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Virtual Worlds, where did they come from, how are they used, and how can they be used in design? A presentation for: Art Center College of Design (1/23/2003) I. Origins of the visual interface II. Uses of virtual worlds III. Acknowledgements and Resources IV. Demo of environments V. Virtual worlds in design - discussion
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I.Origins of the visual interface Bush (Memex), Nelson Engelbart’s vision SRI - NLS 1968 – Mother of all Demos E&S 60s–1970s
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Visual Interfaces – Xerox PARC and elsewhere, 1970s-80s
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3D interfaces - evolution 1970s wireframe to solid to ray traced - SIGGRAPH Alvy Ray Smith – PARC to PIXAR Early 80s SGI Real time rendering Immersive VR Commodity Virtual Worlds/Internet – 90s-2000s
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II. Uses of Virtual Worlds Early uses of 3D Interfaces Simulation – weather, aerodynamics, cold war Render to film – Hollywood and TV Experimental informational interfaces Art/Experience - placeholder
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II. Uses of Virtual Worlds Geographical Information Systems GeoFusion textured 3D model of earth with real satellite imagery
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II. Uses of Virtual Worlds Geographical Information Systems Overlay of real time data – Salt Lake Winter Olympics locations
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II. Uses of Virtual Worlds Geographical Information Systems Progressive texturing – Swiss Alps
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II. Uses of Virtual Worlds Artistic and Pedagogical uses Art/Experience – Placeholder, Osmose, Ars Electronica, SIGGRAPH, Krueger Experimental Pedagogy – cyberfora @ ArtCenter
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II. Uses of Virtual Worlds Artistic and Pedagogical uses VLearn3D SIG and annual cyberconference
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Far Frontiers of 3D environments Evolutionary virtual worlds (Sims, Biota.org) Modeling the large and the small scale (cosmology, quantum dynamics) Tele-immersion
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The “killer app” of 3D - Gaming The original Maze War - ARPANET 1970s-80s DOD simulation and training 1990s – Wolfenstein 3D, DOOM 2000s Massive Multiplayer Online Gaming
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Killer App - Games EverQuest 75,000 to 100,000 users online at any one time
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Killer App - Games The Sims Design and run your own “soap opera”, households, towns, businesses, in a sort of “puppet theater”
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Projects of the Contact Consortium & Digital Space 1995-2002 Alphaworld cityscape Learning spaces Collaboration spaces Cyber-conferences NASA mars mission simulation Universal simulation platform
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Alphaworld cityscape – a public building space on the net 300,000 users as “avatars” 1 Billion objects placed since 1995
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Learning Spaces Virtual walk on the moon with Apollo IX astronaut Russell Schweickart
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Collaboration Spaces – Datafusion “war room” for Monsanto
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Cyber-conferences
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Cyber-conferences – Avatars2001 a cyberspace odyssey
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Cyber-conferences – Avatars2002 a merry cyber party
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NASA Mars Mission Simulation – Life aboard the FMARS habitat
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NASA Mars Mission Simulation – Modeling mars from orbit
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MOLA and surface texture data creating a real time model of Mars surface that is “walkable”
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NASA Mars Mission Simulation – Drive on Mars – MER rovers
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III. Acknowledgements and Resources Brenda Laurel and Rob Tow DigiBarn Computer Museum, Computer History Museum Contact Consortium, Bonnie DeVarco Datafusion Inc. Monsanto, Safety-Kleen NASA Ames Research Center Active Worlds Inc. Adobe Systems Inc. GeoFusion Mike Heim
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III. Acknowledgements and Resources This presentation is at: http://www.digitalspace.com/presentations/artcenter/ http://www.digitalspace.com/presentations/artcenter/ Contact: damer@digitalspace.com, 831.338.9400damer@digitalspace.com www.digitalspace.comwww.digitalspace.com The Digital Space Commons www.ccon.orgwww.ccon.org Contact Consortium www.vlearn3d.orgwww.vlearn3d.org VLearn3D Special Interest Group www.biota.orgwww.biota.org Digital Biology Project Art Center Cyberforum: http://www.mheim.com/cyberforum/ http://www.mheim.com/cyberforum/ Drive on Mars: www.driveonmars.comwww.driveonmars.com
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III. Demo of Environments V. Virtual worlds in design - discussion
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V. Virtual worlds in design - discussion Prototyping products, packaging Online showrooms/stores Creating inclusive community experiences, memory Shared realities, political organization New medium of artistic expression Learning spaces More?
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VI. Bonus! (This has been a vision of cyberspace for a long time)
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“Escape” in Finite State Fantasies (1976) by Rich Didday
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“Moral of the story”
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