bruce damer's presentation for larry lessig's cyberlaw class at stanford (mar 2003)
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Bruce Damer's presentation for Larry Lessig's Cyberlaw class at Stanford (Mar 2003), title: Virtual worlds as a public commons and the code of this commons.TRANSCRIPT
Virtual worlds as a public commons and the code of this commons
Lessig/Dibbell Class @ Stanford University (Mar 11, 2003)
I. Origins of the visual interfaceII. Early uses of virtual worldsIII. Evolution of dimensional and community cyberspacesIV. Key Question: Where do you want to live?V. What happens in a creative public commons?VI. Code of a public virtual world commonsVII. Prospects for the public commons of virtual worldsVIII. Acknowledgements and ResourcesIX. Demo of environmentsX. Code and the virtual worlds commons - discussion
I. Origins of the visual interface
Bush (Memex), NelsonEngelbart’s visionSRI - NLS1968 – Mother of all DemosE&S 60s–1970s
Visual Interfaces – Xerox PARC and elsewhere, 1970s-80s
3D interfaces - evolution
1970s wireframe to solid to ray traced - SIGGRAPHAlvy Ray Smith – PARC to PIXAREarly 80s SGIReal time renderingImmersive VRCommodity Virtual Worlds/Internet – 90s-2000s
II. Early uses of virtual worlds
Simulation – weather, aerodynamics, cold warRender to film – Hollywood and TVExperimental informational interfacesArt/Experience - placeholder
Geographical Information Systems
Geographical Information Systems - GeoFusion textured 3D model of earth with real satellite imagery
Geographical Information Systems
Overlay of real time data – Salt Lake Winter Olympics locations
Artistic and Pedagogical applications
Art/Experience – Placeholder, Osmose, Ars Electronica, SIGGRAPH, KruegerExperimental Pedagogy – cyberfora @ ArtCenter- Vlearn SIG
Artistic and Pedagogical uses
VLearn3D SIG and annual cyberconference
Far Frontiers of 3D environments
Evolutionary virtual worlds (Sims, Biota.org)Modeling the large and the small scale (cosmology, quantum dynamics)Tele-immersion
III. Evolution of dimensional andcommunity cyberspaces
The original Maze War - ARPANET1970s-80s DOD simulation and training1980s - MUDs, Moos text-based worlds1990s – Wolfenstein 3D, DOOM2000s Massive Multiplayer Online Gaming
Killer App Driving Evolution - GamesEverQuest
75,000 to 100,000 users online at any one timeFeature film level budget and box office
Killer App - GamesThe Sims
Design and run your own “soap opera”, households, towns, businesses, in a sort of “puppet theater”
Killer App - GamesVenture rush into
the virtual worlds medium
There.comLinden Labs “Second Life”Star Wars GalaxiesNever Winter’s Night (DandD)20 other projects in the works
What characterizes these spaces?They are all commercial and centrally managedTurnstiles to “theme parks” or “shopping malls”.
The same struggle over the public commons is occuring in cyberspace
What about worlds that are “community”, a public commons?
Where in our society (US) is there an IRL (physically manifested) creative commons that is not behind a
turnstile?
IV. Key Question:Where would you want to live?
How about Burning Man?
Radical self expression
Group expression
Sense of total immersionthrough set and setting
Invented shared rituals
Right next doorthe “turnstiles” of Reno Casinos
A citizen-built virtual world commonsAlphaworld (pioneering “accident”, 1995)
Worlds Inc, user buy-out, IPONeighborhoods of construction
Succeed as a business?
User-created emergent social structures &activities - wedding
V. What happens in a creative public commons?
Select projects & experiments 1995-2003
Building and community experimentsLearning spacesCollaboration spacesCyber-conferencesNASA mars mission simulation
Building and Community experimentsin Alphaworld and Active Worlds
Sherwood Forest Towne
Learning SpacesVirtual walk on the moon with Apollo IX astronaut
Russell Schweickart
Learning SpacesVirtual walk on the moon with Apollo IX astronaut
Russell Schweickart
Collaboration Spaces –Datafusion “war room”
Collaboration Spaces –Datafusion “war room”
AVATARS Cyber-conferencesAnnual festival of the avatar commons
“the Burning Man of Bits”
Avatars2001 a cyberspace odyssey
Avatars2001 a cyberspace odyssey
Avatars2002 a merry cyber party
Avatars2002 a merry cyber party
“Serious” virtual worldsNASA Mars Mission Simulation –Life aboard the FMARS habitat
NASA Mars Mission Simulation –Life aboard the FMARS habitat
NASA Mars Mission Simulation –Volunteers modeled Mars from orbit
“Mojo” Mars
MOLA and surface texture data creating a real time model of Mars surface that is “walkable”
NASA Mars Mission Simulation –Drive on Mars – MER rovers
VI. Code of a public virtual world commonsNecessary exposure of code to the citizenry
yielding issues in control, creativity, contradiction
Platform CodeCode for authorityCode for identity & privacyCode for communicationCode for propertyCode for behavior and automataCode for economy
Kinds of Code that can affect a virtual world commons
Platform Code
Network protocolsUI affordancesAssumptions and limitations
“Locked-in” code, underlying assumptions
Code for authority
Powers granted, login profileHierarchical structuresInsurrections and schismsEarly virtual worlds emphasized a “flat” model
Began with “wizard” traditions in MUDs
Code for identity & privacy
Login, profiles - public and privateAnonymityTo appear or not to appear, the visibility questionTexting and joining permissionsBotsNo best practices, developed over time
Code for communication
Reach: loudness, whisper, public speaker, PABot intervention: spoofingTexting and other message leaving, abuseCommunication with objects, botsText – graphics modification ;)
Example of code for communicationat work in the Palace
The Palace is not the first graphic multi-user domain ever created, but it is probably the least strict. Many powers possessed by the average Palace memberópainting, spoofing, nickname-changing, etc. would be reserved for wizards and gods. The way we decide to handle these powers determines to a great degree what kind of community we are. These powers have been given to all of us as a design decision on the part of The Palace Inc., but it is important to remember that it's all software; should certain powers prove unmanageable or harmful, they may be curtailed or removed entirely from subsequent versions.
In a way, The Palace can be seen as a massive, progressive social experiment in which we are all participating. For this reason, I invite you to participate in the Community Standards Discussion Group at http://www.thepalace.com/discussion-groups.html.
Example of code at play in the Palace
IptScrae 101: Use the Palace Script Language to Automate Yourself
; spoof somebody by positioning the mouse on their mouth ; and then typing "msay blah blah" { "$1" GREPSUB chatter = chatter MOUSEPOS SAYAT "" CHATSTR = } CHATSTR "^msay (.*)$" GREPSTR IF
If you're into spoofing people (putting words in their mouths), this atomlist makes it a lot easier than using the @X,Y function. It waits for you to say anything that starts with the word "msay." When you do, everything after the word "msay" is sent to a cartoon balloon which appears at your mouse pointer's position. It then sets the CHAT string to (nothing) so that no one sees your original utterance. This is such a useful routine that you should probably keep it just the way it is.
Code for property
Building rights and easementsSharing rightsTerm and conditions of titleIdentity of object ownersBot buildingSpoofing property
Code for behavior and automata
Latches and doors/teleportersVisibility of objectsBots and their powers to build, change, represent a userK9 type bots for tracking of abusive returning users
Code for economy
Virtual currencies prices and private accountsVending systems and barter trade, gift givingPrivate object collectionsTheft of objects, prosecution
VII. Prospects for the public commonsof virtual worlds
Investment largely in turnstile environmentsNotable exceptions: Adobe Atmosphere, fully distributed, user-ownedVRML/X3D and other open efforts in nichesUniversal availability of 3D hardware, costs lowered for hobbyistsGreat deal of academic/research activity“The Metaverse” cannot make up for a reduced public commons IRL
The inevitable drift of cybersociety?
VIII. Acknowledgements and Resources
Lawrence Lessig, Julian DibbellDigiBarn Computer MuseumContact Consortium, Bonnie DeVarcoDatafusion Inc. Monsanto, Safety-KleenNASA Ames Research CenterActive Worlds Inc.Adobe Systems Inc.GeoFusionMike Heim
Online Resources
This presentation is at: http://www.digitalspace.com/presentations/lessig-class/Contact: http://www.digitalspace.com/forms/comment.htmlwww.digitalspace.com The Digital Space Commonswww.ccon.org Contact Consortiumwww.vlearn3d.org VLearn3D Special Interest GroupDrive on Mars: www.driveonmars.comBurning Man pages: www.burningman.comDigiBarn Computer Museum: www.digibarn.com
IX. Demo of Environments
X. Code and the virtual worlds commons - discussion
Make a buck, sustain high development and content creation costs (Electronic Arts example)Creating inclusive community experiences, memoryShared realities, political organizationNew medium of artistic expressionLearning spaces, research environmentsOpen source?Your thoughts?
XI. Bonus!(This has been a vision of cyberspace for a long time)
“Escape” in Finite State Fantasies (1976) by Rich Didday
“Moral of the story”