Saturday, March 28, 2009

Hype: "Real Virtuality" Helmet

(Note: I use the word "hype" before the heading to note that this is a design and not a working system).

Few weeks ago I got few emails re this new helmet. Here's what the original web site says:

‘Real Virtuality’ is a term coined by the project team to highlight their aim of providing a ‘real’ experience in which all senses are stimulated in such a way that the user has a fully immersive perceptual experience, during which s/he cannot tell whether or not it is real.

Teams at York and Warwick now aim to link up with experts at the Universities of Bangor, Bradford and Brighton to develop the ‘Virtual Cocoon’ – a new Real Virtuality device that can stimulate all five senses much more realistically than any other current or prospective device.
For the user the ‘Virtual Cocoon’ will consist of a headset incorporating specially developed electronics and computing capabilities. It could help unlock the full potential benefits of Real Virtuality in fields such as education, business and environmental protection.


Monday, March 23, 2009

Yesha @ Jerusalem: 3D3C Real Virtual Worlds: Merging WOW, Facebook, Youtube and eBay

Holy City ... here I come... :-)

To Ensure your place please register and prepay at
http://jwp.j-town.co.il/

Dr. Yesha Sivan
(http://www.dryesha.com) of Shenkar College of Engineering and Design and Metaverse Labs LTD will speak on
"3D3C Real Virtual Worlds: Merging WOW, Facebook, Youtube and eBay"

A real virtual world is described as a three-dimensional world in which human characters spend their time, play, work and live. A definition is proposed – 3D3C: 3D for the three dimensions of this interactive world and 3C for Community in which people connect with one another, Creation that allows people to express themselves and Commerce that links real monetary value to actions in this world. Current business models as seen today in Second Life, the first sample real Virtual World, are described.

Avi Bercovich
The Department of Interactive Communication at Hadassah College
will speak on
"The Expanding Universe of Virtual Worlds"
This talk will provide a short characterization of the medium; compare Second Life, OpenSimulator and Branded worlds; and explore their connection to the Web.

EARLY REGISTRATION PRICE NIS 40

NIS 50 At the Door - Conditional on Limited Space Availability.

To Ensure your place please register and prepay at
http://jwp.j-town.co.il/

Friday, March 20, 2009

Video: GE Augmented Reality Demo

A cool demo of Augmented Reality. You print a marker; show it to your camera and you see the images jump of your screen. It is all done with Flash -- so it is cross platform.. and NO download is needed (well a bit of long down load of flash content, but that is OK).
More details: http://ge.ecomagination.com/smartgrid/
For experts: try print a small version of the marker and see what happens.




Wednesday, March 11, 2009

CfP: Virtual Worlds: Technology, Economy, and Standards (Journal of Virtual Worlds Research)

I'm happy to announce the following CfP:

*** Updated with more details March 11, 2009, see inside ***

CALL FOR PAPERS - Journal of Virtual Worlds Research - Vol 2 Issue 3.

Theme: Virtual Worlds: Technology, Economy, and Standards

In this special issue we are looking to examine the often hidden relations between technology, economy, and standards in the specific field of Virtual Worlds.

Deadlines (all at 23:59 that day):
Abstract or expression of interest (one page) – Monday, March 30, 2009
Full manuscript - September 1, 2009
Publication Date: October 1, 2009

Issue Editors:
  • Dr. Yesha Y. Sivan, Metaverse-Labs Ltd. and Shenkar College
  • J.H.A. (Jean) Gelissen, Philips Research
  • Prof. Robert Bloomfield, Johnson Graduate School of Management, Cornell University
Email:
*** Update March 11, 2009
Following some questions, here are more details.

We are relatively open re the abstract format:
  • Make it 1-3 pages (1 full page in condense form is fine... but do not limit yourself).
  • Use the first page to tell us the gist of your submission
  • what is the format ("full research papers, research-in-brief papers, “think-pieces,” essays, monographs, interactive online exhibits with accompanying detailed descriptions, and other forms of scholarship).
  • Try to answer how your proposed work relates to the concepts of Technology, Economy, and Standards.
  • List other relevant papers or theories.
  • Try to share what is unique about this submission.
Following the abstract (Deadline: March 30, 2009. 23:59) you will receive initial feedback by April 15, 2009 from the editors.

A full submission will be needed September 1, 2009.
By September 15 you will be notified re rejection, acceptance, or conditional acceptance. Depending on the quality and format of your submission you may be assigned to the external reviewers or one of the editors.

After we receive your updated submission your paper will then be moved to the publication editors which may call for minor technical changes.
Final publication Planned for: October 1, 2009 (pending editorial considerations).
We are looking forward to your submission.

Yesha, Jean and Robert.
*** End of March 11,2009 Update
Overview

We assume that:
1. Virtual Worlds are destined to become big; big in the sense of meaningful, influential, and making money for various current and new players. Every aspect of our lives will be affected by virtual worlds. Beyond being another media, Virtual Worlds will be part of our regular lives, they are going to enhance, improve, and better our quality of life. Much like the internet, virtual worlds will allow us to do “traditional” things more effectively, and do other things anew.

2. Real Virtual Worlds are defined as an integration of four factors: 3D view of the world Community, Creation, and Commerce (AKA 3D3C). The more we have of these factors the closer we get to real virtual worlds. In that sense IMVU, Second Life, and Entropia are more Real Virtual Worlds than Club Penguin, World of Warcraft, and SIMS on-line.

3. “Standards” as a concept and mechanism are often misunderstood. People often link standards with competing concepts: open and free on one hand and propriety patents, limitation of creativity on the other hand. Like many other human constructs, standards are not inherently good or bad – what you do with a standard gives them value: be it good or bad.

4. Currently the virtual worlds industry operates more like the Computer Gaming Industry than like the internet industry. Each developer, be it private (e.g., Linden, Forterra) or an open source (e.g., Sun Darkstar, OpenSim) is developing its own server, client, and rules of engagement. The inherent rationale of these efforts is a combination of “we know best” and “we will conquer the world.” While this may be the case (see Microsoft Windows, Apple iPod, or Google search), the common public good calls for a connected system like the internet, where different forces can innovate in particular spots of the value chain.

Topics of interest include (but are not limited to):
  • Specific standards or family of standards that can impact virtual worlds.
  • Economic analysis of specific standards for specific firms.
  • Discussion on Privacy, Authentication, and related issue (for example Open ID).
  • Legal Aspects of virtual worlds that can be set in the technical specs.
  • Review of relevant technology platforms, their pros, and cons.
  • Case studies of large-scale standardization efforts (Windows, Linux, GSM) and the lesson learned from them to virtual worlds.
  • Visions of the virtual world’s universal access system (network and station).
  • Comparing related terms such as working code, for and not-for-profit efforts, open source, formal systems.
  • Key places were standards matter (looking for the mouse and windows of virtual worlds) in other words the interfaces to and from the real (physical) world.
  • Economic analysis of various externalities in the field.
  • Winning stories of standards in the field (be it private, public, open, etc).
  • Example of wrong standards, failed standards, and other things to learn from.
  • Short term winnings (VRML) vs. Long term value.
  • What do we need to add to current standards so they will be used in virtual worlds (ISBN 3D? OpenID3D? etc).
  • The impact of open standards on close systems (Android); the impact of propriety technology (iPhone).
  • Connection various legal formats (GPL, LGPL) and new technologies (i.e., Grid/cloud for virtual worlds).
Spirit
The editors of this issue specifically encourage short papers on specific examples (past, present, or future). If you need to use Jargon or acronyms please spell them and explain. Assume the readers are versed with various aspects of virtual worlds and not necessary with economy, technology or standards. The link to real virtual worlds should be clearly spelled. Papers will influence the development of MPEG-V (the official ISO effort to develop global standards between real and virtual worlds.

Guidelines and Deadlines We welcome submissions in the form of full research papers, research-in-brief papers, “think-pieces,” essays, monographs, interactive online exhibits with accompanying detailed descriptions, and other forms of scholarship.

For specific submission instructions and detailed descriptions of the different submission formats visit: http://jvwresearch.org --
Jeremiah Spence
Editor
Journal of Virtual Worlds Research.
http://jvwresearch.org
E-mail: jeremiah.spence@jvwresearch.org

Wednesday, March 04, 2009

Video: CNN - intel: Programable Objects


Well, why deal with virtual worlds? Well, Intel gives us one answer: Programmable matter. See in this video how you can shift materials (well not now, but in the future).