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From Meatspace to Social Virtual Reality

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As an assistant professor I lead weeklong workshops at various design, architecture, and business schools, guiding students through the creative process from ideation to running prototype ready to be pitched to different stakeholders. The course covers a range of content from ideation techniques and rating, business- model prototyping, competitor analysis and differentiation, paper prototyping to lean design techniques and Pecha Kucha-style presentations.

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Axel_Quack_RFH_Interfaces_From_Meatspace_To_Social_Virtual_Realities.key

INTERFACESFROM MEATSPACE TO SOCIAL VIRTUAL REALITY

CF. URBAN DICTIONARY

Meatspace noun. a term, originating from cyberpunk fiction and culture, referring to the real (that is, not virtual) world, the world of flesh and blood. somewhat tongue-in-cheek. the opposite of cyberspace.

HISTORICAL PROGENITORS CYBERNETICS

3

NORBERT WIENER1949

WIKIPEDIA

Wiener defined cybernetics in 1948 as the scientific study of control and communication in the animal and the machine. The word cybernetics comes from the Greek word (kyvernitik , government), i.e. all that are pertinent to (kyvern), the latter meaning to steer, navigate or govern, hence (kyvrnisis, government) is the government while (kyverntis) is the governor or the captain.

WIKIPEDIA

Wiener defined cybernetics in 1948 as the scientific study of control and communication in the animal and the machine. The word cybernetics comes from the Greek word (kyvernitik , government), i.e. all that are pertinent to (kyvern), the latter meaning to steer, navigate or govern, hence (kyvrnisis, government) is the government while (kyverntis) is the governor or the captain.

Contemporary cybernetics began as an interdisciplinary study connecting the fields of control systems, electrical network theory, mechanical engineering, logic modeling, evolutionary biology, neuroscience, anthropology, and psychology in the 1940s, often attributed to the Macy Conferences. During the second half of the 20th century cybernetics evolved in ways that distinguish first-order cybernetics (about observed systems) from second-order cybernetics (about observing systems)WIKIPEDIA

Contemporary cybernetics began as an interdisciplinary study connecting the fields of control systems, electrical network theory, mechanical engineering, logic modeling, evolutionary biology, neuroscience, anthropology, and psychology in the 1940s, often attributed to the Macy Conferences. During the second half of the 20th century cybernetics evolved in ways that distinguish first-order cybernetics (about observed systems) from second-order cybernetics (about observing systems)WIKIPEDIA

1953MACY CONFERENCE

1953

HISTORICAL PROGENITORS CYBERSPACE & ITS INFLUENCE

10

DEFINITION & INFLUENCES

Cyberspace is a term created by William Gibson in his fantasy novel Neuromancer to describe the world of computers, and the society that gathers around them. Gibsons fantasy of a world of connected computers has moved into a present reality in the form of the Internet. In cyberspace people are met electronically, without a face or body. As Gibson mentioned some of his influences were excerpts from Burroughs Naked Lunch, which first made no sense to him at all or as he said like reading messages from Mars.

DEFINITION & INFLUENCES

Cyberspace is a term created by William Gibson in his fantasy novel Neuromancer to describe the world of computers, and the society that gathers around them. Gibsons fantasy of a world of connected computers has moved into a present reality in the form of the Internet. In cyberspace people are met electronically, without a face or body. As Gibson mentioned some of his influences were excerpts from Burroughs Naked Lunch, which first made no sense to him at all or as he said like reading messages from Mars.

WILLIAM S. BURROUGHS1914, 1997 *

TIMOTHY LEARY1920, 1996 *

PAT CADIGAN (MINDPLAYERS)

"One morning in 1979, I was getting ready for work and Gary Numans Cars came on the radio. Afterwards, the

DJ said, Theres some cyberpunk for you. He was making a joke; in 1979, the punk movement was in full flower but

the chaotic noise of punk music was starting to evolve into electronic noise."

THE EARLY 80S

The popularity of the film Bladerunner and William Gibsons novel Neuromancer accelerated the term cyberpunk. Authors like Cadigan, Bruce Sterling and Rudy Rucker were only a few of the pioneers which created worlds where humans and computers merge.

THE 1990S

Back in the 80s the term cyber was more or less related to the underground. Though in the 1990s more and more people got internet access so that an utopian vision changed towards a household consumer item. This led to the creation of terms like cyber-bull, cybercommunity, cybergeek, cyberlaw, cyberstalker as well as cybersex and cyberwar. Shortly everything turned cyber out of a sudden.

VIRTUAL REALITYLAYERS OF REALITY

26

REAL ENVIRONMENT (MEATSPACE)

AUGMENTED REALITY (AR)

AUGMENTED VIRTUALITY (AV)

VIRTUAL REALITY (VR)> > >

!LAYERS OF (VIRTUAL) WORLDS

CF. KZERO

REAL ENVIRONMENT (MEATSPACE)

AUGMENTED REALITY (AR)

AUGMENTED VIRTUALITY (AV)

VIRTUAL REALITY (VR)> > >

!LAYERS OF (VIRTUAL) WORLDS

SPATIAL REAL WORLD MIXED REALITY IMMERSIVE VIRTUAL WORLD

CF. KZERO

FIRST WAVE

A real-time multi-user virtual environment that can not be altered by the user Probably social networking before social networks Target group are mainly Kids, Tween and Teen (KT&T) Primarily 2.5D accessed via web-browser. Examples are Club Pengiun, Moshi Monsters, Wizard 101, Neopets, Habbo

but also Branded Virtual Worlds like Monkey Quest or Playstation Home.

CF. KZERO

SECOND WAVE

A Virtual World that allows the user to create/modify their environment (Come and play in my world.)

Mix of 2.5D and 3D accessed via web browser and tablet with mix of third and first person view.

Examples are Second Life, IMVU, Stardoll, Minecraft, Roblox etc.

CF. KZERO

PHILIP ROSEDALE

MARKUS PERSSONNOTCH

DEFINITION OF MIRROR WORLDS

A Mirror World is a virtual world based on a real-life place a digital re-creation of an existing landmark, building, region or even an entire country. They offer a utalitarian software model of real human environments and their workings.

GAME OF THRONESREBUILT IN MINECRAFT

GOOGLE EARTH

JOHANNESBURG STADION REBUILT IN GOOGLE EARTH

INTERCONNECTING VIRTUAL WORLDS

The current virtual worlds find themselves in a situation akin to that of BBS systems in the 1980s and 1990s vis--vis the Internet. There are indeed similarities between Web browsing and virtual world navigation. Though what is still missing is a standardized protocol submitted to standard committees such as IETC, W3C etc.. The shown examples play with the possibilities of interconnection.

IBM PATENT (2008)

ME TEACHING IN SECOND LIFE (2006)

PRESENTATION INTEGRATED INTO THE VIRTUAL WORLD

EXAMPLE FOR A MIRRORWORLD

WEKNOW PLANNING WOW RAIDS IN SECOND LIFE

THIRD WAVE

A virtual world experienced in virtual reality. Three main applications:

Social Virtual Reality (a key reason for the Facebook acquisition of Oculus VR).

User Generated Spaces (UGS). Branded Virtual Reality.

CF. KZERO

KEY DRIVER PRESENCE

How real it feels to the user. The more real it feels the more time a user will spend in-world

Does it feel they are in the environment or controlling remotely. Presence creates an emotive and experiential bond.

CF. KZERO

KEY DRIVER SELF-EXPRESSION

How a user is able to express themselves in the virtual environment. UGC created by the user for the user and/or other users. Synchronous communication with other users. Self-Expression creates a sense of ownership and curation.

CF. KZERO

SOCIAL VIRTUAL REALITY

Simply means all the attributes and features of Virtual Worlds as we know them today, with the added element of presence.

The ability to experience a real-time multi-user virtual environment with other people. This is the next evolution of social networking, moving from asynchronous interaction

to fully synchronous. Chat rooms with the user actually inside the room. A key reason for the Facebook acquisition of Oculus VR. Oculus CEO Brendan Iribe: This is going to be an MMO where we want to put 1 billion

people in VR.

CF. KZERO

USER GENERATED SPACES

Taking the popularity of UGC Virtual Worlds such as Second Life and Minecraft and creating virtual reality equivalents.

The ability for users to create their own virtual surroundings and objects, then interact with them alone or with friends.

This will be a category driven initially by tweens and teens.

CF. KZERO

[email protected] WWW.AXELQUACK.DE