Archive for the ‘Metarati’ Category

Interview with Mitch Kapor

Monday, May 5th, 2008

Only a two weeks after debuting their first Hands Free 3D video showing the possibilities for navigating Second Life “hands free” without a mouse or keyboard, Mitch Kapor (MitchK Linden in Second Life) and Philippe Bossut have a new demo out - Hands Free Object Editing in Second Life.

Philippe points out on the Hands Free 3D blog that they have already seen a lot of interest in their “hands free” project even from the main press (see this article from the NYT). Hands Free 3D, a project of Kapor Enterprises, is creating a prototypical interface using the 3D Camera designed by 3DV Systems to control virtual worlds like Second Life.

Mitch Kapor told me, they are now working “so that avatars can directly mirror body language and facial expression.”

Mitch very generously gave me an interview in which he not only describes his project to explore how:

the camera could be a central device to a whole new kind of interface the way the mouse became the central piece of hardware that enabled the whole graphical user interface and it enabled the transition from character based computing DOS to the GUI.

But also, Mitch shares some of his thoughts on the future of Second Life. A full transcription follows in this post.

“Moving From Science Fiction to Science”

Mitch explained to me he began to get excited with the idea of Hands Free 3D when he realized:

we had a shot at moving from science fiction to science as it were actually making some of this stuff work that people have been talking about for a long time

As Gwyneth Llewelyn points out much of the so called virtual worlds industry has backed off the bigger vision of a unified metaverse and is retreating into a more limited vision of a multitude of closed and controlled virtual worlds (see Digado’s post Raising Kids in Virtual Worlds and this video from fastcompany.tv to see how this controlled/controlling vision for virtual worlds plays from Disney’s point of view).

But while a bigger vision for virtual environments with a revolutionary role in adult life may not not be interesting to marketeers at the moment, it has a momentum that cannot be stopped. Mitch Kapor made a prediction during the interview that I wholeheartedly agree with:

the big vision of 3D is in the process of happening. It will be very transformative and anybody who is not counting on that happening, is likely to be run over by it.

I got very excited when I heard about the Hands Free 3D project because developing a natural interaction between people and virtual environments to me is one of the “it” projects for immersive 3D.

The dialogue between science fiction and science is of course the ongoing story of the metaverse. And seeing Iron Man which is alive with new possibilities for “seamless interfaces between people bits and atoms” made me think of how very exciting this new chapter in metaverse development is.

The Tangible Media Group, MIT, founded by Hiroshi Ishii has pioneered new couplings of the physical and the virtual. And, alumni John Underkoffler’s vision is definitely in play in Iron Man. Underkoffler’s exact credit flew by me too quickly - but he was clearly a futurist for Iron Man. Matt McGann points out that there is a very cool article about his work on Minority Report here.

Oh I cannot mention Iron Man without noting Iron Man in Second Life (see Massively) and Annie Ok’s latest great machinima!

And, Click on the screen shot below or here to watch the “Hands Free 3D: Second Life Object Editing Demo”

Interview with Mitch Kapor

Tish Shute: How did you get the idea to focus on Hands Free 3D out of all the possible areas you could have begun R&D in?

Mitch Kapor: You were asking me where did the idea come from? It originated in the fact that this kind of difficulty - of creating a natural, easier user interface - that we’ve had is characteristic of virtual world interactions.

There are things to be done about that at every conceivable level. From fixing all the little bugs to a bigger initiative. I was doing a thought experiment about what would really make a virtual world fundamentally easier to use.

I didn’t have an answer, but somebody had mentioned to me - one of the other investors in Second Life - that there are two Israeli companies working on 3D cameras. I had read about and heard about lots of things but this caught my attention. And I started to ask some questions about it. I had seen the video that Johnny Lee shot with the Wii on YouTube.

That had begun to prepare my mind to think about how you could use new types of input devices to control virtual worlds. So when I heard about the cameras I said this is really interesting and I started to make some phone calls and inquire. The Idea came to me that you could use the camera … the camera could be a central device to a whole new kind of interface the way the mouse became the central piece of hardware that enabled the whole graphical user interface and it enabled the transition from character based computing DOS to the GUI.

One of the other things is that I’ve now been around long enough, 30 years - active and professional - that I’ve seen many things come and go and I have a feeling for patterns. So I was fortunate in actually being able to get hold of a prototype of one of the cameras to do some experiments with it.

Tish Shute:
They’re not yet released generally are they, later this Summer, right?

Mitch Kapor:
Well .. it’s unclear. Sometime in 2008 or 2009. There will be multiple manufacturers. They have somewhat different approaches as to how they’re going to go to market. I’d say it’s all being sorted out soon. Everybody I’ve talked to is quite certain that by Christmas season of 2009 at the latest, they’ll be available in high volume at low cost.

Tish Shute:
I just got so excited when I saw you doing this because I think, basically, in terms of free form 3D programmable space which is how I’ve come to see Second Life now, it’s the future. Everyone’s been complaining that the problem with free form 3d programmable space for a mass audience is the difficulty of the interface. So there seems to have been this big retreat back into 2.5D, 3D chat rooms - plugins to Facebook etc. It seems like a step backward to me.

Mitch Kapor:
I think it’s inevitable that we’re going to get fully interactive 3D. It’s all a question of how we’re going to get there and how long it takes. It’s understandable why, for commercial reasons, people do more incremental things, but those are only going to get you so far.

Tish Shute:
Well it seems to me ideas about the evolution of 3D are to some degree being driven by marketing on the web forces at the minute. I suppose the thinking is that you can get these 3D chatrooms up easily and they are more amenable to marketing than a freeform 3D space like Second Life.

But my question is why you didn’t decide to go to game controllers? I suppose this is where a lot of thinking goes because all the kids have already a high level of skill with these?

Mitch Kapor:
Well, I’m not a gamer. It seemed to me that the possibilities with a camera to do the imaging and to be able in real time, to extract out a 3D model of the scene and the objects in it, is fundamentally just incredibly powerful. It feels like the right direction if you can develop it. What I was pleasantly surprised by was actually creating the first demo was pretty straightforward.

Tish Shute:
How did you prevent every random motion being sucked into the program?

Mitch Kapor:
It turns out that the cameras are pretty sensitive. They can detect relatively small motions like the resolution at a distance of 5 to 10 feet is a half a centimeter. That would be one part in several hundreds. maybe one part in a thousand. So it can detect slight motions. I don’t know the details of the software that the camera came with and that Philippe wrote. One of the other advantages is that Philippe, who is the engineer that did the work, has a PhD in computer graphics. And, he has been around the block quite a few times, and had a whole bag of tricks. I know that he spent some of the time writing filtering code to filter out noise in the signal and so on.

Tish Shute:
Do you have to be particular about where you stand at the minute? Can you smoothly go back and forth between when you have to type and things like that?

Mitch Kapor:
No, I’m not anticipating problems. We have another video coming up very shortly where we show object editing. The object editing isn’t as sexy as we would like it because it has to use the existing interface. They’re having to emulate keyboard and mouse. The point is that we have the concept of a control plane, a vertical plane, in front of you, that if you put your hand out so it crosses that imaginary plane, then it interprets what you do as controlling the mouse.

If you push through to the far side than pull it back it doesn’t. That actually works quite well as a gesture. And you get visual feedback when you’re in the control plane, it lights something up, so you can see - OK. It’s sort of like when you’re using the mouse to target an object you can tell tell when a mouse is inside a clickable button. Similarly there’ll be some kind of control zones. When your hand or other body part is in that you’ll get some feedback in the same way that a button highlights to indicate I’m clickable, or you’re over me. It’ll be a similar kind of thing.

Tish Shute:
But you have to avoid ending up with a mapping that’s more difficult to learn than the original one, don’t you?

Mitch Kapor:
I agree with you, but on the navigation and flying, we’ve had people learn to use this in less than 30 seconds. We just stand them up and say lean forward, lean back, stand up, lean to the side, raise your arms, and they’re moving, they’re flying, they’re walking.

Tish Shute:
And you don’t get a problem with the casual motion?

Mitch Kapor:
No. And this was just our first shot at this.

Tish Shute:
I know! I was really impressed that you could actually have done that in 3 weeks.

Mitch Kapor:
I think the start to finish time was a couple of months including the fact that Philippe had never seen the Second Life viewer code. So, he started like any other developer, just downloading and building the Second Life client. And, we never had a camera before! Ha!

Tish Shute:
But this is the great beauty of Second Life - the power that people have to do so many amazing things so rapidly.

Mitch Kapor:
He’s already re-written the code once. We’re totally prepared to give the code to Linden. It’s a little premature because the cameras’ aren’t available, but if the cameras’ were available, we would just donate the code. The nice thing is it’s actually pretty clean. It interfaces to the client at just a couple of points. We’ve isolated the dependencies.

Tish Shute:
But that’s my other question. If you donate the code will it be open source so that other developers could get involved? I know lots of people …

Mitch Kapor:
This stuff, the demonstration stuff, absolutely. That’s the intent. The purpose of this whole phase was just to test what we could do and to promote or evangelize the use of the camera. Get people excited. We’re thinking about what we might do with it.

I’m actually incredibly excited about the thing Philippe is working on now which is to use the camera so that avatars can directly mirror body language and facial expression. So that if I’m sitting in my chair and I have my arms crossed, my avatar will cross it’s arms. If I tilt my head to the side or smile or frown, the avatar will do the same thing. We’re quite optimistic that we can do something compelling in pretty short order, like less than a month.

Tish Shute:
Wow! That is really, really exciting. I think that has just been something people have been talking about a lot recently - to have gesturing and expressions transmitted to the avatar ..

Mitch Kapor:
The reason I get so excited is cause when I started believing we had a shot at moving from science fiction to science as it were actually making some of this stuff work that people have been talking about for a long time.

Tish Shute:
So the plan is to make your work part of the open source community and …

Mitch Kapor:
I don’t have a plan yet. I would say anything we’re doing in this phase we’re happy to give away. At some point I think things are going to become clearer as to the availability of the cameras, what Linden is going to build in, and then businesses that might be built off of what we’re doing.

But I’m very confident that the kinds of things we’re doing now and in the short term are just going to become part of the standard repertoire of things you can do in Second Life in code that’s available to developers.

I don’t have the exact road map.

Tish Shute:
I heard your recent talks in Second Life and how you were very interested in seeing how Second Life could become more of a business tool. I’ve talked about what Second Life and its “cousins” offers in comparison to other open source platforms like SUN’s Project Wonderland and the Croquet platform Quaq. For example, Second Life is a free form 3D programmable space that’s really accessible and easy to develop in.

But in Qwaq you can drag and drop documents in from 2D applications easily, and Wonderland has some great telephony/audio development. I’m totally psyched by what you’re doing because it has the potential to make the free form programmable space of Second Life more widely useful, and it could be bring much innovation to business communications.

I see a future in interactive data visualization, for example, the idea that Ben Lindquist of Green Phosphor has been developing, i.e., that you can actually model business processes dynamically in a collaborative environment. What are your thoughts on Second Life’s potential in business applications?

Mitch Kapor:
One thought is that a more general platform, more general purpose, more open, in the long run, all other things being equal, will be superior to more limited, less capable, more closed platforms, for building any kind of application.

And at the moment, Second Life is the most general and most open platform. So all other things being equal, which usually they’re not, Second Life should be viewed as superior by people who are building a variety of applications.

But there are clearly some things that need to happen. Well let me put it this way some of the other platforms have temporarily at least moved further ahead in enterprise related applications by developing collaboration capabilities.

So the imperative is for Second Life to provide comparable capabilities. It has to do that, in terms of fundamental stability, reliability, in all respects. If it does that then it’s actually going to win on it’s own merits.

Tish Shute:
I absolutely agree with you because in terms of ease of use, it’s the only dynamic networked general simulation platform around. There’s no one else close.

Mitch Kapor:
It’s also I think highly scalable in ways that some other things aren’t. Even though it doesn’t have as many 9’s in uptime as it needs to have, there have been recent signs of more progress. I guess the HTML on the prim stuff is rolling out finally or at least the first version of it.

I think it’s ended in beta now.

It’s not the full thing. But it’s a huge step. That’s going to help a lot.

Tish Shute:
Plus the fact it seems Linden Labs moving towards a more heterogeneous idea of a grid where there’ll be the potential to connect behind the firewall worlds with the main grid .

Mitch Kapor:
I also know that there are some third parties that have done that. They’ve sworn me temporarily to confidentiality. But they have done some very impressive stuff with integrating the web with Second Life in ways that you can for instance in a web interface just go and grab a PowerPoint. In your Second Life window. The power point will just show up. So there is a kind of work around to using the familiar web to get your intercollaboration stuff working. There’s progress. It’s going to be some time before it all sorts itself out.

But to come back to the camera as a more natural interface, I think for personal interaction, is important. It’s going to be a breakthrough.

Tish Shute:
It’s a huge breakthrough also to have the avatar related to your real life gestures. It’s a huge leap forward. When you introduced it at metaverse meetup that really got people’s attention. I have a question. Have you thought about going even further with the thought driven game controllers?

Mitch Kapor:
At some point I intend to take another look at that. I have the feeling that your not doing anything highly profound. Kind of a cute hack.

Tish Shute:
Again they’re not available, I would guess they would give some to you though.

Mitch Kapor:
From looking at earlier incarnations of this stuff I think what they can pick up on is very superficial. So I’m not sure that they’re going to be that interesting cause we really don’t know how to do, without some invasive type of surgery,

Tish Shute:
You can do it with very very complicated brain scanning you can do a lot more, but I agree. Although I did see the Japanese University was using them for severely disabled people. Looked like they were doing some interesting things.

My question is, this is something you mentioned in one of your talks in Second Life, you thought some of the steps forward to make Second Life truly a player in the business world, would be changes on the server level. Were you thinking more about the moves that are going on towards open source and making a heterogeneous grid?

Mitch Kapor:
Yes. I was thinking about letting people run it behind the firewall, and also it’s not just putting it behind the firewall, anytime you’re talking about an enterprise application, the enterprises want to integrate all of their existing IT systems. They already have these very sophisticated systems for managing say identity, and having easy integration of those thing with Second Life identity management is not glamorous but very important.

Tish Shute:
This brings to mind another question. I know I have some ideas about what Second Life really brings to the table for business. No one else has taken on working with dynamic melded states on the internet in 3D to the degree Second Life has. That’s sort of, to me, the essence of it - having groups of people working around 3D objects that can be updated on the fly and modeled on the fly.

Mitch Kapor:

If we do things well there will be a good level of interoperability and all of the open source work and the reverse engineered clones will actually be a good thing.

Second Life is, and I’ve probably used this line, faced with insurmountable opportunities on all sides.

Let me ask you a question. I’ve read your blog, or some of it, but what do you actually do?

Tish Shute:
I spend a lot of time on my blog at the minute!!! You can tell I have kids and dogs driving me crazy [dog is barking in the background], which is exactly why I took this up a year ago. I worked in film and special effects for the early part of my career.

When I had my kids and dogs and all of that it got to be just too much to do 24/7 film production. My son’s nearly 9 now. I tried academia for a while, then I just said forget it..too hard to be in a medieval guild as a second career!

And I actually a year ago when I started looking at this (Second Life) I thought my goodness this is what we sat around and talked about every night when we were doing multiple pass motion control photography in the eighties. And so I started writing about it and that took a life of it’s own. And now it’s become a little ridiculous because it’s an excessively time consuming hobby!

Mitch Kapor:
Are you in New York or the UK?

Tish Shute:
Yes. I’m in Manhattan.

Mitch Kapor:
The reason Second Life has gotten as far as it’s gotten is because of people like you who have become inspired and become obsessed and feel the possibilities and feel them to be so utterly compelling to cause some rearrangement of life priorities.

Tish Shute:
It’s interesting cause it’s like every week I say “Oh I really can’t spend all this time writing!” Then I see something, like this week I saw all the new wave of 3D chat rooms coming out. And it just got me going again! I just can’t bear to not to have a voice because when you see the big picture you want the really innovative stuff to move forward. That’s why when I saw your work on hands free 3D, I said: “Oh my goodness, someone’s taking it the next step. And as you say there isn’t a path that’s clear. There’s no guarantees. But its a path worth traveling, in my view!

Mitch Kapor:
I firmly believe, I have complete conviction, that all of the 3D, the big vision of 3D is in the process of happening. It will be very transformative and anybody who is not counting on that happening, is likely to be run over by it.

Tish Shute:
Right. Of course you’re much more knowledgeable of this aspect of it but in terms of business applications, has anything interesting happened in a long long while?

Mitch Kapor:
There are some interesting things that are happening, I just learned this by accident, that are being kept under very close wraps. There’s at least one consultancy that is doing extremely well with very large prestigious global corporations. They have done a lot of development of this integration of web with Second Life. Their clients are shy. They do not want public exposure at the moment because of the backlash against the overhyping of Second Life that happened last year. I was very heartened to hear about this. I think it’s going to start coming out in the next few months what some of these companies are doing.

Tish Shute:
I agree. Many of the interesting things I know about I can’t write about either because there’s no interest for people developing business applications to have a lot of web publicity about it in the early stages.

Mitch Kapor:
Right. I think we’ll be in this phase for a while. But then we’ll get out of it.

Tish Shute:
In terms of specifics about business application, do you have any dreams for Second Life?

Mitch Kapor:
I would like to just personally have a really good meeting application. Just simple like when you and I want to get together and meet in world, I would like that to be easy, bullet proof, convenient, natural. I’m imagining that we both have cameras, so that we can see each other and you get body language and you get a sense something like what you would get in a face to face meeting. And I want people to have the ability to easily get more realistic avatars, if that’s what they want. And actually there’s a lot of good technology around that now. Where you can just basically take a picture or two with an ordinary digital camera, upload it and get back something that pretty much looks like you.

Tish Shute:
What do you think are the biggest obstacles to this kind of free form 3D programmable space?

Mitch Kapor:
There’s a lot of software that has to be written to bring out its full potential. And not just by Linden or any one company. It’s really a collective effort that is the work of a whole generation.

It’s comparable to all of the work that went into making the ecosystem of the personal computer. Or for that matter the ecosystem of the internet. It requires having the right architecture, it has to stay open. If that can happen I think it’s mostly just a matter of time and some patience.

It is going to happen. There are lots of individual challenges. Tons of problems to solve. I’m not a technological determinist, but at this point I don’t think anything can hold it back.

In a way though having lived through the onset of the internet, while it has changed things a lot, and in certain ways it would be very difficult to imagine life without it, it also has left things the same. I mean people bring all of themselves and their issues into every technological medium. The drama gets played out in a different ways, but it’s neither going to be a good thing or a bad thing. It’s going to be some of both. And so the question is, to me, how people of good will who want to make the world a better place are going to use whatever new things get created in a positive way.

Tish Shute:
I know Mark (Zero Linden) heads up a lot of interoperability work in his office hours and other meetings. But I got a couple of emails this week saying that all these groups that are working off of either clones or reverse engineered, and there are so many of them, and some are under wraps too, need to actually meet on an even more regular basis?

Mitch Kapor:
That’s true. I guess it’s much more desirable for people to meet and talk, and if they don’t for awhile, you get more noise in the system. It just will take longer to put things back together.

Tish Shute:
That’s what I was thinking, that it’s become pretty clear to me that cooperation, if it is going to happen, has to happen around the clones and the reverse engineered versions of Second Life because other platforms are not prioritizing interoperability at the moment, that I know of.

Mitch Kapor:
People will call - this and that should be happening but my view is that the ecosystem is still sufficiently underdeveloped that there is a risk of attempted premature standardization.

If you look at the history of things, It’s very important for there to be working instances before anybody attempts to standardize anything.

There’s a lot to be learned in the early history of the internet. pre-history, from the 60’s up through the 80’s — when the basic protocols were being developed. There’s some very smart people working on that and a certain amount of looseness is actually quite important now.

There’ll be people who want to prematurely standardize and get everybody together and all you’ll wind up with is a massive crud.

I thinks that the power of the open systems is so much greater than the walled gardens Also the open source ethic is so deeply established in large parts of the development community, even in enterprises, that overall I’m not too worried about it.

When the functionality of whatever it is, is that well known and well understood, that’s the period in which the open source alternatives can really flourish. When there’s still a lot of evolution in functionality, and design in the user experience, open source techniques can become too slow.

So it’s going to be somewhat chaotic. I think we have to embrace or at least make peace with a certain amount of chaos right now and the understanding that it’s likely to settle down. The chaos is not the last word.

The Architects of the Open Source Metaverse at Virtual Worlds 2008

Friday, April 11th, 2008

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Screen shot from realXtend’s wickedly cool avatar tech demo (see video here).

Some people may have walked away from Virtual Worlds 2008, NYC, thinking the vision of the metaverse has boiled down to two notions: 1) every toy should have its own own virtual world and 2) may a thousand walled gardens flourish. But, if you did come away thinking that, you missed out on another important current at the conference - the rapid growth of the open metaverse and the excitement of developers, architects and visionaries who are exploring its potential.

The discussion at the Open Source Virtual Worlds Round Table included so many of the key players, including Philip Rosedale, and covered such a big chunk of issues that that I have transcribed it and published it at the end of this post - the audio is here. The audio quality is poor (except for the round table facilitators from OpenSim, Sun’s Project Wonderland, Qwaq and myself as we were sitting right on top of my ipod!) So, I hope the transcription of the discussion will be useful to all those involved in pioneering the open source metaverse.

The dichotomy of visions - an open metaverse or a thousand walled gardens - present at VW 2008 did not escape the very savvy virtual world writer Wagner James Au (Hamlet Au in Second Life) who narrates this tale of two conferences on GigaOm, here and here. Hamlet, author of The Making of Second Life, and part of metaversal thinking from the early days is in unique position to understand the accomplishments and vagaries of its prodigal children.

The inadequacies of the short term constrained visions that held the main stage at Virtual Worlds 2008 were also commented on by Cory Ondrejka, one of the founders and former CTO of Linden Lab who wrote on his blog:

Is this really the Metaverse? Is this even the 3D internet? Isn’t this the same week that we saw Congressional testimony on virtual worlds, on their potential impact on education, community, business, and communication? Technology is just enabling us to take incredibly bold steps, to connect people in entirely new ways. From 3D camera technology to spatialized voice to novel interfaces to mobile to augmented reality, we should be ready to embark on the next exponential curve, building on everything learned from Second Life over the last 8 years.

Not game over by a long shot - the party has just started!

The young guns are working with the open source and reverse engineered derivatives of Second Life to explore the full potential of avatar presence in a 3D, interactive, dynamic, networked environment. And this is just the very beginning.

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On 3rd of April the OpenSim platform was load tested with the amazing Antigone (top image), who sang live in OpenSim in an event sponsored by the Sine Wave Company (boardwalk leading to the stage in OpenSim above).

And, if you were thinking that Philip Rosedale stepping down as CEO of Linden Lab was a sign that Philip was giving up a leadership role in the future of the open metaverse, think again. Philip’s continuing deep engagement with the technical and business challenges of the Open Metaverse was quite clear when he showed up and sparked off an intense discussion at the Open Source Virtual Worlds Round Table.

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In this picture, Philip Rosedale, Linden Lab, Zafka Zhang of HiPiHi, Wagner James Au (author of The Making of Second Life), Tess Linden, Eilif Trondsen of SRI Consulting Business Intelligence are just some of the metarati at the round table.

Also very visible at Virtual Worlds 2008 was Cory Ondrejka. And while Cory is now consulting on a wide range of entrepreneurial, technology, and innovation projects, he has a tremendous amount of domain knowledge about the design, architecture, and scaling challenges of virtual worlds. And, as I saw Cory chatting with the new kids on the block, I found myself thinking, how interesting it was that his experience was actually on the open market at this critical juncture for open source virtual worlds. (But Cory did hint to me that he may not be as free to consult in the near future.)

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Cory noted in a brief chat after the conference that there are a lot of potential stumbling blocks for Second Life competitors and the aspirant architects of the Open Metaverse face challenges linked to design (repeating failures from the late ’90s), architecture (given target market and use, are you picking the correct technologies?), and scaling (do any aspects of your design require vertical scaling? what are the choke points?). Cory will be writing up more of his thoughts about some of this on his blog, I think.

What is the architecture of the Open Metaverse?

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Picture from Nicole Yankelovich of Sun Microsystems Wonderland blog post - from left to right, Remy Malan, Qwaq, Nicole, me, Jani Pirkola, realXtend, Adam Frisby OpenSim, Adam Johnson, Genkii.

The power of virtual worlds for business collaboration was the emphasis of Sun and Qwaq’s presentation during the Open Source Virtual Worlds round table. Nicole Yankelovich demoed Project Wonderland’s multiple group voice chat that cleverly simulates “watercooler chitchat” that real-world office spaces provide and impressive telephony that allows users to communicate in or out of the virtual world space by phone (See Nicole’s blog and Hamlet’s write up on GigaOm here for more). But the discussion centered on the open metaverse as something akin to the next generation internet where business, consumers, communities and the individuals and organizations of public life have the possibility to interconnect and interact as well as stay behind firewalls. And the voices for this vision came from the open source initiatives with their roots in the Linden Lab Second Life technology.

Topics discussed were:

What is the business model for Linden Lab in the open metaverse? (Philip gave the most clear and convincing explanation of this I have heard.)

How will forking not become an issue and break up the open metaverse before it has begun?

Will the open metaverse have a virtual currency?

How can truly wicked avatars using blended animation and inverse kinematics be deployed without choking performance?

How will IP be protected and will obfustication be employed?

How will asset/content development flourish in the open metaverse?

The latter question included a discussion about different models of content production and content monetization in virtual worlds including new ideas like the open source content project of Clever Zebra. For info on their upcoming vBusiness expo see here.

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I relayed a couple of questions from Peter Quirk, EMC, who unfortunately couldn’t attend the conference. Peter’s questions produced some excellent discussion and responses.

1) Is the lack of useful assets to populate a world, whether it’s OpenSim, Croquet or Wonderland the number one business issue?

2) Instead of driving to a complete implementation of LSL, has OpenSim gone off in open source fragmentation land inventing their own scripting extensions which are guaranteed to cause problems going in the other direction?

If you are interested in any of these questions you may want to study this transcript that includes lengthy comments from Philip Rosedale (Linden Lab), Adam Frisby (OpenSim), David Levine (IBM) - Zha Ewry in Second Life, Jani Pirkola (realXtend), Christian Westbrook of WelloHorld, and several other key architects of the open metaverse.

What’s New?
Enterprise Applications in Open Source Virtual Worlds?

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I moderated two enterprise round tables at Virtual Worlds 2008, one on Open Source Virtual Worlds and one on Enterprise Applications and the discussion at both was driven by key innovators in these areas.

The Virtual Worlds Conference and Expo in Fall 2008 will have a full on enterprise track Chris Sherman says. But the “knights of the enterprise round table” gave us taste last week of what is to come.

It was fascinating to hear Michael Osias from IBM and Oliver Goh from Eolus and who are pioneering enterprise command and control centers for building automation, green data centers, energy and facility management debate with Mark Phillips from the Simulation Business Unit of MASA Group Inc.

“What’s new?” about these enterprise applications on OpenSim, asked Mark Philips who works at the very highest end of business simulation. It is true, from the perspective of the lofty budgets that high end business simulation is accustomed to, command and control centers in 3D environments are nothing new. But Michael and Mark who have worked together in the past did come to agree that never before has this kind of software been accessible for cheap and rapid protoyping/development/and deployment in this way and with the potential to be used both inside and outside of firewalls in both in secure and massively networked environments.

Virtual worlds for children maybe a marketers utopia/cornucopia but the open metaverse is still the most exciting social and technical paradigm shift since the mass adoption of the internet.

A New Era of Business Tools and Business Process Modeling

Melanie Swan from MS Futures, one of the facilitators of the Enterprise Applications round table described how open source data visualization tools will open a new era for business tools that have given us little that is new in recent years.

And Ben Lindquist of Green Phosphor described how virtual worlds will be more than collaborative spaces they will become where business processes are modeled on an ongoing basis within the enterprise.

What I see happening is knowledge workers, analysts, middle management, spending time in a virtual space modeling the actual business that they do and doing that on a continual basis.

Imagine a network of pipes and other objects that actually represents your business processes, your organizational model, your supply chain; and you can see your people working on it in the virtual world. They’ll be able to perform “what if” scenarios - answering questions such as “what if we combine these two offices - what does it do to responsiveness”, and then when a change works well in the model, it can be implemented in the real world through integration with the ERP system.

IBM’s big news at the conference was that they would be working with Second Life behind their firewall. But with 6000 plus IBMers in Second Life and a working interest in interoperability issues, it is common knowledge that IBM gets the open metaverse and its potential. Perhaps what is more surprising than the news of Second Life being experimented with on IBM blade servers is that this collaboration hadn’t happened sooner. For more insights on what the IBM behind the firewall project is about read David Levine’s (Zha Ewry in Second Life) post here.

Transcript of Discussion at the Open Source Virtual Worlds Round Table

Philip Rosedale (LL): Blended animation and IK (Inverse Kinematics) is a really cool thing it’s also a really hard problem, I would love to see progress on that. Its got to be one of thing to make the world really ??. We wanted to do that from the very beginning. Its a daunting problem of course. You’re simultaneously having to use the animation in-world as a kind of a mechanical guide to move what is supposed to be a mechanical hand, and the problem is there’s a lot of corner cases where trying to do that with an animation kind of won’t work. In the same way that say break your arm you can’t put it anywhere, you run into this interesting problem. But I have to say that I think that is a great piece of work. It is one of the things that in my personal opinion it’s one of the key elements of believability that the avatar lacks today that we essentially have this odd situation where we have a little bit of physics going on the avatar bumping into things and getting up on a table and then all the animations are happening without any respect for the kinetics of the environment so its a very hard problem and I’d love to see some work being done on it.

We love to work on it! But it is a question of having the people..

(for more click on “read entire post” for the rest of this transcript)
(more…)

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Open Source, IP and Privacy in Virtual Worlds

Friday, March 14th, 2008

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Eben Moglen - Open Source, IPPI panel in Second Life

Life 2.0 Summit Spring ‘08 will kick off with the Open Source, IPPI (IP and Privacy/Identity) in Virtual Worlds On Sunday, March 16, at 1 PM PST, with special guest Eben Moglen (his avatar pictured above).

The event will be held in the CMP Amphitheater at CMP 1, 2, 3, 4 ( SLURL ). To attend the Second Life events or watch video you must register for Life 2.0 here.

Eben Moglen, is Director, Chair and Chief Counsel of the Software Freedom Law Center. Moglen, professor of law and legal history at Columbia, is a pioneer of the opensource movement, former general counsel for the Free Software Foundation, and one of the architects of version 3 of the GNU GPL.

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Zero Linden

Eben Moglen’s co-panelists on Sunday will include Zero Linden, a.k.a Mark Lentczner, Linden Lab. Zero is one of main the architects of Second Life’s evolving infrastructure. Zero recently published the first draft of Second Life Grid Open Grid Protocol a.k.a. SLGOGP a important step forward on the path to opening up the Second Life grid (see Tateru Nino’s post on Massively, Tao Takashi’s post at mrtopf.de, and mindblizzard).

The brilliant and very elegant Zha Ewry (a.k.a David Levine, IBM Research) will be joining the panel from JFK airport while he waits for his flight to San Francisco. David Levine and Eben Moglen had an interesting conversation back in December that you can find on Ugotrade here. They explore some of the problems of defining digital public space and issues of privacy on the internet, offering many suggestions on how to implement online privacy enhancing technologies and insights as to how we could design the next generation of these technologies in responsible ways.

Also Zha was a interviewed recently on Metanomics with Beyers Sellers (a.k.a Robert Bloomfield). This interview is highly recommended as some of the key issues facing Second Life’s Architecture Working Group (AWG) and a future Open Grid “that will ultimately allow the cohesive operation of both Linden-operated and non-Linden-operated Second-Life style simulators and grids.” (see Massively for more) are unpacked.

Download the video (Quicktime)
Download the audio (MP3)
Read the transcript
Metaversed video archive at SLCN

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Also, OpenSim and Linux guru Sean Dague (IBM) will be a panelist. Sean Dague has been a member of IBM’s Linux Technology Center since it’s inception in 2001. He has worked on numerous Open Source technologies over the years including: Cluster Management (SystemImage and OSCAR projects), Hardware Control (OpenHPI), Virtualization (Xen), and now Virtual Worlds with OpenSim. Sean has been an active member of the OpenSim project since July 2007.

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Sean’s avatar (picture below) is Neas Bade.

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Tara5 Oh (below - that’s me!) will moderate with CMP’s John Jainschigg (John Zhaoying).

See you there! (SLURL)

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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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Evolution of OpenSim: RealXtend joins OpenSim

Saturday, February 16th, 2008

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The excitement in the open source virtual world developer community has been bubbling over since realXtend brought many OpenSimulator developers over to Finland to reveal the extraordinary amount of work they have done “extending” the function of the OpenSimulator project in just 4 months.

See here for an account of this amazing meeting in Oulu, Finland, by one of the participants from the OpenLife grid. Pictured above is a screenshot of the new mesh avatars being conformed inworld. Adam Frisby explained to me:

Meshes behave just like another prim type - you can drag, scale, and rotate meshes around using the same method that you use on primitives and object groups. You can link meshes with other primitives, save them to inventory and use them in pretty much the same way you use primitives.

Second Life is built with prims, so I asked my friend, Zha Ewry, for a 101 on meshes versus prims. “A prim, is a solid, defined by an equation - a cube, and such with permutations, like twist and taper, and cut. Whereas a mesh, is a series of triangles in 3d which conform to the shape of the object.”

Meshes are groovy because “they can do arbitrary surfaces. You can lay a mesh over any shape, add more triangles, increase resolution. A prim you can’t make any shape, only what the math bends it to, so you blend them into shapes by composition.”

SL originally went with prims and not meshes “because they are more compact, lower cost to render and easier to map to the physics model.” But, “many 3d programs build meshes by default and nothing builds prims,” so the introduction of meshes facilitates one of the key new realXtend features - support for proper 3D models.

I asked Zha if meshes would have a negative effect on concurrency. Zha said the answer to that question is not entirely clear yet, “but its not as bad as it seems because its prim+texture vs mesh=texture.”

Zha explained that a lot of people think of meshes as much more expensive when its not prim vs. mesh but rather, prim+texture vs mesh+texture so the difference is smaller, “and even more to the point, for many things, its Prim+prim+prim+prm+textures vs mesh+texture set. Often, even for small objects, you can do several prims worth of detail in a mesh.”

I have heard from OpenSim developers that the expectation for OpenSim is for concurrencies of 100 at least in the next six months.

Two realXtend companies, Admino & Ludocraft, have been dedicating 20 personnel (programmers, designers and content creators)‘ to extending’ the function of the OpenSimulator Project, both server side and client side respectively. The project is backed by the vision and generosity of Juha Hulkko, who has another fascinating project Radio Arkala (also in Second Life on Arkala Island).

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Click on the screenshot above for the realXtend video demo. There is a full list of realXtend features on their site here. RealXtend give a summary of some of the most important functionality they have added.

The most important realXtend-specific development areas were the media tools such as VoIP and document sharing, OGRE renderer support and, of course, the separate realXtend avatar storage / authentication infrastructure that enables seamless transition from one world to another.

Having support for proper 3d models as well as simpler primitive type objects is an asset in many different ways. Most importantly, just about all the professionals and advanced amateurs who create content suitable for virtual worlds like to work with proper 3d modeling software. There’s already a lot of existing material that can now be directly transferred to the virtual reality if for example a movie maker wants to create a virtual world based on an animated film and the same goes for computer game developers. Thanks to proper 3d model support, practically all of their material should be easy to transfer from games to realXtend based virtual worlds and vice versa.

Another central feature is the global avatar architecture. A network of interconnected virtual worlds simply doesn’t exist until users can take their virtual representatives with them wherever they choose to go. Architecturally this means separating the avatar and their asset storage functionality from the virtual world server. Avatar service will provide the users with identity and authentication independent of the world they happen to be in at any given time. In practice the role of the avatar service will be somewhat similar to what email is today. Security is naturally a major issue whenever someone’s identity or asset ownership is concerned and it has been an important consideration in the design of the avatar architecture.

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The picture below is of the web page as a texture feature.

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Under testing for the next release (29th of February 2008)

  • Free-form non-humanoid avatars
  • Global avatar mesh, skeleton, textures, attachments and animations
  • Single sign-on to multiple worlds for teleporting
  • Avatar generator
  • Avatar attachment tool to help set 3D meshes to different bones
  • Unlimited amount of attachments per bone
  • Teleports between realXtend and Secondlife
  • Avatar storage to move avatar appearance between realXtend grids/worlds
  • Mesh tool to scale and set pivot of 3d models
  • Server launcher and configuration application
  • Home automation example using X10 technology
  • Bot with Python scripting
  • Media library for world builders
  • Server status window

Pictured below is the the location of this historic meeting which was also attended by Chris Collins of Linden Lab. I did hear some very interesting anecdotes about the visitors introduction to Finnish culture - flaming drinks, saunas, and hot metarati rolling in snow!!! But, the focus of this post is the road map for an open standards virtual world’s future, so I will leave it to others to tell those tales.

What follows is an extract from realXtend press release, and then I move on to an interview I did with Adam Frisby who was in New York last weekend. He shared some of his thoughts on the future of the Open Simulator project with me on another snowy weekend of skiing and snowboarding in upstate New York (lots of snow again but no flaming drinks, just Ribena, Mario Galaxy, and snowball fights with Ugotrade Jr).

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Oulu, Finland - even a blizzard couldn’t delay the meeting

Team up to make open source Virtual World standard

Open source virtual world developers OpenSim are building a global standard to power the 3D internet, now joined by Finnish developer’s realXtend, OpenSim gains many new key features and technologies.


OpenSim is a free and open standard virtual world server founded at the beginning of 2007 by a small group of developers. The OpenSim platform can be used for creating and deploying immersive 3D Virtual Interactive Environments. The realXtend project’s mission is to assist in bringing forth the next generation of virtual reality development by focusing on interoperability technologies, usability and real-life application support. realXtend brings to OpenSim professional experience and development in the realm of 3D engine programming, voice over IP and network support, and is contributing many new features such as improved 3D graphics and voice chat.


“I welcome the realXtend project to join us. It is my pleasure to see that the OpenSim gets a huge professional code contribution. The future of the OpenSim project looks bright as the developer base continues to grow with giant leaps like this”, says OpenSim project manager Darren Guard (aka core developer Michael Wright).


realXtend is contributing all the server side code for their developments to OpenSim and continues to do so from now on. This collaboration of two projects with a similar vision enables realXtend and OpenSim to focus on common issues, and solve them more quickly - leveraging experience and knowledge from each party. realXtend project manager Jani Pirkola comments on the joining as “I see this as a great possibility to quickly make OpenSim the global de facto standard and to significantly speed up the global technology development in this area. Our common goal is to create the best open source virtual world server platform, and to continue the rapid evolution of OpenSim”.

Interview with Adam Frisby of OpenSim

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Snowball fight in the Catskills while “snowed in with Open Sim”

Me: Could you tell me more about the “avatar server?”

Adam: The “avatar server” improvement allows you to sign in remotely from another region and bring your avatar & attachments across with you. It allows you to sign onto a OpenSim with an address like: adam frisby@mygrid.com — and then bring across your avatar & appearance. Inventory/etc is going to come in with this sign on method as well.

Me: You also mentioned to me how this would really change the concept of griding and introduce a different model to the Second Life grid.

Adam: Right, that’s tied in with that [the avatar server] a little - you don’t need a big central grid in the way they are operating. Their philosophy has been more akin to the world wide web — lots of interdependent sites that can link to each other. The avatar server is the first step towards that, since it allows you to login to multiple independent installations with one account.

Me: Do these changes, potentially, signify more of a fork from Second Life or not?

Adam: Definitely. This is the first time we’ve broken compatibility with SL feature-wise and implemented things that go far beyond SL.

Me: Will the Rex viewer work with SL?

Adam: You can still connect to SL with the Rex viewer, but your missing lots of nifty functionality, like the new rendering engine.

Me: What do you think are the implications of that and do you think the fork will continue to get wider or not?

Adam: Well, the subtle irony of it is that Linden Lab can’t take the changes back because of their client being GPL’d and they still rely on non-GPL’d components, i.e., FMOD and other bits and pieces. They can take BSD [all the realXtend server side work is BSD, but the client source code is GPL’d at the moment.
If we released the patches as BSD licensed, which RealXtend intends to try to do, then yes they could take those ones back.

Me: So why the conflict exactly?

Adam: LL use a set of proprietary components in their official release, for example the Kakadu JPEG2000 library - which means their official release is actually GPL-incompatible. RealXtend have to extract out any bit of Linden IP or derivative work in order to be able to release it under a more permissive license. (The GPL is actually fairly restrictive). In copyright law, you can generally make a open source license more restrictive, but never the other way around - it’s one of the reasons that OpenSim is licensed under one of the least restrictive Open Source licenses. If LL took the GPL’d code RealXtend had done back, they would be under the terms of the GPL via RealXtends IP.

Me: So taking the client code back could cause problems?

Adam: Well, if they took it - yes. But unfortunately they really can’t. They could in their pure-open-source release, but not in their mainline release.

Me: What do you think is the best path forward re interoperability?

Adam: I think the best path forward for a standard is to release everything to either the public domain, or as close as you can get. It allows all parties to use the code for any purpose whatsoever.

Me: So you mean no GPL no BSD?

Adam: BSD is fairly close legally - it’s effectively public domain with a “Don’t sue us” clause. There’s a small group of licenses which are essentially public domain:
- New BSD (what OpenSim/libsl are under)
- MIT
- X11
and a few others.

Me: Can Linden Lab switch from GPL to BSD?

Adam: They can - as far as I know they have never accepted anything into their codebase which would prohibit it. They have been discussing lately switching a few key files to BSD, which would definitely be appreciated - but the whole client would be better. A lot of people do - I’m not going to go into names (you can if you want), but there’s a fairly large group of people who dislike the GPL. At least for this kind of standards setting thing.

Me: So what is the road map for OpenSim now? What do you see as the 3 month goals to be, and then 6 month and then one year?

Adam: 3 month goals - we’re going to try and align the two codebases we have now into one seamless codebase that works well both with the official SL client, and with the improved Realxtend one.

We’ve also got a few short term goals in terms of stability, getting features working properly, and maybe with a little luck, doing a bit of work on our client networking. Of course - anything I say has to be taken with a grain of salt, open source means people can work on what they like effectively.

In six months time, I’d like to have the majority of the features in the official client supported, and to be reasonably stable enough for large scale deployments.

I think that might take longer than 6 months, but you never know.

A years time, I’d like to be working towards next generation features - what sorts of things we think the standard virtual world must support, better support for linking environments has to happen over the next year - and we definitely need to be well on our way towards a really good standard infrastructure that can scale to the size of the web today.

Me: Re the discussion of standard features - what do you think is the best forum for this discussion? And, has realXtend committed to more development?

Adam: They have committed to working on this until their backing runs out, but it sounds like they might have found a way to continue working for a good while yet.

Me: And, the forum for the discussion of standards - what do you think is best for that?

Adam: I think that’s going to just happen on it’s own.

A lot of the standards bodies that have been setup seem to be moving no-where, and while we are all happy to participate in them - I think more is going to be achieved by doing things, testing them, seeing what works.

Me: And sorting out a more permissive licensing situation seems like it would help?

Adam: It would help - because it means we don’t need to spend so much time reinventing the wheel. We have to reinvent everything LL has done to be able to license it permissively.

Adam: The Rex serverside changes - those are all BSD, and we’re incorporating it back. Their viewer changes - those are GPL’d by necessity, and we’re not touching those. The RealXtend company has two different companies working on it to avoid any IP contamination. The serverside stuff was done by Admino, and the clientside by Ludocraft.

We’ve got two pieces of software here:
- OpenSim
- Rexviewer
and the server side changes to list them are the avatar server and….. and all the meshes etc. are on the client side with Ludocraft. The server side changes are things like the Python scripting, backend support for the meshes, avatar server, etc. The client side changes are the new rendering engine, client side mesh support, shadows, improved lighting, etc.

Me: Does Windlight goes out if Rex comes in?

Adam: Yes, Rex are looking at integrating Windlight properly into their viewer at the moment. But they can integrate that in without too much of a problem because that’s strictly a client side thing, and that’s already GPL’d.

Me: My friend Ben Goertzel of Novamente who is developing Artificial General Intelligence projects in VWs wanted to know if the skeletons allowed “the ability to script fine-grained control of skeletons controlling characters of different types.” He wants to control characters via inverse kinematics not just by launching pre-fab animations because without that you can’t have naturalistic or adaptable motor control. Will the mesh avatars allow that sort of thing?

Adam: IK is on RealXtend’s feature list - they haven’t implemented it yet, but they are working towards it. What your friend might appreciate is that you can have completely customised bones under the realxtend avatar.

The default skeleton has 220 bones in it, but you can make your own custom skeletons for things like anthropomorphic avatars.

One of the avatars we got shown was someone wandering around as a giant collection of mushrooms.

Me: Can you control the angles of motions of the joints?

Adam: Yeah, you can.

Me: Cool! Ben is going to be so happy. AI just moved a big step forward!

Adam: Shiny.

Me: Ben also said if I want to stress you are ask if you can implement realistic physics of fluids for him

Adam: We’ve got a physics engine that supports it, but client will take a lot of work!

Click on the screenshot below to download your own OpenSimulator and get started. I have. You can download the realXtend client at realXtend.
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EvoGrid:
Bruce Damer’s Vision for the 22nd Century

Thursday, February 14th, 2008

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Imagine an L-System forest, a herbivore simulation and a carnivore simulation all developed separately without each having its own graphical front end. Each object in the separate simulations would communicate locally or via the network using some agreed upon protocol. Next, picture one or more 3D front end “view portals” with all the bells & whistles that visualize what is going on in the engines and traffic, putting any local “area” together into a coherent scene.

If it existed, such an A-life system could be run as a true grid, an “Evolution Grid” or “EvoGrid” if you will, with the computation not limited to one processor or one 3D scenegraph’s rendering step clock. Developers could focus on their areas of strength while the quality of the collective simulation grid would improve much faster than any one individual effort. And perhaps best of all, new developers could connect their engines, protocols or view portals into the grid or take up development of existing engines and protocols so that no projects need stagnate or die. So with this vision in hand, is something like the EvoGrid possible, workable, desirable, and doable? (Bruce Damer, 2008)

When Bruce Damer told me he is working on evolution technologies (ETs) that will come “alive” towards the end of the 21st/beginning of the 22nd Century, I pricked up my ears!

A world renowned guru of our digital past and future (see of Bruce’s projects at his personal page Damer.com and his Digibarn Computer Museum), Bruce is in the advance guard of many emerging fields, including: social visual computing - avatars and virtual worlds (see his book Avatars, 1997 and compendium of Avatars events); NASA research - surface robotics, spacecraft and mission design, agent-based modeling, and real-time physics (see DigitalSpace for space projects from 2000-2008); and, artificial life - cellular automata, complex and emergent systems (see Biota.org and the Biota Podcast with Tom Barbalet).

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Bruce Damer’s architectural notes for the EvoGrid router, a finite state machine that will consume XML

EvoGrid - an evolution technology grid

Bruce envisages a grid (EvoGrid.org) in which current work on artificial life research being done with teams at NASA, universities, and in the artificial life developer community, e.g., the work of Ventrella (see below), can interact in a common ecosystem.

Bruce plans to build EvoGrid on an open source framework, communication grid and protocol (Zhengyou & Yichuan 2004) allowing future developers to extend the EvoGrid and add their own objects or virtual creatures.

By running the simulations without visuals, the evolutionary algorithms of EvoGrid will be able to develop huge populations that can interact with other large populations evolving in real time. But, with their emergence into the social visual 3D space of a virtual world, they will hit the wall of physics.

The public 3D immersive portal into the EvoGrid will support the simulated evolution of biologically inspired forms. The portal will be a virtual space where they will interact with human users.

This window into the human world raises many interesting questions. Will the algorithms/artificial life forms themselves decide when to emerge into the public eye? Or, will they be pushed out by other life forms, or summoned forth by human voyeurs/god(s)?

But, regardless of how artificial life algorithms eventually emerge into cyberspace, this will be an important step in exploring the far reaching implications of the possible emergence of artificial life from algorithms into atom space.

From Algorithms to Atom Space

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J. Doyne Farmer defined a living thing as a pattern in spacetime, able to reproduce itself using a stored information blueprint, employing an internal metabolism driving interdependent parts to interact with and deal with a chaotic environment. Above all, he put forth that a lineage of living things also possesses the ability to evolve through time (Farmer & Belin, “Artificial Life: The Coming Evolution,” 1991).

Our world and ourselves are products of this collective natural technology (whether one believes it is guided by an unseen God or not). Others have argued further that human culture, whether it is in the form of writings, music, ideas and the arts also employs some of the same underlying methods to spread and evolve (Richard Dawkins, The Blind Watchmaker, 1986). Therefore, beyond the physical laws of nature, the most powerful force shaping the universe is what we might call “evolution technology.” (Damer 2008)

The picture above is from Jeffrey Ventrella’s website.” JJ Ventrella is a programmer-artist doing virtual world design and artificial life research. He was Principle Inventor and second co-founder of There.com, and most recently, Senior Developer at Linden Lab. “Ventrella writes papers and chapters on topics centered around evolutionary computation and creativity.”

Ventrella is also the creator with Brian Dodd of Darwin Pond.

Darwin Pond is an imaginary gene pool, a primordial puddle of genetic surprises. More technically, Darwin Pond is an Artificial Life Simulation: a virtual world exhibiting the emergence of life-like behaviors. But it’s more than just a fun and informative thing to watch, you can participate in this artificial life simulation by building scenarios and setting up experiments.

What are the possibilities for artificial life?

Evolution technology is the use of the principles of evolution as seen in nature to rapidly develop new software, chemicals, genes or materials, devices or full robotic machine systems.

Bruce is developing EvoGrid to ask some big questions about our future: Can simulation be used to deduce how life came about? Can simulated biological environments be used to create powerful and transformative technologies? Can artificial life evolve into semi-living machines that can clean our atmosphere and heal our bodies?

“Evolution is a powerful tool,” Bruce notes. It can be used in constructive or destructive ways. “We should use it to make tools - the mechanisms by which we will survive and thrive.”

When our bodies are married to this kind of technology we may live for hundreds of years.

Bruce sees the next generation of space exploration emerging out of these artificial life forms born in cyberspace.

They should be able to work in actual hardware - intelligent manufacturing done at the lowest molecular level.

If we are truly going to travel and live beyond the earth’s biosphere we have to go beyond the 19th century technology that space exploration has depended on up to now. Our spacecraft would be recognizable to the great steamship engineer Isambard Kingdom Brunel, made of pressure vessels and other hard parts. These craft are fragile and subject to “single points of failure” (i.e, one seal goes and there goes the mission).

In order for longer term survivable spaceflight, especially for human crews, these craft will have to almost be alive, or at least be made up of billions of individual micro or nano-parts that are self monitoring and self healing. In this scenario, human crews are going to be like the brain organs in a larger biologically inspired vessel. I believe we are decades, maybe even centuries, from this kind of technology, but it will come.

In addition, evolved biologically-inspired robotic systems will mine outer space resources and prepare the solar system for Earth-life.

Picture trillions of flakes of solar collecting chemical nano-factories working something like an “ET lichen” coating the surface of a richly endowed asteroid, processing its stores of water ice, organic compounds, or metals. Human crews would stop by such asteroids to allow themselves (and their ships) to “feed” on the ET lichen. Indeed if the ET lichen manage to hollow out the asteroid and generate the correct mix of gases then the human crew could step inside for a break.

Other versions of “ET lichen” would have the potent capability of terraforming our own planet enabling us to cope with climate change and other effects of our civilization. As many science fiction writers and Hollywood directors has shown us, out of control ET lichen may also lead us to total annihilation.

The Artificial Life Programmer, the New Alchemist?

Like the medieval alchemists before them, programmers developing “Artificial Life” software (often shortened to “A-life”) are drawn to the elusive yet seductive proposition that they have the power to animate inanimate matter (Steen Rasumussen), except that in this modern incarnation of alchemy; the inanimate medium is a microscopic substrate of billions of transistors. (from “God, Science, and Intelligent Design,” chapter by Bruce Damer, upcoming in World Scientific, Singapore)

Bruce points out there is frequently confusion between the two fields of Artificial Life and Artificial Intelligence. But this confusion, he notes, is a fertile field of inquiry.

A-life is a “bottom up” approach, wherein developers simulate “a large number of simple interacting components employing relatively simple rules from which complex behaviors of whole systems emerge (Chris Langton et al). AI on the other hand has tackled the ever receding goal of creating a “conscious” entity with which we would one day be able to communicate.”

God in the A-Life Universe

In his article for an upcoming book, “God, Science, and Intelligent Design,” Bruce undertakes a thought experiment in which he draws insights from the field of A-Life into a broader Intelligent Design/Creationism vs Evolution discussion.

The open question, “what is life?” underwrites the field of A-Life much as the question “what is consciousness?” does the field of Artificial Intelligence. And, these questions beg others on the role (or absence of role) of God(s).

Will Wright’s Spore: “God as the Intelligent Designer”

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The screenshot above (see CNET for more) is from Spore the much anticipated new game from “Sims” creator Will Wright. Electronic Arts just announced that Spore, released through its Maxis Software brand, will go on sale on the weekend of Sept. 7, 2008. It is billed as “massively single-player” game, that “lets users create a universe, evolving from tiny organisms into civilizations capable of intergalactic travel.” (Canadian Press)

Bruce compares Spore with Karl Sim’s Evolved Virtual Creatures and argues they demonstrate two kinds of God in the A-Life universe:

Karl Sims’ - God the Mechanic setting up the initial conditions and then returning only occasionally to view the current state of the simulation; and the Will Wright, Intelligent Designer God, constantly providing opportunities to use and outside intelligence to steer the direction of the virtual universe.

The properties of A- Life software in its early phases can be represented along a continuum which at one end can be represented by Karl Sim’s evolving virtual creatures (see below) and on the other end Will Wright’s game Spore.

Karl Sim’s “Evolved Virtual Creatures” - “God the Mechanic”

Karl Sim’s creatures start life as a simple pair of hinged blocks in a virtual universe that simulates basic physical properties such as gravity, collisions and surface friction. From that point on the simulation was allowed to continue on its own without human intervention (although random mutations were introduced automatically into the “genome” of creatures between generations).

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Bruce Damer’s: “God As the Intelligent Adapter”

Bruce analyzes “the copying rule,” as a fundamental principle of life in his article for the forthcoming book “God, Science, and Intelligent Design:”

A living organism differs from bare rock, gasses or a pool of liquid in ine very specific way: the living organism contains instructions that are copied, for the most part unaltered, from one version to the next.

Bruce argues, quite brilliantly, that the Copying Rule, along with the “Laws of Nature” and the element of uncertainty leads us to a notion of God not as an influencer of the future but as an “adept adapter” . And if you don’t see God in the picture the understanding of evolution by cumulative adaptation is even more remarkable for the fact no hand guides it.

Those who wish to celebrate the presence of a God in their lives and in all nature can believe that, God as the Brilliant Adapter, played a hand in the survival and glori