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I. Industry Conditions (18 pages)

1. History
2. Current Conditions
3. Constants
4. Assumptions

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Inputs were solicited in four topic areas: I. Industry Conditions, II. Forecasts, III. Issues and Questions, and IV. Problems and Indicators. These were divided into nineteen categories, from History to Progress Indicators. Each was also considered in three subcategories: A. Technology and Science, B. Business and Economics, or C. Social, Legal and Other domains. This is an adaptation of the Foresight Framework Model of Dr. Peter Bishop, chair of the Futures Studies masters program at the University of Houston.

Foresight frameworks call forth a broad set of future-relevant information, but do not fully address any category. For each input, category and subcategory assignments are arbitrary and arguable. Some contradict each other due to controversy, uncertainty, and the breadth of community perspective. Some original quotes remain, but most have been edited and interpreted by ASF staff in subsequent research. We apologize for any mistakes or misrepresentations, and hope you enjoy this rich source of community insight relevant to the future of the 3D-enabled web.

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1. History. Relevant facts in the history of metaverse development.

1A. History - Technology and Science

• In 1967 the Canadian Geographic Information Systems came online. This was the world's first operational computerized geographic information system (GIS), built by Roger Tomlinson at the Canadian Department of Energy, Mines and Resources.
• In 1977, the Apple II microcomputer (followed by the IBM PC in 1981) launched the mass market home computing revolution.
• In 1978, the first "1D" (text-based) chat world, MUD (Multi-User Dungeon/Domain), by Essex University's Roy Trubshaw and Richard Bartle, emerged. It spawned a decade of increasingly popular text-based virtual communities run on servers. Also during this year, Scott Adams created Adventureland, the first text-based themed virtual world for home computers. Also in 1978, Ward Christensen created CBBS, the first privately operated BBS (phone in community) in Chicago, IL. BBSs were run by system operators ("SysOps") and added a new level of decentralization to virtual community.
• In 1984, the Apple Macintosh became the first commercially successful personal computer to use a graphical user interface (GUI) and mouse instead of the then-standard command line interface. This metaphor, copied by the Microsoft Windows operating system in 1985, opened up the computer screen as a visual portal to cyberspace in an intuitive point and click metaphor.
• In 1987, the first 2D chat world, or "graphical MUD," Habitat, by Lucasfilm's Chip Morningstar and Randy Farmer, was launched. Habitat was the first successful attempt at a large-scale commercial 2D virtual community. In Habitat the user was represented as an avatar, a term coined by Chip Morningstar from the Sanscrit avatara (incarnation of a higher being).
• In 1993, Mosaic became the first widely distributed web browser (multimedia graphical user interface), to run on the Windows operating system. It opened the Internet's burgeoning wealth of distributed information services (websites, databases, etc.) to the general public and began the modern Web era.
• In 1994, beginning in Japan, hardware-accelerated 3D and dedicated graphics/polygon processors began appearing in console games like the Sega Saturn and Sony PlayStation (1994 Japan, 1995 U.S.), and Nintendo’s cartridge based Nintendo 64 (1996). This hardware advance enabled us to move from planar 2D worlds and 2.5D sprites to true 3D games.
• In 1994, Dave Gobel spun Knowledge Adventure Worlds (renamed Worlds Inc. in 1995) out of Knowledge Adventure to create fully navigable 3D virtual worlds for global users of the internet. In 1994 KAW created the worlds first avatar-based 3D chat (Worlds Chat). In 1995 Gobel made Starbright World, the first broadband virtual world and one of the first VW therapy applications, to help hospitalized children overcome their isolation. This same year Ron Brivitch and others at KAW developed an internal project called AlphaWorld, which included limited property rights, multi-user peer-to-peer construction tools, drag and drop objects that appear to all users simultaneously, teleportation, user-authored worlds, and AI-based bots. AlphaWorld became Active Worlds in 1996. The first users immigrated into AlphaWorld on June 28, 1995. The public 3D metaverse begins.
• In 1996, Nintendo’s, Super Mario 64 introduced a new era for the 3D platform game genre, allowing players to creatively explore and interact with a virtual world in three dimensions without restriction. This year also saw the first 3D MORPG (multiplayer online role-playing game) Meridian 59, by Archetype Interactive. Though simple, this player vs. player (PvP) combat game enjoys a small, loyal subscription base even today. In this same year multiplayer online role-playing games (MORPGs) gain the technical ability to expand player numbers beyond small groups (8-16) to very large player numbers (3,000+). Massively multiplayer online role-playing games (MMORPGs, "mor-peg's") and all their social complexities, emerged.
• In 1997, Ultima Online (UO) became the first 3D MMORPG. Ultima saw peak subscribers of 250,000 in July of 2003. Still has 150,000 subscribers in June 2005. Also in 1997, Electric Communities beta tested the fully distributed virtual world platform EC Habitats. WorldsAway and The Palace were two other early persistent worlds that debuted as technical innovations but business failures during this time. As Randy Farmer notes, persistent virtual worlds without an obvious role playing goal require significantly more initiative and creativity from their populace, and business models must expect them to be much slower to gain traction.
• In 1999, Nvidia introduced the GeForce 256, the first PC card built around a GPU (graphics processing unit) a microprocessor that brought parts of the geometry rendering pipeline into specialized silicon. Prior to this, all 3D cards for desktop PCs were simply aids to the CPU. [9]
• In 2003, Second Life debuted, the first 3D persistent virtual world that allows its users to retain property rights to the virtual objects they create in the online economy. After a period of low initial growth, by May 2006 Second Life has more than 230,000 downloads to date (paying no subscription fee) and a transaction volume (virtual GDP) of US $60M per year. By Nov 2006 these figures have jumped to 1.7M downloads and a $220M/year economy (marginal rate). Though Second Life has no overt goal unlike a role playing game, the culture and economy are now sophisticated and lucrative enough that common physical world goals of exploration, socialization, and commerce have become sufficiently rewarding "in world" for many users. By late 2004 it was clear to early observers that this was the first persistent world platform that had made it "over the hump" into sustainable exponential growth. While performance, interface, and technical issues persist, this version of the metaverse is both a business success and a great training ground for first generation virtual creativity.
• In 2005, Google released Google Maps, a free web server GIS application that can be embedded on any website using the Google API. This same year it also released Google Earth, a free downloadable virtual earth simulation based on satellite imagery.
• In 2006, the Google API was updated to support geocoding, and Google SketchUp, a free professional 3D modelling program, was released. A SketchUp add-on allows the user to export their 3D model as a .kmz file into Google Earth, allowing accurate geo-referencing and accurate placement of those models in Google Earth. The era of public annotation of the planet begins.

• In 2007, Second Life announced they would release their complex (and for newbies, difficult-to-use) VW viewer software to the open source community for modification and customization. As CEO Philip Rosedale says, "this extends the control Residents can have over the Second Life experience and allows a worldwide community to examine, validate and improve the software’s sophistication and capabilities.”" The Second Life platform continues to accelerate in membership. When we first began tracking it, accounts doubled from 160,000 to 330,000 accounts in four months (March to July 2006). Secondary to massive recent media exposure, the last three doublings have occurred an average of every two months, to 2.5 million accounts by Jan 2007. Over US $1M in transactions occur daily, on average, "in world."

 

1B. History - Business and Economics

• In 1994, the Open Geospatial Consortium (OGS) was formed, with eight charter members. OGS was the first private sector organization of companies, government agencies and universities chartered to develop public interface specifications to geo-enable the web. Now with over 310 member organizations.
• In 1997, users of MMOGs began treating inworld game items as assets that could be exchanged for real world economic value. Monetary exchanges of player accounts and the promise to provide game items to players in world, began on the new online action website eBay (named in Sept 1997).
• By the early 2000's, the cost of creating popular MMOGs numbered in the millions per project.
• In 2001, the economist Edward Castronova published the first online paper analyzing the impact of virtual economies. He notes that the GDP per capita in EverQuest's Norrath, the most popular synthetic world for U.S. players at the time, was four times higher than that of India and China[3].
• In 2002, Project Entropia (now Entropia Universe) launches as the first virtual world where virtual currency can be exchanged for US dollars. It was also the first synthetic world seeking to attract the advertisement of real world services within the game world. [1]
• In 2005, virtual worlds commerce was estimated at $30M in the US and $100M globally. The number of online worlds was doubling roughly every two years, consistent with Moore's law [1].
 
 

1C. History - Social, Legal and Other

• In 1981, Vernor Vinge published True Names, perhaps the earliest story to present a fully developed concept of cyberspace as an alternate world.
• In 1982, William Gibson coined the term "cyberspace" in his novelette, Burning Chrome. The "cyberpunk" genre of science fiction emerges.
• In 1985, the term "avatar" is introduced as the goal of the computer game Ultima IV (the winner becomes "the avatar"). In later Ultima releases and in the online virtual world Habitat (1987) the avatar is the players on-screen visual persona.
• In 1992, Neal Stephenson, in his science fiction novel Snow Crash, coined the term "metaverse" for immersive 3D online worlds, and also popularized the term "avatar" for 3D simulations representing the user. Coinciding with the emergence of the world wide web, Snow Crash helped many early web users to begin to perceive the "space behind their screens" as nothing less than a fundamental new informational dimension to physical space.
• In 1995, software developer Bruce Damer (author of Avatars! Exploring and Building Virtual Worlds on the Internet, 1998), anthropologist Jim Funaro, and science fiction writer Keith Ferrel started the Contact Consortium, a network to serve as a catalyst and forum for the emerging medium of multi-user virtual worlds and virtual communities in cyberspace.
• In 1997, Doug Crockford wrote but did not publish "Living Worlds Considered Harmful", a critique of the VRML web-based virtual reality community, which prioritized 3D graphics and standards over enabling "socialization" (the development of social communities within worlds). Adoption of VRML, an early attempt at metaverse 1.0, ceases shortly afterward. Crockford published this essay for historical value in conjunction with the Metaverse Roadmap Summit 2006.
• In 2004, according to the Entertainment Software Association: [7]
  - more than 50% of the US population over the age of 6 plays video or computer games at least occasionally.
  - 43 percent of game players are women.
  - 97 percent of games are purchased by adults over the age of 18
  - 60 percent of parents play games with their children at least once a month
  - the average game player is 29 years of age.
• In 2004, Marvel Comics sued NCSoft, publisher of City of Heroes (CoH), the first major MMOG based on the superhero comic action genre. Their suit alleges CoH's powerful character creation and modification system only allows, but actively promotes the creation of characters whose copyrights and trademarks are owned by Marvel. The suit is settled for undisclosed terms in 2005, and the issue of physical world intellectual property infringement by players in virtual worlds becomes increasingly important.
• In 2005, in Korea, successful lawsuits have been conducted against game providers by those who have lost their virtual items due to game-server insecurities [1].
• The Milestones Project is an online respository for the history of advances in data visualzation. Roughly 1,000 images, 6,000 BC to the present. Michael Friendly, York U.
• A brief history of virtual reality. University of Illinois.
• A good source for the business, cultural, and some of the technical history of video game development is Steven Kent's Ultimate History of Video Games, 2001.
• An brief history of Active Worlds, 1985 to present. See also "A Brief History of the Virtual World" (Bruce Damer Interview, CNET)," 2006
 
 

2. Current Conditions. Important current conditions in the metaverse industry.

2A. Current Conditions - Technology and Science

Web 2.0 (Participatory Web) technologies, led by innovative social networks, browsers, and search platforms, are accelerating the use of 3D and other rich media. The Participatory Web is tools and platforms that empower the user to tag, blog, comment, modify, augment, select from, rank, and talk back to the contributions of other users and the world community. Reputation-based public wikis, like Wikipedia, are pioneering examples of participatory web technology. Open APIs for tagging the web and tying it to the world, like Google Maps, are another. Rich media-enabled social networking sites like MySpace are another. Another is the open source Flock web browser, which encourages RSS aggregation, automated blog posting, photo sharing, gathering and indexing of web searches, and other participatory technologies. In Japan, companies like GaiaX have built social networking websites that allow their users, as one of many community options, to invite each other to online games and virtual worlds. This makes the social network the hub and the virtual worlds the occasional immersive experience [16]. Today's browsers are just beginning to manage 3D web capabilities (3D graphics, games, and video). Opera 9, for example, includes "widgets" that make it easy for users to organize their online games. The ability to easily incorporate YouTube and other video in leading social networking sites has really improved the stickiness of online community. Nevertheless, there is much to be done. We are very early in collaborative productivity software, like Writely (Google's online word processor). We don't have robust data interchange, rich annotation (video, etc.), or conversational search. We don't have good security, privacy, identity, or reputation. We don't have worldwide ultra-broadband or wireless connectivity, which greatly limits efficiency and scope of the collaboration space. Within 3D spaces, we don't have easy access to professional digital modelling tools, or grid computing for data rich simulations. There is a lot to be done, this is a very incomplete list.

• Internet penetration in the US homes in 2006: 42% of Americans have broadband at home. 71% of "active users" (those going online at least once a month) have broadband, and over 85% have dialup or better. 35% of all internet users post content to the web. [14]. According to Nielsen/NetRatings, less than half of all Americans (142 million of 295 million total) were active internet users in 2004. Countries wth better quality and more ubiquitous broadband, like Korea, are likely to have significantly higher percentages.
• Software and story are today the prime indicators of success in online virtual worlds. Hardware (speed, graphical realism) and interface intutiveness remain important, but they are not the primary drivers of game success, as originally envisioned by virtual reality pioneers. Hardware and interface may be more negative factors, limiting the size of the market rather than driving differential success among offerings, at least in more mature markets. In the history of the video game industry, market share consistently accrues to stories that mentally and emotionally engage the user and are accessible by simple interfaces. Even virtual worlds like Second Life, which have deficits in graphical realism (several generations behind the state of the art), interface ( a nonintuitive system requiring real dedication to learn to use) and traditional story (being entirely user-driven) nevertheless have a strong niche that caters to users desiring the freedom to create their own story, in a framework that encourages the marketing of their digital creations to other users. Even for proprietary platforms (consoles, portables), the quantity and quality of software titles remains the key market differentiator [1].
• The dominant virtual world story to date is medieval fantasy. This is probably because our primary Western and Eastern cultural mythologies are fantasies and fables adapted from our distant past. Though we can expect a broader range of fiction and nonfiction worlds, medieval fantasy dominance may be very slow to change.
• Pluralistic standards. There are many standards bodies: ISO, ANSI, W3C, etc. and many competing standards that find their own niches. As examples in the 3D Web space, Microsoft developed Direct3D as a Windows-proprietary 3D graphics standard, and OpenGL (Open Graphics Library) has emerged as a competing open source standard. Direct3D currently leads OpenGL in video games (both have major share), but OpenGL has developed a clear lead for academic research and scientific visualization, as well as for non-Microsoft platforms. A range of open (Scalable Vector Graphics), semi-open (Java) and proprietary (Adobe Flash, Microsoft's DirectX 10, MS Vista's Windows Presentation Foundation, XAML, and Dassault and Microsoft's 3D XML) 3D web enhancement standards are in competition, and each has taken many years to develop. Many historical 3D web standards (VRML, Microsoft Chrome, Adobe Atmosphere, Shockwave 3D) failed to gain traction, while others (X3D, the VRML successor, adopted as an ISO standard in 2004) have had slow adoption rates and increasing competition from other open standards developed by proprietary groups (Microsoft's DirectX and XAML, Intel’s Universal 3D, others).
• Independent developers and the open source community have not yet rallied around an open metaverse platform, as opposed to proprietary worlds. Croquet is a potential candidate, and the OpenSource Metaverse Project is another even more recent early effort, but to date none has received major support in developer time or funding from the volunteer community.
• 3D desktop prototypes. Sun’s Project Looking Glass, built on Java 3D, is an interesting but early attempt to enhance a primarily 2D desktop by incrementally adding fast and natural 3D functionality only where it makes the most sense. Looking Glass is a mostly 2D environment, but desktop objects become as manipulable as pieces of paper in the physical world, with windows, objects, and tabs that move, zoom, stack, and flip in a manner that conveys an appealing weight and physicality. Combined with intuitive mouse or touch gestures for object manipulation, such future desktops promise to greatly increase the ability to manipulate and manage information. Eliminating any signs of lag/processor overload for the 3D components, and developing entirely natural manipulation interfaces (possibly touch, verbal, or vision driven) are still significant barriers to be overcome.
• 3D browser prototypes. Companies like 3B, Browse3D, and SphereSite have first generation 3D browsers available. 3B's is the most participatory, allowing users to pull in pages and graphics from sites like MySpace and Flicker to create a "personalized 3D space" for others to view, but doesn't yet include community or avatars. In general, the 3D browser space presently fails to make a compelling case. We may need to see useful 3D desktops first, then an extension of this metaphor into collaborative 3D space and virtual worlds.
Location-based games (LBG) (also called "locative games") for mobile phones are now emerging on GPS-equipped cell phones. In 2004, GloVentures demo game RayGun pushed current GPS technology "to its limits," updating the players position once per second and making the player's "next three steps matter." Mikioshi, a mobile online games leader, makes Gunslingers 2 a combat-based cell phone LBG played in Asia. Mogi is virtual treasure game played with cellphones and mobile IM in France. Human Pac-Man was another concept game that demoed in Singapore in 2004, where the players used augmented reality goggles to capture pellets and run from ghosts, just like the 1980's video game. In 2005, Blister Entertainment launched Swordfish and Torpedo Bay as the first US location-based GPS games. As geospatial tagging (geotagging or geocoding) begins to be added to these games, a collaborative game reality can emerge, directing game play.
• Creation of 3D worlds from 2D photos and video is now possible in rudimentary form. Mova's Contour is a system for live action volumetric performance capture in video, mapping the performance to 3D and eliminating much of the post-production work in 3D animation. ImageModeler by Realviz, available for all the major 3D animation packages, is another such professional tool (using 2D photos as input). GeoTango's SilverEye is a similar product. MVR Summit quote: "It's getting really easy to measure the world physically and recreate it using data acquisition. On this laptop computer my guys at U. Arkansas flew over the city, wrote a program, and four hours later had 3,000 real life buildings virtualized with x, y, and z coordinates. That process is automated, so we can do that easier and easier with the demo files and high-res photos."
• AI agents continue to make major strides in computer animation. Massive Software, started as an AI project for massive simultaneous character animation for The Lord of the Rings trilogy (2001-2003), has developed a framework to provide each character a broad range of attributes and personality traits, and allow them to make independent decisions based on those traits and what they encounter in their virtual environment. In crowd scenes, these characters animate in a highly realistic fashion. The Ant Bully (2006) is the first U.S.-produced film to use the Massive crowd-based computer graphics, but a score of other films using Massive's system are in development. Nonplayer characters (NPCs) in virtual worlds also are making progress in autonomy and AI, but are several years away from the scale and sophistication seen in these feature films.
• In 2005, roughly 600 million cell phones, 110 million desktop PCs, and 60 million laptop PCs were being sold globally per year [66]. Cell phones are the most likely platform for mobile, augmented reality interaction with geospatial virtual worlds in coming years.
IPv6 and next generation internet (Internet2, etc.). In December 2003 the U.S. Dept. of Defense announced one of the first large-scale deployments of IPv6. Adoption of IPv6 since standardization has been slow, due to such factors as cost of conversion, operational conservatism, short term industry outlook, and difficulty of quantifying the cost of not converting in competitive markets [68]. IPv6’s mandatory security, (authentication and non-repudiation), auto-configuration, multiple options for communication (unicast, multicast, broadcast, anycast), logical group indexing for addresses, and 128 bit address space (10^23 addresses per square meter of planet surface area) should be sufficient for all global embedded devices for the foreseeable future. In 2004 the Chinese launched CERNET2 [67] a competitor to Internet2 in the U.S. and an effort to become leaders of the next generation internet. IPv6 adoption will be an enabler of such 3D web advances as internet television and geospatial platforms, particularly in the longer run, once people are using a mobile geospatial web in five or more years. Likewise, next generation internet will bring HD videoconferencing, 3D television and other data-intensive services, possibly beyond the 10 year horizon for this roadmap.
• Onset cues are used for realistic motion simulation in high-end simulators. In orienting to the world, the human body responds primarily to "onset cues," inital rapid accelerations that signify a change in speed or direction. In combination with vision simulation, a number of virtual reality simulators (pilot trainers, combat trainers, etc.) use onset cues to provide kinesthetic feedback in highly immersive environments without requiring motion through space. Link's AH-64 Apache helicopter simulator, which requires a security clearance to operate, employs such such powerful onset cues that operators can get broken noses and bruises from the impact of virtual missiles, etc. Similar approaches are used in amusement park rides and simulated racing.

Head mounted displays (HMDs) and Spatially Immersive Displays (SIDs) like CAVE for virtual reality exist, but both technologies today are used only in niche markets. HMDs are likely to remain niche applications for the forseeable future (see Predictions, Tech and Science). There are many small HMD makers. eMagin makes a head-mounted, head-tracking 3D Visor with a 600 x 800p OLED display for immersive gaming for $600. Sensics uses the eMagin displays to make a very expensive panoramic HMD VR system with 2200 x 1200p per eye for military customers.

Physical Hyperlinks (Physical World Hyperlinks) are any machine readable identifier (1D and 2D barcodes, RFID tag, image, sound, fingerprint) that can be resolved by a cell phone to dial a phone number, start an email, or facilitate a direct Internet connection. In Japan today, 2D barcodes called QR ("Quick Response") codes, originally used for inventory management, are now proliferating on business cards, in magazine ads and product packaging. QR codes displayed on All Nippon Airways kiosks now allow cellphone users to travel with paperless electronic tickets. On 3G phones with good built-in cameras, even QR codes on billboards can be resolved by the camera phone, to play a movie trailer, provide a coupon code, etc. The current spec has an alphanumeric data capacity of 4,296 characters. A billboard QR code presently takes up significant space, but this space will certainly shrink as cell phone cameras and processors get better. See picture right, from "New Bar Codes Can Talk With Your Cellphone," Louise Story, NY Times, 1 Apr 2007.
 
 

2B. Current Conditions - Business and Economics

Real-money trading (RMT) (also known as virtual asset trading), the purchase of virtual game items and virtual currency online, through such online enterprises as IGE, MOGS, and TEKGaming, is a major global annual business, with the 2005 market size estimated at somewhere between $200 million and 1.5 billion [13]. Many virtual world currencies trade at rates higher than national currencies such as the Korean won and Chinese yen [1]. Besides blogosphere commentary on in-game activity, RMT is one of the few significant feedback systems today between events in the virtual and real world. Summit quote: "There is the idea that what happens in the virtual can be tied to the real world. The reality is it's only happened a few times, real-money trade being one of these cross-over points. And it's not supposed to happen, it's actually against the rules in most MMOs."
• Proliferation of internet video viewing platforms, and innovative video content distribution and revenue models. A number of companies have recently innovated serving video over the internet to large numbers of users, setting the stage for the emergence of true, network-independent internet television (IPTV). Companies like YouTube (70 million clips watched daily in July 2006), Google Video, Apple iTunes Video, iFilm, and MetaCafe are leading examples. Some are also innovating new downloading systems, like Metacafe, which allows regular users to download desired content to their hard drives automatically at night. Many are creating new digital rights management (DRM) systems for distribution of proprietary content. Apple iTunes Video allows viewing of reasonably priced content ($2 per network TV show) on computer or wearable video iPod. Google's revenue model is the most innovative, giving 70% of the revenues from paid video content to the content producer, allowing independent video producers to go direct-to-internet with a revenue model far better than they've ever had before. Google Video is also allowing the content producer to set the price, another first. Some of the free user-rated content is so interesting and tagged to user interests that it would, if downloaded to a digital video recorder (DVR) be preferable to watching regular television in the evening for some users. One can foresee a great platform for delivering specialized video content (machinima, tournaments, etc.) to game players and virtual world denizens just a few years hence.
• Chasing the long tail. A recent NYT article [49] noted that Netflix, the online DVD rental service, with 5 million subscribers and 60,000 titles, has more than half (35-40K) of these titles rented out in any particular day. This suggests a strong appetite for the "long tail" [50] of 3D media content, at least among a subset of consumers, that is presently not being fulfilled by lowest common denominator Hollywood video productions, but is begining to be addressed by new media (Netflix, internet video) in an increasingly participatory culture. Netflix's movie recommendation collaborative filtering system pushes consumers down the long tail of similar but more obscure fillms. It is so advanced that, like Amazon's, it is a competitive advantage. We can expect simiilar advances in recommendation systems for social communities within 3D worlds, as they proliferate.
Virtual prototyping (VP) is term from computer aided design (CAD), development, manufacturing, product lifecycle management (PLM), and quality assurance circles that involves simulation and testing of designs prior to manufacture. Most of this software is proprietary today, like SimDesigner by MSC Software, and Noesis PLM Optimization software, by Noesis Solutions, both built on the Catia V5 product development platform of product lifecycle management (PLM) software leader Dassault Systems. VP systems "automate the exploration of the design space", allowing designers to try different materials and design parameters, rapidly simulating the physical and cost characteristics of the expected result. A few products designed in today's virtual worlds have already made the jump to the physical world. Tringo, a multiplayer game designed and played in Second Life, has been licensed for "real world" distribution on the Game Boy Advance in 2006. This has led some to forsee virtual worlds potential to become a low cost and low risk environment for prototyping physical products and architectures. But perhaps a more competitive future will be the ability to run professional CAD/CAM, architecture, PLM and other simulation software from within virtual worlds, as specialized creation environments for those with prototyping interests.
• 3D worlds do not yet provide a useful work experience for most people, nor have enough features that integrate into people's nonvirtual lives. Summit quote: "If I could go to these worlds and do something [useful] I'd be there everyday. But I'm not there just for the social activity. As soon as they bring in document creation or start being able to trade real things that have value outside the virtual environment I'm in." Seriosity may be the first company developing virtual worlds as online collaboration spaces and workspaces for virtual companies. They are in stealth mode in 2006.
• Business models are emerging that allow humans to do piecework in cyberspace (and with gold farming, even in virtual worlds), and even to train simple AI programs. MTurk, Amazon's automated system for employing humans in contracts for simple online tasks, launched in beta in 2006. MTurk supports micropayments (e.g., a few pennies per task) and the monitoring of piecework performance via reputation. Boxxet, a website and set of tools for generating community-ranked topical interest pages, launched in 2006. One of Boxxet's innovations is the use of human web users to train support vector AI machines to recognize valuable aggregated content.
Gold farmers are individuals who acquire in-game currency or objects by continually defeating enemies within online games. This "gold" is then sold to other players through third party RMT (real-money trade) websites. Many farmers work in less developed countries and sell online to affluent gamers in the more developed nations. A Dec 2005 NYT article [15] estimated as many as 100 million people worldwide play interactive computer games on a monthly basis, that as many as 100,000 people in China (0.4% of Chinese gamers) are employed (self employed or in small businesses) as gold farmers. This latter number hasn't been independently verified.
• In 2004, Internet penetration in China was still less than 6% of the urban population in 2004 [6], yet by that time China already had the single largest population of online gamers. This same year Chinese game companies Shanda and Nexon announced a world record for simultaneous online play of 700,000 users, playing Crazy Arcade (BnB), a game where families play a simple virtual world game as teams against other families online.[1].

• In 2005, eBay's Internet Games category, hosted $30 million in trade for goods (virtual items and currency) that only exist in synthetic worlds [1]. Some (not all) game providers have since banned virtual asset and currency sales, driving much of this traffic to third party sites.

• 2D Avatarized IM and chat worlds are popular and profitable, more so than 3D. There is already a healthy business in 2D virtual world chat spaces, where avatars navigate 2D space, make friends, participate in activities, and purchase items. Registration in such worlds is free but access to activities and purchase of virtual items (furniture, etc.) costs real money. Playdo in Sweden has more than 300,000 registered members in 2006. Habbo Hotel in the UK is a similar service. Coke Studios (Coca Cola, Inc.) is the most successful branded 2D world where users trade music, wander, chat, and collect items for their 2D "studios." Yahoo IM avatars can be upgrade with faces, outfits, and backgrounds for a small fee. These low-latency and efficient 2D worlds are still vastly more popular than 3D, and may remain so for some time. This is especially evident in the Korean market. 2D virtual worlds like Puzzle Pirates are presently trying to bring this formula to the US and Europe.
• While 2D+ social networks (Cyworld in Korea, MySpace, LiveJournal, many others in the US) have gone mainstream, 3D worlds have yet to do so. While being on a social network of some type is a prerequisite to "being cool," using an open-ended virtual world today (Second Life, There, Project Entropia) can still have the opposite effect, positioning you as "out of the mainstream."
• Since many of the legal liability issues of virtual spaces haven't been resolved, perhaps only smaller companies, willing to take calculated risks, can pioneer the development of virtual worlds at present. Linden Lab (creators of Second Life) is a rare example of a company willing to accept the emergence of loosely controlled user-generated content and expression within their world, including pornographic content on the adult version of the world, and user mashups involving visual imagery that is not their own intellectual property. Summit quote #1: "As an outsider one of the reasons why Second Life works is because you've got management who was willing to take the positions that they've taken on sex and IP etc. That would seem the rare thing: finding a management team willing to make those decisions again." Summit quote #2: "I was at the Austin Game Conference talking to a big shot from Sony Online, he was talking about how great it was to see SL succeeding... I said if you like it so much, how come when I play a Sony game I can't at least upload a coat of arms to wear on my armor? Nothing else, just give me that. And he said, 'Oh no we can't do that because then we'll have Nazis running around everywhere.'"

• Virtual tourism is in its infancy. Beginning with interactive CDs in the 1980s, virtual tourism is slowly gaining interest. Communities from Geoplace to the Virtual Terrain Project exist to promote tools for constructing the real world in interactive, 3D digital form. The attractiveness of virtual tourism systems seems today to be a complex function of hardware (speed and resolution), design (interface intutiveness), and software (story appeal and usefulness in connection to "real world" activities). As the market develops, software should increasingly become the key differentiator among competing VT systems, as we have seen with video games and online worlds. In coming years, when we have significantly faster computers, and can rapidly tour "interactive Los Angeles" or "interactive Yosemite" and sample micronarratives before deciding which of the many possible experiences we will take in a given day, and when this platform is integrated into tomorrow's browsers and today's passive, narrative-driven experiences like LA City View or the Travel Channel, virtual tourism is likely to be a very compelling activity.

• There is a gap between advertising dollars spent on television, print, and other media versus video games. Of $80 billion spent on advertising worldwide, only 10% of is games-related. This is disproportionate to the time people spend playing, so there may be room for significant growth in game advertising revenue. Some believe in-game advertising can grow significantly, but others believe such product placement will be too disruptive to be tolerated in many game environments (e.g., picture soft drink ads inside a medieval fantasy game). Nevertheless, there is still significant room for advertising around the delivery of the game, as during free downloads of advertiser-supported game modules. Making a bet on in-game placement, Microsoft recently purchased the in-game advertising company, Massive Inc. Michael Cassidy of Xfire at E3 2006 said "$15 billion is spent on TV advertising. Less than 1% today spent on gamers. But 18-34 year old men spend more time playing video games than watching TV. If you believe in an efficient market, there's going to be a huge shift into gamers."
• The AEC (Architecture, Engineering, and Construction) industry is a major constituency driving metaverse development. They see 3D geospatial visualization programs like Google Earth as major new tools for "location-based simulation." The US, Europe, and China are all experimenting with virtual geographic environments for city planning, building, construction, modeling.
• Local positioning systems (LPS), extensions of GPS tracking systems in use in shipping logistics, allow the ability to identify and inventory all objects in a local space, which in turn can be used to improve the value of 2D and 3D GIS visualizations. Chief among LPS solutions today are RFID systems, which integrate microprocessors, memory, modems, antennas, and power sources on a piece of silicon the size of grain of rice to a postage stamp. 3M sells an RFID Tracking Solution that allows the realtime location of physical files, and other important objects throughout the office. Privacy advocates have major concerns with RFID tracking, which is both invasive of privacy and not secure, as the chips can easily be interrogated and spoofed. Nevertheless, their use for object tracking, and their ability to feed this data into visualizations, continues to grow.
3D navigation systems are emerging in Japan and Europe. 2D navigation systems come preinstalled on many new cars, boats, and planes, and are available on portable units for $200-2,000. Verizon's VZ Navigator is a cell phone service with turn-by-turn directions and voice instruction