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Toney, Alabama, United States
Software Engineer, Systems Analyst, XML/X3D/VRML97 Designer, Consultant, Musician, Composer, Writer

Tuesday, June 26, 2007

Standards for Virtual Worlds: Only Money Matters

Standards for Virtual Worlds: Only Money Matters



I read this. It is interesting to me because it confirms what I've been saying about the recent flood of announcments regarding businesses renting property on the virtual world commercial server farms.


"While close to 50 retailers and consumer-oriented companies have established a presence in Second Life, others are starting to move to private worlds. According to a recent edition of BusinessWeek (in the “Inside Innovation” insert in June), Wells Fargo was the first to bail, with Starwood Hotel and Resorts said to be right behind."

Once again, our predictions from the X3D list are dead on target. This is no surprise. Those with over a decade of experience working in or on virtual worlds, have seen the cycle repeat twice and have a good basis for their hunches.

Selling on the web has always been about hucksterism and hucksters hate nothing worse than the grizzled old man on the bridge muttering "But can he swim?" The situation is that most of the analyst articles so prominently placed are not experience based but simple and somewhat thin journalism.

The business fascination for virtual worlds technology only took off when Mitch Kapor began to talk about it. That's fine. Reporting is seldom fresh news. It is typically third hand in the time span from emergence of a fresh idea to its widespread acceptance and so it goes. People with too much money only listen to what others with too much money say (see Davos) and so it is not a surprise that with over a decade of experience with virtual worlds on the web, Kapor will be credited with discovering it. Berners-Lee is still credited with inventing hypertext systems in some quarters and that is just market history. It is not a history of innovation but of timely opportunity and to be expected. This is the capitalist west where the importance of an event is based on the money made from a product not the timeline of innovation.

It is the speculations that are made based on this third hand information one wants to look at and inquire if any new ideas or observations are emerging by derivation. So far not many have but the obvious stuff is well... obvious.

1. Virtual economies are somewhat like the frictionless economy. It is an idea that enchants financial theorists in the same way a perpetual motion engine enchants and auto manufacturer and terrifies an oil man. No matter what you are trading, if it doesn't convert to real dollars, it is Chuck-E-Cheese tokens. Once it is convertible, it is taxable and there is the friction.

2. Virtual worlds don't enhance collaboration. They are better at coordinating a conversation than video. Games of any form enhance understanding because feedback is the essence of learning. There are stylistic nuances that can be added but that is a different topic. Nonetheless, don't overrate the collboration potential as being unique to virtual worlds.

3. Virtual worlds are very good when one needs to identify an object in the real world to a screen minus a language barrier. See last article.

For all the neat fun things we can do there, business in virtual worlds won't change business more than the web does already: it speeds some things up. It increases certain risks (putting sensitive information on servers you don't control is risky; having your CEO flying around a virtual world as Brer Rabbit might not really have that exciting rebranding effect you are looking for), and it offers exciting new problems for HR (is it really sex in the office if two avatars nip off to a private text to chat about their preferences or harassment if they talk about a third party?).

So all things considered, the rise of the private worlds hosted on the business systems of a company is inevitable and always has been. Public spaces for public functions are inevitable and obvius. Now it simply comes down to the costs of administering these systems for the companies that do use them for whatever application. For that reason, standards become even more important to the IBM's and the others who want to put these products into their services portfolios.

Once again, the elders say, look at the existing standards and vendors like you would any other business. Post an RFI with your requirements and see what you get back from the existing market. It exists. You don't have to create it. You have to work with it as a supplier and create a vocabulary for procuring it. Then sell it for a better price for the service mix. Done.

A 3D virtual world is just a client-service system like anything else on the web. Don't get wrapped around the sociology or the fantasies. Talk about performance and services and boil them down to costs. The market will react sensibly to that. Continue to make it a career-enhancer for your up and comers who's lips issue the voodoo rant of the metaverse mavens. Remember the 'information wants to be free' crowd? Look familiar? Continue this trend and at the end of the money Palimpsano and others are putting down what you will have is a lot of expatriate employees running their own businesses and selling their services back to IBM and others.

After all, this is about money.

That being the case, remember this: not all real-time 3D products are virtual worlds. So the question of some importance is where standards for virtual worlds overlap or do not overlap with real-time 3D applications of other types and is that really a question of any substantial importance given standards that can do both reasonably well. After that, only money matters.

There is little money to be made from owning or developing core technology unless you are a very big player. The services are plentiful cash cows. We all know this, so waiting for a monopoly position to emerge and going with that winner is a bad strategy. Finding a sustainable technology and implementation that meets the RFI/RFP for credible costs with the right lifecycle characteristics is a good strategy.

In short, the fact of virtual worlds changes nothing except the clients and the costs of owning content of the type the client renders. The rest is business as usual and there, only money matters.

Sunday, June 24, 2007

Tim Bray's Blogbot: Site Personalities As 3D Bots

Tim Bray's BlogBot: Site Personalities As 3D Bots



When we build a site, we build a personality. Ergo:

"If you’re naked in the snow, are you cold or warm?" - Tim Bray's Blogbot

That is not an avatar but the standard form. On the other hand, why use forms other than being soooo 90s. :-)

The one endlessly fascinating challenge in computing is still how to present that personality to its best advantage.

If your avatar subscribed to your feeds, what would it think about you?

Virtual worlds can be real-time maps of GPS-enabled real world objects. The services to those objects relate real-world database feeds as rendered by the real-time 3D engine. The standard real-time 3D embraces xmlHTTP for network services. D'oh.

You don't actually need a server-farm until you start doing MU. Yes? No?

Until that time, a feed-server can update the real-time model and the user can query over the domains of the feed server vocabularies. How much state do you really have to share to make a real-time 3D model enormously useful as a comparator?

3D is a real-time console, not a form, yet by the relationships of the real time model representation, a querying system nonetheless.

What are the inherent real-time 3D qualities unique to it that describe relationships among the named objects in a scene?

Querying the 3D scene is easy.

Using the 3D scene to construct a query is not difficult.

The question is what are the advantages over form-based querying?

One: faster human recognition of the objects presented with or without native language representation. Situation (say cultural, yadda) language specificity is increased by geo-location.

Using geo-located real world objects that send feeds, this is a no brainer. The identification of the real time object to the virtual representations when authenticated and authorized have the same relationships as a doppelganger. It knows what is in real-time space, so it queries the databases of that real-time objects and self-organizes by mapping its own relationships to the feeds.

Spatio/Temporal data for real time locations drives the frequency of the model selectors (not update but query by domain type; remember, this model is in motion) but the local models control the rest. The local model as in any auth/auth system can only query what is passed by subscription to the local device.

Otherwise, it is querying itself.

"If you’re naked in the snow, are you cold or warm?"

Say you are driving to work and bypass multiple city trucks parked on the highway and you want to know what event caused that. Open the GPS device and query. Same as any other GPS form except the person making the query does not have to speak a language as long as they click on a visual object seen in real time space. They don't have to type dip. Just click. Given authentication and authorization, the screen returns a situation update for that geo location in terms of scheduled objects and event types provided by feeds.

Subscription feeds should work fine. Take a system like the Planet9 RayGun and a virtual city, and plug-in. The question of scalability over feature set combinations makes me curious because that is the selector of the business sets that can be supported for collaborative scenes where collaboration is based on the combinations of feed services.

Avatar sophistication (botBuilding) is the really interesting part of virtual worlds.

Are avatars just humans? What about the other articulated objects? Aren't they all bots by botType? H-anim is a human bot standard for a specific language framework. Others in that framework? How generalizable to the body of practice for creating models for that application domain?

We do know enough to build self-organizing evolving bot systems. We don't know what
we want them for beyond entertainment and serious games. Or if they'll need us to
want them for very long. ;-)

len