Showing posts with label virtual reality. Show all posts
Showing posts with label virtual reality. Show all posts

05 March 2008

The Sheer Ordinariness of Craig Newmark

I've written before about the excellent writing of Mark Pesce. He's at it again with a piece entitled "That Business Conversation". Although there's nothing hugely new there, it's well worth reading. I particularly liked the following section:

At one of the first of those meetings I met a man who impressed me by his sheer ordinariness. He was an accountant, and although he was enthusiastic about the possibilities of VR, he wasn’t working in the field – he was simply interested in it. Still, Craig Newmark was pleasant enough, and we’d always engage in a few lines of conversation at every meeting, although I can’t remember any of these conversations very distinctly.

Newmark met a lot of people – he was an excellent networker – and fairly quickly built up a nice list of email addresses for his contacts, whom he kept in contact with through a mailing list. This list, known as “Craig’s List”, because a de facto bulletin board for the core web and VR communities in San Francisco. People would share information about events in town, or observations, or – more frequently – they’d offer up something for sale, like a used car or a futon or an old telly.

As more people in San Francisco were sucked into the growing set of businesses which were making money from the Web, they too started reading Craig’s List, and started contributing to it. By the middle of 1995, there was too much content to be handled neatly in a mailing list, so Newmark – who, like nearly everyone else in the San Francisco Web community, had some basic web authoring skills – created a very simple web site which allowed people to post their own listings to the Web site. Newmark offered this service freely – his way of saying “thank you” to the community, and, equally important, his way of reinforcing all of the social relationships he’d built up in the last few years.

The rest, of course, is history.

16 January 2007

Real Knowledge of Virtual Worlds

If anyone has the right to pontificate about virtual worlds, it's Howard Rheingold. Fifteen years ago, Rheingold wrote Virtual Reality: The Revolutionary Technology of Computer-Generated Artificial Worlds - and How It Promises to Transform Society. We're still waiting, of course, but that only makes his historical perpective on things even more valuable:

Some things about online social behavior seems to be eternal and universal--trolls and griefers and the eternal meta-debate about what to do about them, for example. There's a widespread amnesia, as if these kinds of cybersocializing were new. Not many people online have much sense of history. That's probably true of just about everything. What I really like is that it's so easy to roll your own these days. It used to be a big deal to set up your own chat or BBS or listserv. Now it's part of the tool set for millions of people, and it's mostly free.

29 December 2006

Enter the Metaverse/Matrix/Neuronet

An eagle-eyed Mark Wallace spotted the International Association of Virtual Reality Technologies (IAVRT), a new Web site/organisation, with its intriguing - and possibly redundant - Neuronet:

IAVRT is working with its VR member peers and the global community to create and govern a new real-time virtual reality network, separate and distinct from the Internet, which will be called the Neuronet. The Neuronet will be designed from the ground up as the world's first - and only - network designed specifically for the transmission of virtual reality and next generation gaming data. The Neuronet will organize the virtual reality world and ensure its safety, reliability, and functionality.

The purpose of the Neurornet will be to facilitate cinematic and immersive virtual reality experiences across distances. These will include almost every type of experience imaginable with some of the most obvious being real-time video chat, video streaming, virtual reality travel, history, adventure, gaming, entertainment, sports, hobbies, business, education, medicine and training to name just a few.

The Neuronet will function similarly to the Internet in its ability connect users in different locations, but instead of the user interface mechanisms associated with the Internet, it will use Virtual reality (VR) technologies to facilitate cinematic and immersive virtual reality experiences for end-users.