Explore the latest strategic trends, research and analysis Artificial Intelligence is growing rapidly. These advances are expected to have massive social consequences, which could ultimately displace jobs and require the redesign of laws and regulations. In the creative economy, applications of AI are already starting to emerge. What can creative AI do today?
Important current conditions in the metaverse industry. The Participatory Web is tools and platforms that empower the user to tag, blog, comment, modify, augment, select from, rank, and talk back to the contributions of other users and the world community.
Reputation-based public wikis, like Wikipediaare pioneering examples of participatory web technology.
Rich media-enabled social networking sites like MySpace are another. Another is the open source Flock web browser, which encourages RSS aggregation, automated blog posting, photo sharing, gathering and indexing of web searches, and other participatory technologies.
In Japan, companies like GaiaX have built social networking websites that allow their users, as one of many community options, to invite each other to online games and virtual worlds. This makes the social network the hub and the virtual worlds the occasional immersive experience .
Today's browsers are just beginning to manage 3D web capabilities 3D graphics, games, and video. Opera 9for example, includes "widgets" that make it easy for users to organize their online games. The ability to easily incorporate YouTube and other video in leading social networking sites has really improved the stickiness of online community.
Nevertheless, there is much to be done. We are very early in collaborative productivity software, like Writely Google's online word processor. We don't have robust data interchange, rich annotation video, etc.
We don't have good security, privacy, identity, or reputation.
|Gene Smiley, Marquette University||One informal analysis suggests short first names are strongly correlated with higher salaries. They are bad in several ways, and modern glyphs are little better.|
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We don't have worldwide ultra-broadband or wireless connectivity, which greatly limits efficiency and scope of the collaboration space. Within 3D spaces, we don't have easy access to professional digital modelling tools, or grid computing for data rich simulations.
There is a lot to be done, this is a very incomplete list. Countries wth better quality and more ubiquitous broadband, like Korea, are likely to have significantly higher percentages.
Hardware speed, graphical realism and interface intutiveness remain important, but they are not the primary drivers of game success, as originally envisioned by virtual reality pioneers. Hardware and interface may be more negative factors, limiting the size of the market rather than driving differential success among offerings, at least in more mature markets.
In the history of the video game industry, market share consistently accrues to stories that mentally and emotionally engage the user and are accessible by simple interfaces.
Even virtual worlds like Second Lifewhich have deficits in graphical realism several generations behind the state of the artinterface a nonintuitive system requiring real dedication to learn to use and traditional story being entirely user-driven nevertheless have a strong niche that caters to users desiring the freedom to create their own story, in a framework that encourages the marketing of their digital creations to other users.
Even for proprietary platforms consoles, portablesthe quantity and quality of software titles remains the key market differentiator . This is probably because our primary Western and Eastern cultural mythologies are fantasies and fables adapted from our distant past.
Though we can expect a broader range of fiction and nonfiction worlds, medieval fantasy dominance may be very slow to change.
There are many standards bodies: Direct3D currently leads OpenGL in video games both have major sharebut OpenGL has developed a clear lead for academic research and scientific visualization, as well as for non-Microsoft platforms.
Croquet is a potential candidate, and the OpenSource Metaverse Project is another even more recent early effort, but to date none has received major support in developer time or funding from the volunteer community.
Looking Glass is a mostly 2D environment, but desktop objects become as manipulable as pieces of paper in the physical world, with windows, objects, and tabs that move, zoom, stack, and flip in a manner that conveys an appealing weight and physicality. Combined with intuitive mouse or touch gestures for object manipulation, such future desktops promise to greatly increase the ability to manipulate and manage information.
In general, the 3D browser space presently fails to make a compelling case. We may need to see useful 3D desktops first, then an extension of this metaphor into collaborative 3D space and virtual worlds.
InGloVentures demo game RayGun pushed current GPS technology "to its limits," updating the players position once per second and making the player's "next three steps matter.
Mogi is virtual treasure game played with cellphones and mobile IM in France. Human Pac-Man was another concept game that demoed in Singapore inwhere the players used augmented reality goggles to capture pellets and run from ghosts, just like the 's video game.
As geospatial tagging geotagging or geocoding begins to be added to these games, a collaborative game reality can emerge, directing game play. Mova's Contour is a system for live action volumetric performance capture in video, mapping the performance to 3D and eliminating much of the post-production work in 3D animation.
ImageModeler by Realviz, available for all the major 3D animation packages, is another such professional tool using 2D photos as input. GeoTango's SilverEye is a similar product.essay I will be discussing whether female filmmakers in Britain find it easier to make a documentary feature than a fiction feature film in the current British film industry.
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