Faculty Seminar on Virtual Worlds Episode 7 - The Future - 4/22/08 cory ondrejka -
[email protected]
this is our last session, so interrupt and ask questions!
the future
or, more precisely
(informed) guesswork on the (many) futures of virtual worlds
where “future” == “5 or more years from now”
why 5 or more?
lots happening in next 1-2 years
the 800-lb
Gorilla will do something
open source will continue to improve and explore design space
100 new kids worlds
100 new kids worlds
($650 million == much interest)
web game worlds will build on what the kids worlds have done
web game worlds will build on what the kids worlds have done
(and explore secondary markets)
[insert thousands of advertisement worlds here]
many web + virtual world and virtual world + web mashups
new players
more ways to build you
and if we give ourselves 1-2 years then certainly
(almost certainly)
spore will launch
maybe even sony home
(resulting in game developers talking about user generated content)
but we know all this
so it isn’t very interesting
and doesn’t help us
identify research areas build new curricula make long-term investments
so what happens if we look out further into the future?
first off, we’ll be wrong
a lot
we’re wired wrong
bad at long term predictions exponential reality
linear predictions
less short term change more long term change than we predict
worse, bad predictions compound reality of compound errors
we think we’ll be this wrong
so what can we do?
we can look at trends
(in this case, moore’s law)
technology adoption
in 5-10 years, most people will have a mobile phone and access to the internet
all of these trends point to dramatic increases in computing availability and performance
consider that 5-10 years means 3-6 doublings
so 8 - 64 times cheaper, faster, or longer lasting
between 1 and 2 orders of magnitude
25x can be hard to visualize
25x can be hard to visualize
25x mips, same size
25x can be hard to visualize
25x mips, same size
25x can be hard to visualize
25x smaller, same perf
25x mips, same size
25x can be hard to visualize
25x smaller, same perf
25x mips, same size
25x more storage is nearly a terrabyte 25x battery life is 8 months of standby, 8 continuous days of talking
reality will be a blend of these, but that’s a lot of horsepower
everywhere
everyone
what other trends?
people are wearing technology
not just geeks
everyone and anywhere
this makes me think we’ll overcome geordi-ness
and solve displays
and we’ll be used to wearing sensors
so this will also be a camera, microphone, rfid reader, etc
and the camera will be 3D (see Mitch Kapor’s recent YouTube SL video)
sensors also mean input devices
one more critical trend
everybody wants the web to do more and work better
(they may have bad definitions)
but lots of people are working on solving hard internet problems
identity
payment systems
seamless installation
online and offline transitions (which also means sync)
sensors and smart gadgets
so, now can we talk about virtual worlds?
what are the trends here?
building the content accessing virtual worlds uses hard problems to solve
filling them with stuff
trends impacting four approaches to building content passive user generated active user generated stage magic simulation
passive user generated (build content from people’s behavior)
can be macro or micro
passive user generated becomes pervasive as photos and movies are geotagged and captured from wearable, always-on devices
wearable + sensors
this will be a camera constantly streaming to flickr
more broadly, as more behavior generates news feeds or data streams, world content can be built from that behavior
i.e.
(perhaps time to consider the privacy, legal, and emotional impacts of collecting this data)
and what additional content we could capture
if we geotag photos, what about also recording
audio and conversation going on during the photos? (aka context tagging)
heart rate, galvanic response, and brain activity? (aka emotion tagging)
etc etc etc
all of these could endow virtual places with context, feelings, and life
active user generated
active user generated will rely on more blending of real-world data, better input devices, and better collaboration
but we’re just scratching the surface of what “better” means
content generation trend towards blended opportunities rather than false dichotomies of “mirror world” versus “virtual world”
stage magic (content made by highly paid team of designers, programmers, and artists)
stage magic will leverage increasing computing resources (ie, more complex AI, pathing, etc) but will also blur boundaries with the real world and passive creation
simulation (and procedural, physics, etc)
simulation and procedural content creation is just beginning to build the required theoretical frameworks to move beyond simple demos
(talking about content generation, not gameplay, before the spore fanboys stone me)
(also, spore is a very well executed blend of stage magic and simulation)
so how do we access them?
this one is simple
browser and mobile not only way but will be the dominant way
virtual worlds are communication
communication must be pervasive
don’t be a sad panda, separate apps aren’t going away
but dedicated clients will be the exception, not the norm
virtual worlds that provide sufficient levels of interactivity creativity commerce community in browsers and mobile devices
will capture much larger audiences
they key is recognizing the special nature of real-time presence and synchronous communication and how to blend between the virtual and the real
(which means thinking about the implications for computer science and engineering curricula, not to mention chip and os design)
note that this won’t always be 3D
consider selling books
3D doesn’t necessarily improve this
(and we have proof)
but presence and community could
especially when we bring our communities from here
with us where ever we go
which guides the next question
what are we using them for?
let’s count on a key element
presence
and beyond
where you are who you’re near what you see what you hear
and beyond
where you are who you’re near what you see what you hear
senses position senses motion senses attention
and beyond
where you are who you’re near what you see what you hear
can display data overlay on world blend reality
senses position senses motion senses attention
and all of this data stored and shared
today “life logging” is unusual
(and blending the data into virtual worlds really so)
but what about when that’s the default behavior of always on devices?
especially as virtual worlds continue to blend play and work
with more twitter- and rss-like ways of using them all the time
which is already starting
and can find balance between play and work communication and experience
and solve a few “minor” problems
(there are many challenges, but let’s go with two)
usability search
usability, especially on mobile devices, is going to be tough
(and usability != appearance)
new input devices will help
but it’s time for new metaphors
but it’s time for new metaphors a zillion dollars to simulate a table is the best we can do?
40 years ago mouse + keyboard was the new hotness!
in 1968, the mouse + keyboard was the new hotness!
(and took an incredibly innovative, interdisciplinary group years to invent)
(yes, I am a Doug Engelbart fanboy)
but 40 years later, how did doug use Second Life?
plus
plus
we need to do better
search
a lot of virtual world search problems look like local and social network search
“find me something fun to do”
also deep questions about defining what “likeness” means in 3D
“rez me a chair”
“no, a newer chair”
how alike are these?
so, to sum up...
future virtual worlds will
have more of the real world available as content
(not necessarily mirror worlds)
will be blended to varying degrees with the real world
(blended as augmented reality, alternate reality, and virtual reality)
be available to you everywhere
(on any computer or cell phone connected to the web)
be a basic component of communication
(which people will use for work, play, and games)
(this does not mean supplanting either the web or games, but instead virtual worlds become pervasive complements to both)
let’s check these in 2015
(when we have flying cars and jetpacks)
stop talking now
[email protected] http://ondrejka.net