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Permalink to Avatar and SIMUL-CAM technology

Avatar and SIMUL-CAM technology

I, like everyone else, have seen Avatar. It is quite a treat to watch. What interests me in the posted video is the use of the SIMUL-CAM, an interesting piece of technology that combines live action and computer generated footage. James Cameron has created a real-time augmented reality experience, blending the real and the surreal to view his “complete” world. I believe it is only a matter of time before SIMUL-CAM technology is available for public consumption. Once that day has come, I can imagine artists and educators like myself using this technology to meld Virtual World projects with real world experiences, bringing us one step closer to an interfaceless interface.

A day after initially writing this entry, CNET blogger Daniel Terdiman posted on his blog Geek Gestalt on the effect of Avatar’s technological innovations on Virtual Worlds. In his words “Today’s virtual worlds have attracted millions of users, significant venture capital and sometimes impressive revenues. But some experts think it’s a no-brainer that augmented reality tools like Cameron used to turn “Avatar” into history’s highest-grossing film could soon be the core of what millions of people experience in 3D virtual worlds that until now, we’ve only been able to dream about.” Though augmented reality tools have yet to find their way into Virtual World experiences, the vision of this landscape has been around for years.

In his 2007 novel Rainbows End, Vernor Vinge posits a not-too-distant future in which individuals view an augmented world through contact lenses and haptics woven into the fibers of their clothing. Kids play mixed reality games on a park hill where they view obstacles and characters that are entirely virtual. Those who are “wearing” can communicate through silent messaging (SMING) where text messages pop-up in your field of view.

While making augmented reality tools ubiquitous and seamless might be out of our initial grasp for the time being, the SIMUL-CAM technology used in Avatar might find its way into mainstream Virtual Worlds interaction sooner than you might think.


Permalink to Unity: An Introduction

Unity: An Introduction

I have decided to explore Unity for the next stage in Authored Spaces: Old North Church. What I like about Unity is the ability to create a 3D space using computer animation software such as Maya or 3D Studio Max and import those models into Unity. From there you can export the created space for the web. In short, you can build 3D environments and embed them within an html page. What is great about this is that you no longer need to download a Virtual World client to view and engage with a 3D space. Better yet, if you want others to experience your build, you can simply email them a link rather than put them through the gamut of downloading, installing, and signing up for a Virtual World, not to mention the learning curve involved.


Permalink to Introduction to the Old North Church video

Introduction to the Old North Church video

This video is an explanation and introduction to Authored Spaces: Old North Church. I tell you a little bit about my inspiration for this project and show you some behind the scenes screen shots from Second Life.

Permalink to Machinima of AS:Old North Church

Machinima of AS:Old North Church

This is a machinima from the build in Second Life. I will be working on this project for the next few months and adding more images.


Permalink to Authored Spaces: Old North Church

Authored Spaces: Old North Church

A view of Authored Spaces: Old North Church from Second Life

A view of Authored Spaces: Old North Church from Second Life

This Second Life based installation is the first in a new series of digital work that explores how people engage with and define place. My interest lies in the abutting space that surrounds well known places. Living a block up the street from the Old North Church this seemed like a logical place to start. I engage more with the surrounding businesses and walkways than I do the church itself. I wanted to present the church in a way that captured my level of engagement. What I found is as groups of people move through this space they spend more time walking around or away from the place than they do within.

Visit AS: Old North Church in Second Life

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