road map chart

In response to one of the comments on my Semantic Web post I dug up the roadmap diagram I did 2 years ago. I still think the areas and steps are pretty valid, but we've not made as much progress in the last 2 years as I'd thought we would. Really little has changed since then, although signs are that by 2010 we might actually start tikcing some of the things off. I'll try and find time to update the whole docuemnt this came from.

Wordle from Guardian

Underwhelmed by the Digital Britain report, but still a pity I won't be able to make the regional launch at the ICC today. The Wordle above nicely summarises the issues:

- dominance of Government
- Radio far stronger than TV or Internet (talk about aiming low)
- Ditto spectrum
- No mention of web 2.0 brands, technologies or principles

Overall it looks more like an "old media" report than a "new media" report, failing to grasp the possibly seismic change in communications that high speed broadband and mobile broadband could bring, and the changes in consumption (and production) patterns already happening.

Perhaps a better approach would have been a 3 part one:
- tidying up the old guard (radio, spectrum, BBC, Channel 4)
- rapid build-out of a next-gen infrastructure
- exploiting that infrastructure


One of the things that has struck me over the last few weeks in discussions about where virtual worlds are going is that we are in danger of making the same mistake made by application development and the web, by concentrating on the wrong thing. With virtual worlds, and the moves towards interoperability and standards, there is a real opportunity to get things right first time.

The "mistake" is that we tend to concentrate on the visual. It's only natural, it's probably our most powerful sense and the one that most of us would least wish be without - and hardly a surprising one for virtual worlds!

Since the first computer read-out and green-screen VDU we have developed computer applications and their user interface as a single entity. Even with the move to client-server this did not change - one application, one user interface. However with the arrival of the web, and of mobile phones, things began to change a bit. Users wanted access to the same application (be it a CRM system or Facebook) regardless of the device they were using. In fact almost 10 years ago I had a slide in my Aseriti slide pack (selling utility billing systems) that called for "Different Users, Different Needs", showing a user interface less application engine surrounded by optimised user interfaces for mobile, consumer, web and call-centre users.

The development of the mash-up culture has pushed this even further. Once we replace applications by user interface-less application engines, and then create user interfaces (and even other application engines) which talk to the application through an agreed API (typically a web service) we can unleash a whole new set of creativity in how we create applications.

The web unfortunately made a similar mistake, hardly surprising since its was based around HTML, but disappointing given Sir Tim Berners-Lee's own original vision, and that of Alan Kay and the Dynabook. HTML is mostly about marking up the display, not the content. David Burden means nothing more but the characters D-a-v-i-d-%20-B-u-r-d-e-n displayed in bold type. If you search for "David Burden" on Google you'll find lots of the same characters in the same order, but you'll have to guess that they actually refer to different people.

The "solution" of course is the Semantic Web - championed by Sir Tim Berners-Lee. But trying to retrofit it to the Petabytes of text strings that make up most of the web is an enormous challenge. Formats like RSS, and even Twitter hashtags, begin to give us some sort access to a semantic web, but the true semantic web languages of RDF and OWL (which at Daden we are using to give our chatbots semantic understanding) are woefully under-used. Even less used are things like Info URIs - agreed semantic codes, like an ISBN number, that say that info:people/davidburden/515121 is me, and not the CIO of the Post Office. If every mention of me on the web was marked up semantically then finding all references to me on the web becomes trivial. It's good to see that Google is beginning to introduce aspects of semantics into its search results, but without the original content being semantically marked up its only a small step - the mistake has already been made.

So what's all this got to do with virtual worlds? Almost any initial assessment of a virtual world starts with how well it looks - how good are the textures, the avatars, the sky, water and shadows. After that it's about functionality - how naturally does the avatar move, how can you interact with objects, can you view the web or MS Office - and about deployment issues (does it run on a low spec PC, can it run behind the firewall, can we protect children). There is active debate at the moment about standards in virtual worlds - Collada, X3D etc - and whether virtual worlds should be downloads or browser based (and this itself offers a spectrum of solutions as pointed out by Babbage Linden at the recent Apply Serious Games conference).

But to me all this is missing the point. Virtual worlds are NOT about what they look like, but about what's in them.

Let's not repeat the mistake of application development and the web. Let's start thinking about virtual worlds in terms of how we semantically mark up their content, and then treat the display issue as a second order problem. The virtual world is not HOW you see it, it's WHAT you see (or more precisely what you sense and interact with).

Some examples. These are all based around Second Life, since with libsecondlife/libomv we can actually get access to the underlying object models (which is as close to a semantic virtual world model as you can get).


  • With Open Sim you not only have a different application sharing the same object model as SL, but also different clients using different graphics engines to render "SL" in subtly different ways.

  • We have been working with the University of Birmingham to use their expertise in robotics to help create autonomous avatars in SL. The University uses a standard robot simulation application to visualise and model physical world spaces and test robot software, before downloading the code to the physical-world robots. To work in SL they've taken the SL object/scene description and dynamically fed it to the bot modelling tool - so SL "appears" as a wireframe model in the simulation application just as their physical world spaces do.

  • On my iPhone I have Sparkle, a great little app which lets me log my avatar into SL. No graphics yet, just text (and not even a list of nearby avatars) but adding a radar scan of nearby people - and objects - would be almost trivial, and adding a 2D birds-eye view of the locale only a little harder. Even a 2.5D "Habbo" rendering of SL would not be impossible.

  • We've already played around with using LSL sensor data and libomv to generate live radar maps in web browsers - why not push this a bit further and use Unity, X3D or similar to "re-create" Second Life in the browser - it won't look "identical", but in reality it's all just bits anyway.


Four situations, four different ways of rendering the Second Life "semantics".

Our own work on PIVOTE shows another approach to this problem. By creating the structure and content of a training exercise away from the visualisation tool we are free to then deploy the exercise onto the web, or iPhone or virtual world of our choice without having to change the semantic information or the learning pedagogy. If that semantic model could be extended to include the virtual world itself, then we would have a true write once - play anywhere training system.

One final issue that our bots particularly suffer from, is that having access to objects is no real guarantee of having access to true semantics. I might create a plywood cube in Second Life and call it a chair, a snake, or anything. The bot cannot guarantee that reading an object's name will tell it what the object is. To be truly semantic any future editing system should ideally force us to put accurate semantics on the objects we create - and in particular their place in the ontology of the world. Then even if we can't recreate a "chair" as the specified collection of prims or polygons we can substitute our own.

So this is my challenge to the virtual world community. Stop thinking of virtual worlds (and especially the future of virtual worlds) in terms of how they are rendered, but concentrate on their object models and the underlying semantics. I have every confidence that the progressive increase in PC power and bandwidth - and the existing capabilities of computer games - will mean that the look and feel of virtual worlds will come on just fine. And those of us deploying virtual worlds into enterprises will find that with wider adoption and real business need/demand will come the solution to all our problems of firewalls and user account controls (just as it did when the web first arrived in enterprises). These are (almost) trivial problems. If we want to create truly usable and powerful virtual spaces (and I even hesitate even to use the world virtual) then we should be focussing on the semantics of the spaces and the objects within them. That way we will avoid the problems of applications and the web. We will know what the objects in our world are - we only have to decide how to render them.

Baltimore evening [pic]

| | Comments (0)
image1211303574.jpg

John Kinnemuir speaking at #itsgrimupnorth [pic]

| | Comments (0)
image231399590.jpg

Spring in Cannon Hill

| | Comments (0)
image1925668511.jpg


After a break of almost 15 years I've decided that it's time to return to Traveller. This has been driven by a number of things, including getting the TravellerMap into our Mapscape hub in Second Life (a very Traveller space), the growing (if small) Traveller scene in Second Life, and the general resurgence in Traveller resulting from the new Mongoose Publications edition of the rules and supplements.

In re-embracing Traveller I'm struck by the fact that yet another lynchpin of my youth has become a "fantasy". Just as the Third World War which I trained and wargamed for will now not happen as advertised (central Germany, circa 1985), so too will the future of Traveller, or any "Star Wars" type SF, not happen. I am convinced that AI, or simpler personality constructs, and their gleisner robot selves will be the first "earthkind" to reach the stars. If we ever get there as our biological selves then we'll find local space already populated by our digital selves and their bretheren. This goes far beyond the Cyberpunk of William Gibson et al, and is still best captured by Greg Egan's books - although just how you'd make an SF-RPG of them I've no idea (but it is an idea).

There certainly remains a couple of issues with Traveller, in all its incarnations. The first is the whole take on AI, wetware, cyberpunk, and robotics, which are generally frowned upon (or banned) and the most over-taken by real tech development. But at least an IMTU (In My Traveller Universe) approach can incorporate those without too much damage to the canon. The bigger issue is 3D space. The Traveller Universe is a 2D map, and I love that map. But nowadays it seems just too unrealistic - particularly when I can use SL to visualise 3D volumes of space. Traveller 2300AD was a great product, and in some ways it would be great to have its version of real, 3D space, grow into the accepted Traveller Known Space. But for now I'll accept the 2D map - even if I play around with my own morphing of the 2D data onto a possible 3D mapping.

And why Traveller and not another SF RPG. I love its depth of history, the detail of the history, the community effort, the fact that the only FTL is by jump, the fact that it *was* a beleivable future - if a little Imperial.

So which Rule Set and Milieu to use. I "grew up" in CT, I remember where I was when the Fifth Frontier War broke out (travelling through Minneapolis), so for me the setting has to be the classic one, circa 1100 - 1110. Rule wise I always preferred MT, I love the task system (and still use its principle in other games), and the amount of background detail it had. The fractured Imperium plot-line I can take or leave. TNE was just too different and messy, T4 OK (and I wrote a lot for it), T20 so-so (no great fan of D20), and still haven't got T5. GURPS Traveller is a sore point as I wrote a whole supplement for them which was cancelled at the last moment and I never got paid. Reading the reviews it sounds like the Mongoose Traveller may be good - with improved character generation and a task system - so I'll probably buy that and if as good as it sounds use that as my base.

Then there's a question of style. I probably haven't played a face-to-face game of Traveller since I left school - it's never been the most popular of RPGs in the UK, and a lot of us just get enjoyment from the setting and literature. But virtual worlds like Second Life offer the opportunity for virtual role-play, not just meeting up with Travellers, but acting out adventures in "real" Scouts and at "real" starports. One day I can see an entire OpenSim grid for Traveller (or a more generic SF setting), and I'm happy to help build it. But once I also had fun playing real-time Traveller - where you play a solo adventure but everything happens in real-time - so if you character makes a 7 day hyper-jump trip you spend 7 real days waiting for the to reappear. I don't think I want to constrain myself to such a literal linkage, but the idea of using Traveller to effectively drive a long term narrative does appeal. In fact the other driver to get back into Traveller is my daughters interest in what she calls "role-playing" - collaborative interactive fictions created on discussion board sites live Envision Free. Why not play Traveller more like that.

So I think I'll take a blog approach. My character, Corro Moseley, of course, will adventure across Known Space, initially from Gushemege (where I was HIWG Sector Analyst and so built most of it!) through Vland to the Spinward Marches, and then into Zhodani space, and who knows on to the Galactic core (or Longbow?). I'll record his adventures on the Gushemege blog, using random encounters a lot to spark adventure ideas, and pre-published adventures where they fit.

Of course another driver for this is to try and automate Traveller. If we do get that Open-sim Nirvana I don't want to spend the whole time rolling dice and looking up tables, I want to play it like a fully immersive MMORPG. So the whole exercise will give me an excuse to track down the current web based software and information support for Traveller, make extensive use of (and add to) the Traveller Wikia, and maybe create new resources too. I also want to be able to do a lot of this in dead-time, so that means finding/creating resources which will work on my iPhone or Netbook.

So that's enough of a brain dump about what I want to do, and why. Let's hope I can now make the time to do it.

Follow the evolving adventure on my Traveller site - http://www.converj.com/sites/gushemege/


http://www.academicearth.org/

Neat site and looks like good content. Yet another challenge/opportunity for University 2.0?

#brum library model

| | Comments (0)
image1116526692.jpgModel of the new library - has a central open core giving access to the key levels, two roof gardens and a sunken auditorium, and is bathed in light

http://blog.wired.com/defense/2007/10/tt-tt.html

Twoi years old, but as a weapons platform for close infantry support you can really see the uses (and dangers)

Also from http://www.mcclatchydc.com/251/story/64779.html

"Autonomous armed robotic systems probably will be operating by 2020, according to John Pike, an expert on defense and intelligence matters and the director of the security Web site GlobalSecurity.org in Washington."


This prospect alarms experts, who fear that machines will be unable to distinguish between legitimate targets and civilians in a war zone.

"We are sleepwalking into a brave new world where robots decide who, where and when to kill," said Noel Sharkey, an expert on robotics and artificial intelligence at the University of Sheffield, England.

Human operators thousands of miles away in Nevada, using satellite communications, control the current generation of missile-firing robotic aircraft, known as Predators and Reapers. Armed ground robots, such as the Army's Modular Advanced Armed Robotic System, also require a human decision-maker before they shoot.

As of now, about 5,000 lethal and nonlethal robots are deployed in Iraq and Afghanistan. Besides targeting Taliban and al Qaida leaders, they perform surveillance, disarm roadside bombs, ferry supplies and carry out other military tasks. So far, none of these machines is autonomous; all are under human control."

www.flickr.com
This is a Flickr badge showing public photos from halo4256. Make your own badge here.

Categories

Powered by Movable Type 4.1

Recent Assets

  • vwroadmap_2007.jpg
  • livebusstops.jpg

Find recent content on the main index or look in the archives to find all content.