Well, here goes my first blog post ever. My name is not Alon Sharbani, but those of you who do know my real name will certainly figure it out. I’m from a town in Rockland County called New City - yes…that’s New York City without the York…also the default name for a city in SimCity…what can I say it’s a pretty sad name. I am an architecture major, and this past summer I worked in a firm in NYC, which was awesome of course, but it’s good to be back at the ‘nell…
An internet phenomenon I’m interested in is the exponential escalation of metaworlds like Second Life. I recently read an article about such a virtual environment in which one can shop, dine, have sex, work, marry, buy and sell property, and almost anything else you can do in real life. Another article discussed a law firm which established a virtual headquarters in Second Life, and is rolling in a considerable amount of cash. How can such a virtual economy, with virtual assets and real estate mesh with the economy of the real world? Could it precede the real world some day? After all, pixels are cheap.
From an architect’s standpoint, this phenomenon is very interesting as well. These environments inherently cancel the real-world real estate developer out of the equation. In fact, the players of the game ARE all developers. Their online presence creates a material world. Might we end up as automatons sitting in front of computer screens for every part of the day, even meals? I do, however, notice that a crucial limiting factor of the virtual world is that only two of the five senses are represented partially (sight and hearing). Then again, films are limited in the same way and, for many people, can capture a more convincing reality than life itself. Could it be possible to invent a language of expression for a 3D world which can psychologically affect all five senses?
Though I have never used Second Life, I am thinking of joining it soon to see what its like from a first person point of view. (I like real life too much to become even remotely absorbed).
This online space would be classified as a metaworld. In my opinion Wallace does a good job of classifying this space, however, what is not emphasized is that a metaworld has the potential to encompass ALL of the other spaces (It already has to some extent). The 2D internet was born when isolated networks became linked on a regional and global level. I feel that the same transformation will happen to 3D internet once certain standards are imposed. As of now there are many different metaworlds run by different companies, (much like the previously isolated networks of the 2D internet). If and when these networks link up, one’s avatar would be able to travel seamlessly across the virtual landscape! Scary stuff, no?
2 comments:
Nice post.
I've also been curious about Second Life for some time, but have never taken the time to try it out. I only know what I've heard from friends, but mainly from reading about it online.
One article I read involving Second Life was about an attack that occurred in the virtual world. Apparently someone had set off a nuclear device, killing people and destroying buildings. What shocked me the most wasn't that someone decided to commit a crime in what seems to be a peaceful game, but that the news of this event made it to me. I was shocked that news of an event in a virtual world had made it to me. This wasn't even the first time it had happened. I've read several news articles about events in World of Warcraft, including raids of towns and funeral processions.
Many of my own experiences, such as the ones I mentioned, agree with your views that metaworlds are growing rapidly and taking more prominent roles in the "real" world.
From the very short time I spent in Second Life, the architecture definitely stuck out the most. Some fascinating buildings were constructed that probably would be impossible in the real world. I can see it being used as a platform for easy, fully explorable models.
You make a very interesting point with regards to the senses represented in Second Life. Obviously taste and smell can't be a part of a virtual world (given current technology, at least. Although I'm not sure if a technology that allowed taste and smell would be desirable.) But touch can be simulated in 3D worlds. Part of that could be through tactile feedback like in some console game controllers or joysticks. But even onscreen, 3D worlds with very solid physics engines can make the player feel like they are really touching the elements of the virtual world. Second Life distinctly lacks any semblance of "physical interactions". Avatars fly through the world with no physics, and objects just block the avatars' paths rather than resulting in some sort of collision. The lack of a sense of physicality and touch definitely limits immersion in the world.
You also mention how film can still "capture a more convincing reality" with two senses. I think one of the big differences is that in a film, everything is carefully directed in order to convey the "reality". Metaworlds don't have the luxury of camera tricks and other techniques to provide that extra bit of "reality".
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