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5.
Vision Statements. Concise visions
for the promise of the 3D web.
5A. Vision Statements - Technology and
Science
| • The world
wide web is a global read-write information
space for digital resources, using hypertext,
resource identifiers, resources, client-server
computing, and a markup language to specify
information structure and semantic meaning.
Most simply metaverse development involves
the addition of more read-write 3D graphical
environments to the web, more unique sensor
and effector resources to interface the 3D-enhanced
web to our 3D geospatial world, and more ways
for web users to generate, experience, and
give feedback on this virtual and geospatial
content. |
|
| • The metaverse
is the next incarnation of the internet and
the opening of a new informational dimension
to physical space. It is a permanent new space
that incorporates all previous informational
dimensions (text, etc.) of physical space
and goes increasingly beyond it, an immense
reservoir of information that is constantly
being updated, a platform for easy and intimate
contact with others, a place whose future
is very bright and hard to predict in its
specifics, but less so in its general trends. |
|
| • Metaverse browser.
We need a tool that allows us to do all our
3D access through one piece of software. Open
standards will be particularly important for
this, enabling avatars and other information
to pass seamlessly between virtual world platforms
running a broad range of proprietary hardware
and software. Maybe Firefox
3.0? |
|
| • Metaverse operating
system. 10 years from now our laptops should
have a metaverse
operating system [47] with enough power,
virtualization, and modular plug ins to run
WoW in an SL-style window. The leading platform
probably won't come from Microsoft, it will
likely come from a startup and be bought by
Google. As a communication platform, the metaverse
OS should be mass adopted very quickly, even
faster than the web. 90% of households in
2016 should have at least one member, usually
a child, using a virtual space. The metaverse
OS may have a basic content development platform,
but most importantly it should play well with
the better content development systems of
others. It might be developed open source,
but that seems unlikely. There seems to be
a first mover advantage to its development.
Summit quote: "Microsoft historically
has waited and then bought into markets. MS
is risk averse, enters late (as a second mover)
and then either pulls it off or not. That
strategy very often works but hasn't succeeded
where there are first mover advantages, as
with Google." |
|
| • An open source metaverse.
The development of an open
source metaverse is one way we might see
interoperability emerge. There is an attractive
vision where the metaverse becomes as useful
as the traditional web, by virtue of being
an open platform on which people can share
and create things, and navigation schemes
that help you find worlds that are both parallel
and orthogonal to your interests. As part
of this vision we'd like "travatars,"
avatars that can travel between interoperable
virtual worlds, a term coined by Katrina Glerum.
But between here and that vision are a number
of fundamental questions and obstacles. |
|
| • We don’t necessarily
want continuity in our multiplicity of 3D
worlds. What is most important are recommendation
technologies that give us access to the right
worlds at the appropriate times. Most individual
worlds may be arranged by interest, not according
to physical geographies. However, our most
frequently used worlds will probably be geographically
co-located. |
|
| • Standards
will be created which enable avatars and other
information to pass seamlessly between virtual
world platforms running a broad range of proprietary
hardware and software. Just as the web is
platform agnostic, a diverse population of
end user systems on a variety of "metaverse
browsers" will interact with the same
information in virtual worlds. Functionality
will depend on plug-in type as well as multiple
flavors of "metaverse enabled" browsers,
developed from all angles (ie: open source,
corporate, nonprofit) just as we see open
source web browsers, proprietary corporate
browsers and free commercial offerings. |
|
| • Syndication may solve
our interoperability problems, stepwise. In
10 years, virtual worlds should be deeply
syndicated, with cross-sharing of limited
graphical structures and content that provides
some interoperability of avatars and common
identity, but without a unified framework.
There will be no unique identities, no single
identities but there should be extensive syndication
that allows increasing cross referencing and
information exchange. This solution would
continue the current consumer demand for disposable
identities for different situations and contexts,
and the work of the Higgins
Trust Framework Project on identity persistence
and interplatform reputation tracking. |
|
| • The world will
be the metaverse. People often think of
Stephenson’s metaverse as an “other”
place, and the web as a window onto cyberspace,
but as Paul Saffo and Mike Liebhold of Institute
for the Future note, the best model
for the metaverse of 2016 may be an information-drenched
world, where the 3D web is just one particular
instantiation. Mixed reality is likely to
be the dominant user experience. You will
use virtual worlds when they are an appropriate
mode of interaction, but they are not your
primary mode of communication – you
have your chat, your email, your augmented
reality, your 2D and 3D browser, etc. While
people will continue to use online spaces
and media centers for particularly high
quality 3D content, the pervasiveness of
information access and augmented reality
will give world itself new layers of “metaverse-itivity.”
The ubiquity of small, portable Sidekick-like
and wearable devices will enable immediate
access. Voice will be used for many basic
queries, but text, even IM text, is private
and unobtrusive, so it will not disappear. |
|
| • Our web connected devices
are moving from dumb terminals to smart nodes
on both local and global networks, generating
their own content and serving their own local
virtual communities. In a network
society, the individual is increasingly
empowered relative to the top nodes. |
|
| • Privacy law will
be an increasingly important area of political
and legal debate in the coming decade, where
personal freedoms must be balanced with
law enforcement and national security need
to keep electronic communities transparent.
As usual most of our legal and policy innovations
will be reactionary, in response to new
invasive technologies, security calamities,
or landmark court decisions. See Spying
with Maps: Surveillance Technologies and
the Future of Privacy, Mark Monmonier,
2004 [51], for more on the invasive technologies
ahead, which can be exploited more readily
by hackers and corporations than the government,
if history is precedent. Building immunity
and respecting civil liberties in the metaverse
will be a great challenge, but one we can
meet. |
|
| • In
10 years, mobile
handheld devices will bring us a billion
new global users of the web, and significantly
more 3D microcontent. As usual, some will
use the web for entertainment and some will
use it for work. Virtual worlds will be
terrific game spaces, good places for instruction,
and moderately useful for collaboration,
but less pervasive than many think. |
|
|
• In 2016, a handful of early adopters of wearable
(most) and implantable (few) sensors
[52] will be physiologically connected to
the web, but this will be small scale and
most implant work may not occur in the U.S.
One can forsee research devices (cochlear
implants, “brain
ports” for spinal cord injury
patients, etc.) that can send wireless telemetry,
even update their software and hardware
(FPGA) remotely. A few implantable sensors
may be in use by pioneers, such as an implant
that reports out your day-by-day biochemistry,
perhaps even to a refrigerator, which in
turn can make a custom electrolyte and vitamin
mix, a customized diet that will be proven
to extend vitality and longevity (in mice).
We can imagine an implant that reminds you
to exercise when your stress hormones rise,
even suggests how long, and that talks with
your wearable GPS/heart monitor. Implants
in addiction medicine (alchohol, drug, obesity,
etc.) that monitor blood levels and provide
nausea after the inappropriate behavior
to condition behavior change are another
fascinating frontier for behavioral science
research (again, unlikely to be seen first
in litigious developed countries). It follows
that if FDA approval for use of many such
pioneering implantable internet interface
devices is very unlikely to occur by 2016,
early adopters of any such devices will
be overseas or a handful of law-breakers
here. And with regard to implants vs. wearables,
even beyond 2016 the large majority of implant
proposals are unlikely to make sense for
experimentation beyond the laboratory, as
their benefit is generally quite marginal
relative to cost. In the long run, given
broad stigmas against modifying the individual
by invasive implants, and the ease with
which we can modify our physical and virtual
environment instead, humans are far more
likely to be augmented by wearable devices
and by adding "situational intelligence"
around us than by adding hardware inside
our body. For example, biometric interfaces
for identity verification, security, etc.
(eg., automatic identification by face,
in a crowd) will develop far faster and
see much greater global diffusion than implant
technology in the foreseeable future, regardless
of science fiction scripts. As the saying
goes, "human nature doesn't change,
but our houses [surroundings] get exponentially
more intelligent every year."
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5B. Vision Statements - Business and
Economics
| •
A unified metaverse may never occur. Googleverse
won't be a dominant world in the 2016 time
frame. For the time being we can expect
more boom and bust, and falling profit margins
for virtual worlds. Increasing failure of
the centralized content development and
centralized distribution model. A "balkanization"
of virtual world space, with a few common
standards and a wide variety of creation
platforms, the way websites are made today.
The ubiquity and availability of creation
tools will provide so much new content that
specialty producers and value adders will
gain new power and audience. In this "thousand
flowers/long tail" environment (Chris
Anderson, The
Long Tail: Why the Future of Business is
Selling Less of More, 2006 [50]),
small producers will advance relative to
the top companies. A new set of big companies
that are successful aggregators will also
emerge. Recall the diversity of DVD titles
(40K of the 60K total inventory) that are
rented on any particular day by the five
million customers of Netflix, a current
leading 3D content aggregator, in 2006.
A significant minority of the population
will be very interested in unique video
and virtual world content personalized to
their communities of interest. There will
be some shared things – identities
through syndication tools (RSS model) bridging
a gap between environments. Larger commercial
VR games will continue; existing VR worlds
will be more about the infrastructure than
the content provider. Companies providing
content experiences will have turned to
user-created content more than programmer-created
stuff. Virtual worlds will continue to have
differing currencies, so there will be a
banking industry to help convert currencies.
As liability law develops, at least one
major VW operator will move operation overseas
to dodge regulation. Bigger operators will
tighten identity authentication and consequences
for violating EULAs. |
|
| • 3D virtual
office spaces will finally make sense by 2016.
Ten years on, today's prototype virtual offices,
like Microsoft
Groove Virtual Office 2007, will be further
along in living up to the 3D implications
of their name. We want to take our computing
machines beyond the cartoon 2D desktops of
today, to the full paradigm of the virtual
office. We aren’t expecting that people
will spend a lot of time in the 3D space,
except for specialized functions, like social
collaboration in virtual meetings. In most
cases, users will be sitting at their mostly
2D desks within the 3D space, for the same
efficiency reasons that we find the 2D keyboard
as our most efficient interface for applications
software. But all the 3D advantages we have
in physical space for intuitively arranging
our mostly 2D workspaces (desktops, bookshelves,
wall space, etc.) will exist in the virtual
office and be used occasionally, with no overhead. |
|
| • The merger
of telephony, IM and virtual worlds seems
particularly likely. Avatar-based chatsites
like IMVU
are great for creative and entertainment purposes
in the youth demographic. With regard to future
productivity apps, one can immagine any realtime
conversation being enhanced by the participants
having the ability to watch an auto-generated
"meme show" in the background. Meme
shows would be visual information with some
relevance to the topics of the conversation
at hand, and much of that would work well
in 3D. Some 3D chat users might want their
conversations to be publicly accessible and
browsable in realtime, giving friends or even
the general public the ability to drop in
add their chat to the conversation. The conversants
might all see the same common space, and each
user might have a portion of this public space
they could control themselves. |
|
| • The PDA/cell
phone hybrid will be the primary metaverse
portal of 2016. This will involve a lot of
absorbed people, and we'll see more state
laws against driving while using a cell phone.
Internet video and games will increasingly
be an equal partner to TV and music industries.
Windows Live
will include a metaverse portal in 2016. The
legacy media will still be strong, but they
will only barely be the primary distribution
channel, and they'll be getting more of their
content from online aggregators. Digital content,
including celebrity news, will increasingly
appear first in the metaverse. MySpace
launches new musicians today. In 2016, everybody
will be a destination who wants to be a destination.
Though still simple, your avatar, constantly
modding and redressing to fit your mood, or
graphically displaying your current status
(eating, sleeping, exercising, working, partying,
moviegoing, etc.) to the world, will leverage
that process in new and interesting ways |
|
| • One
of the biggest places we will see the impact
of virtual worlds is education. Educational
software continues to improve. The JumpStart
programs of Knowledge
Adventure are an excellent and affordable
start on using 3D games for education. Second
Life has a number
of small scale educational projects
[53] underway in world. There are a number
of small independents like Learning
Sites (archeological visualizations
for educational and research). Our current
educational system is so bad, particularly
primary and secondary, that youth will desire
to move to this space any chance they get.
There is great promise ahead, though the
software must be tied to good pedagogy and
assessment. Another huge advance will come
when large numbers of kids know how to use
3D software, and to plug their creations
into virtual worlds. Dassault's
new Cosmic
Blobs, a kid-friendly 3D animation software
platform, is the first major tool for what
we may come to call "youth-created
content" for the metaverse. |
|
| • The
need for an editorial role for all types
of content will increase and diversify,
moving from today's portal content editors,
to social, community-based search and aggregation.
The more participatory the web becomes,
the more we need to be able to choose our
favorite editors for content filtering.
Some of these will even be paid by us, on
a micropayments
system. |
|
| • The more virtual our
lives become, and the greater the strength
of the virtual economy, the more creativity
will be the only capital needed to start
new information services in virtual space.
We'll see many innovative funding ideas, such
as community voting on whose virtual construction
idea should get marginal funding, day to day.
All this will be supported by a multi billion
dollar global virtual economy growing at a
rate several times faster than our physical
one. |
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5C. Vision Statements - Social, Legal
and Other
| • Perhaps
the highest goal in metaverse development
is the creation of virtual worlds that have
better rules of conduct and tools for value
creation than the current physical world.
A subgoal would be user support that would
level the playing field for all the participants,
making virtual worlds a truly democratizing
technology, in a long line of such technologies,
from the Singer
sewing machine to the world
wide web. This will be a challenge in
the short run, as anonymity and lack of accountability
in some virtual spaces occasionally breeds
social dysfunction. Yet the greater possibility
for reputation, group formation, and transparency
in virtual worlds holds the promise for better
systems of governance and empowerment than
we see in physical space. We would like to
see virtual worlds emerge that are widely
regarded as being better governed than the
best countries and corporations today. In
the longer run, virtual spaces may display
such enhanced "situational intelligence"
over physical space, by sensing the user's
context and reconfiguring local features to
maximize user goals, that whole new levels
and kinds of social collaboration, civic discourse,
public participation and individual empowerment
will emerge. |
|
| • Making virtual space
disappear. Our top challenge, as Mark Weiser
of PARC
once noted, is to make virtual worlds technology
so ubiquitous, intelligent, and well-interfaced
to us that it “disappears," and
the strangeness of using virtual spaces to
augment our physical life eventually fades.
We need to accelerate the progression from
geek-populated MUDS to MMOs to EQ to WoW to
a future of common public 3D spaces that all
of us know and use to some degree. With luck
we will no longer even think of these spaces
as separate from us. It will be a far richer
and faster world when metaverse us is as common
as the telephone. |
|
| • The growth of the metaverse,
once it reaches a critical threshold of features
and usability, should follow the social adoption
of the internet, only faster. With current
global internet usage at roughly 1
billion, 10 years from now we could see
1.5 billion of us using various forms of a
3D enabled web, and perhaps a 300 million
of us spending time in virtual worlds every
month. By 10 years out, even the most Luddite
news editor will have experimented with virtual
world platforms, and hopefully have found
and be promoting specialty 3D spaces that
appeal to them. As Daniel Terdiman said, "in
10 years, the metaverse may no longer be special."
On the other hand, the metaverse may be in
the boom phase around that time. |
|
| • Sharability
and participation are even more fundamental
attributes of the metaverse than dimensionality.
Whether a “1D” text MUD, a 2D
chat room, a 3D persistent world, or multi-D
collaboration interface, all such interaction-based
social environments are part of the metaversal
developmental lineage. Collaborative
filtering, social
search, and other tools to develop community
voice are early attempts at creating and mining
shared experience on the web. |
|
| • By 2016,
the metaverse comprises a multitude of modes
and media, and is dominated by its use as
a social technology. It serves such purposes
as community building, education, personal
development, monitoring of the planet and
human rights, and most fundamentally, embedding
information and communication into physical
as well as virtual spaces. Few of the instantiations
of the metaverse offer separate places of
existence, and those that do, as in avatar-based
3D environments for work and play, are regarded
as ephemeral, offering primarily another means
of interaction rather than a wholly separate
form of identity. Entertainment uses have
grown, yet the most popular of these worlds
reinforce one's identity in the physical world.
3D virtual worlds are *expensive* -- not of
cash, but of time and of attention. Nevertheless,
for the millennial
and internet
generations (b. 1980+) and beyond, the
group and task management skills derived from
avatar-based play are proving quite useful
in the jobs that dominate the 2010s. The ability
to coordinate diverse, distributed, changeable,
and often temporary teams to accomplish tasks,
while maintaining social cohesion and positive
group dynamics, is a fundamental requirement
for 2016 management positions. Remote organizations
are a commonplace model for businesses and
community organizations, and metaversal community
stability is a buffer against environmental
and political turmoil in emerging nations,
as well as social isolation and family pathologies
in the developed world. The increasing cost
of long distance travel has caused a saturation
in casual travel for business and leisure,
and forced many to seek out and improve methods
of virtual interaction. At the same time,
the metaverse has shown its facility to overlay
information about the world onto the world,
to "augment" physical reality. Visualization
and interaction tools are far more likely
to be used today as part of one's daily errands
and (local) travels, showing routes, product/service
offerings, and other issues of locational
and temporal importance. Few think of the
metaverse of 2016 as a different space that
they "inhabit;" for the majority
of users it has become simply another nuance
to their daily existence. |
|
| • The metaverse
is best seen as an extension of Earth, not
as another world. The way that we'll get the
mass usage of the metaverse is when it can
be understood and used by the common man.
The issue today is that the metaverse attracts
significant interest from the hardcore sci-fi
and fantasy community,
which is a niche in the overall marketplace.
Once the tools and presentation have been
set in place to make the metaverse usable
and understandable by the masses, it surely
will get adopted. |
|
| • Virtual
worlds enhance play. As developmental psychologist
Jean Piaget notes (Play,
Dreams, and Imitation in Childhood,
1962) [55], playing is a fundamental component
of human development. Our evolutionary psychology
is wired to experience joy from play, and
we are strongly motivated by it, particularly
in youth. To the extent that playing in
synthetic worlds can be richer and more
unique than in the physical world, and our
play can be done behind a wall of privacy
when needed, these destinations can satisfy
psychological needs in ways the physical
world cannot. By 2016, developmental psychologists
have teamed with the larger educational
software companies to give us new virtual
and kinesthetic play worlds, each integrated
with the other. Kinesthetic play toys like
Lego's
Mindstorms NXT robotic construction
kit are integrated with virtual preflighting
environments, as well as virtual worlds
with looser laws of physics where robots
can be built, and used to fight and explore.
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6.
Plans and Studies. Strategic plans and
foresight studies in metaverse-relevant domains.
6A. Plans and Studies - Technology and
Science
| •
U.S. NIST, Industry
and Technology Roadmaps and Workshops Database.
Click "Technology
Areas" for citations to technology
roadmaps, forecasts, and strategic plans produced
by private sector organizations, U.S. Federal
agencies, trade associations, and other organizations.
|
|
| •
Communications.
Vision 20/20 Future Scenarios (76 pages),
2005. Australian government. Five scenarios
(pages 59-72), 10-15 year horizon. Designed
to develop a greater understanding about the
future of communications and the consequences
for regulation. |
|
| •
General computing. 2020
the Future of Computing (20 pages, highly
recommended), 2006, Nature.com |
|
•
Scientific computing. Towards
2020 Science (86 pages, recommended),
2006, Microsoft Research. |
|
| •
Semiconductor and Microprocessors. Platform
2015: Intel Processor and Platform Evolution
for the Next Decade, Intel (12 pages),
and the Platform
2015 website. Also, International
Technology Roadmap for Semiconductors (ITRS)
Executive Summary, 2005 (101 pages) and
ITRS website. |
|
| •
Electric power infrastructure.
Grid 2030: A National Vision for Electricity's
Second 100 Years, U.S. Dept. of Energy,
Jul 2003 (46 pages). |
|
| •
Household technology. Building
Technology Roadmaps, Building Technologies
Program, U.S. Dept of Energy, 2002-2006 (eight
roadmaps). Technology
Roadmap for Intelligent Buildings,
Continental Automated Buildings Association,
Industry Canada, 2002 (66 pages). |
|
| •
'Virtual Reality' television. The Japanese
Ministry of Communications has established
a blue sky research group to develop plans
to commercialize
virtual reality television by 2020 [70].
The group is also investigating the potential
of related technologies (haptics, etc.)
to facilitate touch and other senses. |
|
| •
Flat Panel and Organic LED displays. International
OLED Technology Roadmap, 2001-2010 (29
pages). U.S. Display Consortium, U.S. Dept.
of Energy. The
Global FPD Industry, 2003: An In-Depth Overview
and Roadmap (6 page overview is free).
U.S. Display Consortium. |
|
| •
Geospatial sensors, maps, and infrastructure.
IT
Roadmap to a Geospatial Future (119 pages),
2003. National Academy of Sciences. |
|
| •
Smart
Internet 2010 is a product of Smart
Internet Technology CRC, an Australian
research consortium, examining what the internet
might become by 2010 and implications for
users. Four schools of thought. Aug 2005.
(170 pages). |
|
| •
Virtual
Worlds: A New Medium (5- to 10-year horizon)
and Virtual
Worlds: A Future Roadmap (longer-term
horizon) by Daden
Limited, a virtual worlds agency in Birmingham,
UK. Well done. |
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6B. Plans and Studies - Business and
Economics
| • U.S. NIST, Industry
and Technology Roadmaps and Workshops Database.
Click "Industry
Areas" for citations to industry
roadmaps, forecasts, and strategic plans produced
by private sector organizations, U.S. Federal
agencies, trade associations, and other organizations. |
|
| • Global economic development.
Foresight
2020 Report, 2006 (96 pages, highly recommended)
of the Foresight
2020 Project of the Economist Intelligence
Unit (EIU) in association with Cisco. Online
global survey of the long-term forecasts and
scenarios that are critical to understanding
economic issues facing the future of global
business. 15 year time horizon. |
|
| •
Wireless and telcos. An overview of 3G WWAN
cellular data network plans, in comparision
to mobile Wi-Max (the IEEE 802.16e specification).
Why
Max?: A Wireless Primer and Discussion on
Wireless Reality, Jeffrey Belk, Qualcomm,
Sep 2005 (32 pages, highly recommended)[66].
While we certainly need a multiplicity of
competitive approaches, 3G cellular data networks
look substantially better than any other mobile
wireless solution on the horizon (mobile Wi-Max,
Mesh, etc.). See also Industrial
Wireless Technology for the 21st Century,
U.S. Dept. of Energy, Dec 2002. To 2010 and
beyond (50 pages, recommended). |
|
| • Video industry strategic
plan example. Video
Software Dealers Association Strategic Plan,
Oct 2005 (8 pages). |
|
| • Electronics industry
strategic plan example. Electronics
Industry Strategic Plan: 2005-2015, Australian
Electronics Industry Assn (27 pages). |
|
| • Optics,
photonics, optoelectronics industry development
plan. Riding
on Light: Optical Technology for Transportation
Challenges, JAOP/OSA, 2004 (44 pages).
An industry in search of problems to solve,
ways to increase transportation and infrastructure
efficiency. |
|
| • Web services development
plan (SOAP, WSDL interoperability, etc.).
The
Emergence of Web Services, NetNumina,
2003 (12 pages). |
|
| • Medical
imaging. Medical
Imaging Technology Roadmap, Industry Canada,
Oct 2005 (150 pages). Ten year horizon. Five
working groups. |
|
| • RFID tagging, animal
husbandry example. National
Animal Identification System (NAIS) Implementation
Plan (9 pages), 2006. U.S. Dept. of Agriculture. |
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6C. Plans and Studies - Social, Legal
and Other
| •
Synthetic world research center development
plan. The
Arden Institute: A Center for the Study of
Synthetic Worlds (28 pages, highly
recommended), 2005. Edward Castronova, Indiana
University. |
|
| •
International security and socioeconomic
development. Mapping
the Global Future, 2005 (123 pages,
highly recommended). Report of the National
Intelligence Council's 2020 Project. |
|
| •
Ambient social intelligence. Institute for
Prospective Technological Studies (ISPT),
Scenarios
for Ambient Intelligence in 2010, 2001
(58 pages, recommended, especially scenarios:
"Dimitrios and the Digital Me",
etc., p. 6-9.). European Commission community
research on the user-friendly information
society. Scenario timeframes are too accelerated
but still quite useful. |
|
| •
Educational futures. Visions
2020: Transforming Education and Training
Through Advanced Technologies, 2002 (80
pages, recommended). National Science and
Technology Council and the Office of Technology
Policy, Technology Administration, U.S. Dept
of Commerce. See also Plato Learning's Funding
Opportunities in Educational Gaming Roadmap
(5 pages), 2005. |
|
| •
Federal government IT plan example. F.D.I.C.
Information Technology Strategic Plan: 2004-2007,
FDIC (15 pages). |
|
| •
State government IT plan examples. California
State Information Technology Strategic Plan:
2005-2009 , Nov 2005 (35 pages).
New
York State Information Technology Strategic
Plan, Jun 2006 (36 pages). |
|
| •
Educational IT plan example, U.S. secondary
schools. Technology
and Learning Implementation Plan, 2004-2007,
Bellingham Public Schools, Bellingham, WA
(111 pages). |
|
| •
European lifestyle in 2020. Horizons
2020 is a Siemens foresight study. Two
opposing scenarios. Aug 2006 (304 pages). |
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7.
Cycles. Metaverse-relevant systems
that fluctuate (regularly or irregularly).
7A. Cycles - Technology and Science
•
Consolidation and proliferation of standards
cycle. As mentioned in Current Conditions
(2Te), there has been a long history of attempts
at standardization of 3D protocols, languages,
and rendering technologies, followed by the
proliferation of new open, semi-open, and
proprietary standards. This process will only
continue and it is always a challenge trying
to predict which of several competing standards
will win out, in which market and application
domain. Consider the current high definition
DVD standard competition between HD
DVD and Blu-Ray.
HD DVD currently has more momentum as it has
more business partnerships behind it, which
tend to be more important than technical superiority,
yet standards issues are far from settled
during the proliferation phase.
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| • Open
vs. proprietary 3D worlds cycle. There was
much interest and buzz around the idea of
the 3D-enabled Web in the mid- and late-1990's,
at the time of the open standards VRML
and VRML2. This was similar to the buzz
we see emerging around virtual worlds like
Second
Life now, which are based on proprietary
standards. Second Life is releasing APIs
to encourage mashups and third party development,
and has committed itself to eventually moving
to open standards. Yet seems very likely
that as virtual worlds continue to improve,
new proprietary standards will be developed,
by Second Life or a competitor, that will
yield significant new VW functionality and
thus be worth the effort of user migration
to the new platform. At some point those
standards will become open as well. In sum,
a historical look at standards tells us
that the move from proprietary to open is
just one half of the development cycle,
and when we focus only on that we see only
half of the economic and technical picture. |
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• Avatar representational
cycle. There has been a cyclic history representational
accuracy in avatars concerning how cartoony,
lifelike, useful, and playful they are,
alternating between highly realistic and
highly caricatured. The Uncanny
Valley principle, which encompasses
a wide range of human responses to the representation
of humans in robots and animations, is one
reason we may be seeing representational
cycles. Represented objects need to be able
to avoid the valley of human distaste for
"almost human" likenesses and
responses, and either retreat in to caricatures
or make the avatars so highly realistic
that they don't trigger an unpleasant response.
So far, caricature is the most accepted,
though there are continual attempts at making
lifelike avatars. Haptek's avatars, such
as Baba
Dim Sun, are one example of avatars
that have been said to be "in the valley."
Perhaps this has been one reason they have
had much less market adoption than more
cartoony alternatives. Such cycles also
exist in behavioral representation. We've
made NPC avatars that have too much or too
little interactivity and chattiness relative
to the sophistication of their AI. In general,
caricature is preferred, although there
are constant attempts to move beyond this
into highly realistic simulation for specialized
purposes. |
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7B. Cycles - Business and Economics
•
Virtual worlds and geospatial web hype cycles.
Like other potentially disruptive new technologies,
all metaverse/3D web related technologies
can be expected to follow a hype cycle, as
described in Gartner's five
phase technology hype cycle model [8],
with the following components:
1.
Technology Trigger 2. Peak
of Inflated Expectations 3.
Trough of Disillusionment 4.
Slope of Enlightenment 5.
Plateau of Productivity.
Virtual reality technology, first generation
web-based virtual reality (VRML), the geospatial
web, location-based services, artificial intelligence,
and others have all been through one or more
such peaks and troughs in their media coverage,
and most have been through them in their investment
history as well. A dot.com-style investment
peak, with Web 2.0 virtual worlds companies
basing their business models on inflated expectations
for metaverse technology, followed by a trough,
will almost certainly be one dynamic we see
in the next ten years. In the VRML days in
the mid-1990's, many of the questions being
asked about virtual worlds (Will there be
one metaverse or many? Will the metaverse
be independent from real world law?) were
identical to questions being asked today.
That was the first time anyone used the term
"3D Web." Cycles repeat themselves,
so we can learn much by revisiting the past,
looking at other examples of natural cycles,
and understanding how human psychology generates
and maintains cyclic socieconomic dynamics.
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| • Entertainment
cycles. Like all entertainment franchises,
even today’s leading theme-based virtual
worlds, like World of Warcraft, eventually
reach a point where novelty or quality begin
to decline and users start leaving the world
for other venues, and only a small and loyal
fanbase remains. Open-ended virtual worlds
like Second Life may be more immune to this
cyclic peak and decline effect. Nevertheless,
they may still be outmoded by competing enterprise
and technology innovations, and they are slower
to build subscribers, as their benefits and
premise are less clear to users. |
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| • Game
revenue model and content development cycles.
We have seen a regular 7-10 year cycle in
the MMO industry regarding how users pay
to play and how game content is generated.
We may be due for another such major shift
in either revenue model or content development,
or both. One such potential shift, involving
game aggregation services, is outlined in
Ideas and Proposals (15Ba). Raph
Koster quote: "In 1997 there was
an apocalyptic event that killed almost
all the existing MMO providers. It was the
shift to a subscription-based business model
paired with game level production values.
The thing was the dinosaurs that got killed
off were the heirs of an earlier apocalypse
in 1989, which was the shift in earlier
business models to an hourly closed service
model, who in turn were heirs to a shift
in 1982 from academic VWs with no business
models. In all those shifts, the existing
companies pretty much all died. And we're
due for another shift. The last explosion
was 1996, 1997 (Dark Sun, Ultima, Lineage,
Asheron's Call, Active Worlds, and others).
I think there will be a production shift
married to a business shift and the Blizzards
of the world will face a new round of mammals.
EA seems a particularly good Goliath candidate,
to my mind." |
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| • Game
migration cycles and the "Virtual Gold
Rush." Historically, when online virtual
worlds achieved a mass audience, their popularity
often chased out the early adopters, who
went looking for new virtual frontiers.
But the ability for users to make money
in virtual spaces like Second Life is altering
this cycle to some degree. Instead of leaving,
the early adopters are learning to stay
and offer goods and services to the newbies.
In the same way that the folks who made
the most money during the California
Gold Rush were the folks (Levi-Strauss,
etc.) who sold supplies to the prospectors,
we are seeing individuals come early to
colonize a virtual frontier, then stay to
make money off the later arrivals. The most
profitable of these virtual prospectors
are selling clothes and a wide variety of
other objects on websites like SLBoutique,
or developing and selling plots of land,
sometimes in zoned communities, as virtual
land barons. As new virtual economy
platforms emerge in coming years, some of
these early entrants will pick up and move
to the new worlds, or extend their operations,
starting the "gold rush" cycle
again. |
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7C. Cycles - Social, Legal and Other
| •
The social overestimation of the effect of
a new technology in short run, and its underestimation
in the long run is a predictable cycle. The
hype associated with transformative technologies
is easy to forget without historical perspective.
At the dawn of commercial aviation in the
1920’s and 30’s in Europe and
the U.S., its promise led to a broad public
fascination with air flight, in the same way
we are fascinated with the internet today.
Proponents coined new words for this fascination:
“airminded”
in the U.K. and Europe, and “the
winged gospel” in the U.S. (see
also The
Winged Gospel: America's Romance with Aviation,
Joseph Corn, 2002). Futurists and the general
public widely believed that air transport
would soon transform, democratize, and deliver
a borderless world. Common folk were expected
to soon have their own airplane, and world
peace would invariably emerge, as no nation
would henceforth risk having its citizens
so easily and indefensibly attacked from the
sky. In short, the airplane's benefits were
significantly oversold in the short run, and
many of the economically unifying and innovation-accelerating
effects underestimated in the long run. The
2005 debut of Google Earth as a harbinger
of the geospatial web, and of Second Life
as a creativity-respecting virtual economy
hold similar transformative promise. We can
again expect an unjustified overselling of
the short-term benefits of such technologies,
as well as an underestimation of their mid-term
profitability and long-term power and pervasiveness. |
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| • Fear
of the new, followed by acceptance, is a
predictable cycle. People have historically
feared that new technology and media will
dumb us down and cause us to lose touch
with with history, our values, and our humanity.
One finds this with technologies as old
as writing, which was widely feared to cause
us to lose our memory, to technologies as
new as virtual worlds, which have been blamed
for causing us to become alienated from
and inexperienced in physical reality. But
new technology is always adapted to serve
age old human needs. To date we have always
learned to use ever more sophisticated computing
and communication technologies in the reexploration
and attempted solution of our ongoing human
problems. Summit quote: "I'll give
you my polemic here. Entertainment is education.
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