New media theatre

So many interesting things are happening in and around the virtual world High Fidelity that I can’t keep up. The company raised $35 million in June and combines virtual worlds, virtual reality and the blockchain. Philip Rosedale, creator of both Second Life and High Fidelity, also manages to invite interesting people for in-world talks, and in the aftermath of the capital increase he had a fascinating talk with Charlie Fink, an expert in VR, AR, new media and a columnist at Forbes. He also is the author of an AR-enabled book, Metaverse.

In this video Rosedale explains a bit more about the future of High Fidelity and he and Fink brainstorm about new theatre and movie formats which would convert the spectators into actors – a bit like roleplaying in virtual worlds. All this, like concepts such as volumetric video, is rather new to me. During the discussion I heard about other experiments in virtual environments where spectators were converted into bubbles who could follow the actor around. It is obvious there will be formidable challenges like managing the huge data flows involved and finding an equilibrium between the freedom of roleplaying and the need for narrative structure.

Virtual worlds and the Infosphere

This week I learned about information philosophy, most notably the work of Luciano Floridi. In this day and age of data and digitalization, he develops an ontology and ethics based on reality-as-information. Virtual worlds geeks will appreciate how the professor also refers to Second Life (and other virtual environments), for instance in his book The Fourth Revolution. He writes about “the infosphere”, “inforgs or information organisms”, being “onlife”.

When I think about Second Life or similar worlds, I consider them as a kind of cyberspace, but the interesting thing about the notion of Infosphere is that the cyberspace is just a part of it. Even so virtual worlds are revealing as these are environments where people acutally live. These days the digital and virtual are blending more and more with the physical reality, inspiring information philosophers to develop an object oriented approach on the basis of “information”: humans, organizations, animals, plants, objects can be studied as information objects with specific functions or methods.

I’m reading now The Fourth Revolution and The Routledge Handbook of Philosophy of Information.

Floridi is also a must-follow thinker on Twitter.

Looking for 3D or VR argument maps

Fascinating: IBM trained an algorithm in debating humans. There’s still some way to go, but the results were pretty impressive. I don’t know about IBM’s Project Debater, but there is an interesting history of philosophical research into argumentation. This inspired practices such as argument mapping. Like mind maps and concept maps, argument maps can become pretty complicated. I could imagine 3D argument maps could be interesting, but as yet I did not find software enabling 3D or VR argument maps. Maybe I should give it a try using some virtual environments such as Second Life or High Fidelity, but it would even be nicer to build browser-based tools or apps. Just imagine the possibilities of live group sessions using immersive argument mapping.

“VR-worlds need to enable writing emails in order to take off”

I attended a Fireside Chat in the virtual world High Fidelity with Philip Rosedale and Peter Diamandis. Dr. Diamandis is founder and executive chairman of the XPRIZE Foundation, best known for its $10 million Ansari XPRIZE for private spaceflight.

High Fidelity is not as easy to access as an app for the Oculus Go mobile headset. I had to use my Oculus Rift and download the High Fidelity interface client, which went not totally smoothly. But the result was totally worth it.

Rosedale and Diamandis used full sensor tracking, their avatars moved around very naturally. They also had 3D-bodyscans, so those avatars looked realistic as well. In the room attended more than hundred people, moving around, sitting or standing freely. Asking questions, getting the person spoken to looking at you, it all made virtual and real blend into one real experience. At one point Rosedale (or his avatar) effortlessly drew a graph depicting an exponential curve out of thin virtual air.

I previously attended some Oculus Venues events which are very nicely engineered into well-run social experiences, but they lack the interaction between performers on stage and the public I experienced here.

About the content: Diamandis eloquently presented his Abundance-thesis. Energy and water scarcity will become something of the past, oil and coal as energy resources are on the way out – give it ten to twenty years. Politicians trying to stop technology will be overthrown or their nations will go bankrupt, the combination of smooth automatic language translation, blockchain and crypto-currencies, virtual reality, e-residency such as pioneered by Estonia give access to the opportunities of a globalized and exponentially evolving world in contrast to staying stuck in a local and linear mindset.

Rosedale seems as bullish as ever about the virtual space, but also realistic: we need a high enough resolution to be able to read and write emails easily in those spaces in order to make them really ready for broader audiences.  Remember the smartphone: you could do about everything with them right from the first iPhone and so that was when generalized adoption started to happen. Also, a VR-room will have to be able to handle a thousand people in order to organize stuff such as TEDx-conferences – High Fidelity is working hard on that.

Here’s the recording of the event:

Events agenda

There are so many virtual venues these days! Here are some interesting events across multiple virtual spaces – for the exact time, click on the links. This is a very personal selection, there’s a lot more that might be interesting.

High Fidelity continues the tradition of virtual intellectual “salons”

What I love about virtual worlds are the incredible smart and visionary people one can meet there. This totally applies for High Fidelity, a young and cutting edge virtual world (think decentralized architecture, tokens, blockchain, VR-enabled, avatars who are responsive to their real life users). Founding father Philip Rosedale had this very inspiring chat with Kent Bye, the host of Voices of VR Podcast.

They and their audience of fellow geeks had an in-depth discussion about virtual worlds, virtual and augmented reality, blockchain in virtual worlds and psychology of virtual worlds. What I particularly like is that the chat was not limited to esoteric virtual world tech stuff, but tackled fundamental evolutions such as the emergence of an “Experiential Era”.

In this way High Fidelity continues the great tradition of virtual intellectual “salons“.

I found out about this video via New World Notes.

The limits of blockchain, for now

An interesting take on the use of blockchain in the mass consumer markets by Adam Frisby, CEO and lead developer of Sinespace, a Unity-based MMO and social VR platform: on VentureBeat he explains “why blockchain isn’t ready for primetime“.

“As it stands, blockchain is caught between three competing objectives: fast, low-cost, and decentralized. It is not yet possible to make one chain that achieves all three”, Frisby says. A post written by someone who has first-hand experience in dealing with payments in game environments.

Note that the Blockstack-project I posted about is not based entirely on the bitcoin blockchain, presumably for some of the reasons discussed by Frisby. I’m not sure how exactly they improve on the blockchain.

Learning how to cooperate in a web-environment. What about Virtual Reality?

Howard Rheingold’s online course about Cooperation started last week, using BigBlueButton and not in some fancy Virtual Reality environment. BigBlueButton is our synchronous communication system (let’s say ‘videoconferencing’), but a lot of work happens asynchronously using a wiki, blogs, social bookmarks, and – very important – forums. These asynchronous systems are bundled in a proprietary system called the socialmediaclassroom.

I watched a recorded videoconferencing session, as usual in these courses the about 12 participants got jobs to do while Howard presented this week’s material: searchers, lexicon-builders, bloggers, summarizers, mindmappers…

The idea is to show how people can engage into online collaboration and to experience how rich the results can be.

I participated in this course for the first time  in January 2013 and at that time I wrote a rather detailed post about the content of this first lesson: Exploring the biology of cooperation.

Why no VR-meeting?

In 2007-2008 I participated in many meetings in the virtual world Second Life. We’re in 2018 now and the idea of organizing online courses in virtual worlds seems even more exotic than it was in 2007. We have Massive Open Online Courses (MOOCs) and smaller, closed online courses – but all these are based on video (streaming and archived), texts with interactive elements and forums.

How comes? Since even videoconferencing inevitably starts with technical problems – people struggling with the user interface, connectivity and audio issues, it seems even more problematic to organize this in a virtual space where the learning curve is even steeper and the equipment needed is even more high-end.

In the meantime we have environments which are enabled for real VR such as Sansar and High Fidelity. 

VR-enabled environments have some big advantages. They make it possible to show objects in 3D and to let participants manipulate these objects using touch controllers for instance. Very important is the sense of sharing the same space, something which lacks in videoconferencing.

The disadvantages: people need the right equipment, which is often not the case. The learning curve is often steep, and you can’t see the ‘real’ persons (even though avatars these days can reflect the facial expressions of the people behind them).

It would be interesting to check how easy or how difficult it would be to organize realtime annotation, link exchanging or mindmapping in a virtual environment.How much hassle would it take to make recordings? Stuff like 3D mindmapping would be fascinating but extra training would be needed.

Maybe we’ll give it a try during this six-week course. If so, you’ll read it here.

Virtual Reality, Virtual Worlds and Philosophy: join our reading group

What does philosophy tell us about virtual reality and virtual worlds? I’d like to start with some people who do not belong to the typical college overview of classical philosphers, people who started thinking about the augmentation of human intellect and human emotions such as Vannevar Bush (As Ae May Think, 1945), J.C.R. Licklider (Man-Computer Symbiosis, 1960), Douglas Engelbart (Augmenting Human Intellect: A Conceptual Framework, 1962), Theodor H. Nelson (Computer Lib / Dream Machines, 1970-1974)… all authors and texts which can be found in The New Media Reader (MIT).

book cover of The New Media Reader

What they have in common is the awareness that the world becomes a complex, rapidly evolving and dangerous place. In order to keep up with the challenges we need to augment our intellectual capacities, not only our rational reasoning skills but also our ability for compassion and empathy. Computers in their many forms are a crucial part of that augmentation.

The texts in the New Media Reader are often decades old. They are chosen not only because the authors were able to predict the path of technological change, but also because they show us that those authors had ambitions and visions which have not been realized yet. In other words, they still inspire us to create new things which may be beneficial for the planet. I’m convinced that augmented and virtual reality are offer possibilities in the context of augmenting our faculties – for instance by enabling us to build 3D information structures.

There are many more authors and texts in this hugely inspiring book, among them also more “recognized” philosophers (at least in continental Europe) such as Gilles Deleuze and Félix Guattari (A Thousand Plateaus, 1980) and Donna Haraway (A Cyborg Manifesto: Science, Technology and Socialist-Feminism in the late Twentieth Century, 1985).

I participate in a group reading those texts, and trying to develop practices and even tools in this context. The group, Metacaugs, lives primarily on Slack, if you’re interested have a look at our Orientation Guidebook

Science fiction gets real

It’s the book Neuromancer by William Gibson that really made the word “cyberspace” popular. He describes it as thus:

A graphic representation of data abstracted from banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding.

That a least was the quote I got in my mind when reading on Singularity Hub about a new way to represent information infrastructure – in the form of a virtual city. The buildings have different shapes, heights and colors and an operator, immersed in this city, can immediately see whether something bad is happening in a very intuitive way. The Colorado-based startup ProtectWise built the tool.

In January 2018 William Gibson will publish a new book, Agency. If you can’t wait reading a great science fiction book, Gibson is very positive about Cory Doctorow’s newest book Walkaway.