Report on the First Multiuser Virtual Environments: MUVE MOOT 08

At SIGGRAPH 2008 a meeting on Multi User Virtual Environments (MUVEs) and social networking took place. This is a report on the presentations and panel.

Location: Los Angeles Convention Center

Room: 507

Date: Wednesday 13 August, 2008

Meeting Time: 12:30-2:30pm

link: http://www.siggraph.org/s2008/attendees/birds/

Chair: Chris Thorne (dragonmagi <at> gmail <dot> com)



Many thanks to the wonderful group of people who came to the inaugural MUVE Moot and were prepared to spend over two hours of their time giving individual presentations and for joining the panel at the end.

This document is mostly a transcription of the presentations and provides links to other information, including, hopefully the video. Note: the video was taken in 1080i HD and represents a bit of a challenge to process on my equipment and put online, so it will be awhile before any of it appears.

The meeting was organised to provide a venue for virtual world creators and users to present on products and also explore the concept of merging social network and virtual world technologies. Speakers were given up to 10 minutes each and there was a panel at the end which went 15 minutes into teardown time (about 35 minutes)

Speakers

1. Chris Thorne, PhD, The University of Western Australia. Meeting Chair and MD of http://vrshed.com.

2. Michael Wilson, CEO of There.com, http://www.there.com/

3. Mick Brady, Professor Emeritus, Russell Sage College, http://www.mikimojo.com.

4. Doug Twilleager from the Wonderland group, Sun Microsystems, https://lg3d-wonderland.dev.java.net/

5. Rafhael Cedeno, CTO & Co-Founder, The Multiverse Network, Inc., http://www.multiverse.net

6. Don Brutzman, Associate Professor, Naval Postgraduate School, Monterey, CA, http://web.nps.navy.mil/~brutzman/

7. Tony Parisi, Chief Platform Officer of Vivaty, http://www.vivaty.com/

8. Peter Schickel, founder of Bitmanagement Software GmbH, http://www.bitmanagement.com/

9. Greg Spencer, Senior Software Engineer, Google, Inc., Google Lively, http://www.lively.com.

Presentations

1 Chris Thorne, The University of Western Australia. Meeting Chair and MD of http://www.vrshed.com

Chris described his motivation for the meeting came out of the expectation in 2007 that virtual worlds and social networking technologies may merge to form what he terms super social networks.

Chris went on to present 3D environment and virtual world projects he recently lead. One project involved the rapid (in 3 months) development of a virtual world called The Virtual Universe Project (http://www.csse.uwa.edu.au/virtual/). This project began as a virtual mirror of The University of Western Australia campus but is intended to expand to include other places. A number of other students at the University of WA and various people from across the world contributed. Last year Chris lead another project involving a university team that put the campus into Google Earth as part of a Google 3D campus competition, which the team won. Videos were shown of the projects and a prototype visualisation of the Australian Square Kilometer Array radio telescope project (ASKAP).





2 Michael Wilson, CEO of Makena Technologies which runs There.com, http://www.there.com/







Michael began with describing a number of firsts that distinguished There.com.

There is unique because it provides a PG13 brand protected environment. The reason for that is they thought more people would be offended by seeing non PG13 content than not seeing it, and that seems to have held true so far. They also brand protect screen items so if you see a product of a certain brand it is the genuine product not an imitation. Michael listed many high profile commercial partners.

There have over 3 million users with average age of 22. 58% are female, 70% are between 13-26. An average customer spends 20hours per month in There.com which Michael noted is still a small number compared to games like World of Warcraft. Data from Comscore.

Michael next talked about the idea of whether virtual worlds were games. There is bringing game-like aspects into the virtual world, such as the sort of environment, challenge, aspirational and rewards systems one finds in games.

Although the graphics are not as hi fidelity as some might expect, There runs on even 2003 vintage PCs and over 56k dialup. It does, however allow incorporation of streaming video.

One can use external geometries such as content generated in Collada, 3DS Max, gmax, or Maya.

Michael demonstrated some of the game like aspects such as Cosmogirl magazine content, an aspirational example. The Cosmogirl Village is an online interactive magazine.

There is physics correct (if some physics happens every witness sees the same behaviour) and includes voice over IP and embedded web browser. Michael also showed an example of the challenge aspect: the There Summer Games - a series of user sponsored games.

3 Mick Brady, Professor Emeritus, Russell Sage College.







Mick described himself as primarily an artist who had thought he had retired until, about a year ago, he was invited to help build a virtual campus for the Santa Barbara City College in Second Life, and, for some reason, things suddenly got busy! He was invited to participate primarily because of his track record as a writer, visual artist and innovative thinker. Mick's presentation, "Art is What Happens When You're Rezzing Other Prims", is about the nature of art in Second Life. He makes the interesting observation that the term 'art' itself is not quite big enough to encapsulate what is happening in Second Life, and therefore suggests using the term 'creative', which refers not only to the creation of quality content, but even to the the tools used to create that content. In a world where even the ground one walks on is a work of art, the very notion of art becomes an elusive thing. This idea, along with Mick's mention of artworks created through collaborative efforts, was later picked up on during the discussion part of the meeting.

The first example shown, was from "Kiss the Sky", an exhibit of a new form of art called Hyperformalism, a show which was displayed across a large section of the sky in Second Life. Many of the works were fully interactive and included motion and sound. The next example was the Garden of NPIRL Delights (Not Possible in Real Life), was the largest exhibition in Second Life, created by over 100 artists working in collaboration. The working premise for this show, as might be expected, was to create things which could not be created in real life. Much of the creativity on display in this exhibit came from unexpected quarters and many disparate walks of life, such as PhDs in English, engineers and medical surgeons.

One work notable for its subversive inventiveness was a chair that morphs your avatar into weirdly contorted forms resembling nothing if not a Picasso sculpture when you sit in it: in other words, you suddenly realize that you've become the artwork!

Mick described many other fascinating art works, so I recommend you watch the video for more details, as it is too much to describe here; the subject being primarily of a visual nature, it is far better to see the art itself. More on this subject can be found at http://www.mikimojo.com.

4 Doug Twilleager, the Wonderland group, Sun Microsystems, https://lg3d-wonderland.dev.java.net/







One of the motivations behind Wonderland came about when Sun surveyed its employees and found that, at any given time, 50% were not in the office. Many of those that worked remotely had some issues with working from home. Project Wonderland is an open source virtual world collaboration platform. Supports hi-fidelity spatialised audio (if a sound is from behind you to the left it will seem to come from behind to the left). Although Doug was showing a 3D client, the platform supports different types of clients, even a connection via a phone line.

For the server side Sun uses a game technology for hosting high performance online games, called Project Darkstar.

Sun's own example world project is called mpk20, can also be downloaded for free. It supports application sharing in the virtual world. Users can take control of a shared application and others will see the changes they make, then someone else can take control and continue the collaboration.

Sun is currently working on increased scalability in Darkstar. With Wonderland they are moving to jmonkey engine - a gametech. Also moving to include Collada import because of its increasingly widespread use in the industry. Sun are rebuilding their avatar system because an important aspect of virtual world interaction is the inclusion of facial and avatar expressions are to communicate emotional quality when talking to someone face to face. Sun are also developing a game engine wrapped around the client system to exploit new multi-thread and multi core architecture: called mtgames, which will allow its performance to scale nicely with the number of cores.

Examples. Cone of silence. MiRTLE: eLearning system by University of Essex. App share , vidcon, Music in Wonderland - not confined to normal spaces. building applications in world.

5 Rafhael Cedeno, CTO & Co-Founder, The Multiverse Network, Inc., http://www.multiverse.net







Rafhael described the Multiverse platform then went on to talk about what has been leaned about what people are trying to do with technology and how it is interacting with social networking.

Multiverse is an end-to-end multiuser server and client virtual world platform built to handle a large scale user base. There is also a network of virtual worlds you can navigate. Some of the differences from other virtual worlds are that Multiverse is supporting a single browser client into multi virtual worlds mapping and also looking for people to develop video games as well as social worlds on the platform, all with multi-media: flash/video/socnet integration with social networks such as facebook.

Where to in the future? Avatar portability for one.

Multiverse wants to get away from people reinventing the wheel, which makes no sense. Therefore reusable technology is needed with support for social nets, machinima, etc.

Multiverse is exploring what does it mean to have APIs that expose all these 3D, virtual world and social net features. e.g. Similar to how SL has enabled a lot of artwork to be built on top of its platform.

Next Rafhael showed examples. Hi fidelity virtual worlds with scalability across platforms of different capacity (such as high end gaming systems to lower end ones more optimised for 2D). They are trying to break limits of gameplay. Going for hi fidelity with extensive simultaneous multi-video playback.

Rafhael returned to the meeting theme of social network and virtual worlds. He expressed interest in the "matrix aspect": A virtual world managed on a machine with no visual display [the server network] which keeps track of where people and objects are, what they are doing, what people are saying. This is not just applicable to a 3D spatial model but includes the huge digital world of facebook, flicker, myspace etc. We have the beginnings of people having their app inside of facebook or who bring facebook and flicker content into their virtual world or go the other way. "Its about virtual worlds reaching out to the bigger Web". It's happening with IM and voice calls, beebox etc.

Multiverse also has a Flash client to connect to same server platform - a much lighter weight, but someone using this light client can be interacting with someone using a hi fidelity 3D client.

Can do the kind of interoperable things people want if we have 3D browser with Web technology embedded. It's what people want / are meant to use and what Multiverse aims to support.

6 Don Brutzman, Associate Professor, Naval Postgraduate School (NPS), Monterey, CA, http://web.nps.navy.mil/~brutzman/





Don described the standards based developmental work of the Web3D Consortium (Web3DC) and NPS in particular. Their efforts are to support some of the great work in virtual worlds being portrayed in the meeting.

Don described X3D Edit : originally designed as a tool make it easier for people to create and edit 3D models in an ISO standard form that is easily ported to other applications. This tool has been extended to more of a collaborative integrated development environment.

X3D edit is created in Netbeans - an open source platform from Sun Microsystems which is capable of integrating a great many things, not just for use as a programmers integrated development environment. You can plug in other programs e.g. for voice/chat text/ 3D viewer collaboration. The text chat is implemented in XMPP - directly supported by netbeans.

Don described how 3 people collaborated between US, UK and Australia, editing documents and working on X3D specification.

He described how NPS have added the IEEE simulation protocol, DIS. The DIS standard is serialised to XML for transmission across a network, including networking between X3D Browsers. For the future, the Web3DC are looking at supporting the binary XML W3C encoding for more efficient XML based networking. They also hope to build more tools ... exposing open technologies which people can integrate into a variety of applications.

Don then talked about including avatars through the Hanim specification. Mapping to/from common formats. He noted a student thesis compared SL, Olive, Wonderland, X3D - assessing them for quality and other factors and recommended it as a worthwhile read.

7 Tony Parisi, Chief Platform Officer of Vivaty, http://www.vivaty.com/







Vivaty is part of the Web3D Consortium, helping to develop international standard format for interactive online web 3D. Tony described the Vivaty suite of tools which includes an X3D Web 3D viewer, Vivaty Player and a 3D modelling tool, Vivaty Studio.

Tony said the avatars are built upon the humanoid animation specification that Don mentioned, but with extensions for dynamic behaviours. He also described the SWaMP protocol that Vivaty has published for multiuser virtual world communications. The virtual worlds protocol is in development with the IETF at this time.

Tony explained Vivaty's approach was to build a web architecture on web standards and plugins because they believe that is the best way to deliver Web 3D content that integrates with social networks, other web technology and the massive quantity of information accessible on the Web today. Their aim is to ensure the infrastructure will scale to support the hundreds of millions that currently use social networks and the even greater number that use the internet. What Vivaty is not aiming to do is reinvent the wheel. These are some of the key reasons Vivaty chose to build on open standards - they provide a solid basis for building the future 3D Web and give developers the most freedom of choice.

Tony described the many content creation options available for their platform, supported by Vivaty Studio. Vivaty is currently running a content creation competition as part of their outreach to developers.

In the future Vivaty will put in place a virtual economy to support virtual commerce.

Next Tony demonstrated Vivaty, entering it via facebook. He gave the first live demonstration it worked on the very patchy wireless connection we had at the time. He showed a virtual room with interactive content: facebook, flicker, youtube, and was joined by Keith Victor's avatar during the demonstration. An attempt to stream video however was a bit beyond the poor connection capacity.

Vivaty takes the approach that not everyone is a modeller so they provide room templates with pre modelled items and avatars. Several other presenters at the meeting take a similar approach and agreed that this was an important approach for making Web 3D accessible to the masses. There are also in world editing options in Vivaty to modify the appearance of objects for those who wish to be more creative.

8 Peter Schickel, founder of Bitmanagement Software GmbH, http://www.bitmanagement.com/







Snowcrash was mentioned twice in the proceedings: once by Mick Brady and Peter opened his talk by asking who had read Snowcrash. Peter was originally part of the Blaxxun company whose business model "was Snowcrash". Time has changed, 10 years on, now is the time where a lot of people are trying to enter this avatar and virtual world space again and bitmanagement aims to help with providing the technologies to enable this without people having to reinvent the wheel and using a platform that as been out there for "10 years or more with tons and tons of bug fixing".

Apart from being CEO and founder of Bitmanagement, Peter is also vice president of the Web3D Consortium which started develop the VRML and now the X3D ISO standard. Bitmanagement software also supports collada. Called BS Contact the 3D player supports vrml, x3d, collada, kmz. It has realtime shaders and physics, stereo rendering.

There is now a linux version, windows and a mac version in the works. BS Contact can operate standalone or as a web browser plugin. Bitmanagment has a whole suite of tools, but the most important for this meeting were BS Contact and BS Collaborate- the multiuser server. Bitmanagement have a wide international customer base and Peter showed a map of customers all over the world.

Peter then showed examples such as a soccer stadium with interactive avatar/viewpoint avatars where you can take the viewpoint of players and participate in games.

Visualisation of 3D cities. Important to visualise realistically. He showed San Francisco and Prague. He showed an impressive hi fidelity model of a 200 square kilometer city area generated automatically in just 4 days. Peter explained we are now into a new era where it is very cheap to generate a city model automatically and we will likely be exploring and interacting within these city environments in the not too distant future.

Peter then showed an example of mobile "life logging" in a virtual San Francisco, using a product called Raygun. This a multiuser city simulation system for mobiles developed by Planet 9 Studios in collaboration with Bitmanagement. Peter's comment was that he thinks "reality" is right now more important than "virtual".

Peter showed a number of other applications enabled with Bitmanagement's software, a notable one was the Bettlesmann 3D earth encyclopedia. Please see the video for more details.

Lastly Peter showed BS Contact running on the ee PC mobile platform with smooth realtime performance.

9 Greg Spencer, Senior Software Engineer, Google, Inc., Google Lively http://www.lively.com

Greg Spencer





Lively was started as a Google 20% project about two years ago and it has now been turned into a project.

In Lively you create a room and can send url to friends. Unlike SL, Lively is an unlimited number of interconnected "rooms". Connection is just via hyperlinks like on a web page. Rooms created by users can be embedded in any web page, facebook integration for inclusion with facebook applications.

Lively is a Microsoft API with Active X plugin, so it runs inside the browser. Currently only supported on Windows. There is no user created content right now, everything is created using catalog. Lively will have user generated content, probably go similar route to Vivaty: importing Collada content and content from other authoring tools. Lively do not plan to have a system like in SL.

Google's approach is focused on social market. They want people chat and interact, watch youtube videos. Lively supports Google gadgets, which are based on javascript, html and Flash.

Right now lively has a large catalog of 100,000 items created by its own team. The project is targeting ages 13 and up.

For the future: support for user generated content, improved support for external formats: Sketchup, Collada, 3D warehouse... plus support for other platforms than Windows.

Examples were shown of unusual things people can do even without user generated content, e.g. an amazing staircase that spirals into the distance made of hundreds (thousands?) of "rugs".

Perhaps in keeping with the name, Greg gave the second live interactive demonstration at the meeting. Greg even went one step more challenging than Tony: he went live online under a virtual machine on a Mac. He started with a lively "room" with youtube video in the background, with avatars, animations etc. Some of the in-world modification features were described, illustrating how users could customise the environment and avatars using the 3D warehouse and customised using the in world editor.

Panel



The Panel, from left: Rafhael Cedeno, Michael Wilson, Peter Schickel, Chris Thorne (Chair), Greg Spencer, Tony Parisi, Mick Brady, Doug Twilleager.

First question was about user adoption at the point of installing the software. He noted that in their surveys, for his company, with a signed java applet, they lose about 90% of potential customers "at the point saying ok". He said "that's why we went to Flash". He asked to give insight into plugins / executables and how they use them and provide some idea of how many people they lose at the point of installation, and what platforms to choose.

Tony Parisi answered: he can't give figures as yet but the biggest fallout was due to lack of support for Firefox. It was just a matter of timing and the complexity of some javascript. Firefox support will be coming soon. Tony suggested a reason for the fallout was because the many people who "liked new cool stuff use Firefox" and so that is one of the platforms they will be supporting. Tony thought people who point at the requirement for a plugin as being the main user adoption impediment and the main cause of fallout are worried about the wrong thing. He observed that, compared to the recent past, downloading and installing plugins/programs is common and not difficult. He recalled the time when more people had the Cosmo VRML player than flash. Every day now we are prompted for an update of the itunes/quicktime or other product. People don't blink an eye [at the need for such downloads]. So he does not think people should be worried about the downloading aspect at all.

Rafhael added they were seeing similar things and the biggest problem they found was not fallout at install time but after people start using the world and they see many drop off , perhaps depending on how compelling they found the world. Also very interesting to see what other technologies are doing, Flash for example is growing more 3D-like capabilities and shockwave has a 3D engine built on top of it.

Peter added that it was very important to support Firefox: 80% of their customers used Firefox.

... lots too faint to hear

Michael said they have 30% of falloff is because of people not having permission to install the software. Especially parental controls for the young are in place. This is important because virtual worlds are mostly used by the younger generation.

It was at this point that a few heads turned to the back because a guy near the back disclosed up front that he works for Linden Labs. He noted presenters eschewed online in world content creation for offline created content and he asked the panel to comment on that and "what is the stench on in world content creation" ... basically all the emerging technologies seem to be "shying away from in-world content creation".

Greg answered that Lively were shooting for users who want a simplistic environment, to have a nice world where they can chat and interact without having to learn difficult creation skills or spend too much time/effort on creating a good looking environment. Google has a good modelling tool (Sketchup) and artists who can create sophisticated content but did not want to complicate things for people who just wanted to have a chat. They thought it would be too much for the general users.

Tony agreed, adding that from a consumers perspective this was true but from a producers perspective there is another reason supporting the creation of content offline. Thousands know how to use Sketchup, Maya, 3DS Max and they do not necessarily want to learn to use something different, and it [the Second Life in-world creation tools] is very different from what they know. Similarly with scripting. Vivaty's strategy is centered very much around the type of content creation approach used by the majority you would find on the show floor at SIGGRAPH, and that means supporting the products of those enterprises. Vivaty does not have anything against in-world content and they have some in world editing/modification tools but their main approach is to support the common content pipeline.

Peter agreed, Bitmanagement takes a similar approach in supporting X3D, Collada, VRML and have developed a plugin for the open source Blender modelling tool to help with getting content into Web 3D format.

Someone else in the audience commented that Second Life had enabled a whole class of people to create content that have been put off by the interface of Blender etc ..., people who were not able to do this kind of stuff before.

The Linden guy then pointed out the one thing that the presenters [except for Mick Brady] had not addressed was communal content creation. That is the one thing that SL has enabled and it is "a little worrying to see that missing", we are talking about communal spaces and ...that is the one huge fault with offline content creation ... people like to go visit each other and work together.

He agreed SL in-world content creation using in world tools is a PIA, but someone can always make a better version of in-world content creation tools. In SL, very few people create things on their own. With offline content tools you miss that communal creation process. People create together, what is called server side creation: you make something and everyone else sees it and can add/modify (if you allow).

Another in the audience said:

Just as artists are creating art in SL that goes beyond just wall painting and flicker stuff on the wall, educators are also investing heavily in SL. Not just because they can educate with an online tool but SL is actually changing education ... so that educators can provide the facilities for students to become involved in what they are learning ...it is a growing model that students take what they learn and make something of it. In SL students and educators are given those tools to take course material and what they have learned and make something with it. The question to the panel was: what are the panel members looking at in terms of in world creation tools for education and things like facebook?

Second question from the same person:

"My daughter is 4 and not represented here is the [builder?] bear, barbie and [webkin?]...., and my daughter got into barbie and asked why can I not colour on that dress?" So that is a user generated driver. She does not want a "pick from this" type of system - which seems to be the model offered by most of the presenters. What sort of research are you doing for the [young] people of the future who will be trying user generated content?

Tony pointed out the one thing he could not demo because of network lag was any of the objects can have properties changed ... like change colours or load texture from a url. Not like a full painter program but allowing simple changes like colouring/texturing nonetheless.

Michael: We have similar tools for painting etc. Our problem is complicated by the fact that we have to review everything for texture theft and inapropriate content, such a pornography and [There] still don't have the tools to handle that properly. Michael then discussed the issue of content theft: it is great to enable everyone to create textures and other things but what happens when you start getting texture theft. When everyone can create everything and no one can create a market for everything you start getting things like texture and model theft. That's the next iteration that everyone has to start thinking about.

Mick added comments about building educational content for Santa Barbara ... they started the Serious Game Design Institute ...tried to create new ways for educating people getting into game technologies. What they found was that SL provided ... a creative working environment where people had to start thinking about working together as a team and collaborating. "The creative of the future is going to be a multidimensional thinker" and this is one of the things that is going to change education: education will have to incorporate wider collaborative environments catering for broad based analytical and creative thinking which becomes possible in SL. New ways of thinking and doing things. You can create mind boggling things that have no correspondence in RL and this is also mind opening and what will contribute to new ways of educating.

Next, Michael was asked to comment on the resources needed to review content for inappropriateness/theft before it could be made public. He replied that There has actually turned it into a science: they have spent a significant amount of time building tools to assist in the process and this has helped a lot but it still requires human in the loop and it is impossible to keep up with the volume of content generated. He noted facebook and youtube have to review content as well.

The next query was about what are some of the challenges the panel sees for virtual environment creation, solving a lot of different problems with virtual environments and transporting avatar between them.

*** It was at this point the camera ran out of battery :( ***