Bruce Damer's presentation at the Ecotechnics Institute Technosphere 2005 Conference, Synergia Ranch, New Mexico (Oct 2005)
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Bruce Damer's presentation at the Ecotechnics Institute Technosphere 2005 Conference, Synergia Ranch, New Mexico (Oct 2005)

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Bruce Damer's presentation at the Ecotechnics Institute Technosphere 2005 Conference, Synergia Ranch, New Mexico (Oct 2005), titled: Human Presence in Cyberspace, Outerspace, Streetspace, ...

Bruce Damer's presentation at the Ecotechnics Institute Technosphere 2005 Conference, Synergia Ranch, New Mexico (Oct 2005), titled: Human Presence in Cyberspace, Outerspace, Streetspace, Mindspace and Biotaspace?

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Bruce Damer's presentation at the Ecotechnics Institute Technosphere 2005 Conference, Synergia Ranch, New Mexico (Oct 2005) Bruce Damer's presentation at the Ecotechnics Institute Technosphere 2005 Conference, Synergia Ranch, New Mexico (Oct 2005) Presentation Transcript

  • Human Presence in Cyberspace Outerspace Streetspace Mindspace Biotaspace? Bruce Damer Technosphere Conference, Inst of Ecotechnics Synergia Ranch, Oct 9, 2005
  • Cyberspace: where did it come from?
    • Bush (Memex), Nelson
    • Engelbart’s vision
    • SRI: NLS
    • 1968: Mother of all Demos
    • E&S, Imlacs 60s–1970s
    • Xerox PARC
    • Cray
    • Other early hardware
  • Visual Interfaces – Xerox PARC and elsewhere, 1970s-80s
  • 3D interfaces - evolution
    • 1970s wireframe to solid to ray traced – SIGGRAPH, ’74
    • Maze War
    • Alvy Ray Smith frame buffer
    • 80s SGI
    • Real time rendering
    • Immersive VR
    • Commodity Virtual Worlds/Internet – 90s-2000s
  • Evolutionary Tree of Visual Computing Systems (DigiBarn Computer Museum)
  • Dimensional Cyberspaces
    • Simulation – weather, aerodynamics, cold war, Shuttle program
    • Render to film – Hollywood and TV
    • Experimental informational interfaces
    • Art/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, Krueger
    • Experimental 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
  • Avatars and Peopled Community Cyberspaces
    • The original Maze War - ARPANET
    • 1970s-80s DOD simulation and training
    • 1980s - MUDs, MOOs text-based virtual worlds
    • 1990s – Wolfenstein 3D, DOOM
    • 2000s Massive Multiplayer Online Gaming
  • Killer App Driving Evolution - Games EverQuest
    • 75,000 to 100,000 users online at any one time
    • Feature film level budget and box office
  • Games The Sims
    • Design and run your own “soap opera”, households, towns, businesses, in a sort of “puppet theater”
  • Games Venture rush into the virtual worlds medium
    • There.com
    • Linden Labs “Second Life”
    • Star Wars Galaxies
    • Never Winter’s Night (DandD)
    • 20 other projects in the works
    • 3D Chipsets, automatic shaders, real-time rendering, George Lucas: game chip short film project
  • Experiments in early Internet-based Virtual Worlds (1995-2002)
    • Contact Consortium: Silicon-Valley based nonprofit
    • DigitalSpace: commons-based for-profit corporation
    • Building and community experiments
    • Learning spaces
    • Collaboration spaces
    • Cyber-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 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
  • Outerspace Human presence in the solar system
  • Apollonaris Volcano and Gusev Crater Mars Planetary Fractal Model
  • View to Gusev and Apollonaris (exaggerated scale) Mars Planetary Fractal Model
  • Drive On Mars
    • Inspired by Pathfinder/Sojourner experience in 1997: QTVR and VRML rich media
    • Virtual 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
  • FMARS, Devon Island, Canada BrahmsVE: FMARS Analogue Habitat simulating people on other planets
  • Planning meeting, water tank filling, EVA prep BrahmsVE: FMARS Analogue Habitat
  • R2D2 (or C3PO?) PSA Robot aboard a Virtual Space Station
  • PSA Robot aboard a Virtual Space Station
  • PSA Robot aboard a Virtual Space Station
  • Return to the Moon: tele-robotically
  • Return to the Moon: tele-robotically
  • Return to the Moon: tele-robotically
  • Return to the Moon: tele-robotically
  • Streetspace A collaborative cyber-fashion event and online mystery game Fashion Institute of Technology & Simon Fraser University April 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 team
    • Interdisciplinary 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 Directions
    • Poser 5 Cloth Model, with a revolution in 3D Chipset performance
    • The tie-in with apparel: Whole Garment Knitting, CAD/CAM comes to fashion?
    Team Distance Learning in Virtual Worlds
  • Whole Garment Knitting CAD/CAM comes to the apparel business (Shima Seiki) Team Distance Learning in Virtual Worlds
  • Golem: the ultimate Avatar? Merger of Movie Special FX and online Virtual Environments? Golem (Serkis) as the ultimate avatar
  • CyberWearz: Digital Garb
  • Cyberize-Me!
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  • Mindspace Mental Health: Phobias Disabilities: prostheses
  • Avatar – the Digital You You in Streetspace DoToLearn: reaching the autistic child
  • Biotaspace Where is life headed?
  • Acknowledgements and Resources
    • DigitalSpace Team Colleagues, Galen Brandt, Alex Grigny de Castro
    • Contact Consortium Colleagues, Bonnie DeVarco, Mike Heim
    • Datafusion Inc. Joel Schatz, Chris Rathe
    • NASA Ames Research Center, Bill Clancey, Maarten Sierhuis
    • Active Worlds Inc. Rick Noll
    • Adobe Systems Inc. Michael Kaplan, Bahman Dara
    • GeoFusion, Chuck Stein
    • Arlington Institute, John Peterson
    • Daria Dorosh, FIT, Steve DiPaola, SFU
    • Drive On Mars, BrahmsVE, PSA: Dave Rasmussen, Merryn Nielson, Ryan Norkus, Peter Newman, M Sierhuis, W. Clancey, B. Brodsky
    • Mars Terrain Modeling: Ken Heidenreich & students, Ruth Fry, Ken Musgrave, Pandromeda, DS team for FMARS habitat, Geoff Briggs for inspiration
    • Andy Serkis, Lord of the Rings
    • Karl Sims, Char Davies, Brenda Laurel, Rob Tow
    • DigiBarn Computer Museum & Supporters
    • Ron Britvich, Roland Villett
    • Rich Didday
    • Virtual 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.ppt
    • Contact: http:// www.digitalspace.com/forms/comment.html
    • www.digitalspace.com The Digital Space Commons
    • Digital Space Publications: http:// www.digitalspace.com/papers/index.html
    • Drive on Mars: www.driveonmars.com
    • RATAVA’S LINE Project and Event Pages: http://www.digitalspace.com/content/atmosphere/2003/fitsfu/
    • www.ccon.org Contact Consortium
    • http://www.biota.org Biota Special Interest Group
    • www.vlearn3d.org VLearn3D Special Interest Group
    • DigiBarn Computer Museum: www.digibarn.com
    • Adobe Atmosphere: http:// www.adobe.com /products/atmosphere
    • Atmospherians: http:// www.atmospherians.com
  • Bonus! (This has been a vision of cyberspace for a long time)
  • “ Escape” in Finite State Fantasies (1976) by Rich Didday
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  • “ Moral of the story”