Imagineering - Virtual Worlds

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Imagineering - Virtual Worlds

  1. 1. From the Real To the Virtual Prithwis Mukerjee, PhD Praxis Business School, Calcutta
  2. 2. Engineering or Imagineering Imagineering Engineering
  3. 3. Innovation : Limited only by Imagination <ul><li>The gap between what can be imagined and what can be accomplished has never been smaller </li></ul><ul><li>We can now walk backward from our imagination rather than walk forward from the existing past </li></ul>But those who can visualize a new reality are vastly outnumbered by those who cannot
  4. 4. Technology and Business Models <ul><li>Designer organisms </li></ul><ul><ul><li>Tissue farming </li></ul></ul><ul><ul><li>Mood altering drugs </li></ul></ul><ul><li>Thought Controlled Devices </li></ul><ul><li>Virtual reality </li></ul><ul><ul><li>3D portals </li></ul></ul><ul><li>Google Earth </li></ul><ul><ul><li>Google Mars </li></ul></ul><ul><li>Web 2.0 </li></ul><ul><ul><li>Wikipedia </li></ul></ul><ul><ul><li>Social Networks </li></ul></ul><ul><ul><li>Second Life </li></ul></ul>system component incremental radical Business Process improvement Continuous improvement NonLinear Innovation Business Concept Innovation
  5. 5. The War of the Encyclopedias <ul><li>Why has Wikipedia eclipsed </li></ul><ul><ul><li>Britannica – the best known brand </li></ul></ul><ul><ul><li>Encarta – the most well supported brand </li></ul></ul><ul><li>Two reasons </li></ul><ul><ul><li>The volume and diversity of user generated content </li></ul></ul><ul><ul><li>The trust that is created in groups – the social network </li></ul></ul>
  6. 6. What is Web 2.0 ? <ul><li>The concept of &quot;Web 2.0&quot; began with a brainstorming session between O'Reilly and MediaLive International. </li></ul><ul><li>Dale Dougherty, web pioneer and O'Reilly VP, noted that far from having &quot;crashed&quot;, the web was more important than ever, with exciting new applications and sites popping up with surprising regularity. </li></ul><ul><li>Network of Trust </li></ul><ul><ul><li>Network of individual </li></ul></ul><ul><ul><li>No heirarchy </li></ul></ul><ul><li>User Generated Content </li></ul><ul><ul><li>Never the creation of an individual. </li></ul></ul><ul><ul><li>Always built collaboratively </li></ul></ul><ul><li>Rich Media </li></ul><ul><ul><li>Images, movies, 3D realism </li></ul></ul><ul><li>Infinitely Extensible </li></ul><ul><ul><li>Never Complete </li></ul></ul><ul><ul><li>Extended through </li></ul></ul><ul><ul><ul><li>More technology </li></ul></ul></ul><ul><ul><ul><li>More computers </li></ul></ul></ul>
  7. 7. The world of Web 2.0
  8. 8. Social Networks – the “Trust” Factor <ul><li>Web 2.0 is built up around communities who know and trust each other </li></ul><ul><li>Filters appropriate information </li></ul>
  9. 9. Games / MMORPG <ul><li>Massively Multiuser Online Role Playing Games </li></ul><ul><ul><li>A software environment where each individual who is logged in </li></ul></ul><ul><ul><ul><li>is represented as a icon that is visible to other individuals who are logged in </li></ul></ul></ul><ul><ul><ul><li>Can ‘interact’ with other individual through actions of their respective icons </li></ul></ul></ul>
  10. 10. Emergent, User Generated Culture <ul><li>Social Structures </li></ul><ul><ul><li>What sets MMORPGs apart from other games are their social structures and communities. Not just </li></ul></ul><ul><ul><ul><li>kill things </li></ul></ul></ul><ul><ul><ul><li>wander in a 3D world </li></ul></ul></ul><ul><ul><li>individuals band together in small groups, that connected to form larger groups, which combine to form even larger groups. </li></ul></ul><ul><li>Economic Structures </li></ul><ul><ul><li>As with any real-world society, money is an important foundation for social groupings. As in the real world, online economies can be frail. </li></ul></ul><ul><ul><ul><li>Experienced players were well connected and rich. New players could not access expensive items. </li></ul></ul></ul><ul><ul><ul><li>Jackpot like finding buried treasure </li></ul></ul></ul>web 2.0
  11. 11. Second Life / not a game anymore A full-featured service platform that offers support for 3D content development in these areas: US$ Spent Last 24h: $1,094,456 Online Now: 25,334 3:22 PM Thursday 9/6/2007
  12. 12. Imagine .. <ul><li>The web with .. </li></ul><ul><ul><li>Highly Immersive Visual Components </li></ul></ul><ul><ul><li>Rich Social Interactions </li></ul></ul><ul><li>Where </li></ul><ul><ul><li>3-D online spaces where your “avatar&quot; can walk around in a real life setting </li></ul></ul><ul><ul><li>Build virtual buildings and machines, socialize and exchange ideas with others – even do business </li></ul></ul>Because human nature is essentially : Social & Visual
  13. 13. Commerce <ul><li>Improve customer service and satisfaction with 3-D help </li></ul><ul><li>Simulate entertainment experiences </li></ul><ul><li>Custom design tools in a 3-D, immersive environment </li></ul><ul><li>Preview how products will look in your home </li></ul>
  14. 14. Education, Collaboration & Social Networks <ul><li>Global events, audience participation </li></ul><ul><ul><li>Virtual meetings, sharing </li></ul></ul><ul><ul><li>Closer to real life than teleconferences and web chats </li></ul></ul><ul><ul><li>Connect after meetings like you would in real life </li></ul></ul><ul><li>Rehearsal and role playing </li></ul><ul><ul><li>Leadership Development </li></ul></ul><ul><ul><li>Guilds and Management </li></ul></ul>
  15. 15. Machinima & Movies & Media <ul><li>HBO buys machinima film created in Second Life </li></ul><ul><ul><ul><li>Tue Sep 4, 2007 11:09am PDT By Adam Reuters </li></ul></ul></ul><ul><ul><ul><li>SECOND LIFE, Sept. 4 (Reuters) - HBO said on Tuesday it has acquired the rights to a short-form documentary shot entirely within Second Life, as entertainment companies turn to virtual worlds as a source for new content. </li></ul></ul></ul>
  16. 16. Emerging 3D Applications <ul><li>Medical or other training using virtual world technology </li></ul><ul><li>Simulations and response </li></ul><ul><li>3-D models, immersive environments recreate real life and simplify the complex </li></ul>
  17. 17. From Engineering towards Imagineering <ul><ul><li>3D Displays </li></ul></ul><ul><ul><li>Direct Man-Machine Interfaces </li></ul></ul><ul><ul><li>Bionic Eyes </li></ul></ul><ul><ul><li>Thought Controlled Devices </li></ul></ul>
  18. 18. Xtreme Realism with 3D Display <ul><li>iZ3d monitors </li></ul><ul><ul><li>Advanced video monitor capable of displaying impressive into-screen and out-of-screen 3D images with passive polarized glasses. </li></ul></ul><ul><ul><li>Supports existing three dimensional applications already on today's market; </li></ul></ul><ul><ul><ul><li>PC games, </li></ul></ul></ul><ul><ul><ul><li>3D entertainment </li></ul></ul></ul><ul><ul><ul><li>professional stereo applications, </li></ul></ul></ul>See : http://iz3d.com/
  19. 19. From Philips <ul><li>3D </li></ul><ul><ul><li>Philips 3D Solutions brings the 3D viewing experience to you without the need for special 3D glasses. The 3D display has a large viewing zone and is suitable for simultaneous use by  a number of viewers. </li></ul></ul>See : http://www.business-sites.philips.com/3dsolutions/3dtechnology/Index.html
  20. 20. Not Quite Rocket Science ! <ul><li>Multiview Lenticular Technology </li></ul><ul><ul><li>Allows multiple viewers wide freedom of movement without sacrificing 3D perception. </li></ul></ul><ul><ul><li>A sheet of transparent lenses, is fixed on an LCD screen. This sheet sends different images to each eye, and so a person sees two images. These two images are combined by our brain, to create a 3D effect. </li></ul></ul><ul><ul><li>Because the sheet is transparent, it results in full brightness, full contrast and true color representation. </li></ul></ul>See : http://www.business-sites.philips.com/3dsolutions/3dtechnology/Index.html
  21. 21. Bionic Eyes <ul><li>Could restore the sight of millions of blind people could be available to patients within two years. </li></ul><ul><ul><li>US researchers have been given the go-ahead to implant the prototype device in 50 to 75 patients. </li></ul></ul><ul><li>The Argus II system uses a spectacle-mounted camera to feed visual information to electrodes in the eye. </li></ul><ul><ul><li>Patients who tested less-advanced versions of the retinal implant were able to see light, shapes and movement. </li></ul></ul>1: Camera on glasses views image 2: Signals are sent to hand-held device 3: Processed information is sent back to glasses and wirelessly transmitted to receiver under surface of eye 4: Receiver sends information to electrodes in retinal implant 5: Electrodes stimulate retina to send information to brain See : http://news.bbc.co.uk/1/hi/sci/tech/6368089.stm
  22. 22. Convergent Technology <ul><li>3 parts of the bionic eye </li></ul><ul><ul><li>Camera which that converts visual cues to digital signals </li></ul></ul><ul><ul><li>Computer chip that processes / converts signals for compatibility with natural optic nerve signals </li></ul></ul><ul><ul><li>Nerve implant that pushes converted signals into the optic nerve </li></ul></ul><ul><li>3D Display Devices </li></ul><ul><ul><li>Generates signals that are comparable to that which is picked up in the camera </li></ul></ul>Questions : Do we need the display device at all ? Or should the CPU interact directly with the eye ?
  23. 23. Greater Immersion
  24. 24. Total Immersion
  25. 25. Brain Computer Interface <ul><li>BrainGate System / Cyberkinetics </li></ul><ul><ul><li>technology to sense, transmit, analyze the language of neurons. </li></ul></ul><ul><ul><li>Consists of a sensor that is implanted on the motor cortex of the brain and a device that analyzes brain signals. </li></ul></ul><ul><ul><li>The principle of operation behind the BrainGate System is that with intact brain function, brain signals are generated even though they are not sent to the arms, hands and legs. </li></ul></ul><ul><ul><li>The signals are interpreted and translated into cursor movements, allowing the user to control a computer with thought, just as individuals who have the ability to move their hands use a mouse. </li></ul></ul>http://www.cyberkineticsinc.com/content/medicalproducts/braingate.jsp
  26. 26. Thought Controlled Robots / Avatars? <ul><li>University of Washington / Seattle </li></ul><ul><ul><li>Has developed a system that lets people tell a robot where to go and what to pick up merely by thinking about these actions. </li></ul></ul><ul><ul><li>Donning a skullcap sprinkled with 32 electrodes, users view the robot's movements on a display that receives video signals from two cameras: one mounted on the robot and another above it </li></ul></ul><ul><ul><li>Objects in front of the robot are randomly illuminated. When users look at an item they want the robot to grasp and then see the item suddenly brighten, the brain registers surprise. A computer detects this response and relays a signal to the robot ordering it to grab the selected object. </li></ul></ul>http://www.elecdesign.com/Articles/Index.cfm?AD=1&ArticleID=15244
  27. 27. Thought Controlled Games are HERE <ul><li>Shortly available from EMOTIV systems </li></ul><ul><ul><li>http://www.emotiv.com/ </li></ul></ul><ul><li>See the demo at http://www.youtube.com/watch?v=YxMux4uEkLI </li></ul>
  28. 28. The Pattern of the Future MMORPG Games 3D Virtual Worlds Ultra Realistic 3D Display Technology Bionic Eyes Visual immersion Brain Computer Interface For Thought Controlled Devices
  29. 29. Are you really real ?
  30. 30. Thank you www.praxis.ac.in kk.praxis.ac.in www.yantrajaal.com Mahamaya Temple

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