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The Virtual World  CyberSpace StreetSpace OuterSpace and BioSpace Brought to you by Bruce Damer His Avatar, His Worlds & Himself A 21 st  Century Medium for Design in
Bruce Damer pre-history – 1980s Built first graphical desktop for PCs (Elixir-Xerox)
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 computer running  Spacewar
Space War! in Action ,[object Object]
… and in 1974, the first instance 3D virtual worlds in Maze War
Maze War in Action ,[object Object]
… then in 1986 affordable personal computers are connected to dial-up networks And Lucasfilm’s  Habitat  (and avatars) were born
 
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
 
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
Design of the first large scale event in  avatar cyberspace:  Avatars98  Cyberconference
Design elements: single large meeting space avatars, chat, web cams, streaming voice, bots
Visual and functional elements of Avatars98
 
 
 
 
 
 
Extending The Design in Avatars 99 & 2000
Virtual Worlds Design enters outerspace in: Avatars 99 & 2000
… and through common media archetypes: Avatars2001
Other late 1990s experiments with mixed mode Virtual World Design: Datafusion “videotars”
And in 1999, designing 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
Rusty became our historical actor and narrator to commemorate the 30 th  anniversary of the Apollo XI moon landing
 
 
 
 
 
 
II The Virtual World as a Design Medium in OuterSpace
A decade of work bringing virtual worlds as a Design 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 Design 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 as a new toolset for the robotic mission designer Design challenge: traverse steep crater wall’s on the Lunar south pole, drill
Traditional NASA design process:  spreadsheets, some CAD
DigitalSpace drive-able simulation: establishing key issues (navigation, thermal load)
 
Designing a Deep Solar System Mission: Asteroids
Fully realized concept mission for NASA: 2007
 
Saving the Earth: Asteroid Deflection Campaign: For Rusty Scheweickart/B612 Foundation: 2008
Humans in extreme technologically enabled environments: spacewalks (EVAs)
Spacewalk simulations as cognitive enhancement training design tools: 2009
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 on www.cyberwearz.com
IV And Finally, will Virtual Worlds evolve into the ultimate design space: BioSpace?
1997, Banff Canada: Digital Burgess, A quest for the origin of evolution’s first big designs in the “Cambrian Explosion”
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
Creatures with genomes evolving in the simulated physics of a Connection Machine.  Evolving Virtual Creatures
Spore by Will Wright   Not evolution or artificial Life – but inspiring a generation on bio-inspired design principles
2008, The EvoGrid:  Creating an Evolution Machine   Humanity’s ultimate engine of design? (Only at the very beginning of this thinking)
EvoGrid The Movie A Thought Experiment
 
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 design tool for Humanity in the 21 st  Century? Would it become a mechanism for life’s expanded Design 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 Design in the Universe and the future of life?
New Book: Divine Action and Natural Selection   Damer:  The God Detector Upcoming book (launch October 27 th , 2008)
Final Thought (Only at the very beginning of this thinking)
Bruce Damer Enter my design space at www.damer.com
Bruce Damer – 2000s DigiBarn Computer Museum – tracing the emergence of personal, interactive computing
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 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, S. Gross, and the Exploratorium San Francisco.

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Bruce Damer's keynote at the Sarasota Design Summit, October 2008

  • 1. The Virtual World CyberSpace StreetSpace OuterSpace and BioSpace Brought to you by Bruce Damer His Avatar, His Worlds & Himself A 21 st Century Medium for Design in
  • 2. Bruce Damer pre-history – 1980s Built first graphical desktop for PCs (Elixir-Xerox)
  • 3. I The Origins and Evolution of the Virtual World in CyberSpace
  • 4. Projecting into Virtual Worlds circa 25,000 BCE
  • 5. Projecting virtual worlds Through The Lanterna Magika (1671)
  • 6. Then through the Edison Kinetoscope in 1894
  • 7. A shared experience: the Cinema replaced the earlier Kinetoscope Parlors
  • 8. … 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
  • 9.
  • 10. … and in 1974, the first instance 3D virtual worlds in Maze War
  • 11.
  • 12. … then in 1986 affordable personal computers are connected to dial-up networks And Lucasfilm’s Habitat (and avatars) were born
  • 13.  
  • 14. 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
  • 15.  
  • 16. 1998: With the colonization of Internet social virtual worlds a new medium was born
  • 17. 1996 Alphaworld: 1,000,000 objects in two years
  • 18. Explosion of Social Virtual Worlds platforms (Book Avatars by Damer – 1997)
  • 19. Beginnings of Multiplayer Gaming Worlds
  • 20. 2003-present: Second Generation Social Virtual Worlds
  • 21. Design of the first large scale event in avatar cyberspace: Avatars98 Cyberconference
  • 22. Design elements: single large meeting space avatars, chat, web cams, streaming voice, bots
  • 23. Visual and functional elements of Avatars98
  • 24.  
  • 25.  
  • 26.  
  • 27.  
  • 28.  
  • 29.  
  • 30. Extending The Design in Avatars 99 & 2000
  • 31. Virtual Worlds Design enters outerspace in: Avatars 99 & 2000
  • 32. … and through common media archetypes: Avatars2001
  • 33. Other late 1990s experiments with mixed mode Virtual World Design: Datafusion “videotars”
  • 34. And in 1999, designing 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
  • 35. Rusty became our historical actor and narrator to commemorate the 30 th anniversary of the Apollo XI moon landing
  • 36.  
  • 37.  
  • 38.  
  • 39.  
  • 40.  
  • 41.  
  • 42. II The Virtual World as a Design Medium in OuterSpace
  • 43. A decade of work bringing virtual worlds as a Design tool to the space community
  • 44. ` The beginnings of becoming Tele-present on other worlds: Lunakhod, 1970s
  • 45. ` An “avatar on Mars”, height of mast camera tuned to height of a human to embody Design for mission operations: 2004
  • 46. ` “ Mars has now become a place” – Michael Sims, MER mission team co-investigator
  • 47. ` DriveOnMars: DigitalSpace’s simulator/experience for the public (2004)
  • 48. Dawes Crater As photographed by Apollo XV DigitalSpace virtual worlds as a new toolset for the robotic mission designer Design challenge: traverse steep crater wall’s on the Lunar south pole, drill
  • 49. Traditional NASA design process: spreadsheets, some CAD
  • 50. DigitalSpace drive-able simulation: establishing key issues (navigation, thermal load)
  • 51.  
  • 52. Designing a Deep Solar System Mission: Asteroids
  • 53. Fully realized concept mission for NASA: 2007
  • 54.  
  • 55. Saving the Earth: Asteroid Deflection Campaign: For Rusty Scheweickart/B612 Foundation: 2008
  • 56. Humans in extreme technologically enabled environments: spacewalks (EVAs)
  • 57. Spacewalk simulations as cognitive enhancement training design tools: 2009
  • 58. III Avatars walk from Cyberspace out into StreetSpace
  • 59. 2003: Avatars meet Fashion (Fashion Institute of Technology, NY, with Daria Dorosh, Galen Brandt and Steve DiPaola)
  • 60. 2006: The iDoublet Project Avatars walking out into StreetSpace
  • 62. Designing and Building a Cybergarment
  • 66.  
  • 67.  
  • 68. Next phase: 2007-08, Cyberwearz “virtual” garment clothing my Second Life avatar
  • 69. … and instrumention: SunSpots with tracking to motion-capture garment-to-avatar…
  • 70. … project is continuing on www.cyberwearz.com
  • 71. IV And Finally, will Virtual Worlds evolve into the ultimate design space: BioSpace?
  • 72. 1997, Banff Canada: Digital Burgess, A quest for the origin of evolution’s first big designs in the “Cambrian Explosion”
  • 73. 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
  • 74. Creatures with genomes evolving in the simulated physics of a Connection Machine. Evolving Virtual Creatures
  • 75. Spore by Will Wright Not evolution or artificial Life – but inspiring a generation on bio-inspired design principles
  • 76. 2008, The EvoGrid: Creating an Evolution Machine Humanity’s ultimate engine of design? (Only at the very beginning of this thinking)
  • 77. EvoGrid The Movie A Thought Experiment
  • 78.  
  • 79. 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 design tool for Humanity in the 21 st Century? Would it become a mechanism for life’s expanded Design 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 Design in the Universe and the future of life?
  • 80. New Book: Divine Action and Natural Selection Damer: The God Detector Upcoming book (launch October 27 th , 2008)
  • 81. Final Thought (Only at the very beginning of this thinking)
  • 82. Bruce Damer Enter my design space at www.damer.com
  • 83. Bruce Damer – 2000s DigiBarn Computer Museum – tracing the emergence of personal, interactive computing
  • 84. Thank you, from Bruce & Galen (Only at the very beginning of this thinking)
  • 85. 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, S. Gross, and the Exploratorium San Francisco.