Earth 2 Avatars Conference Report for VRMLSite Contact, Culture, and Community in Digital Space
|
| by Sue Wilcox
|
|
Earth 2 Avatars was the first annual conference of the Contact Consortium, an
organization whose aim is to transform the Internet into a medium for
human contact. Bruce Damer, president of the Consortium, described the
conference as part of the launch of Avatar Cyberspace - a new place to work,
learn, communicate and be entertained.
|
Contact Consortium
|
The opening speakers were Mark Pesce
and Tony Parisi, reunited as a double act to take turns presenting their
ideas on process and people. Tony looked at the technology while Mark looked
at the literary inspirations behind Cyberspace. They both concurred on the
fact that, "we will have Cyberspace, but it will not be built in a day".
|
|
|
There were numerous discussion panels: more than I could possibly attend,
although they all sounded interesting. "The Galactic Edge" - a special program
of Biota looked at the future of synthetic life forms. There were some
bizarre ideas floating around in these virtual spaces, such as algorithmic
plants that grow using a combination of L-Systems and neural nets. At the
moment, the ‘digital jungle’ rapidly acquires too
many polygons so the designers of the Nerve Garden are working on virtual
animals to eat the plants.
|
|
|
Charles Ostman took a look at self-constructing entities and
the concept of ‘virtual terraforming’ to spawn new systems in cyberspace.
One of his projects is the ‘xenomorphic entity’, a synthetic sentient entity.
These entities would come in a range, from personal agents to entities who
manage your life. He believes that knowledge engineering will become the
most important human concern and that the
Internet will become a self-modifying system, an organism itself.
|
Marty Stoneman
|
Marty
Stoneman introduced the ideas behind anthrobotics. He constructs
virtual reality inside his entities ‘heads’ and uses a story to link objects
and ideas to help his entities achieve high level goals. He pays attention
to things like metabolism, emotion and external circumstances.
|
MonsterMaker from ImaginEngine
|
"Kids in Digital Space" was a panel examining what can be done to involve
children in virtual worlds and how to design interfaces to help them enjoy
their experiences there. David Vroney from ImaginEngine, the makers of a
number of CD-ROM games for children, spoke about some of the ideas they had
developed, in particular with their MonsterMaker product. This product
targets children as young as three years old so it has to work without
words, dialog boxes, menus and the rules that stop adults having fun. David
pointed out that messages that tell you ‘you can’t do that’ are not only
infuriating but also a sign of bad design. So his kids products don’t prevent
users from, for example, joining an avatars hands to a leg rather than an arm.
|
|
|
He works with a totally embedded
interface; characters within a scene give feedback on user’s actions and may
offer advice. "Leverage off the user’s expectations from an environment,"
David advises. "Don’t make a user leave the game or the world to change clothes."
"Don’t make a user leave the game or the world to change clothes."
|
"Don’t make a user leave the game or the world to change clothes."
|
Choosing between creating or editing a scene is crucial for kids’
interfaces" he continues. "Editing is easier and faster". The four rules he
cites can be applied to any interface design:
- remember that Legos are easier to use than paint brushes
- match granularity of controls to the task to be accomplished (and don’t
merge tasks)
- eliminate illegal operations (Don’t you wish MS and Netscape followed
this one?)
- keep operations single step.
Additionally, he gave four rules on how to provide expertise within the
product environment:
- make the expert match the task - an architect to build a house, a
hardware store to supply parts,
- try to make your help mechanism like the Holodeck interface on
Star Trek (give me a table, no shorter, now darker wood, more fancy etc..),
- remember the relationship between shopping and customizing - when buying a car
you first choose a model, then its color and other parameters can be
adjusted,
- balance education in how to use the environment with ease of use for
novices.
|
|
|
ImaginEngine must be doing something right: they’ve just signed a deal to
integrate 2D avatars with The Palace, for adults this time round. Later
they’ll start work on a semi-private Palace just for kids.
|
|
|
The "Worlds for Gaming and Fantasy Role Playing" panel gave us a chance to
move through games with the power of the system administrator and gain an
overview of the design. Rusel De Mario introduced Fabrice Florin of Zenda
who showed Charebus (a Palace parlor game), Steve Nichols, Designer of
Sierra Online’s The Realm (a third-person, 2D MUD), and Mike Sellers, now of
3DO but formerly of Archetype Interactive, who gave us a tour of the game he
developed: Meridian 59 (a first-person, 3D MUD).
|
Meridian 59 from 3DO
|
This game is phenomenally
popular. Even the story of how 3DO discovered and helped complete it is a
high speed trip. Mike had it up on the Web as a free alpha last December. By
April Archetype had been acquired by 3DO and had its
retail launch on Oct 1st after beta trials attracted over 27,000 participants in four
months.
|
|
|
The game requires purchase of the basic CD
environment for around $40 then monthly payments of $9.95 for unlimited
play. The combination of action, adventure, puzzles and chat has led to a
remarkable level of player involvement extending to weddings and wars.
Player profiles indicate two thirds of the players are male but the age
range runs from kids to people in their sixties, with an odd concentration
of women lawyers in their forties.
He worries that he may be creating an addiction problem for users: "digital crack"
|
He worries that he may be creating an addiction problem for users: "digital crack"
|
To explain ‘Why 3D?’ Mike says mainly it provides immediate immersion and
a sense of place for the players. 3D encourages a suspension of
disbelief and eliminates screen edge problems as the player naturally has to
turn to see someone beside him or out of shot. The
avatars used in the game are bitmapped graphics "because it works" for
producing reasonably detailed figures which can be easily customized from a
parts palette then animated with gestures and expressions. The decision not
to use VRML was partly a matter of what users’ machines could be expected to
handle. At the moment, 3DO’s assumes that users have a 486 or better
and only 8MB of RAM, although there’s a push to move to 16MB of RAM and
Pentium machines. VRML is seen as being too slow and its representations of
avatars as too limited, "all form and no function," as he put it. Mike, who
comes from a background in Cognitive Psychology, has an analysis of the
levels of social computing:
- Sensory /Perception level e.g. DOOM
- Short Term Cognitive e.g. MYST
- Long Term Cognitive e.g. CHESS
- Interpersonal e.g. MUDs
He says Meridian aims to bridge all four approaches to games. He worries
that he may be creating an addiction problem for users: "digital crack". He feels that
as avatar based environments become more pervasive on the Web, addiction is an issue
that more developers may have to address.
|
LivePicture
|
LivePicture demonstrated the relevance of their FlashPix file format to the
Web, 2D printing and 3D VRML worlds. Stunning panoramic scenes had fully
zoomable areas. These showed the difference between the pixelated bitmaps
and the high-resolution FlashPix images. LivePicture is working with
RealSpace, LiveWorld and Seismic Entertainment to produce a 3D virtual,
multi-user, photorealistic, guided exploration and
discussion of new places.
|
Oz Interactive
|
Oz Interactive revealed their new intelligent agents,a friendly
help angel and a disputational girl form. To experience a conversation with them,
download Oz Virtual and visit any of the Oz multi-user spaces.
|
Sven Technologies
|
Both 3RD Dimension and Sven turned up will full photographer's studios,
ready to turn volunteers in avatars.
While 3RD Dimension gives all its personal avatars
hats or helmet's, Sven was turning our avatar heads complete with hair and
generally improving on the model’s bonestructure at the same time.
Most people approved their results and went on to
get a whole body avatar from the people at Sven. By using ‘standard’ body or
head models, Sven figures they can save on bandwidth, as they only have to
transfer a texture map and the control points to map the texture onto the
geometry. They can then animate the model and use the control points to keep
the texture accurately mapped onto the underlying geometry.
|
3RD Dimension
|
But 3RD Dimension they had a new product to demonstrate: Puppet - a
free 3D Chat Server. Avatar heads could text chat from one machine to
another via the Internet. The interface allows users to either select a
standard avatar head or
enter a URL for a personal VRML avatar. The Puppet server uses Java
to download to a user so no client software is necessary. Puppet runs inside
Netscape Navigator 3.0 and is native on both Windows 95 and NT.
|
Black Sun Interactive
Closer Look Creative
|
Closer Look Creative set up their Avatar Bazaar. Mike Messing showed the
bizarre VRML 1.0 creatures - part TV, part spider - that he’s working on. He
will be setting up an avatar server to act as a showroom for his avatars and
their biographies. These avatars can be used in Black Sun worlds by copying
them to your Black Sun preferences file. The next step for Closer Look
Creative will be to let users combine parts to build their own avatars then
add behaviors using drag and drop technology from VREAM.
|
|
|
|
The conference was a ‘coming out party’ for KATrix and their NeurRule
Technology Biped API. They have been working on motion control for some time
and have both expert systems and neural net learning systems which interact
to produce motion triggered by a high level task language. They also have a
limb coordination technology which they are incorporating into a skeletal
control plug-in for browsers. VRML is just one language that can be
coordinated to the behavioral engine. Their demos showed Metalhead coping
with a range of reaching and stepping motions without losing its balance and
always maintaining consistency of its body movements. The behavioral engine
can also deal with multiple-jointed aliens.
|
Intel's MOO
|
Intel’s Distributed MOO version 2.0 was being demonstrated by a team
that took turns exploring all the other demos. Intel
has developed a framework which enables arbitrary object interactions in a
virtual space. This means both world builders and users can originate
interactive behaviors. The framework also enables users to add to or change
the environment of the world itself, even to the extent of letting them
create animated or interactive behaviors. Intel feels that because their
approach is fundamentally extensible, it enables a much wider range of
changes to take place without having to re-architect the basic communication
infrastructure. The ID MOO 2.0 is a library of Java classes for building
multi-user 2D or 3D spaces. Included with the code is a demonstration 2D
underwater virtual environment built on top of the library.
|
Integrated Data Systems
|
Robert Saint John, IDS' Administrator of VRML Development, was at the
conference to demonstrate their new (still alpha) VRML 2.0 browser.
Unfortunately the computer with the software on it wasn’t in SF until the
Monday after the conference. Although IDS was a sponsor of the conference
their focus extends beyond what Robert calls "simple 3D chat worlds" to
"online collaboration and building technologies".
|
|
|
Michael Hilgenberg, their
IDS' VP of Sales and Marketing, spoke about "Worlds in Our Future", a peek at what
virtual worlds will look like in 2 or in 5 years and how VRML 2.0
will impact the medium. IDS are developing a multi-user server technology but
wonn't be available until their other VRML 2.0 tools are ready to work with it.
|
3Dlabs
NTT
SENSE8
|
3Dlabs had SENSE8 at their table demonstrating the alpha version of their
World Server, software which simplifies the process of sharing information
between worlds and minimizing network traffic. As Tom Payne, product manager
from SENSE8 says: " Their (3Dlabs) cards makes our stuff work really well."
World Server will be a future stand-alone product available as an add-on
with WorldToolKit and WorldUp. A specific use for the multi-user software
was demonstrated by NTT’s Cybercampus, with 3D graphics created using
WorldToolKit from SENSE8. Cybercampus comprises a series of interactive
tours through 3D simulated environments but is not available on the Internet
yet; it’s still on private ISDN lines linking advanced PCs.
|
Minds Palace
The Palace
|
Several companies were present to represent the interests of two dimensional
interaction. Among them, and probably the most well known to regular
Internet users, was The Palace. Operating on PC, Mac and UNIX platforms, it
claims to
be the leading virtual chat software on the Internet. Thousands of Palace
servers have been set up by individuals and businesses around the world.
Fabrice Florin from Zenda demonstrated his company’s adaptation of The
Palace format: Charebus - a party game combining elements of charades and
rebus. He explained that games enhanced social interaction in cyberspace
because they gave people something to do rather than just chat. Zenda has
developed a games engine to franchise on to other Palace users who want to
run their own games environments. The games/party take place in the new
Minds Palace, developed by Zenda Studios as a companion to Howard
Rheingold's new Electric Minds web site. To join in you will need to
download the Minds Palace software.
|
|
|
It features the day-glo visuals of comic artist Jim Woodring, the creative
direction of Mark "Spoonman" Petrakis and all sorts of new inter-activities.
For example, you can make your own character from a large collection of
outrageous body parts and, perhaps, get your moment of fame in the monument
to cool avatars.
|
America Online
|
AOLers may be familiar with Virtual Places software developed by Ubique Ltd.
Virtual Places is a variety of chat environments for users with simple 2D
GIF avatars. It uses an open client server architecture for live interaction
on any Web page. Virtual Places users can use all sorts of Web page building
tools to create and enhance their virtual communities. These tools include
HTML, Shockwave, RealAudio, Java applets and whatever else can be used on a
Web page. Release 1.0 lets developers work with either components running inside a
Virtual Places window or a completely independent 3D application
launched from Virtual Places. Client software is available for Win 3.1 and
95 and shortly for the Mac. Server side software runs on Sun or HP machines.
If you’ve had enough of text chat, you can use Internet Phone in conjunction
with Virtual Places.
|
Electric Communities
Microsoft's V-Chat
|
CompuServe users have their own 2D chat spaces provided by Fujitsu’s
WorldsAway. These 2D avatars are tremendously popular with around 40,000
registered users of the Dreamscape space. MSN has V-Chat a 3D space where 2D
avatars can move around. The demonstrators at E2A were showing avatars with
multiple expressive gestures using text chat in a variety of 2D and 3D spaces.
|
|
|
|
|
ART
The importance of artists was not forgotten at this conference. A special
display room was devoted to the collaboration of artists and programmers who
have produced avatars and worlds for them to inhabit. The most complex world
was Epona, the result of over four years of collaborative work by scientists
and designers, joined together as Worldbuilders, to create a complete solar
system containing a planet with a fully elaborated eco-system. Epona’s
inhabitants were represented by a real 3D creature.
|
|
|
Karen Marcelo and Frank Revi showed what will become a familiar concept : a
‘beta version of art’ produced by the collaboration of an artist and an
engineer. As Karen says: "Now that artists need to deal with technology they
can update their art or put out a new version." They can also behave more
like programmers and stay up until 4a.m to finish coding a behavior. At the back
end of the piece is an algorithm,
iterations of which change the shape of a
VRML creation. Marcelo and Revi have created an interface with the user, by using the
Java API for VRML 2.0, and allow the user to control the shape of the
object. Eventually they will set it up so the finished result can be
published as a .WRL file and displayed by the user/creator on a personal Web
page.
|
Web Design Group
|
The Web Design Group was showing a project in preparation for a Japanese
client. Lisa3 is one part of a display of futuristic fashions originally
designed to "live" within a Japanese fashion company's online storefront.
The designs are shown on a cartoon character, a mixture of Japanese Anime
and TankGirl, who also exists as a VRML avatar with a fictitious
biography. As C. Scott Young, the Avatar Design Team’s VRML designer puts it:
"Cyberspace needs a myth, a story, characters, not just polygons." So the
Web Design Group have developed a history for each avatar. They use a
graphic novel type format in which each avatar has a resident alien
card containing the restrictions on its movements, the worlds
it can enter and its dimensions in virtual space. The ‘physical’ avatars
exist and can be taken into virtual worlds.
The Web Design Group say they are currently forming strategic
alliances with major VRML companies to provide Lisa 3 and other avatars in
development with artificial intelligence engines.
|
ParaGraph International
Open Community
|
The Avatar Standards Discussions
The Living Worlds session was the official introduction to the ideas
behind the Living Worlds proposal for how to deal with multi-user VRML 2.0
worlds. Representatives from all the supporting and
collaborating companies were present to say a few words of encouragement and
make it clear that this was a cooperative effort to define a conceptual
framework and to specify a set of interfaces to support the creation and
evolution of multi-user applications in VRML 2.0. Also introduced at the conference
was Universal Worlds, which has since changed its name to Open Community
and is yet another layer to enhance the interactive
possibilities of multi-user worlds.
|
|
|
Living Worlds was
co-authored by Mitra at Paragraph and Bob Rockwell at Black Sun. Universal
Worlds was co-authored by Dave Anderson at Mitsubishi Electronics, Dan
Greening, Maclen Marvit and Moses Ma.
|
Universal Avatars
|
Developing a framework conducive to free movement and retention of identity
in a variety of proprietary worlds is a delicate and controversial
undertaking. As the Living Worlds specification says: What is needed is a
mix of standardization to ensure interoperability and openness to leave
space for innovation. As with the development of VRML itself the development
of standards is being handled as a community project. This conference
provided an opportunity to review progress in many different areas.
|
Worlds Inc.
|
THE GREAT DEBATE
Five industry experts consented to be coordinated by Bruce Damer into a
source of sound bytes on the great issues of the day. The panelists were:
Reed Hoffman - WorldsAway Product Manger for Fujitsu, Konstantin Guericke -
VP of Sales and Marketing for BlackSun Interactive, Bonnie Nardi - Agent
Researcher at Apple, Alexander Beshir - the author of Rim: a novel of
Virtual Reality, and Maclen Marvit - Product Manager for Worlds Inc.
|
|
|
Why are we doing this?
Konstantin: We’re trying to make the computer more transparent (by using 3D)
so we can interact with people.
Bonnie: We have nothing in common with our real neighbors - we have specific
interests because we are so cultivated.
Beshir: We bring the best and worst of what we have now to build a higher
consensus view. Cyberspace is a transition to another view of the world.
Maclen: We’re looking for people that we’re interested in interacting with.
Time is hard to find. I can find Go players on the IGS Go server. It’s a
community.
Bruce: We’re trying to get some contact back.
|
|
|
How is anyone going to make money in Cyberspace?
Maclen: Big movie/media companies will be dumping big money into 3D worlds.
A real attraction is doing interactive things - it will pull people from
movies to games.
Beshir: Creatives will be OK
Bonnie: End user tools.
Konstantin: Snowcrash gave a vision we all share. This draws money in,
generates new jobs.
Reed: The focus is on consumers themselves adding value.
Bruce: Money will be made on intranets, collaborative workspaces are needed
to save commuter journeys.
"Big movie/media companies will be dumping big money into 3D worlds"
|
"Big movie/media companies will be dumping big money into 3D worlds"
|
Are there ever going to be virtual worlds worth going to?
Reed: WorldsAway is already being paid for - so yes. So many virtual mall
projects are being set up some have got to end up selling stuff.
Konstantin: People go to Black Sun worlds and stay a long time. Accessibility
is important so bundling VRML into the browser helps.
Dave Marvit (from the floor):. Luddites rose against an expression
of technology, not the technology itself. We have no economic model yet for
VR. We should speculate on the implications of the economic model associated
with the technology. And we should look at the social context the technology
generates.
Bruce: The virtual world can enhance the real world. If we want to go in
that direction.
|
|
|
John Sculley gave the closing keynote speech. It was clear from his quick
look at the history of personal computing that he has known all the main
movers and shakers of the industry when they were just learning how to
wobble things a little.
|
|
|
He sees a future where one of two revenue
models apply:
1. Expensively produced, free content supplied by big
companies. Sculley forecasts the huge
multiple-media asset companies, such as Disney and Time-Warner moving onto
the Internet and building interactive personalized Web-casting channels.
This leads to the Net taking on the high quality associated with TV,
CD-ROMs, and the movies. He sees VRML as just one of the tools to achieve
this.
"The existence of high quality free content will make it hard to have any content that is not free for users"
|
"The existence of high quality free content will make it hard to have any content that is not free for users"
|
The existence of high quality free content will make it hard to have
any content that is not free for users. Content is free because of
advertising and the revenue from multiple outlet channels for any product.
The big guys can have a free space on the web and it will advance the sales
of the movie/video/TV-show/lunch-box/T-shirt. So, it is a revenue generator
for them in a way it cannot be for the little guys. True advertising will
appear not the junk mail banners we see today. We’ll start to see quality
interactive commercials."
|
|
|
He sees telephone companies concentrating on being ISPs, investing in
satellites, backbone upgrades, cable modems and then start charging
for connect time to the improved infrastructure. "The Regional Bell
Operating Companies(RBOCs) have learned their lesson and are likely to stay
away from the content side and stick with plumbing. As for connect time,
there is always the bottled water analogy. Buy the bottled stuff and get a
better version (high bandwidth w/ low latency) of something that was
available anyhow (connectivity that is slow, unreliable etc.…)."
|
|
|
2. The second model is that of free content provided by the users themselves in
chat environments and games. This is similar to the idea behind CNN - use
camcorder technology and unknown presenters in order to bring in news
cheaply.
|
|
|
"This does not take into account the possibility of an Internet
equivalent of Public Television paid for by charitable donations. But
probably people who want alternative programming will just make it.
Cable, with its diversity of alternatives, is already killing PBS. The
alternatives on the web are so vast, it’s unlikely we’ll see a PBS style web
presence."
|
VeRGe events
|
At the end of it all there was the CCon-VeRGe-nce Post Conference Bash. This
excellent party gave attendees the chance to finish off all those
conversations that got cut short by pressure of events at the conference
itself. Thanks to Curve, VeRGe, and CyberOrganic Corporation.
|
|
Usually found online at inquiry.com as VRMLPro,
Sue
regularly writes on VRML and 3D graphics for Web
publications. In her spare moments she is a game
interface designer and co-author of a series of books on oriental game
theory and Go.
|