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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.
|
|
| • 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. |
|
• 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.
|
|
| • 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. |
|
| • 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." |
|
| • 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. |
|
| • 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.
[Medieval MMOGs and] TV sitcoms are renaissance
morality plays. There's no difference." |
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8.
Trends and Extrapolations. Trend
histories and any extrapolations.
8A. Trends and Extrapolations - Technology
and Science
| •
3D GPS navigation will continue to drive augmented
reality development. Usability studies have
shown that having simplified but accurate
3D landmarks increases the value of navigation
systems over exclusively 2D maps. Too much
3D detail for auto navigation may be distracting
if displayed continuously during a drive,
but it becomes particularly useful as one
gets close to a turn or to the destination,
to match landmarks. Similar preferences also
apply for airplane and boat navigation. 3D
car navigation systems like Sony’s Linux-based
XYZ
3D Auto Nav System, available only in
Japan, provide detailed 3D simulations throughout
the drive. This may be more graphical information
than the driver needs, but not the passenger.
We can expect 3D enabled systems to become
increasingly detailed augmented reality interfaces,
both in cars and on tomorrows cell phones
and wearable mobile devices. |
|
| •
Internet of things. In this 2006 podcast,
and in his latest book, Shaping
Things, 2005 [73], Bruce Sterling
notes that we are slowly moving to a world
of "spimes,"
physical world objects whose life history
is trackable in space and time, through the
geospatial web and other digital interfaces.
In the process, he feels the kinds of artificial
intelligence we will build in the near
term will have little to do with thinking
and everything to do with linking, ranking,
sorting, sharing, tagging, commenting, collaborative
filtering, and other activities. This
is a good introduction to issues involved
in building out the early participatory geospatial
web over the coming decade, one of the major
technological trends of Web
2.0 (the participatory web). Space-time
life histories ("lifelogs")
for objects are an obvious key component of
the coming metaverse, bringing the fourth
dimension (time) and all the higher dimensions
of information to today's 2D and early 3D
online environments. |
|
| •
The
Conversational Interface (CI). Exponential
growth in web-based Natural Language Processing
(NLP) may create a Conversational Interface
circa 2015. In 1998 the average query length
to AltaVista
was 1.3 words, at a volume of a few million
a day. In 2005 the average query length
to Google
was 2.6 words, at a volume of half a billion
queries a day. This doubling of query length
occurred in seven years. If the future growth
in query length follows the classic
logistic curve of codebreaking (treating
NLP as a process of collaborative filtering
of useful seach queries by internet users
in each language), and if we are in the
growth phase of the logistic, we can project
5.2 word query averages (possibly including
hidden context-sensitive words in this number)
by 2012, and 10.4 words by 2019. Human-to-human
spoken queries average 11 words. It is reasonable
to expect that when our query lengths start
approaching normal human sentences in length
and sophistication (after 2012 and before
2019), talking to our avatars, using simple
"pidgin"
emergent grammars will become the preferred
way to search the web, as well as a very
efficient way to further prune the lexicon.
Similarly, prosody
analysis (emotional intonation, rhythm,
lexical stress) would lead to increasingly
natura-sounding conversation. This emergence
has been called a conversational interface,
or CI, and can be expected to enable a plethora
of new developments. One might be an increasing
desire to communicate with our devices through
a helpful avatar ("Digital
Butler") interface, rather than
to converse with a disembodied machine.
Avatars would have the ability to look quizzical
when they don't understand us, to motivate
us with their expressions, etc. Nonverbal
interaction occuring in parallel with the
conversation stream makes communication
more efficient in the world of human-to-human
communication, and at some point this must
hold for computer-to-human communication
as well. Furthermore, once our avatars possess
crude personality models of the users they
are interfacing with, we can use them as
interfaces to all our complex technology,
as well as proxies when we do not wish to
speak in person. But these developments
seem likely to come beyond the ten year
horizon of this map. |
|
| •
The cost of ubiquitous sensors, such as RFID
and cameras, and to a lesser degree effectors
such as motors, actuators and their energy
systems will continue to drop exponentially
in coming years. Ubiquitous
sensor networks, followed later by effector
networks (actuation, robotics), will increasingly
permeate our environments [4]. |
|
| •
We are seeing an increasing convergence of
graphical production and and video production
technologies in virtual worlds. Modern portable
digital video systems can increasingly virtualize,
tag, model, and objectify what they see. Virtual
worlds can export video streams of their activity,
and their engines used to produce quality
CGI "machinima."
Coming 3D virtual worlds will seamlessly incorporate
physical world video input streams as well
as be able to insert graphical simulations
(augmented reality projections), onto the
real world through transparent displays, and
onto video streams as with TV popups. |
|
| •
Character animation is becoming increasingly
automated. Natural Motion’s Endorphin
dynamic motion synthesis software is the beginning
of a new class of character animation systems
that use both artificial
neural networks and detailed human biometrics
to create and guide characters. Endorphin's
characters are both scripted and user-trained
to do complex behaviors. Such systems are
automation bridges between manual keyframing
and human motion
capture, and greatly decrease the cost
and complexity of simulation and previsualization. |
|
| •
Acoustical transparency networks are becoming
another type of persistent virtual world.
Distributed sensors with fast processing and
good networking can model and record acoustical
reality easier than visual reality. For security
purposes, acoustical is often enough to serve
as an early warning system. Acoustical gunshot
location systems already exist as deployable
networks for military and law enforcement
applications, and one, Shotspotter,
is permanently installed in high-crime areas
in 12 U.S. cities. Acoustic networks are also
used in many home security systems involving
remote patrolling of a home when the occupants
are away. Acoustical transparency along national
borders, for example, might be significantly
easier and cheaper to achieve than other forms
of transparency, and may emerge for homeland
security in some nations. |
|
| •
AI for human interaction is developing particularly
rapidly in synthetic worlds. The most popular
synthetic worlds are places designed to provide
social rewards that are better than the real
world. As game designer David Rickey notes,
by simple mathematics, most people are not
able to perform in the top percentile of their
area of interest, whatever it may be. Yet
in a synthetic world, nonplayer characters
(NPCs), animated by game
AI, can easily allow users this kind of
player notoriety, and offer unique challenges
not available in physical world social interaction
[1]. In this process, game AI can be employed
in strong service to human psychological desires.
This kind of human-centric symbiosis is likely
to be significantly more evident in the application
of AI in the game world vs. the physical world,
as so many other constraining factors must
be addressed (navigation, energy, safety,
etc.) for autonomous AI's operating through
robots in the embodied world. |
|
| •
Academic, military, and medical industries
will continue to play a role in basic R&D
in 3D web technology, but are trending down
in relative importance vs. commercial R&D
in the 3D participatory web. Where the Entertainment
industry does most applied R&D in the
3D enabled web, academic, military, and medical
industries will continue to drive basic R&D.
Academic groups do basic R&D with technology,
algorithms, and system capabilities, including
distance education and collaborative learning.
The military has long commissioned basic research
and prototype development, such as USC’s
Heracles
Constraint-Based Hierarchical Planner,
which has been integrated with 3D satellite
maps on a research basis. The government-supported
medical industry has a long history of remote
diagnostics, telemedicine, and training, even
telesurgery R&D. The Medicine
Meets Virtual Reality conference, for
example, is in its 14th year. But as participatory
web/Web 2.0 platforms take off and become
increasingly 3D (video, graphical, geospatial),
we are seeing a natural shift to the private
sector (including private sector medical)
for most 3D web innovation. This pattern has
repeated itself in other industries, such
as artificial intelligence, which was primarily
government funded until a healthy commercial
market emerged in the mid-1990's. In 1993,
global AI industry revenues were only $1B
in 1993, mostly defense funded, but had become
a $12B industry by 2002, mostly commercially
funded [72]. |
|
•
Networked and Localizable Weapons (NLWs).
As locator systems, lifelogging technologies,
and network access get steadily cheaper, smaller,
and more ubiquitous, it seems a natural transparency
trend that various pioneering security-conscious
countries (Singapore, Israel, South Africa,
etc.) will mandate the use of these systems
on small arms, light weapons, explosives,
certain biologicals and other potentially
mass lethal technologies. Perhaps the earliest
version impacting the ordinary consumer might
be a handgun that includes an embedded GPS
chip and miniature solid state "black
box" recorder, much like flight recorders
on airlines today. Such a device would add
significant accountability to global gun use,
and might eventually be mandated in several
countries for all new weapons sold, possibly
first by the military, which has a history
of early security technology innovation in
several countries. Next (post 2020?) we might
see embedded cell-phones-on-a-chip with pushbutton
911 dialers and detachable earpieces, for
military, law enforcement, private security,
and consumer use in home defense. Such guns
could also be actively localized, but only
when the consumer chooses to engage the network.
Once small arms have such wireless networks,
we could see audio and video lifelogs that
stream automatically from the gun to a secure
server whenever the safety is disengaged,
and speakerphones that would allow authorities
to talk to both parties while seeing the gun
holder's POV. Such advances would add a new
level of social accountability to gun use,
and might turn guns from an offensive into
an intrinsically defensive social asset. Misuse
could be carefully reviewed, and the gun user
appropriately penalized, in a fine-grained
response by comparison to today's legal systems.
There could be insurance and other incentives
for the voluntary use of these networks, and
of course offline recording options for those
distrustful of giving the government the ability
to localize their weapons. Given global transparency
trends, it seems reasonable to expect all
social democracies to mandate versions of
NLWs in coming years. But as with any controversial
topic, we can expect many varieties of technical
solutions, many unique applications, and both
early and late adopters. |
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8B. Trends and Extrapolations - Business
and Economics
•
From 1996 to 2006, total internet users have
gone from 36 million to over 1 billion, or
from 1% to 16% of the world's population.
We've still got a lot of user growth ahead
of us. [10]
|
|
| • From 1996 to 2006,
U.S. online retail e-commerce (business to
consumer), perhaps a useful proxy for the
growth of virtual world economies, has grown
from from 0.5 million to a projected $95 Billion
for 2006, with a current projected marginal
growth rate of 12% per year [11]. |
|
| • The number
of synthetic worlds is doubling approximately
every 2 years, in synch with Moore's law [1].
The market for virtual goods and services,
and the amount of money made by enterprising
individuals in virtual worlds will continue
to grow, at a more modest annual rate. |
|
| • Interdependencies between
nations and organizations will grow dramatically
as the world continues to 'flatten.'
Collaboration through the metaverse, the 3D
participatory web, will accelerate this trend
[5]. |
|
| • User-generated
content. As another great tool of the
participatory web, business models will
move, at least to some degree, from prefabricated
content to user-created content in a society
of increasingly creatively empowered and
networked individual users. We see this
in the classic social software applications
today, and in the rise of collaborative
content like Wikipedia and "citizen
journalism." A standout example
of the latter is OhMyNews
which is now the fifth largest news source
in South Korea, has expanded into print
from online, and has developed a syndication
service (like AP or Reuters). It achieved
this distinction in just six years (2000-2005)
by aggregating the contributions of over
40,000 individual journalists, an example
of the power of the coming 3D participatory
web. Google Earth as a 3D wiki, with content
creators aided by SketchUp and future tools,
holds a similar promise, perhaps five years
from now when we all can access both proprietary
and open geospatial maps on our cellphones
and navigation systems. Companies like Second
Life know that as user-creation increases
companies get new content without significant
additional cost, and players invest themselves
more fully in the world, which creates mutually
reinforcing benefits. |
|
| • Virtual spaces and
social networks will marry each other and
merge services, with the social networks coming
out on top. Companies like GaiaX
in Japan are indicators that the natural leader
in such a merger is the social network, not
the virtual world, as immersive 3D interaction
is only one of many social collaboration possibilities
desired by users. |
|
| • A metatrend of 3D web
space is the movement of average user hours
from isolated and time-bounded online games
in fantasy environments to shared, persistent
worlds with increasingly higher physical world
context. The former markets don't go away,
they just shrink in size relative to the whole. |
|
| • Online market and virtual
microjob growth. As online databases and human
resources systems continue to improve, job
markets will expand for free agents, as catalogued
in Dan Pink’s Free
Agent Nation, 2002 [74]. Amazon’s
MTurk.com is an early entry into online
piecework from home, paying independent contractors
using a micropayments system for a range of
simple “Human Intelligence Tasks.”
eBay today has more than 300,000 Power
Sellers, most home-based, many able to
support themselves entirely off this income.
As online worlds that promote virtual economies,
like Second Life, grow in popularity, we can
expect a profusion of online marketplaces
and virtual microjobs to emerge. |
|
| • Global
computer helpers (GCH), aka "global
geek brother." Online computer tech
support gets cheaper and more powerful every
year. Today’s tech support centers
in India and elsewhere, developed large
organizations like Dell,
Tata
Consultancy, Infosys,
Wipro,
etc., are becoming increasingly helpful
and affordable. Commercial service organizations
like Best Buy's Geek
Squad are waiting to discover the efficiencies
of very inexpensive and technically proficient
global online tech support using educated
and specialized youth in emerging nations.
Such support can be organized by intelligent
call routing and human resources evaluation
systems, to provide feedback, accountability,
and bonus pay to the best helpers based
on customer satisfaction. With today's powerful
computers, the ability for the GCH to take
over the local user’s computer (moving
the mouse, etc.) using virtualization software
(the remote access features in Windows
Vista, standalone programs like GotoMyPC,
etc.) offers a fantastic opportunity to
provide affordable, accountable expert remote
assistance for every computer problem, a
global "geek brother" that you
can give extensive access to your computer
system, using a trust network. Such helpers
would have access to recent histories of
our computer use, would perform all specialized
housekeeping (backups to remote sites, optmization,
etc.), and could give us "just in time"
learning, ten minute lessons every morning
on just the computer software and procedures
that would be most useful for us based on
the mistakes, inefficiencies, and repetitive
behaviors the remote teacher has observed
us recently doing. This kind of high personal
transparency and continuous learning approach
to our technology, while it will be avoided
by many adults and corporations with low
trust and high liability levels, will significantly
shorten technology adoption and learning
curves for those users the developed nations
who choose to pay for such support. A time
may be reached where those who opt for GCH
use (individual users, small offices) will
gain significant competitive learning and
adoption advantages over the larger corporations
who resist such change. If this occurs,
it would be a repeat of other technology
adoption cycles we have seen before, as
in the advent of the personal
computer in the 1980's, which was adopted
later in large vs. small companies and was
responsible for significantly flattening
of large company hierarchies, empowering
of the individual relative to the institution. |
|
•
Videoconferencing trends. Convergence of 3D
virtual offices with immersive videoconferencing
platforms. Immersive videoconference systems,
with large screens, and mobile spatial video
and spatial
audio (capable of visually and aurally
tracking the mobile speaker, and assigning
a consistent audio and video directionality
to all the participating speakers), collaborative
whiteboards and cobrowsing interfaces will
increasingly be accessible to small
office/home office users. In addition
to their use for telemeetings (business first,
then consumer), such systems will greatly
enhance service and educational activities
in 3D videoconferencing, and such platforms
will merge seamlessly with tomorrow's virtual
worlds. According to BusinessWeek,
dedicated high end "whole room"
videoconferencing systems (Polycom,
Cisco, HP) sold 164,000 units in 2006, up
21% from 2005 [87].
Yet few of these systems have spatial audio,
their spatial video is nonmobile, and the
cost ($40K-300K per installation) remains
prohibitive. Furthermore, few small business
or SOHO users today have reasonably decent
fiber optic bandwidth (Like Verizon's FiOS,
20Mbps download, 5Mbps upload), so they can't
support jerk-free, high resolution images.
As fiber-to-home expands, look for major growth
in the low end of these systems (eg., LifeSize
Communications). Looking back on the roots
of this trend, we can note that the early
videophone is a curiously instructive flop.
When AT&T launched the Picturephone
in Pittsburgh in 1970 they predicted 1 million
users by 1980. They ended up withdrawing it
because of high monthly cost ($125 and $21/minute)
and lack of interest in the low functionality
(see picture right). Given current trends
in high-end videoconferencing systems, we'll
probably hit the 1 million mark around 2010,
just forty years after AT&T's
prediction. And only then will you and I start
buying them. Why the long delay? We are going
to require a high degree of functionality,
automation, and performance as a trade-off
for the increased invasiveness of this new
medium, and making such hassle-free functionality
affordable is a challenge. If you have to
be chained to the desk to have a conversation
then it's a step back from the wearable cordless
handsets we already use. A mobile spatial
video and audio system capable of tracking
you around your entire office/home and displaying
the other participants wherever you are (see
Video Walls, 9Tf)
would be a compelling new level of function.
Sharing documents and media, collaborative
whiteboarding, and voice-driven queries of
search engines and other websites needs to
be a whole lot easier and more affordable
before ubiquitous home videoconferencing becomes
an economic, educational, social, and entertainment
necessity. |
|
| • 3D surveying
automation is coming of age. GPS and other
more precise technologies like ultrasound
and RF can be used to automate surveying,
turning physical spaces in to 3D virtual models.
In 2005, Amazon’s A9
used GPS-aided trucks to generate street-level
pictures of storefronts in “Block View”
on merchant websites for the online Yellow
Pages for millions of US businesses in two
dozen US cities. In a project at U.C. Berkeley,
fast
3D city models have been generated using
cameras and laser scanners. A few companies,
like the Israeli firm EZ2CAD, are pioneering
surveying systems that autogenerate useable
CAD files. Some research projects, like UCSD’s
RealityFlythrough
[63], stitch 3D worlds out of videocamera
surveys. Realviz has created ImageModeler,
a plug in for the leading 3D graphics programs
(Maya, 3DSMax, etc.) that creates measured
3D scenes from a number of 2D photographs.
One of the most advanced portable automated
surveying system is 3rdTech's DeltaSphere
3000 laser digitizer and SceneVision
3D visualization and analysis software.
Automatic virtualizing of spaces for tourism,
real estate, architecture, design, security,
forensics, and other applications is a multi-billion
dollar growth industry. |
|
• Casual
gaming will continue to grow as we create
a collaborative 3D web. On a typical day in
2006, 178,000 users are playing one another
at Yahoo!
Games, and 148,000 at MSN
Games [1]. These numbers are likely to
go much higher in coming years. There is also
a proposed relation for the adoption rate
of new users of casual vs. non-casual virtual
games: total time played until reward is inversely
proportional to the growth rate in the adoption
phase. Boredom and burnout with casual games
may be many times higher as well, with the
exception of a few favorites.
|
|
| • PC Graphics Hardware
Consolidation. From the mid '90s to the mid
'00s, the PC graphics hardware industry has
gone from 56 players down to two, ATI
and Nvidia,
and some smaller players. [9] In Jul 2004,
ATI announced a plan to merge with microprocessor
leader AMD,
which has led to speculation that Nvidia may
also be purchased. |
|
• Look to the Asian market
to see pieces of the wider virtual world future.
Summit quote: "The South Koreans are
almost a decade ahead of us."
|
|
| • Virtualization of a
society leads to a number of significant energy
efficiencies. Transportation is an obvious
one, but there are others. If we expect that
virtual business, education, and entertainment
systems will be much more common and useful
over the next ten years, then we can project
an associated reduction in our use of fossil
fuels per person. Energy
intensity, the amount of energy per capita
that people use, has been flat in the U.S.
and other MDC's for thirty years. Virtual
economy efficiencies will add to other efficiencies
in the energy infrastructure. Together with
increasing sustainability values in all developed
countries, we should see a continuation of
this flat energy intensity trend across the
developed world. |
|
| • Marketing is going
through a social network driven transformation.
Viral
marketing is rising: subtle inducements
to buy are increasing because friends or opinion
leaders that we trust point to, write about,
or use things. This kind of community-based
recommendation will become increasingly effective
by comparison to conventional ads. |
|
| • Advertising in video
games willl increase. There is presently a
huge gap between the amount of time people
spend playing video games vs. the amount of
money spent on in-game ads. Themed worlds
must limit the nature and extent of ads to
protect the player experience, but as major
advertisers take note of the increasing time
spent in these spaces, they will propose brand
penetration and product placement that is
consistent with each world's theme, even if
it means coming up with new things to sell.
Massive
Inc., acquired by Microsoft in 2006, is
an early effort in this space. |
|
| • 3D security systems
will advance. Smart software in CCTV systems
is bringing 3D to security displays, combining
graphics, map and sensor data, and combining
different camera views into one composite
image. To deal with information overload and
provide intelligent monitoring, companies
like Praetorian
Surveillance Solutions are integrating
multiple sensors into a single 3D display. |
|
| • 3D for medical rehabilitation
will gain wider usage. Immersive and socially
shared virtual worlds can provide a controlled
and motivating environment for rehabilitation
that is much more cost effective than physical
world therapy. We already see great early
proofs of concept, as in USC's VR
haptics [62] for stroke patient rehabilitation,
and the use of virtual scenarios for Post-Traumatic
Stress Disorder (PTSD), phobia, and social
anxiety therapy. |
|
| • 3D scientific visualization
will make modest advances. Projects like the
Millennium
Run, an international scientific simulation
of the 13 billion year history of the cosmos
started in 2005, show the potential of 3D
models to uncover structure-function relationships
in complex systems. Similar models in chemistry,
biology, and social systems will increasingly
yield new insights into physical systems. |
|
| • 3D sports visualization
will greatly improve. Recording sporting events
in a way that allows fans and judges to replay
them from multiple angles will be a huge growth
industry in coming years, and a major addition
to high definition interactive television
sets. As an early effort in this space, IBM’s
On Demand computing group developed
“Shot Tracker” website feature
allowing virtual replay of tennis rallys for
the 2005 Wimbledon Championships website.
Having the ability to replay a sports move
through the assembling and interpolating of
multiple high speed camera angles would be
highly desirable to the future sports fan. |
|
| • 3D community
planning. Community
planning initiatives, a locally collaborative
civic activity that has grown steadily over
the last 40 years [75], will get a significant
boost from the use of massively viewable and
annotatable 3D spaces, visualizing planned
developments, and serving as a space in which
to solicit public ideas and feedback. This
in turn should increase civic interest and
local participatory democracy. |
|
| • Growth in non-geospatial
3D information organization and social analytics
tools (visualization and simulation). The
use of non-geospatial 2+D map-based organizing
tools like MindJet’s MindManager,
and business intelligence organizational tools
like ADVISOR
make sense today only for specialized applications,
and for that small subset of individuals who
intuitively “think spatially.”
But being able to increasingly model at least
some business processes as 3D strategic/serious
games will grow the size of the business simulation
market, at least for business training purposes.
Also, the increasing familiarity of business
users with 3D worlds in entertainment, and
the increasing ability to use business intelligence
tools in collaborative 3D “war rooms”
in physical space, and use such environments
as "dashboards" to filter and interpret
exponentiating information streams will also
guarantee robust growth in this market. It
seems likley that for many years to come however
the ROI benefits of such tools will significantly
lag the marketing hype. |
|
| • The pornography
industry is a significant systems innovator
in using graphical internet technology. The
larger this economic sector becomes, the greater
the pressure we'll see to ensure adequate
protection of minors, and tools for the appropriate
segregation of web content. |
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8C. Trends and Extrapolations - Social,
Legal and Other
| •
The world being is turned “outside in”
(the physical is being represented in virtual),
and the metaverse is going "inside out"
(virtually-controlled sensors are permeating
the physical world). Persistent intelligent
virtual spaces are a way to make everything
we care about in the physical world representable
better, faster, and more compellingly with
every new iteration. The metavers is a place
to interrogate physical space and parameterize
its possibilities. It increasingly melds with,
exceeds and directs the events that occur
in physical space. |
|
| • As an amplifying
technology, like other digital communications
media, virtual worlds may act primarily to
reinforce the preexisting proclivities of
the user. Thus those who want more collaboration,
open critique, and consensus-seeking will
use the participatory web for this purpose.
On the other hand, those who seek to reinforce
their own perspective rather than broaden
their horizons will be able to uise the blogosphere
and VWs to increase balkanization, cocooning,
and the “echo
chamber effect” in social space. |
|
| • Many
children will have their first web experience
through a cartoony virtual world, and such
worlds will be increasingly fascinating,
and the exploration they do and problems
they solve will be increasingly rewarding
in the most successful of these worlds.
Summit quote: "Apparently when the
San Jose
Tech Museum installed Second Life access
in their children's area, it was the first
exhibit they had to put a time limit on."
It is possible that children growing up
with virtual worlds today will expect to
access the web through them as they get
older. Finding them particularly rewarding
for exploration, they'll want to do serious
work through these spaces as well. |
|
| • Inner and outer worlds
are in competition. As Edward Castronova notes,
compared to the fantasy worlds of inner space,
the outer world doesn’t look all that
attractive for many people today. As emerging
nations youth plug into early metaverse economies
in coming years, we can expect they will find
the money and opportunities available to them
in virtual businesses to be significantly
more attractive than their much more slowly
changing and politically restrictive outer
space worlds. |
|
| • The virtual world will
continue to create new jobs we can't predict.
As Rodney Brooks reminds us, many of the information
service jobs we have today weren't on the
horizon twenty years ago. Information and
service sector jobs in the participatory web
and metaverse economies are going to be increasingly
high level, creative, and abstract. Virginia
Postrel documents part of this trend, from
the consumer perspective, in The
Substance of Style, 2004. Even if
we can't predict the particulars we can expect
more of the same general skills, building
and annotating digital media, finding information,
customer service, measuring performance, contracting
global expertise, innovating, managing increasingly
virtual creative teams, etc. |
|
| • Mirror
worlds and the public geodata, location-specific
GIS data that can be obtained free, are rapidly
expanding. People have begun to build their
own maps of places they care about, and some
are using portable GPS systems to tie this
precisely to the physical world. Google
Earth (2005) is the canonical example
at present, but we can expect mirror worlds
for a wide range of activities (tourism, real
estate, birdwatching, etc.). Another eexample
is the Green
Map System, a collaborative mapmaking
tool that allows environmentally minded individuals
to create maps that identify, promote and
link local ecological and cultural resources.
Democratizing access to geodata tools allows
people to identify, visualize, and collaborate
on a broad range of issues. Only a few leading
worlds can be expected for each unique application,
due to the limitations of human choice models,
as described in the emerging science of neuroeconomics. |
|
• Increasing transparency
of personal lives on the web. Summit quote:
"You see a lot of younger users who are
leaving so much more of their lives open online,
without the privacy issues solved." The
implicit assumption, which may be a sound
one for the coming generation, is that social
norms with regard to this public information
will change. As just one implication, youthful
indiscretions will likely be a lot more forgivable,
and even humanizing, for future political
candidates, CEOs, and other social leaders.
|
|
• More cross-game and
virtual world communication from the outside.
Summit quote: "We're seeing external
communcation systems like Xfire
[generic IM service and simple social network
for online gamers] now and players who've
played through many guilds together. I wonder
if we'll see more cross-platform things allowing
players to sustain themselves."
|
|
| • Mass social phenomena,
fads, rating systems, and filters will only
be more powerful in coming years. Cyworld,
a Korean social networking platform, offers
three dimensional mini homepages ("minihompy")
which can be decorated by virtual furniture,
art, and music, all purchasable with virtual
currency. Cyworld had over 15 million users
in 2005, 1/3 of South Korea’s population.
As BusinessWeek notes [61]: “One
feature that has helped Cyworld take off is
"wave
riding." It works like this: When
you're reading posts on bulletin boards or
looking at photo files, you can click on the
name of someone who has added a remark or
photo you find interesting and you'll be transported
to that person's digital room. If you like
the art or music, you can introduce yourself
and put in a request to become a "cybuddy."
If accepted, you can use your buddy's goodies
-- from art to photos -- on your own page.
The chain of wave-riding visits creates communities
on the Net, which often develop into clubs
of common interest in the real world: clubs
for fishing, bike riding, and going to jazz
performances, among others.” |
|
| • Emergence of universal
connectivity (mobile phones, metaverse) changes
the nature of social plans to a JIT
(just in time) framework. Plans in the
networked world become much more flexible
and last minute, a phenomenon once endemic
to "socially opportunistic" Southern
California but increasingly seen elsewhere
as well. As choice increases there is less
need or reward for planning ahead, and greater
risk of passing over better opportunities.
Things remain uncertain because there is value
in last minute optimization. Just-in time
manufacturing and just-in time social calendars
are both innovations of a highly networked
culture. Both have productivity advantages,
but come with new costs, such as increased
uncertainty, shallower relationships, and
a general reduction of foresight within the
culture, including less top-down planning. |
|
| • Collaborative/collective
computing, the power of small to large numbers
of individuals to produce information within
competitive and cooperative online platforms,
is in its early stages here at the beginning
of the participatory web. This trend will
grow strongly in coming years. For an interesting
early example, see the ESP
Game, designed to make the collaborative
labeling of online images fun. It was developed
by MacArthur Foundation grant winner and serious
games producer Luis
von Ahn. von Ahn notes it took 50,000
individuals to deliver the NASA Apollo program,
and that we'll soon be able to connect 400
million of us online. What could we produce
collaboratively with such vast numbers? For
one thing, a web that will finally become
a conversational
interface. What else? We're just beginning
to ask these fascinating questions. |
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