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

30 January 2007

Anyone for Open Source TreeCAD?

Just when you think there can't be any areas left uncolonised by free software, you discover treeCAD. (Via MMORPG.)

23 January 2007

The BBC's Other Virtual World

You could argue that radio is already a particular kind of virtual world - one created by the wetware between your ears on the basis of the code downloaded by your radio (television clearly isn't a virtual world, because there's little processing or no degrees of freedom involved). But not content with that, the BBC is apparently launching another one:

A virtual world which children can inhabit and interact with is being planned by the BBC.

CBBC, the channel for 7-12 year olds, said it would allow digitally literate children the access to characters and resources they had come to expect.

Users would be able to build an online presence, known as an avatar, then create and share content.

The youth of today....

22 January 2007

17 January 2007

O, to be in Hamburg...

...now that Google Earth is there.

Even though I've been writing about the coming convergence of online games, virtual worlds, and 3D systems like Google Earth, for a while, I'm still amazed at how quickly it's happening. Here's the latest milestone:

Hamburg wird als erste Stadt weltweit als 3D-Modell in das Programm integriert - inklusive der Häuserfassaden.

(Hamburg has become the first city in the world to be integrated into the 3D-program [Google Earth] - complete with building facades.)

...

Franz Steidler, Chef der Cybercity AG, die von Paris und Florenz bereits auf eigene Kosten 3D-Modelle erstellt hat, träumt bereits von ganz anderen Anwendungen: Man solle auch in Häuser hineingehen können, etwa in Geschäfte, um virtuell einzukaufen. "Da ist vieles denkbar."

(Franz Steidler, the head of Cybercity AG, which has already made 3D models of Paris and Florence at its own expense, already dreams of other applications. People will be able to go into buildings, for example shops, in order to make virtual purchases. "All kinds of things are imaginable there.")

Buying virtual goods in virtual shops: now where have I heard that before? (Via Ogle Earth.)

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.

15 January 2007

Prague: The MMORPG

If online games and virtual worlds are becoming realistic to the point of blurring the boundary with the real world, it is perhaps inevitable that the real world itself should turn into an MMORPG:

This is the Prague Files, the first "live game" from Live Games Network, and I spent two weeks in December playing through the title with other players from across the US. It's a new kind of web-based game that enlists players as secret agents, but it's not all virtual—when several players from New York head down to the accident site, they actually find a crashed car and an unsavory thug keeping an eye on it.

Sock Bots

After sock mobs, Jamais Cascio warns us about sock bots:

as politics and political figures move into the virtual worlds such as Second Life, we should also expect to see a parallel phenomenon there, taking advantage of the unique characteristics of the space.

Let's call the fake personae that are likely to show up in a virtual world trying to appear as a political mass Sock Bots.

13 January 2007

Virtual Citizenship Association

Behold the Virtual Citizenship Association, a move from the people who tried to buy Ryzom:

We spend more and more time in online universes, talking with friends, playing, working, creating... Virtual societies are emerging everywhere, and are becoming more important every day. However, most of these universes are controlled by commercial companies, which isn't without causing a number of issues.

Decisions, impacting everyone's virtual life, can be taken against the interest of the world residents. Privacy and individual rights can be (and are!) easily dismissed, as nobody is looking over the shoulder of the local police - the world owners. Transparency and honesty are often a remote dream.

Our mission, as stated in the Social Contract, is to protect our elementary rights; living in a virtual world gives us the status of citizen there, and our rights have to be recognized and enforced.

Raph Koster, he of the Declaration of the Rights of Avatars, has his doubts.

12 January 2007

Blizzard Wizard in the Middle Kingdom

Whether we like it or not, this is something of a milestone:

Blizzard Entertainment, Inc. announced today that World of Warcraft, its subscription-based massively multiplayer online role-playing game (MMORPG), is now played by more than 8 million gamers around the world. World of Warcraft has also achieved new regional subscriber milestones, with more than 2 million players in North America, more than 1.5 million players in Europe, and more than 3.5 million players in China.

Eight million is impressive enough, but for me the real eye-opener is the last one: nearly half of these inhabitants of the World of Warcraft are Chinese. This says a lot about the way the world is going - to say nothing of the virtual world....

09 January 2007

All the World's a Stage/Film/MMORPG/Virtual World

More signs of the times:

Disney CEO Bob Iger showed off the revamped Disney.com during his CES keynote yesterday, but there was little "hard news" on offer—except for the announcement that Disney is bringing its hottest properties into the virtual realm. Iger announced that the company would launch a massively multiplayer Pirates of the Caribbean later this year.

And

James Cameron, the director whose “Titanic” set a record for ticket sales around the world, will join 20th Century Fox in tackling a similarly ambitious and costly film, “Avatar,” which will test new technologies on a scale unseen before in Hollywood, the studio and the filmmaker said on Monday.

...

The film, with a budget of about $200 million, is an original science fiction story that will be shown in 3D even in conventional theaters. The plot pits a human army against an alien army on a distant planet, bringing live actors and digital technology together to make a large cast of virtual creatures who convey emotion as authentically as humans.

05 January 2007

London Games Academy?

If you believe, as I do, that there is a general convergence between films, virtual worlds and gaming, then it makes sense to nurture gaming talent in the same way as young filmmakers are promoted, for example at the London Film School. It seems that some in the UK Government get this too:

Woodward suggested that the industry should help to found an academy similar in function the successful London Film School. “The best way for the video games industry to have the talent and the skills it wants is to move into the hot seat itself; to come to the government and say 'we want to put some money into an - academy'”, he said.

Unfortunately, in his haste to dash any hopes of government handouts, Woodward loses the plot somewhat:

The minister appeared to dismiss hopes for tax breaks in the UK, as enjoyed by the film and other creative industries, saying that the games industry had moved beyond an early “rebel period” of “looking enviously at … tax breaks and other state incentives”.

If games are like films in deserving support - not least because they will generate jobs, revenue and tax - why not give them tax breaks just like films? What's the difference - apart from snobbery?

04 January 2007

Playing a Different Kind of Open Game

As the boundary between online games, online worlds, and even the real world all starts to deliquesce, here's an interesting essay on what the author, Jesper Juul, calls "open games":

According to a widespread theory, video games are goal-oriented, rule-based activities, where players find enjoyment in working towards the game goal. According to this theory, game goals provide a sense of direction and set up the challenges that the players face.

However, the last few decades have seen many things described as "games" that either do not have goals, or have goals that are optional for the player: Sims 2 (Maxis 2004) has no stated goals, but is nevertheless extremely popular. The also popular Grand Theft Auto: San Andreas (Rockstar Games North 2005) is superficially a goal-oriented game, yet the game allows the player to perform a wide range of actions while ignoring the game goal. San Andreas isin many ways as different from Sims 2 as can possibly be: Where Sims 2 has no goal, San Andreas contains an explicit goal. Where San Andreas is infamous for being immoral and violent, Sims 2 is famous for its family-friendliness. Yet San Andreas and Sims 2 are fundamentally similar in that they are top-selling, open and expressive games, games that let the player use them in many different ways, games that allow for many different playing styles, for players pursuing personal agendas.

Not quite the openness that we know and love on this blog, but definitely a kissing cousin.

03 January 2007

Virtually a Real Currency

And so the line between what is a "real" and "virtual currency" blurs yet further:

Tencent, QQ.com's parent company, is being sued by an angry user for impersonating a friend and getting him to link through to a contest site. Damages sought: 40,000 Q coins, and 445 5-digit QQ numbers (see previous post on the value of QQ numbers). Is this the first time that a court of law has been asked to award virtual currency in a settlement? It all points to the way that Q coins are increasingly being used as an alternative to the [Chinese] RMB for online economic transactions. It makes sense, given that a) so few Chinese have credit cards with which to pay for online goods and services; b) the vast majority DO have QQ accounts and Q coins with which to purchase online goods and services; and c) You can accumulate Q coins by playing online QQ games.

The post also links to this useful introduction to the world of QQ coins.

Open MMORPGs: Hope Shifts to PlaneShift

So the hope that Ryzom.org might turn into a major open source MMORPG didn't work out (although there are discussions about building on the momentum behind the attempt). Meanwhile, here's PlaneShift, another MMORPG, already releasing code under the GNU GPL.

01 January 2007

Welcome the Real and Virtual 2007

I won't add to all the other prognostications for this year - not least because some people have already done it so well:

let me start the year by commenting on a key trend that I believe will similarly take off in 2007 and become more widely accepted in the marketplace as the year progresses. I believe that highly visual interfaces and virtual worlds will become increasingly important for interacting with applications, communicating with people and engaging in commerce, - what we in IBM have started to call v-business.

And Irving Wladawsky-Berger - for it is he - then goes on to explain why:

In IBM, as in many companies, we spend a lot of our day in conference calls with people all around the world. The choice is not whether to have those meetings in person - but how to make the meetings more effective, more human. As many have been discovering, virtual world meetings might be one of the ways of significantly improving the quality and feeling of meetings involving multiple people in remote locations.

He concludes with an important caveat:

In the end, the market acceptance of virtual worlds, - as that of any other technology-based trend, - depends on whether it brings real value to whatever it is people want to do and are willing to pay for.

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.

27 December 2006

Virtually Not Shocking at All

Now, why is it that I am not surprised by this result of a virtual recreation of the famous Milgram experiment?

The main conclusion of our study is that humans tend to respond realistically at subjective, physiological, and behavioural levels in interaction with virtual characters notwithstanding their cognitive certainty that they are not real. The specific conclusion of this study is that within the context of the particular experimental conditions described participants became stressed as a result of giving ‘electric shocks’ to the virtual Learner. It could even be said that many showed care for the well-being of the virtual Learner – demonstrated, for example, by their delay in administering the shocks after her failure to answer towards the end of the experiment. To some extent based on previous evidence this was to be expected. In fact, it has even been taken for granted that virtual humans can substitute for real humans when studying the responses of people to a social situation. For example, this was the strategy used in the fMRI study described in [19], where participants passively observed virtual characters gazing at the participants themselves or at other virtual characters. However, no previous experiments have studied what might happen when participants have to actively engage in behaviours that would have consequences for the virtual humans. The evidence of our experiments suggests that presence is maintained and that people do tend to respond to the situation as if it were real.

And people still dismiss Second Life and its ilk as just as "game"....

(Parenthetically, great to see this published on the new PLoS ONE.)

19 December 2006

Behold: Ajax3D the Great

Something that seems to have everything going for it: Ajax3D. Yup: Ajax meets 3D - or X3D, to be more precise. Here's what a rather useful white paper on the subject by Tony Parisi, one of the pioneers of the by-now antediluvian VRML standard has to say:

Ajax3D combines the power of X3D, the standard for real-time 3D on the web, with the ease of use and ubiquity of Ajax. Ajax3D employs the X3D Scene Access Interface (SAI)—the X3D equivalent of the DOM— to control 3D worlds via Javascript. With the simple addition of an X3D plugin to today’s web browsers, we can bring the awesome power of video game technology to the everyday web experience.

The initial development has begun. Media Machines has created the first showcase applications and tutorials, and has launched a web site, www.ajax3d.org, as an open industry forum to explore technologies, techniques and best practices. This white paper describes the key technical concepts behind Ajax3D and, via examples, introduces the beginning of a formal programming framework for general use.

(Via Enterprise Open Source Magazine.)

16 December 2006

The Game God Goes Virtual

There aren't many details yet, but Raph Koster, generally regarded as one of the most original minds in the online gaming world, has lifted a corner of the curtain on his new company, with the delightfully erudite - and tricky - name of Areae:

Areae means "many places" in Latin. Depending on who you ask, you pronounce it "Airy-eh" or "Airy-eye" or "Area-ee"… well. It doesn’t matter. What matters is what it means: many places, many worlds.

Areae, Inc. is a company dedicated to taking the tired old virtual world and making it into something fresh and new. Something anyone can jump into. Something where anyone can find something fun to do or a game to play. Something where anyone can build their own place on the virtual frontier.

For me, the real giveway is the logo, which consists of smaller and larger interconnected blobs: sounds like a system of interconnected, perhaps standalone virtual worlds to me. Watch out Second Life....

14 December 2006

Is Ryzom.org Going to Be Massive?

A couple of weeks back, I wrote about attempts to take the MMORPG Ryzom open source; now it seems that these have received a big boost from a surprising quarter:

Free Software Foundation announces that it will officially support the Free Ryzom campaign (www.ryzom.org) with a pledge of $60,000.

The Free Ryzom campaign was established to purchase the online game and universe known as Ryzom, property of the now bankrupt Nevrax company, and release the entire game as free software.

As stated by Peter T. Brown, Executive Director of the Free Software Foundation, the FSF considers the Free Ryzom campaign "a high priority project for the free software movement". The aim of the campaign is to publish the source code to the entire game under the terms of the widely-used GPL, as well as publishing all of the artwork and other content under similar free licenses.

The Free Ryzom campaign represents a unique opportunity for the free software movement and the emerging free gaming field. A fully free MMORPG (massively multiplayer online roleplaying game) engine and client/server architecture would allow the development of a myriad of universes, each one evolving its own philosophy and unique content - but sharing in general technical improvements. If successful, this campaign would allow any user to create their own universe and produce their own content based on the Ryzom/Nevrax architecture.

What's particularly interesting about this move is that it confirms how MMORPGs and virtual worlds are moving into the mainstream: after all, the FSF has only limited resources, and would not choose to spend its hard-earned dosh on anything that it does not perceive as pushing forward its cause in a major way.