452 lines
24 KiB
Plaintext
452 lines
24 KiB
Plaintext
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91-07/Bob.global.initiative
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From: cyberoid@milton.u.washington.edu (Robert Jacobson)
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Subject: TOWARD A GLOBAL INITIATIVE: Presentation at Nikkei Symposium. (LONG)
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Date: Mon, 15 Jul 1991 18:02:37 GMT
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Organization: Human Interface Technology Lab, Univ. of Wash., Seattle
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) Human Interface Technology Laboratory 1991
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BRINGING VIRTUAL WORLDS TO THE REAL WORLD:
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TOWARD A GLOBAL INITIATIVE
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Dr. Robert Jacobson
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Human Interface Technology Laboratory
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Washington Technology Center, FJ-15
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c/o University of Washington
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Seattle, WA 98195 USA
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(206) 543-5075
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(206) 543-5380 fax
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cyberoid@milton.u.washington.edu
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Introduction and Overview
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Virtual worlds technology promises to greatly expand both the
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numbers of persons who use computers and the ways in which they
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use them. Already, the demand for applications of this technology
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far exceeds the capability of the technology to satisfy these needs.
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Independent development of virtual worlds technology has been the
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norm for at least three decades, with researchers and developers
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working privately to build unique virtual-worlds systems. The
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result has been redundancy and a slow pace of improvement in the
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basic technology and its applications. This paper proposes a "global
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initiative" to coordinate and to some extent unify R&D activities
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around the world, the quicker to satisfy an eager market (that may
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not, however, stay eager for long) and meet genuine human needs.
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About Virtual Worlds
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The virtuality paradigm
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The virtuality paradigm redefines the human-computer inter-
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face. In brief, it states that what we perceive, for us, _is_ the
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world; and how we act upon it _is_ how we live. There can be a
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closer relationship between the images of the world we build in our
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minds and bodies QJthe subjective models we build to represent an
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"objective" world outside -- and the worlds we create within the
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computer. Enhancing a person's perceptions, understandings, and
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actions should be the reason for which all computer systems are
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built.
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Putting the person at the center of the computer system is not
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as easy a task as it may sound. People are difficult to "design with,"
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so it is much more appealing to engineers to design for them. What
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we get is systems that are the engineers' interpretation of what is
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correct for people. Particularly in the fields of machine interfaces
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and software applications, the engineers need to be joined by people
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with other orientations, like quality industrial designers, environ-
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mental psychologists and planners, and even artists. If one accepts
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the virtuality paradigm, then this collaboration is essential.
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In a virtual worlds system, the participants interact in a
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natural way with digital objects within the computer-generated
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environment.
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Currently, to generate such an environment, or virtual world, a
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model is created. Objects and their relationships are incorporated
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in this model, which runs on a single powerful computer or on a
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group of networked computers, with each contributing its slice of
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the virtual pie. Rendering engines display the models as visual and
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aural information that mimics physical objects or designed abstrac-
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tions, in three dimensions. These objects and/or abstractions are
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presented to the participant via an LED- or LCD-based headset
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mounted stereoscopic visual device and headphones. A position-
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sensing device on the headset instructs the computer where the
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participant is and where he or she is looking. The participant also
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wears a special glove glove or uses a Spaceball or similar tool to
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maneuver through the world and manipulate objects within it. The
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computer or computers maintaining the world respond to the signals
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from the sensors and tools and adjust the world accordingly. The
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net effect is a circumambience of information that is readily
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accessible and susceptible to modification.
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The virtual world can assume the appearance of the physical
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world, just as the objects within it can take on the characteristics
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of objects in the physical world The virtual world can be as simple
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as the line imagery pioneered by Warren Robinett at the NASA Ames
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Research Center in the 1980s or as complex as the molecular-
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modeling space now being refined at the University of North
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Carolina. A property common to all virtual worlds, however, is their
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_spatiality._ Information within these worlds is presented in three
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(or more) dimensions. The participant, able to work in three or more
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dimensions, experiences a wondrous synergy among mind and senses.
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Nearly everyone who enters a virtual world, while lamenting
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the low resolution of today's visual presentations, experiences an
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"Ah-hah!" when his or her spatial sense cuts in. When three-dimen-
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sional sound (already well-developed) is added, the virtual world
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attains a verisimilitude that, if not equal to the physical world, is
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much more familiar than the usual computer interface. We can see
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and hear things In the future, when the tactile interface is com-
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plete, we may touch them, too. In only a few years (so we like to
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think) the componentry of virtual interfaces will present credible
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images that are of high resolution for all the senses.
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A critical history of virtual worlds invention
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The job of recounting the specific histories of various virtual
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worlds developments has already been done, in Japan by Katsura
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Hattori's _What's Virtual Reality?_ and in the U.S. by Howard
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Rheingold's _Virtual Reality,_ Myron Krueger's _Artificial Reality
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II,_ and other books to be published this year. I want to emphasize
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the individualistic character of the invention that has taken place so
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far, which may explain why our technology is less than we would
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have it be.
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Clearly, many inventors were inspired by science fiction
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stories, in which people traveled through space and time, either
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physically "teleporting" their bodies or sending their thoughts
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around via telepathy. Vannevar Bush was perhaps the first modern
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computer scientist to conceive of knowledge as a medium through
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which one might travel by machine. His "Memex" was a fantasy
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computer that would put all knowledge at the disposal of its user in
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multimedia form, Now Vannevar Bush's dream of universal access
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to knowledge has become international.
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In the U.S., in the 1960s, Ivan Sutherland started experiment-
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ing with stereoscopic images created by a computer, to build a "data
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field." Around the same time, Myron Krueger, another American, was
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using video cameras and other techniques to reverse the flow, put-
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ting the user "into" the computer terminal and merging him or her
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with the images on the screen. And, in the next decade, Thomas
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Furness began directing the "Super Cockpit" project for the U.S. Air
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Force, a completely pilot-attuned ensemble (complete with virtual
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world projectors) that the pilot would wear. While these eminences
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knew of each other, their work did not coalesce but continued in dis-
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tinctly different directions: Sutherland, toward flat-screen simula-
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tors; Krueger, deeper into art and media environments; and Furness,
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toward continuing to refine data-presentation and manipulation.
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The popularization of virtual worlds occurred with the simpli-
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fication of a stereoscopic, head-mounted data display with position-
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sensors by NASA; and the subsequent commercialization of a similar
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display complete with world-design software, the "Eyephones" and
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"Body Electric/Swivel 3D" by VPL Research, in Redwood City, Cali-
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fornia. With the appearance of these systems, and later the 3D
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sound unit, the Convolvatron, marketed by Crystal River Engineering,
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virtual worlds took off in the press and popular imagination. Auto-
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desk, of Sausalito, California, announced its work on Cyberspace, a
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3D CAD program. Cyberspace begat Sense8, also of Sausalito, a
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small firm working on a Sun workstation platform rather than the
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traditional, more powerful Silicon Graphics computers that had been
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the tradition until then. For awhile it looked as if the Mattel Power-
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glove, a derivative of VPL's Dataglove developed by A.G.E., in New
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York, might take virtual worlds into the exploding Nintendo game
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market, but this did not occur.
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However, although work in virtual worlds was going on in many
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places by the 1990s, almost all of this activity was completely
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independent and uncoordinated. Developments and inventions would
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usually become known within the virtual worlds community only
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after their introduction at one of the computer professional conven-
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tions or trade shows, and even so inventors liked to hold onto secret
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code or hardware tricks to keep their pint-sized corporate empires
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intact. This tradition of individuality and secrecy is only slowly
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being eroded by professional and social communications. Unfortu-
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nately, it is no longer the legacy of small firms; today, many larger
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firms practice the same self-serving tactics, to the disadvantage of
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our field.
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The emerging virtual worlds industry
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Today, virtual worlds research is taking place around the
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world. Here, in Japan, research is taking place in many university
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and MITI laboratories, as well as in private firms. Fujitsu, Matsu-
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shita Electronics, and ATR are have interesting projects underway,
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though none is yet what we might call commercial. I am less an
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expert in Japanese science than you are, but I understand that the
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University of Tokyo, the Technical University of Tokyo, and Tsukuba
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University are main centers of academic research in the field.
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Japanese researchers are making deliberate gains, especially in the
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fields of telerobotics and tactile worlds. Nevertheless, while the
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level of local activity is broad, it is not always as well funded as it
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might be. More than anywhere else, too, institutional boundaries
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perhaps serve to isolate researchers from each other. This sympo-
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sium may signal a welcome end to these boundaries. The Japanese
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potential for cooperative, creative work has been demonstrated in
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other fields and may be here, too.
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In North America, larger firms are joining in the research
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effort. Twelve companies, including Digital Equipment, Boeing, Sun,
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Microsoft, Alias Research (the leading Canadian firm), and U S West
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(a local telephone company) have joined in the Virtual Worlds
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Consortium, which supports the virtual-worlds industrial R&D
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conducted by Seattle's HIT Lab (the Human Interface Technology
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Laboratory), where I work. Also, firms are creating their own
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research laboratories: Boeing, Digital Equipment, Sun, Alias
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Research, and Cray are among them. Also, many more universities,
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including the University of Central Florida, the University of
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Alberta, Syracuse University, the University of Virginia, and MIT
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have joined the University of North Carolina and the HIT Lab, at the
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University of Washington, as North American centers of research
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activity. The tiny firms of TiNi Alloy, in Oakland, California, and
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EXOS, in Cambridge, Massachusetts, have even begun to explore the
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tactile environment -- how things "feel" in a virtual world. The
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pattern of individual, private enterprise holds, however, for large
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firms and small. With the possible exception of the Virtual Worlds
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Consortium, one might justifiably say that the North American
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industry is highly fragmented.
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Europe expresses an interesting paradox. On the one hand,
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nowhere is press attention to virtual worlds more extreme. Artists
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gather to ponder the value of this technology to their work, and
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intellectuals pontificate on the philosophical meaning of cyberspace.
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This in itself is not unusual; it occurs in Japan and North America,
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too. What is surprising is that, where this popular attention is
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greatest, the work on virtual worlds is least advanced. It is in the
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European "hinterlands" where the exciting work is being done. In
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Britain, certainly off the Continental intellectual circuit, W Indus-
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tries is successfully pioneering virtual-worlds entertainment. And
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the Advanced Robotics Laboratory is building unusual tactile devices
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for future worlds. In Sweden, likewise off the beaten path, SICS,
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the Swedish Institute for Computer Science; the Royal Institute of
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Technology, in Stockholm; and Linkping University are collaborating
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in the MultiG, or "Multi-Gigabit" project, to make televirtuality a
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reality. Perhaps the only really substantial Continental research is
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taking place in three slightly peripheral sites: 3D acoustics at the
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Ruhr University, in Bochum, Germany; general experimentation at the
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CyberLab, at the University of Milan, Italy; and the excellent percep-
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tual research taking place at the Technical Universities of Delft,
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Eindhoven, and Utrecht, in the Netherlands. Once again, as in Japan
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and North America, the European work is scattered and not well-
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related.
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Toward A "Global Initiative"
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The problem: ad hoc, uncoordinated development.
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Lack of coordination and communication in our field results in
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several deleterious effects. Among these are:
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% Duplicative projects make unnecessary demands
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on scarce labor and produce few advances (or, as we say
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in English, there is too much "reinventing of the wheel").
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% An overemphasis on highly visible research prob-
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lems (like a better visual display) leads to the neglect of
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less popular problems (like producing usable earprints for
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3D sound).
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% Interdisciplinary isolation (between fields, even
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within the same organizations) denies the best-informed
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solutions.
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% Rumors, suspicion, and premature competition sap
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the emotional energy of inventors and developers and hinder
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the development of the field.
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% Commercial users' needs and general human needs
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go unmet, and potentially rich markets lie fallow.
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When we have time, we can talk about these observations at
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greater length. Although some of my colleagues may disagree about
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the degree to which these conditions prevail, no one will deny that,
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for now, they characterize many aspects of our infant virtual worlds
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industry.
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The solution: a global initiative.
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Perhaps the crisis is not yet felt acutely by all researchers
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and developers, but at some point it will become clear to most that
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premature competition and lack of cooperation is severely damaging
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to our future interests. In the few short years since 1989's first
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Virtual Reality Day, it is not uncommon these days to come across
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people who are despondent about virtual worlds technology. They
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relegate it to the same status as AI, or artificial intelligence, the
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favorite scapegoat of the short-sighted. These individuals have had
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their expectations raised by sales pitches and the press -- and very
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often, by their own imaginations -- only to discover that the
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technology cannot do what they hoped it would.
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If this is not going to become a universal experience, we need
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to take steps to bring our technology up to snuff. We have perhaps
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three to five years of public and, more importantly, commercial
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tolerance of our need to experiment with trial and error. After that,
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if we have not produced virtual-worlds systems with applications
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for the real world, our credibility will be seriously impaired.
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We must come to a common understanding on this point: we
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need to intensify and accelerate our research efforts. We can build
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upon this understanding to create an international, interdisciplinary
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effort -- what I call the "Global Initiative." The Global Initiative's
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primary goal would be to hasten technological development in our
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field by (1) opening better channels of communication; (2) ensuring
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that rewards are equitably disbursed to researchers and developers
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who have earned them; and (3) developing to the fullest the many
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markets for virtual worlds technology, thus ensuring more than
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enough work for everyone in the industry. By the estimate of one
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telecommunications company's analyst, the annual market for
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virtual worlds-based technology and services, in the U.S. alone, is
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over $1 trillion. It doesn't matter if this figure is off by a factor of
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one hundred or one thousand, it is still enormous; and the same is
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true of every other advanced industrial market.
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We must recognize that there are more applications for this
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technology than there are products to satisfy these demands. And
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we must meet them or watch our potential customers go elsewhere,
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to other technologies like HDTV or computer-automated operation
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that seem to offer an alterative to virtual worlds. We know that
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these other technologies cannot do the things our systems can do,
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but others may not, and it is their confidence we must get and keep.
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I propose the following steps to produce cross-disciplinary,
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interlaboratory, and international communications and cooperation,
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which will lead us to our ultimate and common goal:
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1. Establish for ourselves an identity as a distinct community
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of researchers whose work is uniquely our own yet of benefit to
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many communities outside our own.
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The publication of the new journal, _Presence,_ by the MIT
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Press sometime this year will herald our academic credentials; but
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we still need a way of unifying the work of the academy and the
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commercial laboratories.
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2. Initiate conferences bearing on our field.
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These days we are the honored guests of the giant internation-
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al computer conferences, SIGCHI (human-computer interaction) and
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SIGGRAPH (computer graphics), and their national equivalents.
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Tomorrow we may be out on the street. In any case, participation in
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these conferences ends up diluting our attention and energy. We do
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not have enough time to talk among ourselves about what is impor-
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tant, and we do not hear from others outside the computer field. At
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our own conferences, we could share vital information efficiently
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and also hear from others, outside the computer industry, whose
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work is important to our own: psychologists, architects, linguists,
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designers, artists, and various end users. It is time, I believe, to
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seriously consider consolidating conferences like this week's,
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sponsored by Nikkei; the HIT Lab's Industry Symposium on Virtual
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Worlds Technology; the recent meeting at SRI International; and
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others into one common annual meeting or a regular series of
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moderately sized get-togethers. We need to stop being exotic guests
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and become homeowners and hosts.
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3. Expand the reach of the USENET and other forums for
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electronic information sharing.
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I mentioned earlier the emergence of _Presence,_ the MIT
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Journal. Even before the first issue of _Presence_ hits the stands,
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however, there will have been over a year of professional dialogue
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about our field, all conducted online, by computer network. This is
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the _sci.virtual-worlds_ newsgroup on the USENET, the global
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public-service computer conferencing system. Nearly every
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university and many companies in North America, Western Europe,
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Australia, and parts of Asia (mostly Japan and Tokyo) are tied to the
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USENET. Consequently, when the HIT Lab began hosting _sci.virtual-
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worlds_ in early 1990, even with our peers being so few and
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scattered, we immediately signed up 500 users. Now, with the
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addition of Japan and Eastern Europe to the USENET, our numbers
|
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|
have tripled and quadrupled. The 1,500-2,000 people now using
|
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|
_sci.virtual-worlds_ have generated over three megabytes of stored
|
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|
text, which we archive on the University of Washington computer.
|
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|
The quality of this newsgroup and the exchanges of information it
|
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|
promotes suggests that we can make greater use of electronic
|
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|
networks to our common benefit.
|
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|
|
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|
4. Start collaborative projects bilaterally and under the aegis
|
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|
of national and international organizations.
|
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|
|
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|
I do not know how this can be done, only that it should be done.
|
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|
There exist mechanisms that provide favorable conditions for colla-
|
|||
|
borative research, both nationally and internationally, and they are
|
|||
|
well used in other fields. Why not our own? At this early stage in
|
|||
|
our science and industry, we stand to gain the most from building
|
|||
|
good relationships and sharing knowledge.
|
|||
|
|
|||
|
5. Announce applications/products with common standards and
|
|||
|
production characteristics.
|
|||
|
|
|||
|
I saved this for last because it is the most controversial of my
|
|||
|
proposals. Standards are commonly taken to mean an end to com-
|
|||
|
petition, as it is often the case that established industries use
|
|||
|
standards as an obstacle to new competitors with better ideas. This
|
|||
|
may well be the case in some fields, but in ours, it is the _lack_ of
|
|||
|
standards is what is proving a hindrance. It is the _lack_ of consis-
|
|||
|
tency, even down to the way componentry is wired or written about
|
|||
|
in manuals, that is proving to be our constant nemesis. Perhaps in
|
|||
|
our field we can do things differently and begin to talk about pre-
|
|||
|
liminary standards now, before any one entity has a vested interest
|
|||
|
in them. When, over the next few years, as the systems we are
|
|||
|
toying with become sufficiently stable, we should consider agreeing
|
|||
|
on certain standards or specifications to carry us into the stage of
|
|||
|
commercialization. Then, when the technology is more advanced and
|
|||
|
its applications more certain, we can revisit the issue of standards
|
|||
|
and decide to keep what we have or go off in new directions.
|
|||
|
|
|||
|
I will not get deeply into the organizational means for accom-
|
|||
|
plishing these ends; they are easily enough thought of. Perhaps the
|
|||
|
most important thing is to agree to start working on setting up the
|
|||
|
channels of communication necessary to building our common future.
|
|||
|
|
|||
|
Conclusion
|
|||
|
|
|||
|
I am optimistic about the future of our field. I believe that we
|
|||
|
will make both technological and organizational progress in the next
|
|||
|
five years that will astonish our critics and please our advocates.
|
|||
|
Clearly, the move toward an international community, which I advo-
|
|||
|
cate in this paper, is already underway (although not yet firmly
|
|||
|
established).
|
|||
|
|
|||
|
Let me make a final plea, however, and that is to our intellec-
|
|||
|
tual patrons and financial supporters: _The common aspirations
|
|||
|
among the researchers and developers in our field, which can lead to
|
|||
|
much good for humanity, must be protected from those without
|
|||
|
vision._ The temptation to use virtual worlds technology for pur-
|
|||
|
poses that are trivial, base, or dangerous may prove overwhelming
|
|||
|
for those who seek only material gain. We who labor in the field are
|
|||
|
generally without great resources, either within our organizations
|
|||
|
or without, and we are susceptible to the influence money wields.
|
|||
|
For too many in our field, daily life is simply a matter of trying to
|
|||
|
survive. That is not a healthy environment for a progressive indus-
|
|||
|
try. If you want us to deliver on the promises we have made -- to
|
|||
|
enhance education, improve health care, make design and manufac-
|
|||
|
turing more successful, and convert deadening entertainment into an
|
|||
|
edifying experience -- then provide us with the support we need to
|
|||
|
stay focused on what is important rather than what is expedient. As
|
|||
|
we say in America, help us to "do well by doing good."
|
|||
|
|
|||
|
It is a positive irony that the virtual worlds we create may
|
|||
|
become a medium for greater international understanding and pro-
|
|||
|
gress in the real world. That has been my experience so far. I am
|
|||
|
proud to be a member of our community.
|
|||
|
|
|||
|
Please permit me to close with a _koan_ for our times:
|
|||
|
|
|||
|
A Master and student were walking down a dusty,
|
|||
|
virtual road, in search of Enlightenment.
|
|||
|
|
|||
|
Eventually they came to a fork in the road, for
|
|||
|
which there were no signposts.
|
|||
|
|
|||
|
The student turned to the teacher and asked,
|
|||
|
"Master, which way shall we proceed, to find
|
|||
|
Enlightenment?"
|
|||
|
|
|||
|
To which the Master, in reply, merely smiled,
|
|||
|
reached down, and pulled the plug.
|
|||
|
--
|
|||
|
|
|||
|
|