The World In 4D - Mr. Square Visits Virtual
Reality
slcc 15-aug-2010
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Recording
http://www.ustream.tv/recorded/8943710 |
Description
This
presentation will show you “the
fourth dimension of virtual
reality.”The movie Avatar was a
spectacular introduction to the idea
of virtual environments, but we
still don’t realize how difficult
virtual reality is for people to
grasp, including its own advocates.
We need a deeper perception of
what’s going on, a deeper
understanding of the new dimension
that digital virtual environments
have made available.
Seemingly different achievements
in the fields of business, music,
tourism, arts are in fact unified
when looked at from a “fourth
dimension” with respect to virtual
reality.
While we think we know what “3D
Web” means, in fact we are still
missing the point.
- James Neville (SL:
Sitearm Madonna) is Strategist
and Expeditor for Virtual Worlds
Projects. Showcase projects include
Dublin Virtually Live,
Solution Provider Conference,
and
SL Live Radio.
- Teddi Davis (SL: Teddi
Shamrokc) is Owner, The
Exchange Tavern and Editor,
Free Play Virtually Live.
- John Mahon (SL: Ham Rambler)
is Pilot,
Astraeus Airlines and Owner,
Dublin Virtually Live.
- Jean Munro is Music Director,
St. Theresa’s and Actor,
Musician.
- Karin Willison (SL: Ayesha
Lytton) is Owner,
Solace Beach Estates and
Community Manager;
- Dr. William Prensky (SL: Chant
Newall) is CEO,
Chant Newall Development Group LLC
GSP and CTO,
The FutureWork Institute.
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| Detailed
Responses |
| Kourosh Dini Virtual spaces
are places. They have some
different laws of physics, but they
are still locations in a space,
albeit abstract, where people meet.
The main difference then is that
one can occupy these different
cities of sorts with different
frequencies and lengths of time in a
much more fluctuating manner than
with real life cities.
The other major difference is
that these “cities” and are
evolving and coalescing into each
other at a much faster pace than any
RL ones.
I can record a piece of music as
I perform live to an audience, and
have it available for various groups
of people, people who frequent
Bandcamp, my own site, or otherwise.
Social networking sites have
been called “hubs” but I think they
are better referred to as cities
where certain groups of people tend
to congregate more than at others.
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Nathaniel Stern The most
successful applications of Second
Life, I think, exploit not only its
possibilities, but its shortcomings
- and use them together as an
opportunity.
Not just communication but
physicality, not just creativity but
ironic celebration - these are the
things that can make the virtual
world of Second Life "matter" (in
the sense of both its value, and its
"material").
As an artist and researcher, I'm
interested in what I call
multidimensional images.
Contemporary philosopher Brian
Massumi might call them topological
figures - shapes like the Mobius
Strip and Klein bottle, he says,
exceed their own dimensions, through
movement. They live between 2D and
3D, and 3D and 4D, respectively.
The fourth dimension of
virtual reality, my multidimensional
images, and Massumi's topological
figures are all of a similar kind.
They use the network, or movement,
or the wrapping up of time and
space, to become 'more than what
they are' - to exceed their own
potential.
I'd like to give one RL and one SL
example of multidimensional art
works.
First, what I affectionately call
Compressionism. Here I strap a
desktop scanner and custom battery
pack to my body, and perform images
into existence. I might scan in
straight, long lines across tables,
tie the scanner around my neck and
swing over flowers, do pogo-like
gestures over bricks, or just follow
the wind over water lilies in a
pond. Rather than drawing or
photographing a static image, the
dynamism of my relationship to the
landscape, the actual time and space
of how I encounter my surroundings,
is transformed into beautiful and
quirky renderings, which are
re-stretched and colored on my
laptop, then produced as archival
art objects using photographic or
traditional processes. Here, time
and space, subject and object, are
wrapped into a singular, performed,
and multidimensional image.
And second, Given Time, a mixed
reality installation, simultaneously
activates and performs two
permanently logged-in Second Life
avatars, each forever and only seen
by and through the other. They hover
in mid-air, almost completely still,
gazing into one another’s interface.
Viewers encounter this networked
partnership as a diptych of
large-scale and facing video
projections in a real world gallery,
both exhibiting a live view of one
avatar, as perceived by the other.
Here, that aspect of time, of
permanence is what gives the piece
flesh; the feedback loop between
real and virtual, between the
implicit lovers and that which they
represent, becomes another dimension
of the work. An intimate exchange
between dual, virtual bodies is
transformed into a public meditation
on human relationships, bodily
mortality, and time’s inevitable
flow.
Gandhi’s “Salt March to
Dandi” in Second Life
Massumi
Mobius
Compressionism
Given Time |
| Steve Smith
3D Web applications
in education are cool.
The fourth
dimension is like time travel.
Like the movie based on H.G Well's
book, "The Time Machine." |
| Teddi Davis The digital age
links time and space, connecting
individuals and businesses together
for information sharing,
interactions based on commerce, and
community building. The 3D web
allows visual and audio support for
information sharing, community
building, and entertainment. 3D Web
to business shares this with other
mature 3D Web applications (music,
tourism, education, etc.). The
business aspect coalesces with all
of the foregoing in this space but
adds transactional capabilities in
which goods and services are
exchanged. It is the same as other
successful applications, but the
unit of success has an overt
monetary component. To be fair the
other 3D web apps also incorporate
the potential for monetizing, and
while it can be very direct ("you
like this music, buy here"), it may
also be longer term relationship
building in advance of a direct
earnings option for the purveyor
("listen to these new artists, and
vote for your favorite).
We are fast approaching this new
dimension. I think it is where web
enabled interactions are primary
conduits for commerce and community
building, and works in tandem
with face-to-face options - not
instead of, but in addition too,
and where it makes the most sense to
the interaction. Reading about music
as an example, may intrigue you, but
it sets you up for the
listening of music. News options
that include the soundtrack if you
will of the music being discussed -
perhaps a review and recording from
a live show the night before. I am a
fan of Picasso, and that it took me
time to understand and come to my
position of respect. He wanted to
add to art, and knew that the role
painting had performed previously
would be usurped by the camera. He
wanted his viewers to see more,
experience more through his art
- giving the viewer a new
experience completely, and thus
perhaps greater understanding.
4D reality for me is when all of the
parts work in concert seamlessly. I
can research the musician, hear the
music, become part of a fan group,
interact directly with the artist
and other fans, AND buy music the
way I want to, when I want to.
Promotional information and
interaction options identified for
me based on my preferences, all the
while my privacy secured, but my
individuality is also nurtured,
respected and allowed to flourish
too--satisfying for the
businesses that would transact with
me, as well as the artist working
with an aggregator, or a school that
may have contracted with him to
present an online course, say
"guitar techniques in support of
heavy metal music" or "how to make a
music video". The whole
experience for all involved is
ratcheted up a notch based on what
is possible. Not on what is merely
available. Consumers become the
drivers, poised to let businesses
know just what they want, and smart
businesses succeeding by responding
to those needs in ever more personal
and relevant ways by utilizing
technologies that enrich the
experience. |
| John Mahon Successful
applications of 3d web allow
innovative exposure to business
brands and community engagement.
The Fourth Dimension is the
"unseen" element, the surprise
development, the unexpected result
from exposure to Virtual Reality
Tourism Ireland, the national
tourist agency of Ireland, engaged
with Dublin Virtually Live on an
experimental basis. They were
astonished to discover that it
generated a huge digital wave of
exposure in their own industry,
completely outside the realm of
Virtual reality |
| Jean Munro SL in a nutshell,
is a business. For musicians, it has
allowed us to perform to people who
would never have had the chance to
hear us outside of our little coves
and towns. There are many successful
musicians from RL that have come in,
perform for what we know is not even
their worth, but they do this.
knowing the magnitude of what we are
embarking on. This also allows
them to expand their audience and
hopefully sell their music to an
audience that may not have been
familiar with them in the past.
This 3d world is the melding of many
different applications that make it
possible for myself and the many
others in SL to do what we do. In
this virtual 3d world, we are “seen”
as well as heard. This has led to
the software we use being constantly
tweaked with the input that we give
the developers, making our job
easier to accomplish.
The virtual world helps us to
enjoy a richer concert experience,
true.. But the tweaking and the
knowledge that we glean from each
other is incomparable.
The borders have been lowered
and there are many different ways
available to get the job done.
In other words; create music on SL.
Collaborations are happening
that would never have happened
if it wasn’t for SL.
From a business standpoint. I
myself, being handicapped, SL,
allows me to perform a whole lot
easier then I can in RL. I don’t
have to carry an 80lb keyboard and
it doesn’t matter that I can’t stand
in heels and run around entertaining
the audience anymore, like I used to
in RL. It’s a completely different
animal, so to speak.
If you want to get your music out
to the world and don’t have the
venue to do it in RL, it is possible
in SL or many other online 3d worlds
that exist.
For some is a practice
platform, a place to test out a
new sound or song and see the
audiences’ reaction.
Anyway, from a business
standpoint, this is not the place
to get rich!. But it is a place to
make a little cash and have some fun
doing it. Grow, learn, figure out
your direction.
Most of us do it for the
practice, the feedback, and the
collaborations that come out of it.
I have had the opportunity to meet
some wonderful musicians over the
past few years and also be one of
the first to double stream into SL.
which has it’s inception was just
amazing.! And it is exciting to
finally be able to attend the SLCC
after all these years.
If you have the vision and the
resources, the limit is really your
own imagination and the time you
have to put into this. In this fast
paced world it can sometimes seem
overwhelming trying to keep up, but
in your 3d world, you can look
for your niche, create your niche.
The world is constantly evolving.
Musically speaking, sound is your
canvas. You can really explore what
sounds good to you. Now if anyone
wants to hear it. that is another
story. Some people have even
combined art and music together,
with both being created
simultaneously. That is very
exciting. Not that is hasn’t been
done out in the RL. but the 3d
environment takes that to a whole
new level with prims as the basis of
art. and notes the basis of music.
and then combining them. even making
the objects themselves musical.
Gwen Carillon, a well known SL
designer and content creator, has
created art on the spot as Musician
Enniv Zarf improvised on the piano.
Others have followed. The limit is
only in the mind. As the platform
grows and expands, we will see other
exciting events such as this. |
| Karin Willison Community is key to
all successful applications of 3d
web. Many real world corporations
that came into SL failed and left,
in part because they did not take
the time to understand or build a
community.
They thought that they
could just march in with a lot of
hype and recreate their products and
achieve the same success they did in
RL. SL just doesn't work like that.
Here success comes through
word of mouth, events, and companies
getting to know people on a much
more individual level. In RL
you'd never call Bill Gates to help
fix your computer, but in SL, the
biggest business owners often help
customers personally. Musicians get
to know their fans as friends. It's
all about the human connection.
The fourth dimension of
virtual reality is the community
dimension, the human dimension.
When I first joined SL, I found
it very difficult to meet people.
The paradox of this world is that
while it is a social space, people
can also be very insular. They
tend to go to the same places
instead of reaching out of their
comfort zone. I decided to make my
own place, that would be friendly to
new residents but also offer a
community that they could grow into.
Since I drew in a lot of new
residents - and still do - they
really formed their own community. I
had a group of regulars, but I was
also finding a little bit of the
info hub syndrome where a group
formed that was just basically
loitering and not really becoming
integrated into SL or bringing
anything valuable to the grid. I
realized that I needed a stronger
theme to engage these people and
also to bring in more of the type of
people I wanted in my community. So
the live music/entertainment theme
evolved from that need, but did so
naturally because of my love of
music and theater, and the welcoming
environment I'd found both in SL and
in non-SL internet communities with
that focus. |
| Bill Prensky All successful
applications of 3D Web and VR have a
number of features in common. These
have to do with the psychology of
learning and the nature of
relational experience. Of course
there is an economic argument to be
made for all these applications, but
they play out differently for
different sectors. Virtual tourism
sells RL tourism, but is not a
replacement for RL tourism. That
would be a disaster for the tourism
industry and highly unsatisfying.
But in business collaboration and
training, as in education in
general, VR can be a satisfactory if
not preferred medium for information
exchange. It meets all the
requirements for being a
compelling learning environment,
engaging the three key sensory
pathways required for retained
learning (visual, auditory and
tactile) and requires an immersive
attention – that is, the agent
acting as the avatar has to be
constantly engaged in order to
operate the environment. In this
way, in fact, it can be more
effective and lead to more
perseverant attitudinal change than
conventional face-to-face learning,
in that the learner has to
continually pay attention to the
changing SL environment if the
learning model is properly designed.
As I understand it, the 4th
dimension of reality is the
integrative aspect of the cognitive
mind as it visualizes a perceived
reality that does not physically
present itself to the senses. It can
be compelling and real, and can
often be thought of as a “prescient”
visualization, although the question
of whether or not it actually
transcends current physical
knowledge and reality might be hotly
contested. For me, in thinking about
SL and VR, this “Fourth
Dimension” is the sudden awareness
of “divided” or “split” attention,
where the life of the avatar becomes
as real as the life of the avatar’s
governing agent, that is, you,
or me, or whomever is navigating the
environment. It is a sudden movement
into a real perception of the world
that SL creates, and is dependent
upon a number of factors in my
experience. These include
a. Familiarity with the
environment and the ability to
navigate it comfortably,
b. Familiarity with the avatar’s
“personality” so that one becomes
the avatar in relation to others and
one’s self, and
c. Relationships with others in the
virtual world such that one is
“anchored in one’s self” as an
individual and individuated person.
Many activities in SL for example
create this reality of perception.
To think of a few:
a. Tai Chi in a park in SL
b. Meditation groups that meet daily
and meditate both as their avatars
and as individuals in their homes,
c. Groups which conduct meetings of
many kinds in SL while being in the
same physical facility and even in
the same room,
d. Friends who meet in SL rather
than driving manageable distances to
see each other in RL (SL as the next
generation phone). |
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