Four critical directions for virtual environment technology

Edited by: Ralf Haifisch


Intellectual production are the main engine of the economy, as considerably bigger part of the gross world product is being earned with intellectual work than with handwork. Handwork is being done in our three dimensional physical environment and produces tangible results. While the intellectual work produces intangible, i.e. virtual results, and being done in a non-physical, thus virtual environment.

Four critical directions for virtual environment technology

 

Intellectual production are the main engine of the economy, as considerably bigger part of the gross world product is being earned with intellectual work than with handwork. Handwork is being done in our three dimensional physical environment and produces tangible results. While the intellectual work produces intangible, i.e. virtual results, and being done in a non-physical, thus virtual environment.

 

While our society in a last couple of thousand years has pretty succeeded in adapting its physical environment to its production and living needs (terraforming, roads, buildings, machines), the environment for the intellectual production remained premature and accessible to the highest intellectual elite. This situation begun to slowly change with the invention of computers and emergence of ICT. More and more people get access to the environment where the intellectual production takes place, which is not only good for these people and for raising volume of the intellectual production, but also for prosperity and stability of the whole society.

 

Yet, the virtual space is far from being an easily inhabitable and workable environment. It is still in the stone age era - pretty inconvenient, dangerous and demanding relatively much of human unproductive effort to survive there in. What should we do to change this situation to the better?

 

 

Big Four

 

In my opinion, to make the virtual space a "livable" and productive environment and afford mass usage of virtual environment by organisations and individual users we should catalyze the following technology developments:

 

powergui-screenshot

I.                   tools to easy build, evolve and maintain private and corporate virtual environments;

II.                 tools for easy reproduction (I would even dare to say copying) of our real world environment and physical objects in virtual environment;

III.              allow to 'physically' merge-on-demand of virtual environments;

IV.               provide possibility to embody our own bodies in virtual environment.

 

Number I is evident, progressing pretty well, and does not need any special elaboration.

Number II is something which will help to dramatically increase the efficiency of our intellectual production, and will be of unmeasurable value for the entertainment industry.

Number III is not really touched in the theoretical literature, let alone in any of the existing or planned implementation of virtual environments. Every manufacturer of virtual environments cares only about its own fenced garden, locking users in there, totally controlling the environment and earning some money this way. Interconnection is now only primitively realized in a very limited possibility to transfer an avatar from one fenced garden to another. In my opinion the big commercial and social value lies in providing possibility to interconnect  any virtual space with any other (one or more).

 

Number IV is an implicit novelty as yet not even being considered in discussions about the directions of development of the virtual environment technology. While this one can be a "killing application" of, the catalyst for, and the driving force behind, the evolution of the virtual environment technology.

 

While most experts have a consensus in that people will have to use avatar in virtual environments, I believe in the near future this will only partially be the practice. Otherwise and to the contrary, people themselves will inhabit and do in virtual environment many things they do now in real life, and much much more than that.

 

This point isn't about merely controlling your computer with your body (like in 'Minority Report'). This isn't only about playing 3D-games (like World of Warcraft). This isn't about seeing a video image of the person you are talking to (like in video conference).

It is about:

-                    being present in a virtual environment yourself;

-                    possibility to control your movement in virtual space;

-                    controlling objects in virtual environment, which can be anything - 'things', connections, applications, communication means, creativity tools, visualized information and data streams, and more;

-                    possibility to transform the surrounding virtual environment at will;

-                    new way of seeing and feeling the reality - from within the artificially created universe.

In short, this is all about a new unprecedented level of interaction and perceptual experience.

 

 

Real life value of Big Four

 

When these four basic directions of the virtual environment technology develop to some mature level, they can add real value to all aspects of our life: business and work, social and entertainment, education, ecological situation, and, probably most important, new consciousness.

Here below a non-comprehensive overview of possible value added scenarios are considered. Of course when the technology is in place, people will invent lots of other applications we now even cannot think of - creativity of people has no boundaries.

 

 

1.         Value for commerce, work, R&D.

 

1) Accelerated intellectual production: Innovation, development and intellectual production shall become fast, flexible and almost free of the usual overhead. This namely because the most important 'raw materials' and tools for intellectual production are already, and will remain, mainly virtual - these are information and software - and easily reproducible. As these resources will further tend to become decentralized and free from restrictive property rights, they will quicker dissipate, and thus will allow quicker intellectual production turnover.

 

2) Virtual tools: Virtual tools can be made as real in virtual environments as tools can be in the real world. Besides, these tools can be distantly shared between users, thus allowing to collectively specify, prototype, analyze, modify, describe things being produced in the shared environment.

 

3) Virtual teams and decentralization: One of the bigger and costly obstacles for quick and qualitative intellectual production now is to have right specialist at  right time at right place. Proper virtual working environment which "feels ibm-sametimelike" real can solve this problem.  The solution resides in the inclusion of ourselves in virtual environment and in the possibility to "physically" connect individual virtual spaces into one collective working space on demand.

As the recent practice have already proved, even nowadays primitive 'pre'-virtual environments seem to be a great place for innovation and deployment of creative activities in small and flexible group. These are being established by individuals from all over the world for a definite period of time with the aim of creating products, offering services, and earning money.

This will eventually result in decentralization of intellectual production and vanishing of many existing monopolies.

 

4) Non-ICT professions: User interfaces are a bane to many "normal" users. For many people computers remain difficult to use, primarily because of poor user interfaces. Many technical (non-IT) specialists are forced to become computer experts not because of their interest in computers but because of the odd nature of computer programs they need. Virtual environment will offer the potential of placing the user inside the data. Rather than learning an obscure control language in order to operate a simulation, one will be able to simply reach out and push the data around.

 

5) Equal chances in deploying your capabilities: If you are a smart guy or just a right guy for this right piece of work, no matter how you look like, where you live and which taxes you will have to pay to whom - these are not the topics on the list of the virtual team, rather right results within the given budget and timeframe.

 

6) Reduction of business travel: Presently various companies are trying to make use of the necessity of business to reduce travel costs. While companies like Cisco, Tandberg, WebEx et al, are trying to convince clients that teleconferencing is The Remedy against high travel costs, other companies like Linden Labs promote virtual meetings in their own virtual worlds where avatars can meet and chat with each other. While the first option of teleconferencing allows to see real persons, the 'real' interaction is rather limited due to 2D-like picture on the static and non-penetrable screen. On the other hand, the 3D environment of Second Life for example allows spatial interaction, but not with a real person. Also there you have no possibility to experience very important parts of the real communication - facial and gestural parts. The solution again resides in the inclusion of ourselves in virtual environment and interconnection of virtual spaces.

 

 

2.         Value for entertainment

 

1) Affordable tourism: Many people dream "to see the World" but only a very limited amount of them can afford that. Especially with technologies allowing easy reproduction of real world places in virtual environment men can create a totally new industry and help people with realization of their dreams. Or help them with new unthinkable dreams, like going into a volcano or 11 km deep underwater.

 

2) Virtual exploration of the Solar system or distant part of the Universe: With the current scientific knowledge of the surrounding Universe it becomes possible to reproduce actually any part of it in the virtual reality (except black holes of course) for educational and entertainment purposes. Traveling to stars, landing on Mars, riding a comet, crossing the galaxy with any speed you like - everything is possible.

 

3) Exploring virtual universe itself: The virtual universe we all together are going to create piece by piece will potentiallyAufzeichnen4 be not less interesting to explore than this real one we are currently find ourselves in. Outer space is OK, but will seem to be boring compared to what a human conscious mind can imagine. Our imagination realized in virtual reality will bring us farther than our physical boundaries would ever allow us to in the real world.

 

4) 3D holiday memories: Technologies allowing easy reproduction of real world places in virtual environment will allow people, instead of nowadays holiday photo pictures, to take with them and share with others their holiday memories in a form of complete environment as they could experience that in their real journey. Or instead of sending ansicht cards people can send ansicht environments: "We are here now, look in this beautiful castle with us". This way you can not only share the small part of the view you have experienced, but share emotions you have about the environment. And emotions are contagious.

 

5) Creating your own games: The gaming industry is steadily growing now with double digit cipher tempo every year. Even higher ciphers can potentially be realized when everybody will be able to build her own game in the very own world. The good example of the Apple apps store, where people, even non-hardcoders, in no time make fortunes just by coming up with brilliant ideas and implementing them with available standardized and easy to use tools, can prove this statement.

 

 

3.         Value for social life

 

1) Possibility to re-gain individual privacy: Privacy is one of the hottest topics now as governments aim to control every bit of private information belonging to a citizen. While citizens, with exception of small groups of activists, do not even realize the dangers of "nationalization" of personal information and consequences thereof. Isolation of private virtual spaces and proper digital defense thereof can help to re-gain the individual privacy of citizens w.r.t. location, communication, meeting, watching, listening, reading, etc.

 

2) Merging private environment: A possibility to remotely connect individual virtual spaces can turn to be interesting for people, not only within office hours but also in private life. By giving impression of merging of personal "own" environments a totally new guest-going culture can appear. Being simultaneously guests of each other is something different than being a guest of one another.

 

3) Friends, no matter of distance: This of course will never replace personal contact, but for people who are divided by long distance coming together in one space can be of invaluable importance. Phoning, chatting or even having a videocon can also be valuable and fun. But inhabiting together a three-dimensional space cannot be matched. This will allow people not only to communicate some audio or video information to each other, but to 'be together' and to 'do things together' despite geographical location.

 

4) Therapy: Self therapy or prescribed therapy in suitable virtual spaces can help many people who cannot afford this in real life to heal their mental and psychical disorders. This is also not that new and is being already applied, although the technology is not yet mature for that.

 

 

4.         Value for education

 Unbenannt

Most humans are visually installed rather than audibly. Virtual environment allows not only to visualize lots of information to be taught, but also to reproduce any physical environment and situation, and provides at the same time many more possibilities next to pure visualization. It is being referred to as "Immersion - the state of consciousness where human awareness of physical self is diminished or lost by being surrounded in an engrossing artificial environment" (Wikipedia). There are simple and more sophisticated examples of immersion. Simple: in a geography classroom you are surrounded by maps on the walls, practicing judo on tatami you are surrounded by pictures of fighting judokas. Much more sophisticated is an example of hypnotic learning. In general, a featured environment is needed in order to immerse into a learning substance.

 

 

5.         Value for ecology

 

1) Physical transport: Added value for the ecology lies in reduction of physical transportation of persons, as well as goods requiring nowadays 'physical presence' (like models, prototypes, expo goods, etc.).

 

2) Parallel programming: As power consumption, and accordingly heat generation, by computers seem to be of a great concern in recent years, parallel computing promises to become a green alternative for computation industry. One of the problems here is not the hardware architecture or the construction of processors, but the culture and habit of programming. Modern programmers used to code in one dimension, i.e. sequentially, step-by-step in a chain. Parallel computing programming however requires a mind switch to multi-dimensional thinking, visualization of algorithm streams and complex data dependencies within a program. Virtual environments and proper tools to be created there within, can boost the evolution of parallel programming.

 

3) Less office space: Although being questioned by some authors, the broadly supported idea is that the technology of virtual environments can greatly diminish the demand for real office space, as virtual offices created when necessary on-the-fly can be much more flexible and can be equipped with anything required for the modern work space.

 

 

What has been described here is just a glimpse of chances which the virtual environment technology can help to realize - after all creativity of human being cannot be overestimated.

For this to take shape, we have to pay attention to the four main directions of the virtual environment technology developments listed at the beginning of this story.

 

Article tagged: 3d web | 3D

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