Archive for the ‘3D printing’ Category

The Wizard of IBM’s 3D Data Centers

Thursday, February 21st, 2008

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Michael Osias, IBM (a.k.a Illuminous Beltran in Second Life) has been working hard to make virtual worlds useful places. And, today, the 3D Data Centers that Michael has pioneered in OpenSim (also demoed here in Second Life) appeared in Earth Times, CNNMoney.com, Trading Markets, Street Insider, Sys-Con, Biz.Yahoo, Marketwire, Foxbusiness.

The picture above of Illuminous Beltran at his Virtual Network Operation Center in SL was taken by Noelani Lightfoot, the proprietor of Quixotic Photography in Second Life (see more of her great work here).

Also noted in this recent flurry of press is the work of Oliver Goh, Implenia, (a.k.a Eolus McMillan in Second Life) and his collaboration with Michael. Oliver has pioneered virtual operation centers and dynamic 3D visualization tools for the Real Estate Industry - see Guardian.  And, see here and here for more about the Eolus One Think Tank in Second Life. Eolus One will be announcing their new project and collaboration tool - the 3D Balanced Scorecard and a 3D Virtual Risk Map (vital considering the recent ‘finacial crisis’ in the real estate industry) at MIPIM - the most important conference for the real estate industry.

The headline of many of today’s posts is “IBM 3-D Data Centers Show Virtual Worlds Fit For Business.” CNNMoney.com writes:

Real-Time Management of Global Data Centers Made Possible Through Secure 3-D Intranets Can Reduce Cost, Save Time and Help Reduce Carbon Footprint

3-D Data Centers, Virtual Operation Centers or more generally all manner of 3D information machines, have the potential to transform our wasteful industrial society, and eventually, together with 3D fabbers, will play a vital role in ending the unsustainable consumption of energy and natural resources. This kind of innovation will make virtual worlds fit for business. It will also make virtual worlds fit for society. The transformation of computers into “seeing machines” (Gelertner 1991) has the potential to empower people to understand and work with the machinery of their society.

I have blogged a lot about Michael’s and Oliver’s work in the past year, see: The Archeology and Future of Software Design: Interview with Grady Booch, Interoperability for Virtual Worlds in 2008, Eolus Goes OpenSim, Next Generation of Software Design: 3D Command/Service Centers in Second Life, Eolus Makes Leap to 3D Internet in Second Life. I see these pioneering integrations of “virtual” and “real” worlds as our first glimpse of better ways to manage our planet and our future.

Earth Times writes:

As companies of all sizes become more global in nature and tap into skills across the world, the mounting virtual workforce needs new tools to be effective. The 3-D Data Center allows experts to manage data center resources regardless of where they are or when these resources need attention, giving both employees and corporations enhanced productivity and freedom. A globally-integrated enterprise can deliver enormous economic benefits to both developed and developing nations, and new technology like this one can help companies seamlessly operate in such a distributed model. This type of collaboration provides much faster cycle times for analysis and decision making, by viewing operations in near real time, instead of exchanging messages and two-dimensional drawings via email.

This picture below, of the IBM 3D Data Center, was taken by the talented Noelani Lightfoot.

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Also worthy of note is the work of the SL Data Viz project of Melanie Swan, Dave Taylor and others who are creating Data Viz Island in the SciLands where people can contribute, review and copy open-source data viz tools. Melanie notes: “I think data viz is the next obvious step for virtual worlds, streaming in data and making it ‘interact-able’.”

There are many RL/SL integration projects being developed, including, NOAA’s real-time weather simulation, 3d stock charts, LAX air traffic data. But as Melanie Swan points out: “An open source data visualization tool suite for virtual worlds is needed, something to be the Many Eyes or Swivel of Second Life and other platforms.”

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Interoperability for Virtual Worlds in 2008?

Monday, January 7th, 2008

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The emergence of many forms of virtual worlds will be a notable trend in 2008. But Second Life as the largest and most highly developed user generated, 3D immersive world will continue to blaze the trail for the most world changing potential for virtual worlds - collapsing geography.

How virtual worlds will change understandings of national power is detailed masterfully by Cory Ondrejka in his article, “Collapsing Geography: Second life, Innovation and the Future of National Power.” Cory writes:

Networked innovation and collaboration means quantity may have a quality of its own. As education systems around the world approach parity, nations will finally be able to maximize the skills and potentials of their populations… No nation state will be able to compete counting only the people within her borders. The most successful 21st century nations will be those that redefine what it means to be a citizen and build the largest network of innovators.

Cory’s new blog is also called Collapsing Geography. But to truly fulfill the dream of collapsing geography the challenges to the scaling and interoperability of virtual worlds must be met.

Scaling the Second Life grid is vital if it is to fulfill the expansive vision of its founders. But scaling must progress along with goals of interoperability. No-one has the hubris to suggest that one homogenous grid should service the globe! As Cory Ondejka has left Linden Lab the scaling of Second Life is no longer his concern. But it is interesting to note that Cory has already indicated that it is likely he will be working on the other critical aspect of Virtual Worlds ability to collapse geography - interoperability.

Interoperability may come up as part of general discussions in APOC [Anneberg Program on Online Communities]. I think it is quite likely that I will be working on projects related to interoperability separate from my time at USC.

Scaling, adding new features, ensuring grid stability and developing interoperability will often seem to be competing values that Linden Lab has to juggle in 2008. Whereas Second Life pundits and residents often demand stability at all costs. It is not going to be that simple. The only truly stable worlds in the fast emerging virtual landscape of 2008 will be a small, closed, dead worlds, or perhaps, 2D worlds.

I came to the conclusion that 2008 really could be the year of interoperability, or at the very least the beginning of interoperability starting with increasing levels of web services for the SL grid, after talking to many of the movers and shakers on Second Life including Zha Ewry, IBM representative to the Architectural Working Group, John Jainschigg Exec. Director of CMP Metaverse, Cube Inada creator of Starbase C3, Aleister Kronos, Illuminous Beltran IBM, Gwyneth Llewelyn and others. I also attended many of the Architectural Working Group meetings.

I spent some time reading some of the excellent predictive posts for 2008 from meta thinkers such as, Cory Ondrejka himself (also see Cory’s review of his 2007 predictions in Terra Nova, Hamlet Au of New World Notes, and the Virtual Worlds Management team that has put together a 36 page Industry Forecast for 2008 (see Virtual World News for more on this and how to order a free copy), also some interesting predictions on Second Thoughts, Virtually Blind, Caleb Booker, Not Possible IRL, and Second Tense (the last is a somewhat tongue in cheek look at what 2008 may have in store for us). But only Hamlet of New World Notes makes a specific prediction re interoperability suggesting that a Second Life port to Sony Xbox 360 will be created.

Some Second Life commentators are making the prediction Linden Lab will not open source the server side architecture of Second Life in 2008. And while they may be right on this one, 2008 maybe more of a preparatory year devoted to cleaning up code and protocols, this probably won’t be an obstacle to achieving at least some of the goals of interoperability.

The fast development of OpenSim makes the open sourcing of Second Life server code something of a moot point. See my interview with Adam Frisby of OpenSim for a look at recent progress and some of the strengths of OpenSim architecture. The picture of OpenSim below is from NixNerd (see OpenSim Wiki). It is taken using Windlight.

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Interoperability between OpenSim and Second Life in 2008?

Full interoperability between Second Life and OpenSim in 2008 is unlikely. I would put my money on 2009 for this. But a leading member of the Architecture Working Group suggested the following:

Three Achievable Goals for 2008.

Demos for:

1) Cross login for authentification - meaning that Tara5 Oh and her password would be the same in Second Life and an OpenSim that shared authentication with Linden Labs’s authentication servers.

2) Fetching assets between domains. This would mean being able to fetch assets from one space to another. For example I would be able to take my AV and my clothes from Second Life to OpenSim and back. Right now LL will only do this if they have a legal agreement with you not to steal stuff. The problem with off grid back up is that it is instant copy bot so one of the non-technical challenges is setting up the rules for connecting grids. (This also probably needs extended permissions so people can flag if they wish assets allowed off the SL grid.)

3) A tp (teleport) between an OpenSim and a Second Life sim. 1) and 2) are needed to do 3).

Integrating SL with The Web: SL and RESTful principles

I frequently attend the Architectural Working Group meetings on Second Life where Linden Lab, IBM, OpenSim and others meet to discuss open sourcing Second Life, open standards and interoperability. I am a silent observer as such gearhead matters as RESTful principles are usually what’s on the agenda.

Zero Linden’s office hours and Architecture Working Groupies’ meetings are where the warriors/artists of interoperability are to found. And the Linden Lab protocols are the clay from which standards are being molded. If you are serious about interoperability rolling up your sleeves and working with other teams whose objectives may not be exactly the same as you own is the challenge. As one AWG member put it:

Interoperability will emerge battered byte by battered byte from the hands of grubbie techies each with an agenda. Except on Second Life some of us are blonde, with a pert smile but yeah….

The Architecture Working Group is the first virtual world coalition that I know of to dig in and begin some heavy lifting re interoperability. AWG Meeting 2 is tentatively scheduled for 2008 Jan 31. The first AWG outlined some basic concepts for a new Second Life grid architecture.

One area of interoperability that will probably make big advances in 2008 is the better integration of SL architecture with WWW architecture which explains the talk of RESTful principles at AWG meetings! But as I have learned, the core activity of Second Life state merging delivered by the web is odd in relation to current web concepts. For the most part, the web for the last 30 years has largely been about delivering static content i.e. most of what people see stays the same for minutes, hours even days on end. The essence of what Second Life is about is collaboration around dynamic content. A good chunk of REST is about exporting state on a per state basis some of which you can’t do on SL as it doesn’t fit the model. As an AWG architect put it:

What SL does for a living is take inputs from 10 - 40 AVs and 40 times a second spit out a new state.

So Second Life is a very different animal from WWW. It doesn’t really match the core REST models. You can build on top of REST but the last bits are going to have to be different.

As far as I know no-one has really licked the user generated content plus 3D, plus REST equation yet. REST is.. 90% about saying: “Here is how the web works, and why as a consequence, it scales and models well.”

Mashing the physical, the web and the online virtual

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A different aspect of interoperability, mashing the physical, the web and the online virtual, is beginning to produce some interesting directions. And, what serendipity! The first link to my blog in 2008 came from Marta Lyall one of the prime movers behind a way cool project wrlds.com that is printing physical art objects representing big stock market moves, and creating a social network around this. The picture above is from the Wrlds web site.

Within the WRLDs System, participants can generate both virtual 3D and physical objects from their trading data. Translating trading data into these new forms creates a shareable social object from the symbolic language of trading

Artificial Intelligence Applications in 3D Virtual Worlds

While the development of distributed artificial intelligence in virtual worlds is certainly going to spawn a variety of killer apps one day soon, it is still early days for this. At the Virtual Worlds Conference and Expo, 2007 in San Jose, Ben Goertzel’s startup company Novamente LLC announced their collaboration with Electric Sheep Company to bring artificial intelligence agents (virtual pets) to online virtual worlds (see BBC News Coverage). Harnessing the wisdom of crowds in the rapid prototyping environment of a user generated, 3D world like Second Life presents an extraordinary opportunity for the development of Artificial Intelligence applications (see my post here on Artificial General Intelligence in Second Life).

The development of OpenSim and creating interoperability between OpenSim and Second Life in 2008 will create many new opportunities to create artificial intelligence applications in virtual worlds that require a secure and public platform. Already use cases and prototypes for energy management, predictive maintenance, building automation and network operation centers that are being designed to be integrated with AI are being developed on OpenSim (see my post on Eolus One’s work on building automation and Illuminous Beltran’s Virtual Network Operations Center).

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In the picture above Illuminous Beltran (Michael Osias, IBM) is discussing with Zarathustrapoalypse (Ben Goertzel of Novamente) the possibility of having a virtual Artificial Intelligence system administration operation center that could diagnose problems and be able to describe them in an abstracted, qualitative format and then having conversational AI avatars to describe the problems to sys-administrators (and indicate them gesturally in the 3D sim world).

As Ben Goertzel of Novamente also has considerable experience applying AI to financial trading and understands both the data and the psychology of traders pretty well I asked what he thought of the Wrlds project, and how it could be developed with AI. Ben came up with a very interesting, off the cuff, AI tie in.

There is an AI tie-in, since AI can be used to analyze and extrapolate data, and their stuff could then be used to visualize the results…

But that would be a different sort of product, I would say… and a great one … imagine a data-analysis toolkit whose interface was part of a virtual world…

You view your data in the virtual world, a la the wrlds.com methods

You choose methods to analyze your data, via a metaphor of choosing physical tools in the virtual world…

You apply the tools to the data and visualize the results

I note the “toolkit” metaphor is constantly used in the data-analysis world…

Finance would indeed be the first market to look at here, since there is a big and mature market existing for financial data analysis tools…

Melanie Swan is also doing some interesting work on the visualization and analysis of financial data in virtual worlds (also see Melanie’s post on virtual world killer apps). She is developing a 3-d dynamic display of stock market data in her virtual office in Second Life. Go here for the on-demand real-time 3d stock charts in Second Life.

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Nanotechnology and Second Life

Monday, October 8th, 2007

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Nanotechnology Island has launched in Second Life with the goal to establish a place for the Nano Science and Technology communities to come together and to bring key ideas and research into public discussion.

Nanoscience and technology like virtual worlds are frequently cited as “disruptive” technologies. These fields should evolve in relationships between scientists, engineers, policymakers and regulators in a global setting with the opportunity for public debate and engagement.

Nanotechnology is a term used to describe the manipulation of materials at a nanometer of scale - a nanometer is a billionth of a meter. Chris Ewels explains: “This is the scale of large molecules; molecular chains (like plastics), proteins (from biology), nano-crystals (for example nanocrystalline diamond) and new large molecules like fullerenes and nanotubes.” See his site for more info and many wonderful pictures including the picture above from his gallery fantastic.

While nanoscience is rooted in the physics and chemistry of objects at the nanoscale, it involves a broad collection of technologies and scientific research — from diverse fields such as physics, materials science, engineering, chemistry, biochemistry, bio-engineering, medicine, optics and more.

Shifts in thinking and technology emerging from nanotechnology have big implications for our future and may lead to the end of the age of industrial design, production and consumption (see the seminal book on nanotechnology Engines Of Creation by K. Eric Drexler).

Creating a community of communities in SL

The communities of nanotechnology and science are dispersed across disciplines and geography. This Second Life project aims to “create an exemplar for using SL as a community aggregator (community of communities).”

Nanotechnology Island is based in the multidisciplinary SciLands in Second Life. SciLands is an international cross-disciplinary community, currently numbering 34 islands, with its own orientation island and regular events. This is an ideal location for Nanotechnology Island to begin to encourage inter and intra-community dialogue and give an opportunity for many people to play a role in envisioning and defining the future.

Dave Taylor, of the National Physical Laboratory (in the UK), explains that some of the key objectives are to:

provide resources to nanotechnology-related individuals and organizations to help them get started in SL: mentoring, technical help, access to shared land and facilities, and subsidised SL development. This last part means that NPL will help cover the costs of developers for SL projects that are approved for display on Nanotechnology island.

Dave then added more specifics about the services that would be made available:

1) Free assistance with Second Life basics for Nanotechnology subject specialists new to Second Life. Nanotechnology Subject Specialists attending meetings can use the SciLands orientation zone and meet with our representatives in Second Life to learn about the basics (e.g. how to move around, how to communicate and give presentations, how to change your appearance, how to search, how to find more help).

2) Free assistance with preparing, promoting and supporting suitable events on Nanotechnology Island.

3) Free space (land) on Nanotechnology Island to host displays or exhibits relating to nanotechnology.

4) Funding to help build (develop) an exhibit or display to be shown on Nanotechnology Island. Note: some simple exhibits (e.g. posters or simple molecular models) can be made for free.

Nanotechnology and the OS for Spaceship Earth

In an earlier post, I discussed the role that online, immersive, collaborative 3D virtual environments like Second Life will play in creating the operating systems for planet earth. Buckminster Fuller, whose visions reemerge in nanotechnology, makes a call for human cooperation in creating a future in the final words of his book, “Operating System for Spaceship Earth,” 1963.

The phrase Spaceship Earth brilliantly suggests the relationships on a galactic scale that nanotechnology both emerged from and can be extrapolated to. And Buckminster Fullers’s operating system for spaceship earth foreshadows not only ideas of “self-assembly” that emerge from nanotechnology but the notion of virtual operations centers emerging from the collaborative networked intelligence of virtual worlds. See my earlier posts, here, here and here to learn more about Eolus One and other projects that are beginning to develop Virtual Operations Centers in Second Life for energy monitoring, environmental management, health care and more.

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I was kindly given permission to use this picture and the picture opening this post by Dr Chris Ewel, Research Fellow at the Institute of Materials, Nantes where he models impurities and defects in nanostructures, and EELS microscopy of new nanomaterials. They are from his gallery fantastic. Ewels calls the one above “Dreams of Buckminster Fuller.”

Buckminster Fuller structures are reappearing in the chemistry of the nanoscale. And, as Ewels points out, Buckminster Fuller once designed a geodesic dome large enough to cover mid-town Manhattan. . “So why not extrapolate a little?!”

C60, the carbon molecule [known as the “bucky ball"] arguably started the whole nanoscience revolution in the eighties, was originally discovered by accident - by a group of scientists trying to understand the formation and behaviour of carbon molecules in interstellar gas clouds.

Extrapolation on an unprecendented scale is intrinsic to the nano revolution. For as much as nanotechnology is rooted in a precise notion of measurement at a very small scale, the implications of the discoveries are far reaching. The famous and controversial heart of nanoscience thinking is the possibility of “self- assembly.” “Self-assembly” is the fundamental principle which generates structural organization on many scales, from molecules to galaxies.

Nanotechnology presents the opportunity to go beyond what natural mechanisms currently allow by creating assembly systems that can build complex devices from elemental atoms or molecules.

The manipulation of matter on an atom-by-atom basis to create specific configurations for molecules, or “molecular manufacturing”, is probably at least a decade away from being used at commercial levels, but self-assembly systems are widely used in nature and have already been harnessed in scientific experiments.

As Nanotechnology matures, it will likely prove to be revolutionary in reversing a fundamental basis of human-based manufacturing.

To date, human manufacturing has been a top-down process taking larger materials and cutting and shaping them down into parts of products. Molecular manufacturing, on the other hand, starts with the building blocks of atoms and molecules and combines them to form objects from the bottom up. This is how nature has worked for billions of years. Eventually this approach may replace many of today’s production processes and find applications throughout society. (UCLA Journal of Law and Technology).

Chris Ewels noted when I asked him to comment:

nanotechnology works with both bottom-up and top-down and there’s lots of cool stuff being done with top-down.

Chris also pointed out that many of the ideas In Drexler’s book in his view are more science fiction than science fact:

(scientifically they just don’t work – if you’ve seen pictures of molecular cogs made from individual molecules, these ignore the fact that molecules tend to stick together, for example). For me the thing that nanotechnology does and will do well, is it allows us to do stuff that happens now, but better! So solar cells that are much more efficient, catalysts that work better, etc etc – not quite so glamorous but if you can make a solar cell 4 times more efficient then you can change the world!

One of the most exciting things about nanotechnology communities coming to Second Life will be that the ideas in nanotechnology that are about exploring the fundamental limits of human ingenuity - provocations to possible futures on the one hand; and on ground innovations from nano science and technology that are changing our world now on the other - will be integrated into the networked human intelligence of the virtual frontier. And this virtual frontier, exemplified by Second Life, is itself a new adventure in human imagination and possibility

A Tour of Nanotechnology Island on Second Life.

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Two avatars operated simultaneously by Dave Taylor from the National Physical Laboratory showed me around Nanotechnology Island. ‘Davee Commerce’ is the avatar on the right and on the left is ‘Innovation Projects’ an official NPL avatar.

While the prime objective is to help others make exhibits there are some very interesting exhibits that have already been developed by NPL. The first one (pictured below) Davee Commerce showed me is a SIMS instrument. SIMS stands for Secondary Ion Mass Spectrometry - and is used to analyse complex structures.

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Nearby are giant animated models with an explanatory display to explain SIMS - a process in which “you basically fire charged molecules or atoms at stuff and see what comes out.”

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I watched both an animation of a charged red bismuth ion and one of a “Buckyball,” striking a sample, developed for NPL by Troy McLuhan. Troy pointed out the red and yellow things that go flying are ions and they get pulled away for analysis. “It’s sort of like figuring out what the surface of a watch is made of by shooting it with a narrow-beam sandblaster and seeing what the sand knocks of.”

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Also in the exhibit is an AFM - Atomic Force Microscope that works by dragging a very narrow point (atomic sized) across a surface and watching the point go up and down (with a laser beam bounced off a reflector attached to the point). “Sort of like blind people reading braille,” Troy noted.

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See the NPL website for more on AFM. DNA structural change and single molecule detections are key areas of AFM research. Carbon nanotubes are ideal tips for AFM because they can have diameters as small as one nanometer.

Davee Commerce took me on a flying tour of a carbon nanotube.

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Single-walled carbon nanotubes are being used for investigating surface-protein and protein-protein binding and developing highly specific electronic biomolecule detectors.

Dave took me on a tour inside a single walled carbon nanotube and also explained the structure of DNA to me (image behind the nano tube above and detail below).

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Nanotechnology Island includes several interesting buildings produced for NPL by NMC Virtual Worlds and an auditorium that will host regular nano-related events.

The center piece, The Tower of Ten, will house a series of exhibits that change scale by a factor of ten at each level all the way down to the nanolevel. The AFM and SIMS exhibits are housed in an a reproduction based on the architecture of the NPL building in the UK. The laboratories inside were modelled on some of those at NPL, but are typical of specialist nanotechnology centres around the world. Outside there is an animated reproduction of “Newtons Apple Tree.”

A tree grown from a graft from an old tree in Newton’s family garden in Woolsthorpe, near Grantham in Lincolnshire still drops apples outside the “real” life NPL building.

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According to popular accounts, it was the fall of an apple from this tree that suggested to Newton that the force of gravity that caused the apple to drop to Earth was the same force that kept the moon on its path. The original tree was cared for until it was blown down in 1820 (”Notes and records of the Royal Society Vol 9″).

Playing With The Havoc 4 Physics Engine To Explore Nano Ideas in SL

Seeing Newton’s revered apple tree gave me an idea to ask some nano thinkers the question:

Can ideas of self assembly at least as concepts be explored on SL by playing with the physics engine - and could that be of value in communicating and understanding these concepts better and bringing the rapid prototyping and collaborative potential of the SL environment into nano thinking.

I gave this question to David Orban whose company Questar is in SL consulting, “but with our twists… No architectural building, but community creation, etc. ” David Orban is an entrepreneur interested in the Technological Singularity (see my earlier post) and Memetic Engineering. He is a member of the Singularity Institute, and is on the Advisory Board of the Lifeboat Foundation.

We know how the world works in the macro-scale. That is why building real-scale stuff in SL in rather unexciting, at least to me. But we do not know well enough how stuff behaves on the nano-scale.
And in SL, or other online worlds, we have the chance to simulate the world as we would perceive it if we were able to directly participate in them.
We have to change the physics. For example: to us water is fluid but on the nanoscale it is not.
The bipolar nature of the water molecule manifests itself, with the Van der Waals forces becoming very, very important. The surface of water becomes an almost impenetrable barrier.
In my opinion, once again, it will be with the open-sourcing of the server that makes this kind of experiment.
You have to change just a few parameters, and see the consequences. Let me give you an example:

In the good old days of Virtual Reality 1.0 in the end of the eighties with VPL Research, Jaron Lanier, etc. the immersive RL was not fun to me as it was emulating reality.
What I wanted to do is emulate irreality so for example change gravity, and learn to juggle then turn the gravity knob up little by little, and once I got to Earth gravity take off the goggles and juggle for real!
I want to change just a few parameters as well, and learn from them. Right now the changes have to be programmed into each individual object, instead of being a feature of the background.

They way to do it is to tweak the underlying Havoc engine which is the basis of the simulation calculating the collisions and what happens to objects as they clash at given speeds, at given characteristics, etc.
For example, making stuff sticky: that is chemistry!

Or making stuff blow up: that is nuclear reactions…
Or model how the changing nature of mechanical resistance can help or hinder the building of self assembling structures.

I asked David Orban if he was willing to give me a cartoon to illustrate our conversation in skype. And he very gamely posted these two drawings to Flickr for me.

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Start juggling with a low-gravity setting, and follow the balls with your conscious brain. Turn up

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Sticky objects simulate chemistry, and materials’ science.

But you can’t……..

But you can’t just tweak some parameters in the physics engine to simulate physics at the nanoscale. [this was Troy McLuhan's initial response to my question]. That’s fundamentally wrong. Quantum mechanics is NOT classical mechanics with some tweaked parameters. It’s qualitatively different?

I am sure that Troy is not alone in the scepticism he expressed to me on playing with the SL physics engine to explore nano ideas.

Early in my career I spent some time working on ways to represent time travel in film and for this we were constantly playing with ideas of light and motion through algorithms, lenses, and film printing technologies. Obviously this did not further the technology of time travel per se. But constantly pushing at the possibilities of time travel’s representation I believe enhances its possibility in human imagination and endeavor. So to me tweaking the physics engine of Second Life to explore the possibilities of nano thinking seems a logical next step. I asked David Orban if he could clarify further his ideas. He responded:

Quantum Mechanics is fundamentally different. But it is so much so that we have probably just no way of perceiving it in the ‘right’ way in any simulation just as we can’t in reality. We don’t even know what Quantum Mechanics means!

Playing with the havoc engine is just another way to play with an idea with cannot and never can see right!

Anyway: the realm of reality we perceive is one, that of the quantum is an other. Making that one visible is likely to be impossible.

But we can work around that. I think

We’ll see…if we don’t start from somewhere, and “tweak some parameters” we won’t get anywhere.

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Picture from Chris Ewels’ Image Gallery
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Metaverse and The Mobile Space:
Blurring Virtual and Real Lines

Wednesday, May 16th, 2007

Ugotrade Goes To MobileCampNYC, Saturday, May 19th.

My friend and partner in many R & D adventures, Otto Leichliter, veteran of Ericsson’s Messaging R & D team, 3D vision, robotics, special effects for film and television, and system development, will be helping me lead a discussion, “Metaverse and The Mobile Space: Intersection or Inclusion” at MobileCampNYC .

We will talk about how the standard pipeline of WiFi will transform cell phones, from the “mashup consumers” they are now, into true interface engines that open up the relationship between real and virtual worlds. And how, as the metaverse meets the mobile space, 3D printers/fabricators may be both the killer app. for virtual worlds and sustainable development.

But, the topic is wide open. And, if you would like to help us lead this discussion, please add your name to the wiki page.

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A Fab@Home Model 1 Fabber. See PopSci - The Desktop Factory

Roboticist Hod Lipson wants you to stop shopping and use his portable 3-D printer to make your own stuff.

I hope to see you at MobileCampNYC, if you live in the Metropolitan NY area. Please add your name to the wiki now if you want to attend as there is a limit of 100 people! MobilecampNYC is a BarCamp:

BarCamp is an international network of unconferences — open, participatory workshop-events, whose content is provided by participants — focusing on early-stage web applications, and related open source technologies and social protocols. The name is a playful allusion to its origins, with reference to the hacker slang term, foobar: BarCamp arose as a spin-off from Foo Camp, an annual invitation-only unconference hosted by open source publishing luminary, Tim O’Reilly.

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A BarCamp in progress in Chennai, India. Original image at Kiruba’s Blog.

WiFi to link Virtual and Real Worlds

The difference between WiFi and all the various cell phone protocols currently in use is the equivalent to the difference between public access and pay per view.

WiFi is based on the TCP/IP networking communication standards and not some oddball proprietary standard that only Telcos provide.

TCP/IP is the network standard and must ultimately become the mobile phone standard as well if cell phones are to become true linking engines between virtual and real worlds. Otherwise phones will continue to be (as they are now) consumers of (costly) services, that are regulated and restricted and far from open source or user friendly.

WAP, 3G , GPRS, WAP (Wireless Access Protocol), GPRS (General Packet Radio Service)?, 3G, GSM, EDGE, TDMA, CDMA - don’t worry if you don’t know all these - the point is that WiFi can leapfrog them all with direct access to the internet, and that includes internet telephony and (with the resolution of bandwidth issues) access to virtual worlds like Second Life.

People used to talk about service anytime, anywhere - it shouldn’t matter if that’s a real or a virtual anywhere.
Zygmunt Lozinski, IBM

And, as bandwidth obstacles diminish, there will be, increasingly, a natural interaction between virtual and real worlds. And, our experience of virtual and real mixed mode events, and augmented reality events e.g. Second Life HUDs (Heads Up Displays) integrated with Real Life events will not, of course, be limited to qwerty keyboards and monitors.

The integration of virtual and real worlds in the mobile space has significant implications for developing countries and sustainable development (see several earlier posts on Ugotrade on role of mobile phones in developing countries, and also see earlier post on Bruce Sterling and Splimes).

Building Bridges Between Virtual and Real Worlds:
It doesn’t have to be all headsets and Sci Fi.

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Bridge building between virtual worlds and real worlds via the mobile space is not merely in the realm of speculation. Last Friday, I was fortunate to spend time with Ian Hughes (a.k.a Epredator), Metaverse Evangelist, Senior Inventor and Innovation Catalyst and Consulting IT Specialist, with about 17 years in IBM. My inspiration to do the discussion on “Metaverse and The Mobile Space: Intersection or Inclusion,” at MobilecampNYC came from this meeting with Epredator on Second Life.

I met Epredator on one of the many IBM islands on Second Life. And, he took me to several locations during the interview. However, IBM’s presence on Second Life is far to extensive to cover in one post, so I will come back to other aspects of IBM’s exploration of virtual worlds and Second Life in later posts.

It was very exciting to have this opportunity to meet one of the pioneers of the merger of virtual and real worlds. Ian Hughes brought Wimbledon to Second Life and this project is an outstanding proof of concept demonstrating how real data can be gathered pumped to the web and to Second Life, and also to Real Life to produce a mixed reality event.

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On Eightbar Ian Hughes describes a number of different ideas that were demonstrated by bringing Wimbledon to Second Life. He explained to me:

We gather the real data and pump it to the web, pump it to SL, and also to real life scoreboards on-site……so if someone wants to see the hawkeye replay, or overlay the line call, we have all the data. And, with a WiFi network we can merge the two.

It doesn’t have to be all headsets and Sci Fi. I could hold my mobile phone up and use the screen as a viewer through which to superimpose the data.

Mobile - “anywhere you need it” in virtual and real worlds: overcoming patchy connectivity

IBM caused quite a stir at the recent 3GSM World Congress where Zygmunt Lozinski showed off a service button that calls someone in Real Life and patches them in to Second Life. In an interview to BBC Click Online, Mr Lozinski said:

So for example, you can make your avatar ring a bell, like in a hotel lobby, and that would send a message to the owner of that area, to their mobile phone, to say ‘there’s somebody who’s interested in talking to you’. Because obviously you can’t spend your entire life in a virtual shop hanging around waiting for someone to stop by and buy something.

You can then see a photo of the avatar who’s calling you. You can then record a video with your mobile, and send that back so your potential customer can see that video being played to them on a video wall in the virtual world.

In effect, IBM’s model removes the need for people to exist within a virtual world.

If you’re traveling you may not always have good enough connectivity to interact with people in a virtual world, even if you need to. People can communicate irrespective of whether they’re in the virtual or real worlds.

Helping people link to virtual worlds despite patchy connectivity will have significant implications for the role virtual worlds can play in positive global development.

“3D printing is a real killer app. tacked on the side of Second Life,” says Epredator

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Epredator stood for a capture session in SL, and then received a parcel from Michael at fabjectory containing “this excellent Epredator potato figure straight out of a 3d printer,” (see eightbar for more great pictures).

In my interview with Epredator, he brought up how important local manufacturing elements, 3D printers and Home “Fabbers” could be for sustainable development.

We spend a lot of time shipping products around, packaged to travel. [This could be avoided in many cases] if we rezzed them in the real world at the point we needed them from basic raw materials.

If you want to buy a product from a website and you have local 3D printing we only have to ship the model information.

Well as you you can see, my chat with Epredator left me with a lot to think about. There was so much ground covered that I will have to come back to these ideas in later posts.

As I mentioned in my previous post, and see eightbar, at IBM, Hursley, they are dreaming up the internet of things at every opportunity they get!

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I do hope, if you can, you come to MobileCampNYC to discuss some of these ideas about blurring the lines between virtual and real worlds and linking the Metaverse with The Mobile Space.

MobileCampNYC is bringing together mobile enthusiasts, explorers and professionals from the NYC metropolitan area to share the current state and their visions for the future direction of mobility. MobileCampNYC hopes to support the many voices helping to unlock the potential of a truly digital life. Topics may include - but are not limited to - mobile gaming, entrepreneurship, social mobility and presence, near field communication, physical hyperlinking, mobile storytelling, the importance of open standards, protocols, and platforms, linux based devices, and mobility on other continents.

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