The Virtual World  CyberSpace StreetSpace OuterSpace and BioSpace Projecting Human Presence into
I The Origins and Evolution of the Virtual World in CyberSpace
Projecting into Virtual Worlds circa 25,000 BCE
Projecting virtual worlds Through The Lanterna Magika (1671)
Then through the Edison Kinetoscope in 1894
A shared experience: the Cinema replaced the earlier Kinetoscope Parlors
… Then in 1962 For the first time, Human Presence is represented in a  digital virtual world  on the screen of a PDP-1 com...
Space War! in Action <ul><li>Space War Film Clip </li></ul>
… and in 1974, Human presence enters shared 3D virtual worlds in Maze War
Maze War in Action <ul><li>Maze War Film Clip </li></ul>
… then in 1986 affordable personal computers are connected to dial-up networks And Lucasfilm’s  Habitat  (and avatars) wer...
 
Worlds Chat, 1995: where Avatars and Virtual Worlds first materialized on the Internet Also in that year Steven Spielberg ...
 
1998: With the colonization of Internet social virtual worlds a new medium was born
1996 Alphaworld: 1,000,000 objects in two years
Explosion of Social Virtual Worlds platforms (Book  Avatars  by Damer – 1997)
Beginnings of Multiplayer Gaming Worlds
2003-present: Second Generation Social Virtual Worlds
Creation of the first large scale event in  avatar cyberspace:  Avatars98  Cyberconference
Elements: single large meeting space avatars, chat, web cams, streaming voice, bots
Visual and functional elements of Avatars98
 
 
 
 
 
 
Enhancing presence with improved design: Avatars 99 & 2000
Enhancing presence with the design of spaces: Avatars 99 & 2000
… and establishing presence through common media archetypes: Avatars2001
Other late 1990s experiments with mixed mode presence: Datafusion “videotars”
And in 1999, creating immersion through story in the Virtual Walk on the Moon with Apollo astronaut Rusty Schweickart Rust...
Rusty became our historical actor and narrator to commemorate the 30 th  anniversary of the Apollo XI moon landing
 
 
 
 
 
 
II Extending Human Presence in OuterSpace through  CyberSpace
A decade of work bringing virtual worlds as a presence tool to the space community
` The beginnings of becoming Tele-present on other worlds: Lunakhod, 1970s
` An “avatar on Mars”, height of mast camera tuned to height of a human to embody presence for mission operations: 2004
` “ Mars has now become a place” – Michael Sims, MER mission team co-investigator
` DriveOnMars: DigitalSpace’s simulator/experience for the public (2004)
Dawes Crater As photographed by Apollo XV   DigitalSpace virtual worlds for enhancing robotic mission designers’ presence ...
Traditional NASA design process:  spreadsheets, some CAD
DigitalSpace drive-able simulation: establishing key issues (navigation, thermal load)
 
Human presence in technologically enabled environments: extra-vehicular activities (EVAs)
Spacewalk simulations as cognitive enhancement training tools
Lastly, extending human presence into the solar system to the next destination: asteroids
 
III Avatars walk from Cyberspace out into StreetSpace
2003: Avatars meet Fashion (Fashion Institute of Technology, NY, with Daria Dorosh, Galen Brandt and Steve DiPaola)
2006: The  iDoublet  Project Avatars walking out into StreetSpace
Inspiration
Designing and Building a Cybergarment
Finding Materials
Constructing
Finishing
 
 
Next phase: 2007-08, Cyberwearz “virtual” garment clothing my Second Life avatar
… and instrumention: SunSpots with tracking to motion-capture garment-to-avatar…
… project is continuing.
IV And Finally, can Virtual Worlds evolve into a BioSpace?
Early exemplar: Karl Sims’ Evolving Virtual Creatures (1991-4) Artificial Life: Concept begins in the 1940s, field named i...
Creatures with genomes evolving in the simulated physics of a Connection Machine.  Evolving Virtual Creatures
1997, Banff Canada: Digital Burgess, A quest for life’s algorithmic origins in the “Cambrian Explosion”, Biota.org
The EvoGrid: Creating an Origin of Artificial Life   Virtual World Entities to Chemical Creatures? (Only at the very begin...
 
EvoGrid The Movie A Thought Experiment
 
EvoGrid: Philosophical Implications Will biologists (one day) declare these synthetic biological environments “worthy of s...
New Book: Divine Action and Natural Selection   Damer:  The God Detector Upcoming book (launch October 27 th , 2008)
Thank you, from Bruce & Galen (Only at the very beginning of this thinking)
Resources and Acknowledgements  Avatars Conferences, Contact Consortium:  http://www.ccon.org DigitalSpace 3D simulations ...
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Bruce Damer's keynote at the Presence 2008 conference, Aula Magna, University of Padua (Oct 2008)

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Bruce Damer's keynote at the Presence 2008 conference, Aula Magna, University of Padua (Oct 2008). The session was titled: The Virtual World, projecting human presence into CyberSpace, StreetSpace, OuterSpace and BioSpace.

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Bruce Damer's keynote at the Presence 2008 conference, Aula Magna, University of Padua (Oct 2008)

  1. 1. The Virtual World CyberSpace StreetSpace OuterSpace and BioSpace Projecting Human Presence into
  2. 2. I The Origins and Evolution of the Virtual World in CyberSpace
  3. 3. Projecting into Virtual Worlds circa 25,000 BCE
  4. 4. Projecting virtual worlds Through The Lanterna Magika (1671)
  5. 5. Then through the Edison Kinetoscope in 1894
  6. 6. A shared experience: the Cinema replaced the earlier Kinetoscope Parlors
  7. 7. … Then in 1962 For the first time, Human Presence is represented in a digital virtual world on the screen of a PDP-1 computer running Spacewar
  8. 8. Space War! in Action <ul><li>Space War Film Clip </li></ul>
  9. 9. … and in 1974, Human presence enters shared 3D virtual worlds in Maze War
  10. 10. Maze War in Action <ul><li>Maze War Film Clip </li></ul>
  11. 11. … then in 1986 affordable personal computers are connected to dial-up networks And Lucasfilm’s Habitat (and avatars) were born
  12. 13. Worlds Chat, 1995: where Avatars and Virtual Worlds first materialized on the Internet Also in that year Steven Spielberg created the marriage of virtual worlds and Hollywood with Starbright World
  13. 15. 1998: With the colonization of Internet social virtual worlds a new medium was born
  14. 16. 1996 Alphaworld: 1,000,000 objects in two years
  15. 17. Explosion of Social Virtual Worlds platforms (Book Avatars by Damer – 1997)
  16. 18. Beginnings of Multiplayer Gaming Worlds
  17. 19. 2003-present: Second Generation Social Virtual Worlds
  18. 20. Creation of the first large scale event in avatar cyberspace: Avatars98 Cyberconference
  19. 21. Elements: single large meeting space avatars, chat, web cams, streaming voice, bots
  20. 22. Visual and functional elements of Avatars98
  21. 29. Enhancing presence with improved design: Avatars 99 & 2000
  22. 30. Enhancing presence with the design of spaces: Avatars 99 & 2000
  23. 31. … and establishing presence through common media archetypes: Avatars2001
  24. 32. Other late 1990s experiments with mixed mode presence: Datafusion “videotars”
  25. 33. And in 1999, creating immersion through story in the Virtual Walk on the Moon with Apollo astronaut Rusty Schweickart Rusty Schweickart in Cyber Space - 1999 Rusty Schweickart in Outer Space - 1969
  26. 34. Rusty became our historical actor and narrator to commemorate the 30 th anniversary of the Apollo XI moon landing
  27. 41. II Extending Human Presence in OuterSpace through CyberSpace
  28. 42. A decade of work bringing virtual worlds as a presence tool to the space community
  29. 43. ` The beginnings of becoming Tele-present on other worlds: Lunakhod, 1970s
  30. 44. ` An “avatar on Mars”, height of mast camera tuned to height of a human to embody presence for mission operations: 2004
  31. 45. ` “ Mars has now become a place” – Michael Sims, MER mission team co-investigator
  32. 46. ` DriveOnMars: DigitalSpace’s simulator/experience for the public (2004)
  33. 47. Dawes Crater As photographed by Apollo XV DigitalSpace virtual worlds for enhancing robotic mission designers’ presence Design challenge: traverse steep crater wall’s on the Lunar south pole, drill
  34. 48. Traditional NASA design process: spreadsheets, some CAD
  35. 49. DigitalSpace drive-able simulation: establishing key issues (navigation, thermal load)
  36. 51. Human presence in technologically enabled environments: extra-vehicular activities (EVAs)
  37. 52. Spacewalk simulations as cognitive enhancement training tools
  38. 53. Lastly, extending human presence into the solar system to the next destination: asteroids
  39. 55. III Avatars walk from Cyberspace out into StreetSpace
  40. 56. 2003: Avatars meet Fashion (Fashion Institute of Technology, NY, with Daria Dorosh, Galen Brandt and Steve DiPaola)
  41. 57. 2006: The iDoublet Project Avatars walking out into StreetSpace
  42. 58. Inspiration
  43. 59. Designing and Building a Cybergarment
  44. 60. Finding Materials
  45. 61. Constructing
  46. 62. Finishing
  47. 65. Next phase: 2007-08, Cyberwearz “virtual” garment clothing my Second Life avatar
  48. 66. … and instrumention: SunSpots with tracking to motion-capture garment-to-avatar…
  49. 67. … project is continuing.
  50. 68. IV And Finally, can Virtual Worlds evolve into a BioSpace?
  51. 69. Early exemplar: Karl Sims’ Evolving Virtual Creatures (1991-4) Artificial Life: Concept begins in the 1940s, field named in the 1980s, progress through the 1990s, 2000s
  52. 70. Creatures with genomes evolving in the simulated physics of a Connection Machine. Evolving Virtual Creatures
  53. 71. 1997, Banff Canada: Digital Burgess, A quest for life’s algorithmic origins in the “Cambrian Explosion”, Biota.org
  54. 72. The EvoGrid: Creating an Origin of Artificial Life Virtual World Entities to Chemical Creatures? (Only at the very beginning of this thinking)
  55. 74. EvoGrid The Movie A Thought Experiment
  56. 76. EvoGrid: Philosophical Implications Will biologists (one day) declare these synthetic biological environments “worthy of study as a living system”? Would an EvoGrid and harnessing the power of evolution become a tool for Humanity in the 21 st Century? Would it become a mechanism for life’s expanded presence into the Solar System or for the survival and extension of life on Earth? How does a successful origin of life simulation affect our sense of God, our presence in the Universe and the future of life?
  57. 77. New Book: Divine Action and Natural Selection Damer: The God Detector Upcoming book (launch October 27 th , 2008)
  58. 78. Thank you, from Bruce & Galen (Only at the very beginning of this thinking)
  59. 79. Resources and Acknowledgements Avatars Conferences, Contact Consortium: http://www.ccon.org DigitalSpace 3D simulations and all (open) source code at: http://www.digitalspace.com Project EvoGrid at: http://www.biota.org http://www.evogrid.org Cyberwearz: http://www.cyberwearz.com History of virtual worlds: http://www.vwtimeline.org We would also like to thank NASA and many others for funding support for this work. Other acknowledgements for this presentation include: Chip Morningstar/Lucasfilm, Rusty Schweickart, Daria Dorosh/The Fashion Institute of Technology, Daniel Kottke, DigiBarn Computer Museum, the team at DM3D Studios, Peter Newman, Ryan Norkus, Exploring Life’s Origins Project, Chimp65 Productions, Scientific American Frontiers, Richard Gordon, Peachpit Press, Ron Creel, Exploratorium San Francisco.

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