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‘Second Earth’
 Metaverse - a vision for 3D internet



              Nothing influences our ability to cope with the difficulties of existence
                                   so much as the context in which we view them.
                                                                    (Theodore Zeldin)


    A presentation of research material by Piotr Kulaga and Bruno Pinto


                                                                     desc9180 – Semester 2, 2007


2 Oct 07     'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds   1
‘Second Earth’
TECHNOLOGY REVIEW, VOL. 110 / NO. 4, MIT, July/August 2007,
pp38-48.


By Wade Roush Contributing Editor



     Not games or MMGs but societies.

     Second Life, Entropia Universe, There,
     Moove, Habbo Hotel, Kaneva.

     Google Earth, MS Virtual Earth,
     World Wind, Platial.
2 Oct 07   'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds   2
Second Earth
introduction


    Introduces Second Life describing
     a NOAA weather map on an island
     owned by University of Denver.

    Examples of scientific visualisation in SL move the story
     towards the other main subject Google Earth.

    The presence of real-world data as content provides a
     bridge to the core subject – a Metaverse where the two
     genres meet.
2 Oct 07   'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds   3
Second Earth
‘Metaverse’ – 3D internet


    Neal Stephenson’s 1992 ‘Snow Crash’
     is the vision behind many virtual worlds.

    It inspires the idea of 3D ‘mashups’ which are to be built
     by auxiliary programmers for their own needs.

    Roush (after David Rolston CEO of Forterra Systems) sees
     this Metaverse as a future information and communication
     standard, which will replace the 2D internet.
                                                                                   Sketch by David Gelernter
                                                                                   in ‘Mirror Worlds’ 1991

2 Oct 07   'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds       4
Second Earth
new society and forums


    Second Life and Google Earth
     lead the respective fields in two
     of the essential components
     of the proposed Metaverse.

     The ungoverned shared community exemplified by
     Second Life avatars.

     And the ‘mirror world’ context of Google Earth.
     (David Gelernter, Yale University)

2 Oct 07    'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds   5
Second Earth
economy of Metaverse


    Aimee Weber (Alyssa LaRoshe) provides an example of
     the ‘real dollar’ economy in SL – the fees for the creation
     of commercial presence. (The creator of the NOAA map)

    Forterra Systems build both, geospecific and geotypical
     browsers for military and commercial applications.

    Virtual World real-estate is traded and used for
     promotional (product and locations) and prototyping test
     ground for real-world developments.
2 Oct 07   'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds   6
Second Earth
comms & ‘reality mining’

    Cory Ondrejka (LL chief technologist) says; residents of SL
     communicate by shared experiences and their creations.

    People and organisations share photos personal information,
     geocoded records, sensor data and KML models in Google Earth
     (both privately and publicly).

     Examples; US Holocaust Memorial Museum, Berlin Reichstag – German parliament.

    Universities use virtual worlds in a more formal way.

    Augmented reality applications will be introduced on a large scale –
     phone to full VR applications.
2 Oct 07     'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds   7
Second Earth
merging of SL and GE
                                                                                 A KML model of Reichstag in
                                                                                 GE.
Scalability

          SL adds 120 servers per week to cope with the 25,000 members
           joining each day (in 2007), but would need 2.3 billion servers and
           150 nuclear power plants to replicate the dry land on earth.

          Google Earth is the most prolific platform and has been
           downloaded 250 million times.

Other barriers

       
2 Oct 07
           No access to software (server) fearing loss of control.
              'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds         8
                 'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds
Second Earth
third party bridging


   Multiverse Network can bridge various virtual worlds as
    required by the task at hand (on the client-side).

   Intel demonstrated avatars superimposed on Google
    Earth to play games (Mars Sucks).

   Daden in UK offers virtual reality chambers with avatars to
    navigate real-time news feeds and geospecific data like
    earthquakes.

     Unype'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds
Oct 07
2           use voice-over-IP to synchronise client GE                                               9
Second Earth
why will this happen?

    Why not! Why did we adopt WWW when Gopher was available?

    Metaverse would provide a richer and more accommodating forum
     for social interaction than existing personal portals or chat.

    We have a general ‘feel’ for our physical surroundings and the
     world. (Gelernter)

    Geography of WWW is a meaningless graph of URLs and words.
     (Gelernter)


     Increasing proliferation of location specific technology (GPS)
      enables content creation and context sensitive selection.
2 Oct 07                                                                                                 10
2 Oct 07      'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds
Second Earth
concluding observations


Who, besides Google, could run it and on what platform?

    Open Source and consortium like W3
          Already a strong presence, accommodates a wide scope of
           interests and proven on the server-side.
          Weak marketing, tendency to go wayward and short
           release cycles.

    Microsoft
          Proven longevity, scale and educational inroads.
       
2 Oct 07   Uncool, a hacker (virus) target and monopolistic.
              'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds   11

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Second Earth - Metaverse a vision for 3D internet

  • 1. ‘Second Earth’ Metaverse - a vision for 3D internet Nothing influences our ability to cope with the difficulties of existence so much as the context in which we view them. (Theodore Zeldin) A presentation of research material by Piotr Kulaga and Bruno Pinto desc9180 – Semester 2, 2007 2 Oct 07 'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds 1
  • 2. ‘Second Earth’ TECHNOLOGY REVIEW, VOL. 110 / NO. 4, MIT, July/August 2007, pp38-48. By Wade Roush Contributing Editor Not games or MMGs but societies. Second Life, Entropia Universe, There, Moove, Habbo Hotel, Kaneva. Google Earth, MS Virtual Earth, World Wind, Platial. 2 Oct 07 'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds 2
  • 3. Second Earth introduction  Introduces Second Life describing a NOAA weather map on an island owned by University of Denver.  Examples of scientific visualisation in SL move the story towards the other main subject Google Earth.  The presence of real-world data as content provides a bridge to the core subject – a Metaverse where the two genres meet. 2 Oct 07 'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds 3
  • 4. Second Earth ‘Metaverse’ – 3D internet  Neal Stephenson’s 1992 ‘Snow Crash’ is the vision behind many virtual worlds.  It inspires the idea of 3D ‘mashups’ which are to be built by auxiliary programmers for their own needs.  Roush (after David Rolston CEO of Forterra Systems) sees this Metaverse as a future information and communication standard, which will replace the 2D internet. Sketch by David Gelernter in ‘Mirror Worlds’ 1991 2 Oct 07 'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds 4
  • 5. Second Earth new society and forums  Second Life and Google Earth lead the respective fields in two of the essential components of the proposed Metaverse. The ungoverned shared community exemplified by Second Life avatars. And the ‘mirror world’ context of Google Earth. (David Gelernter, Yale University) 2 Oct 07 'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds 5
  • 6. Second Earth economy of Metaverse  Aimee Weber (Alyssa LaRoshe) provides an example of the ‘real dollar’ economy in SL – the fees for the creation of commercial presence. (The creator of the NOAA map)  Forterra Systems build both, geospecific and geotypical browsers for military and commercial applications.  Virtual World real-estate is traded and used for promotional (product and locations) and prototyping test ground for real-world developments. 2 Oct 07 'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds 6
  • 7. Second Earth comms & ‘reality mining’  Cory Ondrejka (LL chief technologist) says; residents of SL communicate by shared experiences and their creations.  People and organisations share photos personal information, geocoded records, sensor data and KML models in Google Earth (both privately and publicly). Examples; US Holocaust Memorial Museum, Berlin Reichstag – German parliament.  Universities use virtual worlds in a more formal way.  Augmented reality applications will be introduced on a large scale – phone to full VR applications. 2 Oct 07 'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds 7
  • 8. Second Earth merging of SL and GE A KML model of Reichstag in GE. Scalability  SL adds 120 servers per week to cope with the 25,000 members joining each day (in 2007), but would need 2.3 billion servers and 150 nuclear power plants to replicate the dry land on earth.  Google Earth is the most prolific platform and has been downloaded 250 million times. Other barriers  2 Oct 07 No access to software (server) fearing loss of control. 'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds 8 'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds
  • 9. Second Earth third party bridging  Multiverse Network can bridge various virtual worlds as required by the task at hand (on the client-side).  Intel demonstrated avatars superimposed on Google Earth to play games (Mars Sucks).  Daden in UK offers virtual reality chambers with avatars to navigate real-time news feeds and geospecific data like earthquakes. Unype'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds Oct 07 2 use voice-over-IP to synchronise client GE 9
  • 10. Second Earth why will this happen?  Why not! Why did we adopt WWW when Gopher was available?  Metaverse would provide a richer and more accommodating forum for social interaction than existing personal portals or chat.  We have a general ‘feel’ for our physical surroundings and the world. (Gelernter)  Geography of WWW is a meaningless graph of URLs and words. (Gelernter)  Increasing proliferation of location specific technology (GPS) enables content creation and context sensitive selection. 2 Oct 07 10 2 Oct 07 'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds
  • 11. Second Earth concluding observations Who, besides Google, could run it and on what platform?  Open Source and consortium like W3  Already a strong presence, accommodates a wide scope of interests and proven on the server-side.  Weak marketing, tendency to go wayward and short release cycles.  Microsoft  Proven longevity, scale and educational inroads.  2 Oct 07 Uncool, a hacker (virus) target and monopolistic. 'METAVERSE - 3D INTERNET' Piotr Kulaga & Bruno Pinto - desc9180 Designing Virtual Worlds 11