rise of the virtual-to-real labor force : from underwear to architecture jerry paffendorf
TRANSCRIPT
Rise of the Virtual-to-Real Labor Force:From Underwear to Architecture
Jerry Paffendorf
Cory Already Ate Much of This Talk’s Lunch in His Earlier Keynote So I Will
Keep This Short and Sweet
Jerry Paffendorf
This is about
Designing things in the virtual world and making them in the real world
Points from Cory’s talk
•Large-scale groups of people collaborating to make interesting things
•Significant maket in intangible goods (nearly $1 billion worldwide)
• Users consume content faster than designers can make it
• When creation is easy people will explore the design space
• Digital cool hunting and idea harvesting• Sending virtual content back out again
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VWs w/ 150,000+ subscribers, Sir Bruce, 2004 (approx. 8 mil.)
Lots of people spend lots of time in Virtual Worlds
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VW w/ 0-120,000 subscribers, Sir Bruce, 2004 (approx. 8 mil.)
Lots of people spend lots of time in Virtual Worlds
…fantasy to representation (non-$ value stays in the VW)
Their primary direction of these worlds is virtual-to-virtual…
…speaking the real world’s language through its signs
To a lesser extent there’s also real-to-virtual…
Virtual-to-Real looks ripe to me if…
•$880 million world market for virtual goods•Players routinely spend upwards of 20 hours a
week in virtual worlds•Gaming rivals Hollywood and TV in time and
money•People have a passionate interest in doing
more than “crafting”•Virtual worlds are ideal spaces for “mass-
customization”
What are you there for?
•Massively Multi-Player
•Massively Multi-User
•Massively Multi-Maker
2 Mini Cases
Threadless (www.threadless.com)
•Open Call Fashion (2D)
Second Life (www.secondlife.com)
•COPS User-Created Digital World (3D)
Open Call Model
Anyone can submit a digital proposal for something to be made in the real world, creating a large, nearly free work force where what doesn’t work is disregarded and what does work gets made
COPS Productivity Backdrop
Creativity
Ownership
Persistence (memory)
Shared Space
(Not necessarily 3D or immersive)
2 Umbrella Categories
•Pre-visualizing concepts (film, storyboarding, choreography)- to model after, to practice with, to demonstrate, etc.
•Prototyping objects (fashion, architecture, product design)- to print, build, or otherwise embody
Threadless homepage www.threadless.com
Threadless user community with shirts of their own design
Accepted Threadless design
Second Life’s Avalon fashion plazawww.spacethinkdream.com / www.riversrunred.com
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Mrs Jones’ Second Life fashion line
Mrs Jones’ Second Life fashion line
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Second Life fashion show pic
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(Jeff)
ISACer Jeff Thompson in SL in AC2004 shirt
Platforms everywhere
Breaking expectations
…and making things in virtual worlds for the real world
As video games and social software branch out…
Any takers?
The “Digital Entrepreneur” Challenge
Reality TV show or documentary for G4techtv or other network that follows entrepreneurial attempts to start profitable businesses in Second Life
•Fashion •Pre-Vis (film) •Education •Game Design •In-World Services (custom avatars, etc.)
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3D print NOT from Second Life
Looking forward:How streamlined can virtual-to-real/open call become?
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3D print NOT from Second Life
Looking forward:How streamlined can virtual-to-real/open call become?
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3D print NOT from Second Life
Looking forward:How streamlined can virtual-to-real/open call become?
•COPS (Creativity, Ownership, Pesistence)
•“Massively Multi-Maker”
•Open Call model
•“Digital Entrepreneur”
I’m interested in experimenting with these models and services.
PLEASE TALK TO ME IF YOU ARE TOO!