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Can reality also be augmented in virtual spaces?

Using 3D virtual environments to foster creativity and remove economic and social barriers in the real world...

Edited by: Simon Probert & Dave Pentecost

Link

Valer explores the convergence of physical and mental in the virtual world, and examines the social responsibility of developers in terms of affordability, security and interconnectivity of private virtual spaces

Statement

In order to break through and really augment our lives, the 3D virtual worlds technology should:

1. make access to private virtual spaces affordable,
2. permit the convergence of our physical bodies in virtual spaces.

Mind in virtual environment

Our society is moving with big steps towards virtual environments. Emerging virtual worlds give an additional dimension to our real world. Not only entertainment and gaming will fill up this new dimension. For the greater part creativity, business and social life will inevitably be moving to virtuality. In fact, now more money in the world is earned with brain work (with the help of the ICT) than with handwork. That is, a considerably bigger part of the gross world product is earned in the "virtual environment", although not yet in what is now being called virtual world.

Indeed, virtual environments seem to be an ideal place for innovation and deployment of creative activities in small and flexible groups, a kind of "Virtual SME." These are 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. After that these entities can easily be dissolved to allow the cooperating individuals to go on with new collectives.

Innovation and intellectual production, which are considered to be the main engine of the economy, will become fast, flexible and almost free of the usual overhead. This namely because the instrumentarium for the intellectual production is already, and will remain, virtual - this is information and software.

Thus, it is obvious that in the near future even more activities will move to a virtual environment: virtual cells and teams will dominate the creative universe, people around the world will find like-minded individuals to deploy together their ideas and business, help others and compete in peaceful manner. There is enough space in the virtual world for everybody. Right? Maybe not quite.

Affordable private virtual spaces

The virtual environment of now is dominated by Second Life and the like, which are latifundias of today's virtual universe. You wanna go virtual? Choose a latifundia and join it by obeying its order, currency, and laws, and do not forget to sell your virtual soul to the landlord behind the curtains.

This situation does not really encourage a person to throw oneself into a virtual environment.

The situation might change as you get the ability to easily and quickly build up your own virtual spaces, furnish them according to your own taste, change them to your current mood, adjust to work circumstances, communicate 'conventionally' and in 3D with the rest of the virtual universe, allow others in your virtual spaces, and 'physically' attach your own space to those of others when you like.

Take a simple scenario: Create your own private space - make it your working 3D virtual office. Install work tools like databases and applications with 3D interfaces, so that you can accomplish complex data handlings, manipulate, streamline and visualize information, i.e. help your creativity flourish.

Alone you cannot accomplish what you can in cooperation with others, so you set a part of your space open to others - colleagues, business partners, clients. Or you can merge environments with individuals or organisations in order to show things to each other, process information together, see the same things, give common access to visualized data, 'touch' and manipulate information, and cooperatively design new things.

In order for the 3D-technology to reach masses and to enrich people's lives, the barrier to creating private virtual worlds and interconnecting them on demand should be as low as possible. It should technically be as easy to set up a virtual space as it is to set up a website or blog, or even easier. It could take the form of a do-it-yourself package.

Even more important is ease of interconnectivity between private virtual spaces. I mean here not only habitual teleporting or the currently common linking of worlds, but also 'physical' attachment of private spaces to each other, to many others simultaneously, to public spaces, etc.

The dichotomy of course is that this should happen in a fully decentralised and yet secure environment. Remember, security is a real challenge in a de-centralised environment.

Body in virtual environment

It is well accepted that we have placed at least a part of our mind in virtual reality already. Some sources even assert that this began long before the information revolution (link). Others say mind is central to everything else and therefore virtual by nature. Anyhow, we already know, more or less, how our mind can be utilized in virtual reality..

What about our body?
We now see some tentative steps towards Augmented Reality, blending computer generated images into our physical environment. This will certainly have some impact on the tourist and entertainment industries, but may not reach the extent and impact of virtual reality on our lives. Augmented Reality does not provide an additional dimension to our existence as virtual reality does. AR is merely stuffing our physical environment with some images and data.

On the other hand, opportunities offered by virtual reality seem to be unlimited. Why not to try to embody our bodies in virtual reality? Instead of moving around a doll-like avatar in virtual space with a keyboard and mouse, would it not be better to get in there with your own body, under total control of your mind, without all these unnecessary intermediaries?

Consider the scenario described above, where instead of the avatar you yourself step in your virtual space, move around, adjust it, work and entertain, using your 3D-applications with the help of sensorized interfaces on your hands and other parts of your body. Adding a couple of video cameras which can film you and project the image into your virtual space can do the rest.

There are already many sensorized control tools developed or under development: starting from famous Nintendo Wii controllers, through haptic interfaces and developing MRI tools of NeuroSky, to the continuing research on extreme variants of brain-computer interface of professor Kevin Warwick. Much is also being done in the field of the ultimate visualisation of virtual spaces: display in a contact lens (The Guardian), 3D plasma projection, retinal laser projectors, etc...

augmenting_reality_1

Again, as discussed above, there is considerable added value in communicating with and coupling to other virtual spaces. With this setup you can move yourself into virtual spaces of others - friends, colleagues, partners, clients - or let them in your spaces, or meet in a third party virtual world, not with avatars, but with an on-demand projection of your actual body.

Say goodbye to RSI, obesity and other modern illnesses due to sitting in front of your computer - your are physically moving in virtual space! Just try to spent a couple of hours playing Wii and trying to control the game with your body, and you will catch a glimpse of what I mean.

This is what can be called Real Augmentation of our lives.

This seems to be more attractive than projecting some images into a real environment as offered by Augmented Reality. I predict that people likely will escape from their everyday virtual environment to the real environment in order to relax and do less exciting things. So forget Augmented Reality, long live Real Augmentation!

Social responsibility

Since it is certain that the virtual environment will soon play an important role in our lives, there is a potential risk that not all lives may be able to enjoy the benefits and the convenience provided by virtual environments. Large groups could be excluded from this progress, leading to an even broader gap between 'haves' and 'have-nots', and then to even more tension in our society. We must try to avoid this by making the virtual worlds technology accessible, secure, convenient, independent from politics and free from monopolies. Developers of this technology and their eventual financiers have to take responsibility for the future of our new mixed world, and at least try to answer for themselves the following questions:

- Do we want to bring the real world adversity into the virtual life?
- Do we want inequities in economic prosperity to grow?
- Do we want the established powers to rule virtual worlds as they rule the real world?

If the answer is "no", the technology must from the very beginning guarantee accessibility and fundamental freedoms to virtual worlds inhabitants, that is, to all of us. Obviously the potential of this technology is immense for business, social interaction, and gaming. But this potential will never be realised if we only have public virtual places like Second Life at our disposal. If you imagine a real world in which you may only exist publicly, without any individual and business privacy, you have a glinpse of this kind of horrible 1984-scenario.

I argue that being able to create your own virtual space and keep this, as well as communication with other virtual spaces, private and secure should be a basic human right, even as the right for privacy we have in the real world, although widely recognized, is even more widely violated in real life by government bureaucrats on all levels.

Therefore, along with assuring accessibility to virtual environments, the virtual world technology must help to keep our lives, including virtual lives, private and confidential.

Conclusion

The big perspective for the 3D-technology lies not just in providing virtual spaces to communities of people. People are first of all individuals, and then social animals. Thus, a much bigger perspective lies in providing possibilities to easily construct, manage and interconnect private virtual spaces, both individual and corporate.

These thoughts, IMHO, should be taken seriously by developers and financiers of the 3D-technology if they want this technology to widely propagate and allow virtual reality to become the Real Augmentation of our lives.

There are many initiatives underway to address the challenges outlined above, such as standardization of transport and communications protocols and "hypergridding" which allows users to seamlessly transport themselves between independent grids. It will be of great interest to see how these evolve over time.

 

 

 

Article tagged: virtual worlds | convergence | augmented reality

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