Metaverse Research
Research in 3D virtual worlds and the Metaverse: current status and future possibilities; http://eicker.at/MetaverseResearch
Gartner Hype Cycle: eReaders, mobile apps, predictive analytics mainstream adopted soon; http://eicker.at/HypeCycle2011
Gartner: “‘The Hype Cycle for Emerging Technologies report is the longest-running annual Hype Cycle, providing a cross-industry perspective on the technologies and trends that IT managers should consider in developing emerging-technology portfolios… ‘Hype Cycle for Emerging Technologies‘ targets strategic planning, innovation and emerging technology professionals by highlighting a set of technologies that will have broad-ranging impact across the business,’ said Jackie Fenn, vice president and Gartner fellow. ‘It is the broadest aggregate Gartner Hype Cycle, featuring technologies that are the focus of attention because of particularly high levels of hype, or those that may not be broadly acknowledged but that Gartner believes have the potential for significant impact.’ – ‘Themes from this year’s Emerging Technologies Hype Cycle include ongoing interest and activity in social media, cloud computing and mobile,’ Ms. Fenn said. ‘On the social media side, social analytics, activity streams and a new entry for group buying are close to the peak, showing that the era of sky-high valuations for Web 2.0 startups is not yet over. Private cloud computing has taken over from more-general cloud computing at the top of the peak, while cloud/Web platforms have fallen toward the Trough of Disillusionment since 2010. Mobile technologies continue to be part of most of our clients’ short- and long-range plans and are present on this Hype Cycle in the form of media tablets, NFC payments, quick response (QR)/color codes, mobile application stores and location-aware applications.’ – Transformational technologies that will hit the mainstream in less than five years include highly visible areas, such as media tablets and cloud computing, as well as some that are more IT-specific, such as in-memory database management systems, big data, and extreme information processing and management. In the long term, beyond the five-year horizon, 3D printing, context-enriched services, the ‘Internet of Things’ (called the ‘real-world Web’ in earlier Gartner research), Internet TV and natural language question answering will be major technology forces. Looking more than 10 years out, 3D bioprinting, human augmentation, mobile robots and quantum computing will also drive transformational change in the potential of IT.”
Gartner: “Many of the technologies featured on this Hype Cycle contribute to the four themes featured in Gartner’s recent report on top technology trends ‘Technology Trends That Matter’. – The connected world: Advances in embedded sensors, processing and wireless connectivity are bringing the power of the digital world to objects and places in the physical world. This is a slow-moving area, but one that is now accelerating with the growing pervasiveness of low-cost, embedded sensors and cameras. Relevant entries on this year’s Hype Cycle include the broad trend referred to as the Internet of Things; identification technologies, such as NFC payments (which will lead to broader use of NFC for other applications); QR/color code and image recognition; application layers, such as augmented reality, context-enriched services and location-aware applications; and communication technologies, such as machine-to-machine communication services and sensor mesh networks. Although this area will take at least another decade to unfold fully, many interesting and profitable opportunities will arise along the way. – Interface trends: User interfaces are another slow-moving area with significant recent activity. Speech recognition was on the original 1995 Hype Cycle and has still not reached maturity, and computer-brain interfaces will evolve for at least another 10 years before moving out of research and niche status. However, a new entry for natural language question answering recognizes the impressive and highly visible achievement of IBM’s Watson computer in winning TV’s Jeopardy! general knowledge quiz against champion human opponents. Gesture recognition has also been launched into the mainstream through Microsoft’s Kinect gaming systems, which is now being hacked by third parties to create a range of application interfaces. Other areas continue to progress more slowly, including speech-to-speech translation, augmented reality and virtual assistants, while virtual worlds remain entrenched in the trough after peaking in 2007. – Analytical advances: Supporting the storage and manipulation of raw data to derive greater value and insight, these technologies continue to grow in capability and applicability. Predictive analytics is approaching maturity, but researchers and developers continue to apply and improve the core techniques for new data sources. Image recognition is driving new capabilities in search, retail and social media, and also contributes to advances in other areas, such as augmented reality and video analytics, for customer service. Social analytics continues to take advantage of new sources and types of social information. Computational advances, such as in-memory database management systems and big data, take the scope and scale to new levels. – New digital frontiers: Crossing the traditional boundaries of IT, new capabilities are reaching levels of performance and pricing that will fundamentally reshape processes and even industries. Examples on this year’s Hype Cycle include 3D printing and bioprinting (of human tissue), and mobile robots.”
Ready for 2011? Predictions regarding Data, IT, Journalism and Publishing, the Metaverse and Web; http://eicker.at/Predictions
Augmented reality will become the next big thing: popular, mainstream, mass culture, ubiquitous in 2011; http://eicker.at/1w
Facebook launches: new iPhone/Android apps, Single Sign-on via Places API, Facebook Deals; http://eicker.at/FacebookMobile
TNW: “Facebook held its ‘mobile event’ for over 7,000 viewers. In his opening remarks, Facebook CEO Mark Zuckerberg said, ‘Our goal is to make it so that no matter what platform you are building, your apps can be social…And that over the next few years, entire industries will be rethought as social applications.‘ He also mentioned that 200 million people now use Facebook via mobile devices.”
Ray, Forrester: “Today’s pronouncements demonstrate the ambition and vision Facebook has for itself in mobile computing and socializing over the long term, but in the immediate future Facebook now is poised to bring the wonders of checking in to the masses. … Facebook’s new Deals feature is uniquely positioned to bring rapid changes to consumer behavior over the next year. Here’s why: First, Facebook is a platform with 500 million avid users (compared to the 4 million who currently use Foursquare), and with each passing month more consumers are accessing and updating Facebook via their smartphones. Second, Facebook’s new Deal platform is free for marketers and SMBs; anyone who claims a location on the Facebook Places platform can easily and quickly launch an offer. Finally, marketers are lining up to create offers on this new Facebook platform. … One outstanding question is how Facebook’s new Places features will affect the fledgling LBS category. … It seems evident to me that the LBS space is in for some profound changes in the coming year as Facebook Places becomes as familiar to Facebook users as status updates and fan pages are today.”
SEL: “The world of location-based services changed dramatically today. And the changes that Facebook announced place the company firmly in the center of that very dynamic universe and ecosystem. – Toward the end of becoming a “platform” for mobile, Facebook made several significant announcements aimed at developers. There were also announcements aimed at consumers and marketers, ‘Deals’ being the big one. … It thus appears very simple to create an offer for Facebook Deals. The simplicity of this page will be significant for the millions of small businesses that will undoubtedly be interested getting access to this offering. And it will be opened up to small businesses in the near future – initially 20,000 and then the broader audience. … Deals will be a big hit with both consumers and marketers, whether large or small. Coupons is one of the most effective and popular forms of mobile advertising and Facebook’s reach will make it a huge player in this segment. – It will take a little while to digest all the implications of these announcements as well as to see their impact on the market and the mobile ecosystem as a whole. But I’m pretty confident that they’ll be significant and even lasting.”
IF: “Facebook is seeking to allow developers to build in a social environment no matter what phone they’re building on, whether that’s RIM, Android, iPhone, Windows Phone, or the mobile web. The company recently reached the milestone of 200 million people actively using Facebook mobile products across all platforms. … ‘You can rethink any product area to be social, have it be more engaging, have it grow virally, and remake whole industries’ says Zuckerberg.”
VB: “With a new single sign-on feature, Facebook aims to become the way users log into all their mobile applications. It’s already doing this to some extent, by allowing users to log into non-Facebook websites using Facebook Connect, but the company’s mobile chief, Erick Tseng, said the goal here is to make the process as simple as possible on phones, where typing in user names and passwords can be a huge pain. … On the privacy front, the news today doesn’t seem hugely significant, but I still expect some complaints when users start seeing Facebook data showing up in other apps.”
Guardian: “Facebook today revealed a series of improvements to its service on mobile devices in a move that lays the foundations for new revenue streams from retail stores, venues and small businesses. – Mobile is seen as a powerful platform for the expansion of Facebook, particularly in the developing world where internet adoption is increasingly skipping desktop computers and growing rapidly on the mobile web. … Facebook’s head of mobile business, Henri Moissinac, told the Guardian the improvement could be interesting for developers. ‘Augmented-reality apps like Layar will be able to visualise deals in real-time around a user’s location,’ he said.”
Shiao: Trends in the virtual worlds industry. Terminology, avatars, augmented social graph, business; http://j.mp/as0pmX
4G, 3.9G (LTE) to be serious, will give the Internet a boost like landline broadband did before; http://j.mp/9f0PEY
Create augmented reality experiences, publish work at Layar: Hoppala! Augmentation; http://j.mp/b4aOvR (via @rashford)
Hoppala: “Hoppala! Augmentation provides an easy way for non-technical creatives to start experimenting with augmented reality and Layar. Create your own augmented reality experiences with just some mouse clicks and publish your work at Layar, the world‘s largest augmented reality platform. – Hoppala! Augmentation comes with a full screen map interface to place and edit augments all around the world. Upload your images and icons, audio, video and 3D multimedia content with just some mouse clicks and add it to your personalized inventory in the cloud. Hoppala! Augmentation even does the hosting for you. It simply runs in your browser, there’s no software installation required and no coding needed at all.”
Layar interview with Gardeya: “Why did you create augmentation on top of Layars API? Hoppala! Augmentation started as an internal test tool. The more layers we built, the more we needed to test certain use cases and scenarios. It turned out to be pretty unhandy to manually edit some source code everytime we wanted to check the effect of some parameter changes. So we created a graphical user interface. During that time we met a lot of people who told us they would so much like to step into AR and Layar but just don’t know how to do it technically. Our goal was to open AR content creation to non-technical people. – Why should non-technical people use your tools, next to the fact that it’s easy? With Hoppala! Augmentation non-technical people can concentrate on their strengths and just be creative. That’s why Hoppala! Augmentation provides all the multimedia features supported by Layar, e.g. audio, video and 3D. Finally there is no more technical hurdle in the way. Everybody can create an account and start experimenting immediately. And it’s free!”
RWW: “When content management systems (CMS) like WordPress and Blogger hit the Web several years ago, the Internet entered a new age where it became quick and easy for anyone with a computer to contribute content. This week, augmented reality (AR) took a significant step toward becoming more like the read/write Web with the launch of an online mobile AR CMS for creating content on the Layar platform. – ‘Augmentation’ – a Web-based tool for generating mobile AR content – was created by Layar Partner Network member Hoppala. With a Layar developer account, users of Augmentation can easily and instantaneously place their content in Layar with zero code and a few clicks on a map. Custom icons, images, audio, video and 3D content can all be added by way of a full screen map interface, and Hoppala will even host all of the data. … Hoppala’s Augmentation tool is a great next step for AR content creation, as it lets users focus on creating great content, not on the complex technical aspects of AR. That said, it signals the beginning of a new era for AR as content creation is as easy as hosting a blog. As augmented reality matures, the platforms through which we use it must mature as well.“
Augmented reality for marketers and developers: research report by RWW (paid content); http://j.mp/bOcaxd
2020 visions by Keen: the hegemony of video, the ubiquity of 3D, and the viability of online media; http://j.mp/8GlQFy
Gerrit Eicker 09:48 on 11. May 2012 Permalink |
3D Virtual Worlds and the Metaverse – Current Status and Future Possibilities; Dionisio, Burns, Gilbert: “In the past three decades considerable progress has been made in moving from text-based multi-user virtual environments to the technical implementation of advanced virtual worlds that previously existed only in the literary imagination. …[P]rogressive capabilities enable them to serve as elaborate contexts for work, socialization, creativity, and play and to increasingly operate more like digital cultures than as games. Virtual world development now faces a major new challenge: how to move from a set of sophisticated, but completely independent, immersive environments to a massive, integrated network of 3D virtual worlds or Metaverse and establish a parallel context for human interaction and culture. …[C]entral elements of a fully-realized Metaverse: realism (enabling users to feel fully immersed in an alternative realm), ubiquity (establishing access to the system via all existing digital devices and maintaining the user’s virtual identity throughout all transitions within the system), interoperability (allowing 3D objects to be created and moved anywhere and users to have seamless, uninterrupted movement throughout the system) and scalability (permitting concurrent, efficient use of the system by massive numbers of users). … The first aspect of ubiquity – ubiquitous availability and access to virtual worlds – rides on the crest of developments in ubiquitous computing in general. As ubicomp has progressed, access to virtual worlds has begun to move beyond a stationary ‘desktop PC rig,’ expanding now into laptops, tablets, mobile devices, and augmented reality. … The second aspect – ubiquitous identity, or manifest persona – has emerged as multiple avenues of digital expression (blogs, social networks, photo/video hosting, etc.) have become increasingly widespread. … As long as virtual world developments move alongside general ubicomp developments, moving in and out of the Metaverse may become as convenient and fluid as browsing the Worldwide Web is today. … It is also possible that virtual worlds may take a leadership position in this regard, as virtual world artifacts may be more closely linked to one’s digital persona due to the immersive environment… Interoperability in virtual worlds currently exists as a loosely connected collection of information, format, and data standards, most of which focus on the transfer of 3D models/objects across virtual world environments. … [V]irtual world interoperability is not solely limited to 3D object transfer: true interoperability also involves communication protocol, locator, identity, and currency standards… The wide-ranging requirements and scope of digital assets involved in virtual worlds have the potential of making the Metaverse the ‘killer app’ that finally leads the charge toward seamless interoperability. … Scalability. Virtual world technologies are currently in an initial stage of departure from highly centralized system architectures… Going forward, an integrative phase is needed where the multiple independent research threads are brought together in complementary and cohesive ways to form a whole that is greater than the sum of its parts. … Progress in virtual world scalability implies progress in the scalability of many other types of multiuser, multitiered systems. … There are several factors that promote optimism that a fully developed Metaverse can be achieved, as well as a number of significant constraints to realizing this goal. … [A] new generation accustomed to graphically rich, 3D digital environments [both virtual worlds and immersive games offered online and through consoles such as PlayStation, Xbox360, and Wii] is rapidly coming of age and will likely fuel continued development in all immersive digital platforms including advanced virtual worlds. … Along with forces that are propelling the development of the Metaverse forward, there are two significant barriers that may inhibit the pace or extent of this progress. The first pertains to current limits in computational methods related to virtual worlds. … In addition to conceptual and computational challenges, the development of the Metaverse may be constrained by significant economic and political barriers. Currently virtual worlds are dominated by proprietary platforms such as Second Life, Cryworld, Utherverse, IMVU, and World of Warcraft, or government-controlled worlds such as the China-based Hipihi. …[J]ust as the old walled gardens of AOL, CompuServe, and Prodigy were instrumental in expanding Internet usage early on, but ultimately became an inhibitory force in the development of the Worldwide Web, these proprietary and state-based virtual world platforms have sparked initial growth but now risk constraining innovation and advancement. … [T]he advancement of a fully-realized Metaverse would likely be maximized by harnessing the same process of collective effort and mass innovation that was instrumental in the creation and expansion of the Web.“