knitting CAD/CAM comes to the apparel business  (Shima Seiki) Team Distance Learning in Virtual Worlds
VII. Other Applications
Merger of Movie Special FX and online Virtual Environments? Golem (Serkis) as the ultimate avatar
Medical Applications Mental Health: Phobias Disabilities: prostheses
VIII. Acknowledgements and Resources <ul><li>DigitalSpace Team Colleagues, Galen Brandt, Alex Grigny de Castro </li></ul><...
Acknowledgements and Resources <ul><li>This presentation is available online as HTML at:  http://www.digitalspace.com/pres...
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”
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Bruce Damer's Cyberworlds 2003 Presentation (Singapore, Dec 3, 2003)

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Bruce Damer's Cyberworlds 2003 Presentation (Singapore, Dec 3, 2003), titled: From Macys to Mars, Virtual Environments in Vertical Applications .

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Transcript of "Bruce Damer's Cyberworlds 2003 Presentation (Singapore, Dec 3, 2003)"

  1. 1. From Macys to Mars, Virtual Environments in Vertical Applications Bruce Damer Cyberworlds 2003, Singapore December 3, 2003
  2. 2. Itinerary Introduction I. Origins of the Visual Interface II. Early Applications of Virtual Worlds III. Evolution of Dimensional and Community Cyberspaces IV. Experiments in Early Internet-based Virtual Worlds V. Industrial Applications: NASA VI. Team Distance Learning in Virtual Worlds: FIT Ratava’s Line VII. Other Applications VIII. Acknowledgements and Resources
  3. 3. Introduction <ul><li>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. </li></ul>
  4. 4. <ul><li>Origins of the Visual Interface </li></ul><ul><li>Bush (Memex), Nelson </li></ul><ul><li>Engelbart’s vision </li></ul><ul><li>SRI: NLS </li></ul><ul><li>1968: Mother of all Demos </li></ul><ul><li>E&S, Imlacs 60s–1970s </li></ul><ul><li>Xerox PARC </li></ul><ul><li>Cray </li></ul><ul><li>Other early hardware </li></ul>
  5. 5. Visual Interfaces – Xerox PARC and elsewhere, 1970s-80s
  6. 6. 3D interfaces - evolution <ul><li>1970s wireframe to solid to ray traced – SIGGRAPH, ‘74 </li></ul><ul><li>Alvy Ray Smith frame buffer </li></ul><ul><li>80s SGI </li></ul><ul><li>Real time rendering </li></ul><ul><li>Immersive VR </li></ul><ul><li>Commodity Virtual Worlds/Internet – 90s-2000s </li></ul>
  7. 7. Evolutionary Tree of Visual Computing Systems (DigiBarn Computer Museum)
  8. 8. II. Early Applications of Virtual Worlds <ul><li>Simulation – weather, aerodynamics, cold war, Shuttle program </li></ul><ul><li>Render to film – Hollywood and TV </li></ul><ul><li>Experimental informational interfaces </li></ul><ul><li>Art/Experience - placeholder </li></ul>
  9. 9. Geographical Information Systems <ul><li>Geographical Information Systems - GeoFusion textured 3D model of earth with real satellite imagery </li></ul>
  10. 10. Geographical Information Systems <ul><li>Overlay of real time data – Salt Lake Winter Olympics locations </li></ul>
  11. 11. Geographical Information Systems <ul><li>Progressive texturing – Swiss Alps </li></ul>
  12. 12. Artistic and Pedagogical applications <ul><li>Art/Experience – Placeholder, Osmose, Ars Electronica, SIGGRAPH, Krueger </li></ul><ul><li>Experimental Pedagogy – cyberfora @ ArtCenter - Vlearn SIG </li></ul>
  13. 13. Artistic and Pedagogical uses <ul><li>VLearn3D SIG and annual cyberconference </li></ul>
  14. 14. Experimental Frontiers of 3D environments <ul><li>Evolutionary virtual worlds (Sims, Biota.org) </li></ul><ul><li>Modeling the large and the small scale (cosmology, quantum dynamics) </li></ul><ul><li>Tele-immersion </li></ul>
  15. 15. III. Evolution of Dimensional and Community Cyberspaces <ul><li>The original Maze War - ARPANET </li></ul><ul><li>1970s-80s DOD simulation and training </li></ul><ul><li>1980s - MUDs, MOOs text-based virtual worlds </li></ul><ul><li>1990s – Wolfenstein 3D, DOOM </li></ul><ul><li>2000s Massive Multiplayer Online Gaming </li></ul>
  16. 16. Killer App Driving Evolution - Games EverQuest <ul><li>75,000 to 100,000 users online at any one time </li></ul><ul><li>Feature film level budget and box office </li></ul>
  17. 17. Games The Sims <ul><li>Design and run your own “soap opera”, households, towns, businesses, in a sort of “puppet theater” </li></ul>
  18. 18. Games Venture rush into the virtual worlds medium <ul><li>There.com </li></ul><ul><li>Linden Labs “Second Life” </li></ul><ul><li>Star Wars Galaxies </li></ul><ul><li>Never Winter’s Night (DandD) </li></ul><ul><li>20 other projects in the works </li></ul><ul><li>3D Chipsets, automatic shaders, real-time rendering, George Lucas: game chip short film project </li></ul>
  19. 19. IV. Experiments in early Internet-based Virtual Worlds (1995-2002) <ul><li>Contact Consortium: Silicon-Valley based nonprofit </li></ul><ul><li>DigitalSpace: commons-based for-profit corporation </li></ul><ul><li>Building and community experiments </li></ul><ul><li>Learning spaces </li></ul><ul><li>Collaboration spaces </li></ul><ul><li>Cyber-conferences </li></ul>
  20. 20. 1995: Worlds Chat First net-based real time avatar space (Worlds Inc.)
  21. 21. 1995: Alphaworld cityscape – a public building space on the net 300,000 users as “avatars” 1 Billion objects placed since 1995
  22. 22. 1996: Building and Community experiments in Alphaworld and Active Worlds Sherwood Forest Towne
  23. 23. 1996: Sherwood Towne construction experiment (featured at Ars Electronica 1997) Anthropology-driven experiment in virtual community construction
  24. 24. 1996: User-created emergent social structures & activities – wedding Emergent space, experience, bottom-up contributions from community
  25. 25. 1997: Generative Virtual Spaces Biota.org Nerve Garden, Siggraph
  26. 26. 1998-99: Experimental Learning Spaces Virtual walk on the moon with Apollo IX astronaut Russell Schweickart
  27. 27. Experimental Learning Spaces Virtual walk on the moon with Apollo IX astronaut Russell Schweickart
  28. 28. 1998: Experimental Collaboration Spaces Datafusion “war room”
  29. 29. 1998: Experimental Collaboration Spaces Datafusion “war room”
  30. 30. 1998-2003: AVATARS Cyber-conferences Annual festival of the avatar commons “the Burning Man of Bits”
  31. 31. 1998-2003: AVATARS Cyber-conferences Avvy Awards
  32. 32. 1998-2003: AVATARS Cyber-conferences Mixture of physical and virtual venues Cybertradeshow created by database
  33. 33. Case: Avatars2001 a cyberspace odyssey
  34. 34. Case: Avatars2001 a cyberspace odyssey Multiple worlds, staging of attendees
  35. 35. Film/Story Reenactment Case: Avatars2001 a cyberspace odyssey
  36. 36. Case: Avatars2001 a cyberspace odyssey
  37. 37. Case: Avatars2001 a cyberspace odyssey
  38. 38. Case: Avatars2001 a cyberspace odyssey
  39. 39. Case: Avatars2001 a cyberspace odyssey
  40. 40. Case: Avatars2001 a cyberspace odyssey
  41. 41. Case: Avatars2001 a cyberspace odyssey
  42. 42. Case: Avatars2001 a cyberspace odyssey
  43. 43. Case: Avatars2001 a cyberspace odyssey
  44. 44. Case: Avatars2002 a merry cyber party Novel/Story Reenactment
  45. 45. Case: Avatars2002 a merry cyber party
  46. 46. <ul><li>Drive On Mars ( www.driveonmars.com ) </li></ul><ul><li>Mars Planetary Fractal Model </li></ul><ul><li>BrahmsVE: FMARS Analogue Habitat </li></ul><ul><li>PSA Robot aboard a Virtual Space Station </li></ul>V. Industrial Applications: NASA
  47. 47. <ul><li>Goals: </li></ul><ul><li>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. </li></ul><ul><li>3D virtual terrain modeled from real MER data, simulation of vehicles making traverses, driving the virtual rovers through alternate traverses. </li></ul>Drive On Mars
  48. 48. Drive On Mars <ul><li>Inspired by Pathfinder/Sojourner experience in 1997: QTVR and VRML rich media </li></ul><ul><li>Virtual worlds are highly effective outreach tools, much lower bandwidth than video, higher interactivity, full distributability (a la SETI@Home) </li></ul><ul><li>Based on 4 years of platform development at Ames/RIACS and Digital Space: BrahmsVE platform </li></ul>
  49. 49. Drive On Mars <ul><li>Adobe Atmosphere player (~1.4MB web plugin) wide distribution, multiple platforms </li></ul><ul><li>Viewpoint media player (built into Atmosphere, preloaded on millions of systems) </li></ul><ul><li>Havok physics in Atmosphere for realistic terrain following </li></ul><ul><li>JavaScript web-based scripting </li></ul><ul><li>High degree of compression, worlds/rover in demo <1MB uncompressed, less compressed </li></ul><ul><li>Web-based, fully distributed, multi user chat server option </li></ul><ul><li>Mojomars project modeling of terrain from MOLA, MGS data (mesh conversion) gives coarse surface data </li></ul>
  50. 50. www.DriveOnMars.com
  51. 51. Mars Planetary Fractal Model <ul><li>Inspired by meeting with Briggs & Sims in 3/2002 </li></ul><ul><li>MOLA and surface texture data creating a real time model of Mars surface that is “walkable” </li></ul><ul><li>Produced by Ken Heidenreich and his students </li></ul><ul><li>Utilizes MojoWorld platform from Pandromeda </li></ul>
  52. 52. <ul><li>Used the MOLA 1/128 dataset as terrain source </li></ul><ul><li>MOLA data translated into .DEM by 3DEM, seamlessly stitches a terrain patch. </li></ul><ul><li>Outputs elevation profiles of any path, allows verification of elevation, latitude and longitude or area </li></ul><ul><li>Step to mimic the actual colors and textures of the Martian surface using orbital photos of surface and atmospheric images. Artistic license employed: thinning the clouds, adding stars, etc. </li></ul><ul><li>Simulation of big rocks displacements on the surface a challenge. </li></ul>Mars Planetary Fractal Model
  53. 53. Entire planet Mars was modeled in 1500 hours of rendering time Mars Planetary Fractal Model
  54. 54. Mars Planetary Fractal Model
  55. 55. Locale modeled Mars Planetary Fractal Model
  56. 56. Apollonaris Volcano and Gusev Crater Mars Planetary Fractal Model
  57. 57. Apollonaris and approaches Mars Planetary Fractal Model
  58. 58. View to Gusev and Apollonaris (exaggerated scale) Mars Planetary Fractal Model
  59. 59. FMARS Analogue Habitat on the surface Mars Planetary Fractal Model
  60. 60. MER on the surface (Maya models) Mars Planetary Fractal Model
  61. 61. Journeys of MER Mars Planetary Fractal Model
  62. 62. Movie and Real Time World Mars Planetary Fractal Model
  63. 63. BrahmsVE: FMARS Analogue Habitat A virtual environment for discrete agent work practice simulation <ul><li>Collaboration between RIACS and Digital Space </li></ul><ul><li>Begun in 2000, simulates “day in life” aboard FMARS </li></ul>
  64. 64. FMARS, Devon Island, Canada BrahmsVE: FMARS Analogue Habitat
  65. 65. Planning meeting, water tank filling, EVA prep BrahmsVE: FMARS Analogue Habitat
  66. 66. Architecture of BrahmsVE BrahmsVE: FMARS Analogue Habitat
  67. 67. PSA Robot aboard a Virtual Space Station NASA ISS PSA Design Simulation A robot assistant aboard the Space Station Human Centered Computing (HCC) project
  68. 68. PSA Robot aboard a Virtual Space Station
  69. 69. PSA Robot aboard a Virtual Space Station
  70. 70. PSA Robot aboard a Virtual Space Station
  71. 71. PSA Robot aboard a Virtual Space Station
  72. 72. Other Industrial Applications utilizing Adobe Atmosphere: Virtual Windfarm for DOD <ul><li>Simulation of wind turbine performance in variable wind and ground conditions </li></ul>
  73. 73. VI. Team Distance Learning in Virtual Worlds: FIT Ratava’s Line A collaborative cyber-fashion event and online mystery game Fashion Institute of Technology & Simon Fraser University April 23, 2003
  74. 74. Team Distance Learning in Virtual Worlds <ul><li>FIT, SFU, Adobe </li></ul><ul><li>Interdisciplinary, cross-institutional, international </li></ul><ul><li>Collaborative, distance learning environment </li></ul><ul><li>New online creative and marketing tools </li></ul><ul><li>New skills, new markets and careers, new ways of marketing </li></ul>
  75. 75. Aspects of Collaboration <ul><li>Creating and translating fashion designs to explore how they relate to virtual environments </li></ul><ul><li>Exploring how virtual worlds can support artists (artwork is included from NYC and Vancouver) </li></ul><ul><li>Interactive narrative performance (characters are played by actors simultaneously from both coasts/countries) </li></ul><ul><li>How collaborative projects can bring people and countries together </li></ul><ul><li>Exploring as a group that never met the issues of the &quot;real&quot; and the virtual </li></ul><ul><li>Use of advanced web platforms: Adobe Atmosphere, Viewpoint </li></ul>Team Distance Learning in Virtual Worlds
  76. 76. Team Distance Learning in Virtual Worlds Storyboard
  77. 77. <ul><li>Range of environments: 2D, 3D, physical, virtual, live </li></ul><ul><li>Range of media: Fashion drawings, virtual construction (garments and characters), interactive narrative, game, live performance </li></ul><ul><li>Distributed international team </li></ul><ul><li>Interdisciplinary communicating, thinking, working, negotiating </li></ul>Team Distance Learning in Virtual Worlds
  78. 78. Shared Virtual Stage Set in Atmosphere Team Distance Learning in Virtual Worlds
  79. 79. Garments modeled on Stage Set Team Distance Learning in Virtual Worlds
  80. 80. Physical modeling of garments Team Distance Learning in Virtual Worlds
  81. 81. New markets/careers: Media go virtual <ul><li>Serving the needs of Silicon Alley and the global media marketplace </li></ul><ul><li>Gaming (design and wear your character) </li></ul><ul><li>Interactive storytelling </li></ul><ul><li>Virtual set and character design </li></ul><ul><li>Movie special effects </li></ul><ul><li>Virtual portfolio: beyond physical and powerpoint </li></ul><ul><li>Virtual changing room </li></ul><ul><li>Design and manufacture on demand </li></ul><ul><li>Global access, 24/7 </li></ul>Team Distance Learning in Virtual Worlds
  82. 82. Future Tech Directions <ul><li>Poser 5 Cloth Model, with a revolution in 3D Chipset performance </li></ul><ul><li>The tie-in with apparel: Whole Garment Knitting, CAD/CAM comes to fashion? </li></ul>Team Distance Learning in Virtual Worlds
  83. 83. Whole Garment Knitting CAD/CAM comes to the apparel business (Shima Seiki) Team Distance Learning in Virtual Worlds
  84. 84. VII. Other Applications
  85. 85. Merger of Movie Special FX and online Virtual Environments? Golem (Serkis) as the ultimate avatar
  86. 86. Medical Applications Mental Health: Phobias Disabilities: prostheses
  87. 87. VIII. Acknowledgements and Resources <ul><li>DigitalSpace Team Colleagues, Galen Brandt, Alex Grigny de Castro </li></ul><ul><li>Contact Consortium Colleagues, Bonnie DeVarco, Mike Heim </li></ul><ul><li>Datafusion Inc. Joel Schatz, Chris Rathe </li></ul><ul><li>NASA Ames Research Center, Bill Clancey, Maarten Sierhuis </li></ul><ul><li>Active Worlds Inc. Rick Noll </li></ul><ul><li>Adobe Systems Inc. Michael Kaplan, Bahman Dara </li></ul><ul><li>GeoFusion, Chuck Stein </li></ul><ul><li>Arlington Institute, John Peterson </li></ul><ul><li>Daria Dorosh, FIT, Steve DiPaola, SFU </li></ul><ul><li>Drive On Mars, BrahmsVE, PSA: Dave Rasmussen, Merryn Nielson, Ryan Norkus, Peter Newman, M Sierhuis, W. Clancey, B. Brodsky </li></ul><ul><li>Mars Terrain Modeling: Ken Heidenreich & students, Ruth Fry, Ken Musgrave, Pandromeda, DS team for FMARS habitat, Geoff Briggs for inspiration </li></ul><ul><li>Andy Serkis, Lord of the Rings </li></ul><ul><li>Karl Sims, Char Davies, Brenda Laurel, Rob Tow </li></ul><ul><li>DigiBarn Computer Museum & Supporters </li></ul><ul><li>Ron Britvich, Roland Villett </li></ul><ul><li>Rich Didday </li></ul><ul><li>Virtual World Studios, Allan Lundell, Sun MacNamee </li></ul>
  88. 88. Acknowledgements and Resources <ul><li>This presentation is available online as HTML at: http://www.digitalspace.com/presentations/cyberworlds-2003/bruce/ </li></ul><ul><li>Powerpoint version is at: http://www.digitalspace.com/presentations/cyberworlds-2003/bruce/index.ppt </li></ul><ul><li>Contact: http:// www.digitalspace.com/forms/comment.html </li></ul><ul><li>www.digitalspace.com The Digital Space Commons </li></ul><ul><li>Digital Space Publications: http:// www.digitalspace.com/papers/index.html </li></ul><ul><li>Drive on Mars: www.driveonmars.com </li></ul><ul><li>RATAVA’S LINE Project and Event Pages: http://www.digitalspace.com/content/atmosphere/2003/fitsfu/ </li></ul><ul><li>www.ccon.org Contact Consortium </li></ul><ul><li>http://www.biota.org Biota Special Interest Group </li></ul><ul><li>www.vlearn3d.org VLearn3D Special Interest Group </li></ul><ul><li>DigiBarn Computer Museum: www.digibarn.com </li></ul><ul><li>Adobe Atmosphere: http:// www.adobe.com /products/atmosphere </li></ul><ul><li>Atmospherians: http:// www.atmospherians.com </li></ul>
  89. 89. IX. Bonus! (This has been a vision of cyberspace for a long time)
  90. 90. “ Escape” in Finite State Fantasies (1976) by Rich Didday
  91. 98. “ Moral of the story”
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