emerging components

auto-assembly

Emotiv and IBM collaborate on neural interfaces to enable mood expression on the 3D internet

BBC News have reported on the imminent commercial release of Emotiv’s neural interface. According to the article,

The Epoc technology can be used to give authentic facial expressions to avatars of gamers in virtual worlds. For example, if the player smiles, winks, grimaces the headset can detect the expression and translate it to the avatar in game. [BBC News]

The article also reported that,

Emotiv is working with IBM to develop the technology for uses in “strategic enterprise business markets and virtual worlds”

Paul Ledak, vice president, IBM Digital Convergence said brain computer interfaces, like the Epoc headset were an important component of the future 3D Internet and the future of virtual communication. [BBC News]

February 20, 2008 at 6:43 pm by autoassemble «« Permalink »»

Anti-Japanese Riot in Chinese Virtual World

This is old news (from July 7 2006) but its the first riot I’ve seen in a virtual world. The platform is, apparently, The Fantasy of the Journey West by Netease.

anti-japanese riot in chinese metaverse

I gather most of the remarks in the image above are obscenities. The events seem to have been triggered by the image of the rising sun appearing on the wall in a Chinese government office (below).

rising sun

According to EastSouthWestNorth,

…Peking University Department of Sociology professor Xia Xueluan said that a natonal flag is not an ordinary commercial product because it is the symbol of a sovereign nation. Therefore, to hand the flag of one sovereign nation at the symbolic place for another sovereign nation is a form of public challenge. Professor Xia said that the game’s planning and operation department should consider the social meaning of the game instead of the mere commercial value. While entertaining the public, they ought to educate and lead people to make the proper value judgments.

[Bejing Evening News via EastSouthWestNorth]

May 8, 2007 at 10:36 pm by auto-assemble «« Permalink »»
In categories: metaverse... With No Comments »

Virtual Conferencing With Added 21C Bling

Prof Hiroshi Ishigro of the Intelligent Robotics Laboratory at the Osaka University Department of Adaptive Machine Systems has been getting a lot of publicity for his android doppelganger. The BBC have a video report here. Pink Tentacle has a host of links to video footage of Ishigro’s RL avatar.

Geminoid

Ishigro wants his (very expensive) androids to offer virtual presence for executives - the 21C corporate jet. While Fortune 500 company CEOs chase IBM’s Sam Palmisano into virtual boardrooms Russian oligarchs and Chinese ministers will flaunt their new status by staging their virtual conferences in real boardrooms. Don’t think geminoids won’t have real bodyguards.

April 25, 2007 at 11:56 pm by auto-assemble «« Permalink »»
In categories: metaverse, robotics... With No Comments »

The Ethics of Virtual Milgrams and Zimbardos

Prompted by Slater et al’s paper, A Virtual Reprise of the Stanley Milgram Obedience Experiments, BBC radio4’s The Today Programme’s John Humphrys interviewed Mel Slater and Alex Haslam about the opportunities created by virtual worlds for psychologists to revisit ethically controversial , but hugely important, experiments. Slater et al found that, given sufficiently immersive environments, subjects would react normally to their scenarios (despite reminders of artificiality). The Neurophilosopher’s Weblog has a good summary of the Milgram experiments in the context of Slater at al’s work.

The Today Programme discussion focused on the potential for virtual worlds to reproduce the classic conformity and coercion experiments of the 1960s and 1970s. Ethical objections to these experiments (as a consequence of the damage that can be done to the subjects) have prevented social psychologists from building on this work for the last quarter of a century. Many social psychologists regard the discipline to have effectively stalled in the areas probed by these experiments, so much is at stake in these new methods.

There may only be a small window of opportunity for research of this type. The Guardian recently reported that lawmakers in the Bavaria and Lower Saxony are proposing stiff penalties for ‘cruel violence on humans or human-looking characters’. A Korean Times article reports that where virtual worlds are a central component of popular culture, the word, ‘hyon-P’ has been adopted to describe violence passing from virtual to actual space. The article remarks,

“It is not surprising that these situations occur in Korea,'’ said Choi Saet-byul, a professor of sociology at Ewha Womans University. She said that Koreans tend to relate online life with the real world. She said online community members’ gathering offline is an example of the two worlds merging. [source: Korean Times]

The cynical amongst us might think that as soon as virtual $ equates to $ then all other equivalences follow. An earlier article here describes the business enterprises of Ansche Chung in Second Life generating the first millionaire of virtual capitalism. Currencies of MMORPGs like World of Warcraft and Eve-Online have regularly exchanged for real $ on ebay. Clickable culture have recently reported that a corporation in Eve-Online has ‘gone public’ and is selling shares outside the game’s supported mechanics. Some recent comment has made clear that it is possible to ‘launder’ virtual currency via game time top-up cards in Eve-Online. Perhaps you have to be a new member of global capitalism to see through the peculiarly moral prejudices against the virtual: the Chinese courts have declared crimes against virtual property to be analagous in law to to those against physical property (China Daily).

The conclusion of all of this is that the ‘ethically questionable’ experiments that form the core of late twentieth century social psychology could well be reproduced and developed in virtual worlds. However, virtual contexts allow productive social psychological research precisely because they are real social spaces. Capitalism has already colonised these real social spaces and will rapidly be followed by corresponding property law. Property law will be followed by definitions of ‘crimes against the person’. Social psychology does not have very long to act before virtual domains are included in the same legal protections against abuse that apply elsewhere.

Ref:

Slater M, Antley A, Davison A, Swapp D, Guger C, et al. (2006) A Virtual Reprise of the Stanley Milgram Obedience Experiments. PLoS ONE 1(1): e39. doi:10.1371/journal.pone.0000039 [Online] http://www.plosone.org/ Accessed: 24 Dec 2006

The Today Programme (2006) BBC, Radio 4. 21 Dec 2006 [Online] Internet: http://www.bbc.co.uk/radio4/today/ Accessed: 24 Dec 2006: 11.00

December 24, 2006 at 2:22 pm by auto-assemble «« Permalink »»

Cheap Labour of the Future

Two stories collided in my aggregator today. Who ever thought that the future would pay so badly that you couldn’t get a mortgage on a job straight out of 20th century Sci-Fi? (More ….)

November 28, 2006 at 10:09 pm by autoassemble «« Permalink »»
In categories: metaverse, space... With No Comments »

Anshe Chung Worth $1 Million?

It was reported last weekend that Second Life avatar entrepreneur, Anshe Chung’s virtual property business is now worth $1 million. (More ….)

November 28, 2006 at 2:27 pm by autoassemble «« Permalink »»
In categories: metaverse, economic... With No Comments »

Fabbing at Home

This is not really a metaverse post - but it does highlight the reciprocal relationship between world and metaverse. 3PointD.com highlight a wonderful DIY fabbing site called Fab@Home. All you need is a 3D printer to get started:

3D Printer

“This website provides an open source kit that lets you make your own simple fabber, and use it to print three dimensional objects.”

November 17, 2006 at 9:20 pm by autoassemble «« Permalink »»
In categories: metaverse, fabrication... With No Comments »

MIST Machine-Translation Evaluation 2006

The (American) National Institute of Standards and Technology (NIST) makes yearly evaluations of machine translation technologies. The evaluations are based on Arabic - English and Mandarin-English translations. This year’s results are commented upon by MIT’s Technology Review. The results aren’t spectacular but there is concrete progress with Google and IBM jostling for top spot.

It would be great to see the real time translators used in Second Life where Yossarian Seattle has already provided the tools. There’s a good article on Yossarian’s translator at New World Notes and a video of it in action on YouTube.

November 17, 2006 at 2:06 pm by autoassemble «« Permalink »»
In categories: strategic, metaverse, info-tech... With 2 Comments »

IBM commits $ to metaverse

Amongst the winners of IBM’ s internal competition to generate ideas worthy of investment is:

3D Internet: Partnering with others to take the best of virtual worlds and gaming environments to build a seamless, standards-based 3D Internet — the next platform for global commerce and day-to-day business operations [source]

Reports over at eightbar here and at Reuters, here.

November 15, 2006 at 4:57 pm by autoassemble «« Permalink »»
In categories: metaverse, economic, info-comms... With No Comments »