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I. Origins of the visual interface II. Uses of virtual worlds III. Acknowledgements and Resources

Virtual Worlds, where did they come from, how are they used, and how can they be used in design? A presentation for: Art Center College of Design (1/23/2003). I. Origins of the visual interface II. Uses of virtual worlds III. Acknowledgements and Resources IV. Demo of environments

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I. Origins of the visual interface II. Uses of virtual worlds III. Acknowledgements and Resources

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  1. Virtual Worlds, where did they come from, how are they used, and how can they be used in design?A presentation for:Art Center College of Design (1/23/2003) I. Origins of the visual interface II. Uses of virtual worlds III. Acknowledgements and Resources IV. Demo of environments V. Virtual worlds in design - discussion

  2. Origins of the visual interface • Bush (Memex), Nelson • Engelbart’s vision • SRI - NLS • 1968 – Mother of all Demos • E&S 60s–1970s

  3. Visual Interfaces – Xerox PARC and elsewhere, 1970s-80s

  4. 3D interfaces - evolution • 1970s wireframe to solid to ray traced - SIGGRAPH • Alvy Ray Smith – PARC to PIXAR • Early 80s SGI • Real time rendering • Immersive VR • Commodity Virtual Worlds/Internet – 90s-2000s

  5. II. Uses of Virtual WorldsEarly uses of 3D Interfaces • Simulation – weather, aerodynamics, cold war • Render to film – Hollywood and TV • Experimental informational interfaces • Art/Experience - placeholder

  6. II. Uses of Virtual WorldsGeographical Information Systems • GeoFusion textured 3D model of earth with real satellite imagery

  7. II. Uses of Virtual WorldsGeographical Information Systems • Overlay of real time data – Salt Lake Winter Olympics locations

  8. II. Uses of Virtual WorldsGeographical Information Systems • Progressive texturing – Swiss Alps

  9. II. Uses of Virtual WorldsArtistic and Pedagogical uses • Art/Experience – Placeholder, Osmose, Ars Electronica, SIGGRAPH, Krueger • Experimental Pedagogy – cyberfora @ ArtCenter

  10. II. Uses of Virtual WorldsArtistic and Pedagogical uses • VLearn3D SIG and annual cyberconference

  11. Far Frontiers of 3D environments • Evolutionary virtual worlds (Sims, Biota.org) • Modeling the large and the small scale (cosmology, quantum dynamics) • Tele-immersion

  12. The “killer app” of 3D - Gaming • The original Maze War - ARPANET • 1970s-80s DOD simulation and training • 1990s – Wolfenstein 3D, DOOM • 2000s Massive Multiplayer Online Gaming

  13. Killer App - GamesEverQuest • 75,000 to 100,000 users online at any one time

  14. Killer App - GamesThe Sims • Design and run your own “soap opera”, households, towns, businesses, in a sort of “puppet theater”

  15. Projects of the Contact Consortium & Digital Space 1995-2002 • Alphaworld cityscape • Learning spaces • Collaboration spaces • Cyber-conferences • NASA mars mission simulation • Universal simulation platform

  16. Alphaworld cityscape –a public building space on the net300,000 users as “avatars” 1 Billion objects placed since 1995

  17. Learning SpacesVirtual walk on the moon with Apollo IX astronaut Russell Schweickart

  18. Learning SpacesVirtual walk on the moon with Apollo IX astronaut Russell Schweickart

  19. Collaboration Spaces –Datafusion “war room” for Monsanto

  20. Collaboration Spaces –Datafusion “war room” for Monsanto

  21. Cyber-conferences

  22. Cyber-conferences – Avatars2001 a cyberspace odyssey

  23. Cyber-conferences – Avatars2001 a cyberspace odyssey

  24. Cyber-conferences – Avatars2002 a merry cyber party

  25. Cyber-conferences – Avatars2002 a merry cyber party

  26. NASA Mars Mission Simulation –Life aboard the FMARS habitat

  27. NASA Mars Mission Simulation –Life aboard the FMARS habitat

  28. NASA Mars Mission Simulation –Modeling mars from orbit

  29. NASA Mars Mission Simulation –Modeling mars from orbit • MOLA and surface texture data creating a real time model of Mars surface that is “walkable”

  30. NASA Mars Mission Simulation –Drive on Mars – MER rovers

  31. III. Acknowledgements and Resources • Brenda Laurel and Rob Tow • DigiBarn Computer Museum, Computer History Museum • Contact Consortium, Bonnie DeVarco • Datafusion Inc. Monsanto, Safety-Kleen • NASA Ames Research Center • Active Worlds Inc. • Adobe Systems Inc. • GeoFusion • Mike Heim

  32. III. Acknowledgements and Resources • This presentation is at: http://www.digitalspace.com/presentations/artcenter/ • Contact: damer@digitalspace.com, 831.338.9400 • www.digitalspace.com The Digital Space Commons • www.ccon.org Contact Consortium • www.vlearn3d.org VLearn3D Special Interest Group • www.biota.org Digital Biology Project • Art Center Cyberforum: http://www.mheim.com/cyberforum/ • Drive on Mars: www.driveonmars.com

  33. III. Demo of EnvironmentsV. Virtual worlds in design - discussion

  34. V. Virtual worlds in design - discussion • Prototyping products, packaging • Online showrooms/stores • Creating inclusive community experiences, memory • Shared realities, political organization • New medium of artistic expression • Learning spaces • More?

  35. VI. Bonus!(This has been a vision of cyberspace for a long time)

  36. “Escape” in Finite State Fantasies (1976) by Rich Didday

  37. “Moral of the story”

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