Review: “The Rise of the 3D Internet” Part 2

In his presentation, Intel’s Justin Rattner traces the evolution of the original web over the following stages

  • My Space
  • Google Earth
  • Second Life
  • 3D Internet

using 5 categories to describe each stage and compare them

  • Presentation
  • User Content
  • Persistence
  • Social Interaction
  • Physics

slide10.jpg

This structure makes an excellent vehicle for conveying and supporting Intel’s ultimately performance-centric/sell more hardware views of the meshverse paradigm. While these views are very important, they don’t quite tell the complete story and in some cases distort critical driving forces. It is true that ideally, people want the richest experiences possible however, what people consider ideal is shaped by many factors. A viewer’s current circumstances, how hard it is to create an ideal solution, how accessible that solution is and how effectively the storyteller crafts the illusion can influence whether or not someone has a compelling experience. Ultimately experience is the primary driver, not any particular enabling technology. People will communicate with whatever technologies are available – technology is supportive, secondary means to an end for which storytelling is the primary means. This is very clearly articulated in Computers As Theatre(see also The Meshverse Awakens) and we’ve seen very successful virtualities such as MUDs and MOOs as well as popular video games(Super Mario Bros and Sim City come to mind) that don’t require maxed out hardware. During the takes time for upgrades to hardware and bandwidth capacities to propagate, people will continue to creatively squeeze the most out of what’s available today.

Still, richer experiences are highly desirable and beyond showing how demanding a deeply immersive 3d experience is, Rattner’s presentation clearly identifies key areas anyone interested in the evolution of the meshverse should be aware of.

Related Link: The Rise of the 3D Internet Part 1

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