CHAPTER 1
INTRODUCTION
A collective vision for a shared, three-dimensional, internet
accessible cyberspace is rapidly becoming a reality in Silicon Valley.
Successful technology companies are coming together and creating standards to
support a cross-platform, cross-server, shared cyberspace. Living Worlds is an
example of such a standard. Living Worlds builds upon standard connections of a
Web browser to the internet to provide a way of sharing 3D virtual worlds with
multiple participants. Many Virtual Reality Modeling Language (VRML) based, 3D
Web browsers have recently incorporated an External Authoring Interface (EAI)
or Application Programming Interface (API) that allow others to write the
scripts that make cyberspace come alive. Server technology is rapidly improving
the shared behavior routines that allow one browser to see the effects of the
actions of other cyberspace visitors. So, it seems time to start building the
worlds that 3D graphical technologies will support. How effectively will we be
able to communicate, educate, and entertain ourselves in cyberspace over a
typical internet connection (using a 28.8 kbs modem)? The question is a wide
open one. It is time to begin to build worlds and test out our abilities to
collaborate in them.
Collaborative, shared digital worlds have been created in the past.
Many have been created on dedicated networks such as the military’s Distributed
Interactive Simulation (DIS) network, Japanese research lab networks, or
university laboratory
networks. Past attempts at electronically
mediated shared spaces were always created at great cost and with little
opportunity to make them available to the mass public. The commercialization of
the internet and the advent of the World Wide Web have made mass public access
to computer networks a possibility. The internet is not a reliable deliverer of
information and, to date, has not been designed to be one. The attempt to port
yesterday’s shared digital worlds have failed. Past applications have required
reliable and rapid delivery of information. Today, the technology is being
built from the bottom up to work with the inherent weaknesses of internet
information delivery. The goals may be the same as cyberspace projects of the
past, but the delivery strategies are quite different.
We have an opportunity to provide cyberspace access for millions of
world citizens. Some of these people will be able to truly participate in a
cybersociety where they have struggled to participate in our society to date.
Many physically challenged individuals are not mobile. They can’t easily run
out and participate in a spontaneous societal event such as a political rally
or sports team celebration. Even an average world citizen can’t always
physically get to where the educational and entertainment opportunities are
available. Instead, they struggle to find the best opportunity in their own
neighborhoods. In too many neighborhoods the best opportunities are not nearly
good enough. They are limited by the experience and knowledge of the neighbors
who live there.
The technologies needed to realize a collaborative cyberspace are
falling into place. It is time to build cyberspace as it should be built to
reach out to the needs of our society. It is everyone’s responsibility to build
it right. I am doing my part by understanding the technology, trying it out,
and providing feedback through this project paper. Living Worlds and other 3D
cyberspace standards address networking, user interface, application
programming interface, and avatar representation issues. I am learning concepts
that will have broad, transferable teachings for me.
This project report has six chapters and this introduction. The seven
chapters are organized in three main sections. In this first section which
includes Chapters 1 and 2, I provide an overall context for my work, review the
history of technology supported communication and discuss what adding a third
dimension to computer displays affords us.
In the second section, which includes Chapters 3 and 4, I review how
the internet assists collaboration between human beings, the current state of
the art in internet based, shared 3D virtual worlds, and various strategies for
providing intuitive interfaces to computer users to help them interact in a
shared virtual world. Basically, Chapters 3 and 4 document the current
technologies I had available to me from which to build my own multi-user,
shared, internet-based, 3D virtual world.
Finally, in the last section which includes Chapters 5, 6, and 7, I
review the goals for the shared world I built, review its design, and document
its use through a simple pilot test that demonstrates its fit for purpose.
Chapter 5 reviews the design decisions I made, the purpose of the world, and an
explanation of the interface I provide to world visitors. Chapter 6 documents changes I made to
prepare the world for a pilot test and documents the test design. Chapter 7
concludes this paper with various overall thoughts, pilot test results, and
conclusions drawn from my work on this project.
The twenty months which have passed since I first started drawing out a
game plan for this project have provided me with an endless number of thoughts
and reflections. Many of these thoughts continue to give me great pleasure as I
contemplate their potential impact on society. My work would not be possible
without the internet, World Wide Web (the Web), and the unique opportunities
those technologies offer for communicating with other human beings. In fact,
the opportunity to span my advisory council between Rensselaer-Hartford and The
University of Washington would have been significantly hampered without the
availability of email.