The ARCH


Tutorial: How to Replicate a Real Life Building in Second Life

One of the most frequently requested services I receive as a freelance builder and consultant in Second Life is to replicate real-life buildings. While I’ve written a lot (here, and here) about the potential for a new (non-replica) language of purely virtual architecture, based on the inherent characteristics of the virtual environment, I strongly believe there is a potent value in the replication of physical architecture as a point of reference, a springboard for further development, or simply a kind of iconic 3D logo for organizations entering virtual worlds.

During a replication project I recently completed, I documented my process step by step, in order to create a tutorial. I had planned to integrate this with screenshots, a wiki and, of course, machinima - Torley Linden style, but I haven’t been able to find the time to do it right. In the meantime, I thought this text-only version might have value to anyone attempting this process. Please keep in mind that there are many, many, many ways to do this. What I’m describing here is simply the process I’ve gotten used to. I’m sure there are better, more efficient ways of doing this, so I plan on adding what I’ve started to the SLfoundations.org wiki Chip Poutine set up last year as soon as they are back online (apparently they’re moving their datacenters atm), so you’ll be able to post your ideas, experiences and improvements to this process. Perhaps someone else will take up the screenshots/machinima elements to make this tutorial more effective?

I will also include a spoonful of shameless self-promotion… If you would rather hire someone else to replicate a building for you, or need any virtual design/build services (and you have a reasonable budget for professional service), please don’t hesitate to ask for help!

Step 1: Importing the Plans

You’ll want to start with, whenever possible, a simple plan graphic with enough detail to build from, without being too cluttered with construction information. If you have the CAD files and know how to use AutoCAD or some similar software, you can turn off most of the dimensional and label layers so you’re left with only the information you need. Everyone has a different method, but I typically use the Export as EPS (make sure the whole drawing is zoom-extents on your screen when you export. Then open the EPS file in Photoshop at about 500 dpi or more. Duplicate the background layer, then add a ‘Stroke’ modifier to the new layer. Make it 1 pixel wide and black. Make a new blank layer, fill it solid with a white paint bucket and merge the stroke layer down so the stroke is rasterized. You should then have a fairly workable plan graphic. You can experiment with import dpi - if its a huge plan, you might need it to be bigger than 500 for the right amount of detail to show up. You also might need more than 1 pixel wide stroke for the lines to show up properly.

This may sound strange, but sometimes you can even use the Fire Escape Route Plan diagrams found in many public building corridors. They’re often very accurate, and simplified to include only the elements you really need to recreate the building.

Open the file in Photoshop (all descriptive terms will assume Photoshop CS3 since it’s all i know! Feel free to augment this tutorial for other applications!)

Make the ‘canvas size’ ( Edit > Canvas Size ) of the image square. Be sure the ‘Relative’ option is un-checked so it doesn’t stretch the image. For example, if it’s currently 10 x 25, change the canvas size to 25×25. This will add blank space on the sides, and retain the proportions of the image.

Optional step: Use a ‘magic wand’ tool to select the outer blank space of the plan. Then, invert your selection (Select > Inverse ) so only the plan is selected. Then, press ‘Q’ or Enter Quick Mask mode. Save the file as Targa (tga) at 32 bits/pixel with Compress unchecked.

In Second Life, import the plan. (File > Upload Image). It will cost you a wopping 10 Lindens.

Rez a Huge Prim. Depending on the size of the building, I recommend either a 100×100x.01 or a 20×20x.01 (If you don’t have Huge Prims aka Megaprims, you can buy them at SLExchange or OnRez or any number of in-world stores).

In your edit window (Tools > Select Tool > Edit) , check ‘Select Texture’. Click the top face of your Huge Prim. Back in the edit window, click the little square image just above the word ‘Texture’ and browse to find the image you uploaded.

Rez a regular cube prim. If you want to build your replica at 1.5 times real life scale (highly recommended for proper avatar navigation, etc… just trust me on this, do NOT build it exactly to scale or your build will be just about useless… if anything, you’ll want to build it bigger - some even recommend 2x real life scale, but I usually go with 1.5x)

Change that cube prim’s dimensions to 1.5×1.5 (or 2×2 if you want to replicate it at 2x RL scale). Find an exterior or entry door on your plan. Move the 1.5×1.5 prim near that door.

Select that plan texture on the huge prim again and use change the ‘Repeats per Face’ numbers until the door width matches your 1.5×1.5 prim. Most entry doors in real life are about 1 meter wide - give or take a little. So, by making the door in that texture the same size as your 1.5×1.5 meter prim, the rest of your building will end up at about 1.5x real life scale.

If you’re lucky enough to have elevation drawings or section drawings, import those the same way and place them in their proper locations relative to the plan. The same goes for second and third floors, etc.

To import second and third floors, it often helps to go back to your first floor graphic and add the new plans as additional layers to that drawing. Delete the outer blank spaces of the new plans, and align them with the first floor. This way, you can copy your original Huge Prim straight up (z-axis only), add the new texture and it will be already set with the exact same proportions, in the exact X,Y coordinates, and Repeats per Face settings, etc.

If you don’t have elevation drawings, you can take an exterior photograph and use a polygon lasso to copy a typical ‘bay’ of the exterior. Then paste it into a new file and edit>transform>distort it until it is orthogonal (horizontally and vertically straight). Then, paste and copy that bay to make several identical bays to create the whole elevation. Try to match the proportions of this flat elevation with what it looks like on the photograph. When you’re done, edit the Canvas Size so the image is square. Import the image into SL. Map it to Huge Prim - most likely a 20×20x.01 will be most useful, but for very small builds, a regular 10×10 might be big enough.

Line up the elevation image with the floor plan. Again, use the ‘Repeats per Face’ fields to get it to match the scale. However, try not to distort it too much - you want it to look as close as possible to the proportions of the actual building.

At this point, you should be in good shape to start building. The first thing I do is look for elements of the building that are repetitive. For example, most buildings will be built on a ‘bay’ module. Typically I like to build one of these bays, from the ground to the top floor - including all windows and materials.

To make prim-efficient windows, you might consider using the .tga or Targa file format - using the masking/alpha layers in Photoshop in order to create a single texture including the frame, mullions, and some glass reflectivity. This might be excessive, but sometimes I try to find an image of what the scenery looks like opposite the building I’m replicating. I then put that image over the window texture and fade it back to reduced opacity. Then, I use a ‘feathered’ selection oval to grab just a tiny bit of that background image in my targa file. If you select too much, or too close to the window frame, you can always do a non-feathered selection around the frame just to clean it up and get it out of the alpha selection. With some trial and error, you should be able to create a window that looks clear, but has a slight (and accurate) reflection.

Back to the repetitive bay element… I then ‘link’ this bay when its finished (ctrl-L), making sure to select an outer edge as the parent prim (the one that glows yellow once the link is established - last prim selected). Then, I check the ‘Copy Selection’ box, and click the outer face of the bay to create the next bay (if none of the edges work well for Copy Selection, you can always make an invisible flat prim and use that as the copy selection face, then delete it after - but you’ll have to be careful, because this can sometimes leave a little sliver between the two).

At this point, replication of real life buildings becomes quite improvizational. You’ll need to make decisions that are specific to your project as to how it would be best replicated. Sometimes there will be parts of the building that won’t necessarily have value in the replication that you can decide to leave off or simplify. I also don’t recommend building every single interior wall as it is in real-life, unless the building is to be used for orientation or training. It is generally (although not always) unreasonable to expect a virtual replica of a building will function the same way the real-life building does.

After completing the exterior, and interior, the finishing touches of landscaping and entourage can really make a huge difference. Adding such things as sidewalks, streets, park benches, streetlamps, etc. add a nice finishing touch.

There is a lot more to it, but I hope this tutorial will help you get started!

Please feel free to contact me anytime at 608-219-9318, or jbrouchoud@gmail.com

Thanks!

Jon Brouchoud / Keystone Bouchard



Second Life’s Enterprise Boom

Here are a few tremors from this week’s roundup from the virtual frontier:

BusinessWeek - “Moving beyond Second Life marketing, many companies are infiltrating virtual worlds for employee meetings, mixers, and recruiting.” http://businessweek.com/technology/content/may2008/tc2008052_842516.htm

“To save money in these tough times, universities, conference planners and global firms have started holding gatherings for far-flung employees and students in the online world known as Second Life” http://www.latimes.com/news/printedition/front/la-fi-secondlife10-2008may10,0,2472150.story

“…all those who dismissed Second Life out of hand on the basis of those earlier reports slowly realize their rationale has eroded out from under them.” http://nwn.blogs.com/nwn/2008/05/backlash-revers.html

“Today I set a new virtual work record, spending six hours straight in Second Life doing what could be described as work.” http://peterquirk.wordpress.com/2008/05/09/an-experience-of-working-in-second-life/

The employee-centered virtual workplace: “I have started to imagine a workspace where I position near me the offices or desks of people I interact with (or would like to interact with) most frequently.” http://peterquirk.wordpress.com/2008/05/04/the-employee-centered-virtual-workplace/

National Center for Telecommunications Technologies has recently purchased a Second Life Island and are in the process of partitioning and building out… “We believe virtual world use will continue to grow - especially as the price of fuel continues to rise and travel costs grow.” http://ictcenter.blogspot.com/2008/05/virtual-worlds-in-workplace.html

Other good reading I have yet to link (via NWN): Forbes article “How to Spark Remote Learning” and “Virtual Innovation

In a post on Cisco’s blog this week, Dannette Veale comments on the BusinessWeek article by pointing out that, “Cisco Sales Associate Program (CSAP) at Cisco is using Second Life as a meeting place for their globally dispersed team. The CSAP folks get together in this virtual environment regularly to ensure synergy with their program and to talk about the latest in technology such as WAAS and virtualization. The team is also leveraging the virtual environment for team building activities like global team photo days. This leads to a sense of belonging to something greater than ones self, to a sense of being part of something.” http://blogs.cisco.com/virtualworlds/2008/05/working_virtually.html

Yet, with all of this excitement and positive energy building, I was alarmed and a bit saddened by Christian Renaud’s well-reasoned prediction that Second Life will fade into the sunset in the next 24-36 months. Read more here: http://www.christianrenaud.com/weblog/2008/05/the-future-will.html

We’ll see about that.



Smart Buildings - Strategies for Saving Costs & Generating Revenue: Streaming Live into Second Life from the Serious Games Institute
May 11, 2008, 8:58 pm
Filed under: rl architecture | Tags: ,

“Integrating Physical and Virtual Worlds to Add Real Value to Buildings”

Serious Games Institute Technology Workshop - Smart Buildings - Strategies for Saving Costs & Generating Revenue

This coming Wednesday , May 14th at 4:30am SL-time, an event taking place in the real world at the Serious Games Institute (SGI) in Coventry, UK will be streamed live into Second Life. Please ensure that you can view video in Second Life prior to the event by having the latest version of Quicktime installed on your computer. IM Pall Ariantho if you need help or more details, or visit the Second Life community events listing HERE.

This workshop aims to introduce partners and participants to a new concept in smart building technologies. Traditionally, smart building technologies have focused on cost reductions and environmental sustainability. The workshop will explore the latest developments for integrating physical and virtual environments to improve the cost effectiveness of next generation building management technologies but in addition, it will also explore new opportunities to use buildings to generate income or add value to buildings through visitor relationship management and richer experiences.

Agenda  (note: these are  British Summer times, which is 8 hours ahead of SL-time (PDT):

12:30 – 12:45    Welcome

David Wortley, Director, SGI

12:45 – 13:00    Outline of the Day
Sara de Freitas, Research SGI

Interactive Sessions with Q&A

14:00 – 14:30    Integrating physical and virtual worlds for cost effective
building management & control.

Oliver Goh, Business Development Manager, Implenia

14:30 – 15:00    The Eden Project – sustainable Development and Visitor
Education

Howard Jones (Eden Project) & Jane Lewis (Cisco)

15:00 – 15:30    Using Technology to create added value to buildings

Roger Saunt, Sales Manager, Venue Solutions Ltd



Exodus to the Virtual Workplace, Part 3

Assuming I have established a viable case for the 3D virtual workplace in post 1 and 2, what about the actual planning, design and virtual architecture required to support it? What are the new characteristics of this environment that deserve consideration when developing a virtual workplace? There is a lot to cover here, but I’ll do my best to include the main areas I think deserve the most attention.

First of all, the entire concept of user-generated content adds a unique twist to the virtual workplace. The ability for employees to build and customize their own spaces presents a whole new opportunity not possible (to this extent) in the physical workplace. The visual metaphors workers can evoke with 3D content can be quite illuminating. Erica Driver posted some excellent insight about this in a post back in February that I didn’t see until just last night - well worth a read. Every individual and team can customize their spaces to reflect their interests and status. Ultimately, there is no limit to the amount of creativity people will exhibit when given the opportunity and the tools to create anything they can think of. What they choose to do with those tools can convey a lot about who they are, and what is important to them - valuable currency in any kind of team-based collaboration.

Synchronous presence is also an obvious benefit to working virtually, but what about asynchronous presence? In a previous virtual workplace project I worked on, we employed a kind of ‘totem’ system whereby each employee had their own totem to rez wherever they wanted to suggest their interest or presence. The idea was that, if each project in a company had several employees working on it, they could each rez a totem nearby, so anyone could assess at a glance who was involved with which project . In workplaces that are more self-organizing, this can be an informal yet highly effective way for employees to suggest their interest in joining a particular team or working on a specific project. Taking it a step further, the totem can be programmed to communicate with a back-end database storing additional information pertinent to that employee’s status - such as on or offline, a list of projects they’re currently working on, their daily schedule, and more.

Virtual interaction also brings a lot of new opportunity for improved methods of communication and collaboration that are native to virtual environments and not easily achieved in physical reality. Obviously a personal favorite of mine is Wikitecture, which I think could also be a very useful tool in virtual workplace development, but there are quite a few new tools being developed, such as MIT’s virtual conference rooms that have the potential to make virtual meetings even more effective than real life ones. I think it will be interesting to see what Peter Quirk comes up with in this area as well. His most recent post (found here ) has some interesting thoughts on the topic, especially observing the immediate realities of Second Life interface, and what can be done to improve it for virtual work. The 3D cameras Mitch Kapor recently demonstrated will certainly improve the capacity to more naturally communicate in a virtual world. We have only scratched the surface of what a 3D interface can do to enhance collaboration, conferencing and communication.

In terms of actual deployment, it isn’t enough to simply buy an island and let employees build whatever and wherever they please, imho. It might be a useful temporary exercise in helping employees experiment and explore, and perhaps strong communication between employees might result in a coherent and useful workplace infrastructure, but chances are, it will result in a hodge-podge of stuff without any coherent order (see our first experiments with Wikitecture illustrates the outcome). This might be OK if it is always the same group working together on the same projects consistently, but it can quickly become challenging or impossible for new employees to understand and navigate, and does nothing to communicate the company’s core values, goals or vision. It becomes an exclusive function of individual expression, with no sense of direction.

On the other hand, a highly structured and polished workplace isn’t necessarily the right approach either. Without some degree of flexibility or room for employee expression, the place will remain sterile and lifeless. It is best to find a balance between the two extremes. There are lots of ways to approach this, but one of my favorites is what I think of as ‘bone and muscle’ approach. With this concept, you establish a coherent structure or backbone that organizes teams, departments or shared group workspace elements of the workplace, then encourage the individuals and teams to customize their spaces with their own content and design. In this way, the organization is able to establish a common visual language and wayfinding strategy for the shared infrastructure, yet employees are able to enjoy the freedom and expression of their own interests and abilities. It is not unlike a city infrastructure - starting with roads, sidewalks, public plazas and land parcels (the backbone), with independent architectural creations (the muscle) completing the urban fabric. I employed that technique on this project, and used a similar strategy for Architecture Islands infrastucture, for the arcspace build and, to some extend on Clear Ink Island. In each case, I learned something different about the various ingredients that need to compliment the architecture in order for community and productivity to thrive so it doesn’t whither on the vine, but that will be the topic of another post.

The jury is still out on this debate, but there is certainly a question of whether an organization should simply replicate its physical architecture exactly as it is in real life, and use it as their virtual workplace. My personal feeling is that fresh virtual context brings new opportunities and deserves fresh ways of rethinking the architecture. Having said that, I still think there is distinct value in replicating a building, but only if it is a signature piece that has some value or is easily recognizable and reinforces the organizations identity or history. In this way, the building serves as a kind of logo for the organization. However, I don’t think it is appropriate to replicate the entire building exactly as it is built in real life, unless it is to be used as a tool for training and orientation. Not only will it feel strange to the avatar scale, but it will also feel too enclosed and uncomfortable. Perhaps the replicated architecture can serve as a kind of backbone structure upon and around which a more free-form level of customized environment can emerge. However, in the end, it is impractical to expect that a building will function the same way it does in real-life when replicated in Second Life.

In cases where no signature (or singular) building exists, perhaps the virtual architecture can achieve that identity in ways the real-life architecture could not accomplish. In a project I recently worked on, the company CEO suggested that one of the primary goals of the project was to give the employees the sense that they are still all working together under one roof. Early in the company’s history, all of their employees worked together in the same space and shared a sense that they were all working together in the same space. As they grew, and opened other offices around the world, they lost the sense that they were all working together. In this case, the goal for the virtual workplace was to serve as a functional and visual metaphor that the employees could still, in a sense, come together and work in the same shared virtual space. In this way, the virtual architecture can serve as a powerful visual metaphor, helping to solve a core challenge the company is facing in a way that physical architecture could never achieve.

In physical reality, the expressiveness of architectural form is necessarily limited by forces such as resale value, and regional context, not to mention laws of gravity and protecting inhabitants from the elements. For the most part, a virtual workplace is free from such limiting factors, allowing for a far more referential expression of a company’s organizational structure, core values and vision. Where virtual workplaces lack, they more than compensate for in opportunities and advantages not possible in real life.

For these reasons and more, the time is absolutely right for any company, large or small, to start exploring the potential of a 3D virtual workplace.



Exodus to the Virtual Workplace, Part 2

Lets start with a brief thought trial before I get too far. Take a look at this familiar list of just some of the businesses who have have some level of presence in Second Life: Accenture, AccuWeather, ABN AMRO, Aegon, Ajax Football Club, Alcatel Lucent, AMD, Armani, Autodesk, Ben & Jerry’s, Boots UK, BMW, BNP Paribas, Calvin Klein, Cecile: Ginza, Circuit City, Cisco Systems, Citroen Brasil, Coca-Cola, Coldwell Banker, Comcast, Congrex, Crowne Plaza, Dell Computer, Domino’s Pizza, Europ Assistance, Fox Atomic, Fujitsu Siemens, HermanMiller, H&R Block, Gax Technologies, Head Resourcing, IBM, ING, Intel, iVillage, Jean Paul Gaultier, Kelly Services, Keytrade Bank, Kraft Foods, Lacoste, Level 3, Major League Baseball, Mazda Motor Europe, Mercedes-Benz, Microsoft Visual Studio Island, MovieTickets, NBA, Nissan, One Manchester, Orange, PA Consulting, Packaging & Converting Essentials, Peugeot, Philips Design, Perfect Card, Pontiac Main Island, Randstad Holding, Reebok, Reuters, Samsung, SAP Network, Saxo, Sears, Semper International, Sony|BMG, Sony Ericsson, Sprint, STA Travel, Starwood Hotels, Sun Microsystems, Sundance Channel, Suruga Bank, TAM: Airline Brazil, Telecom Italia, Telstra Big Pond, TELUS, Thompson NetG, TMP Worldwide, Toyota, UGS, Unitrin Direct Auto Insurance, Vivox, Vodafone, Warner Brothers, Wipro Technologies, Wirecard Bank AG, Xerox. (SLurls to most of these places can be found on the SL Business Communicators wiki )

I won’t even hazard a guess as to the combined total number of employees working for these companies, but I’m sure its astronomical. To be fair, what we might call ‘presence’ is, for the most part, a combined total of thousands of square miles of vacant ghost-sims left in the wake of last year’s hasty marketing boom. But, just for the sake of argument, lets imagine that technology continues to advance exponentially, and that 5 years from now, virtual worlds will make telecommuting feasible for just 1 percent of the employees these companies represent who don’t already telecommute. What kind of an impact would that transition have on the physical architecture that traditionally supports the workplace? What if it were 5 or 10 percent? What about 10 years from now? Lead-times on planning, designing and building physical architecture can easily exceed 5 years, so I don’t think I’m being unreasonable to think that far ahead. Would we stand to gain anything from a workplace exodus on that scale?

I think so.

Stepping back into the present and more immediate future, here is a summary of just a few forces I think will drive development of the virtual workplace, described in greater detail later in this post. There are many more factors involved, but these are the ones I think are most closely tied with the advantages of a 3D virtual workplace versus telecommuting in general:

  • Remote worker isolation
  • Rising cost and rigidity of physical space
  • Commute time and cost
  • Environmental benefits
  • Decreasing necessity of physical presence

As far as the specific characteristics of virtual worlds that lend themselves to workplace environments, I won’t reinvent the wheel, but will instead quote directly from Peter Quirk’s excellent post on the same topic (read the full post here ):

  • by making meetings more engaging than is possible through 2-D web conferencing solutions
  • by creating a sense of a workplace separate from the employee’s home environment, helping to focus the employee on the tasks at hand
  • by creating places for real-time collaboration with other employees
  • by creating a workplace that can be seen from afar, reducing the likelihood that the remote employees will be “out of sight, out of mind”
  • by creating places for remote workers and their office-bound colleagues to hang out with each other over lunch, after work, or after long meetings

Starting with remote worker isolation, it has long been known that one of the most common challenges for telecommuters, and their in-house peers is the perception of isolation. Often, remote employees can feel distant or left out of the daily pulse of the physical office. Opportunities for chance encounters and informal socialization are lacking, which can have a negative impact on the teleworker’s ability to feel connected to the rest of the team. Virtual workplaces can readily enhance the sense of presence, and bring remote employees together. As collaborative technologies continue to emerge in virtual worlds, teams will be able to effectively work together in a shared space, even though they may be located in distant geographic locations. In my opinion, collaboration technologies in virtual worlds are still the weakest link in the movement toward the virtual workplace, but there are good reasons to believe that these challenges will be overcome in the months ahead. Until that time comes, the ability to do real work beyond immersive collaboration, communication and 3D simulation is just out of reach. I’m definitely not suggesting to wait on collaborative technology; that would be a mistake, imho - more on that later.

I don’t think we can overestimate the expense of the physical architecture required to support a workplace environment. It is incredibly expensive to build and maintain, and very expensive to change. Virtual architecture costs are minuscule in comparison and far easier to change. It behaves more like a liquid than a static artifact, and has the advantage of being very flexible. It can shift-shape on the fly to reflect the specific needs of that moment. Furthermore, data can be integrated such that the entire workplace environment comes to life with active and dynamic data that is directly relevant to the work being done. Taking this a step further, the architecture of the workplace could even become reflexive or intelligent, insofar as it can recognize and respond to the number of people occupying a space, or even change scale to reflect traffic patterns and popularity of some spaces over others. This kind of flexibility and data integration into the architecture and virtual interface of the workplace itself might seem trivial at first, but I think a fully functioning environment imbued with relevant data and responsiveness could lead to a whole new workplace structure and methodology.

Furthermore, when you look closely at what people actually do when they work together in an office that seemingly necessitates physical presence, it becomes evident that there are several modes of collaboration that could just as easily be accommodated in virtual spaces. When people do sit down and work together in a physical space, what is it that they’re doing that cannot possibly be accommodated in a virtual workplace? Viewing PowerPoint decks? Looking at a white-board? Conference calls? Virtual worlds already accommodate these activities quite well, and are getting better at it (so too thinks Forrester if you feel like splurging for the $279 report), so it won’t be long before the majority of daily interaction can just as effectively transcend physical space for virtual space. In the near future, I believe we might finally be able to transcend PowerPoint with new modes of virtual presentation and relevant data integration within the virtual space - but we’re not quite there yet.

Obviously, nothing can replace physical presence when it comes to high level business interaction, where the nuances of body language are vital, but seriously, what percentage of workers actually engage in this kind of top level strategic management meetings on a daily basis?

Another obvious scenario leading to the rise of the virtual workforce is the cost of commuting. Not only is it becoming more expensive, it is becoming increasingly crowded and less desirable. CEO’s for Cities recently posted some thoughts on the Forbes article on the same topic. The time-starved lifestyles many of us lead invite any opportunity we can find to save precious time. Spending 30 minutes in the car driving to and from work is a major loss of valuable time. Spread out over the course of a week, a 30 minute commute (not uncommon by any means) could shave more than 6 weeks worth of workdays over the course of a year.

Think twice before criticizing virtual workers for spending time customizing an avatar if you spend 260 hours a year stuck in traffic, commuting to a redundant workplace.

It is also of vital importance to note that virtual workplaces are incredibly ‘green’ by nature (see ‘Greening the Workforce‘). The ecological footprint of a physical building, the energy it takes to create, condition and maintain it, along with employee commuting utilizes a massive amount energy. Of course, virtual world servers take a lot of energy too, but only a tiny fraction of what is required to maintain a physical building. I’ve even gone so far as to argue in previous posts that real life architectural projects should even be able to secure green accreditation by incorporating virtual spaces instead of physical spaces. What percentage of employees working in a typical metropolitan area actually depend on physical proximity to their colleagues every single day of the week anyway? Imagine the economic and environmental savings if even a fraction of those employees could conduct their work as efficiently in a virtual workplace.

[update: This chart, via CoolTown Studios is a great place to start considering the environmental burden of the daily commute: http://www.cooltownstudios.com/mt/archives/001295.html]

Finally, the design and construction of real-life architecture is not only expensive, but very time consuming. It is not uncommon for the turnaround time on a project to be several years. Second Life, in its infancy, has already demonstrated its viability as a platform for collaboration now. Imagine what the technology will look like several years from now. The virtual workplace certainly won’t be right for everyone, or every circumstance, but given the evidence and logic supporting its current and future value, I think it is naive to avoid some level of research and experimentation at this point. The pace of real-world architecture certainly doesn’t advance exponentially the way technology does. Personally, I don’t find it difficult to imagine newly minted office buildings sitting vacant long after the intended function transcends the building’s usefulness. The 2D web changed things quickly, but virtual worlds will be quicker.

Next up: Characteristics and opportunities of virtual environments worth considering when developing a virtual workplace.



Exodus to the Virtual Workplace, Part 1

Virtual Workplace

I’m often asked if it is actually possible to make a living practicing virtual architecture in Second Life. As it turns out, I have indeed become quite a virtual Bedouin lately, and have been lucky enough to derive an equal or greater income working in Second Life than I could ever earn in real life practice. However, virtual consulting isn’t immune to the inevitable ‘feast or famine’ phenomenon real life practitioners face, and I still enjoy balancing virtual work with real-life practice.

As common as this might sound to thousands of others who also work virtually, it can be a shocking, perhaps unbelievable reality to the uninitiated. It certainly took some getting used to, and tuning in to the process and methodology of virtual work has been an unusual experience, to say the least. However, it has shed light on the potential for virtual interaction with clients and colleagues in ways I would never have understood any other way. I write plenty about virtual architecture itself, but there is as much to be said about the roll of the virtual experience itself.

To start with, there is something almost magical about virtual interaction and embodiment. Once the learning curve is behind you and the interface fades from the forefront of your consciousness, the experience can become incredibly immersive and engaging. It doesn’t take long before you achieve the sense of actually existing ‘inside’ a space with other people present, though you may be thousands of miles apart. This sense of presence and enhanced communication are key characteristics of the virtual environment that lead me to believe, with increasing confidence, that virtual workplaces are absolutely right for virtual worlds.

I’ll step even farther out on that limb and suggest that, of all the growing markets in virtual worlds, I think the advent of a truly virtual workplace will have the most immediate and far reaching impact on the shape and quantity of the physical architecture that has traditionally supported it. Everyone knows that kid-worlds and entertainment are the next big thing for virtual worlds, but when it comes to the impact virtual worlds will have on physical architecture, the real world workplace is in for a major face-lift, imho. Of course, it will be the continuation of an existing trend toward remote workplaces, but I believe we can expect to see an even more dramatic transformation in the workplace architecture of the real world in the (near) future.

I definitely cannot claim to be any kind of authority on the subject of workplaces, but working virtually with clients and colleagues on a regular basis has been quite illuminating. I’ve also done my best to track advances in the virtual worlds and their affect on real-life architecture for several years now, since devoting my Master’s Thesis in Architecture to the subject. I even had the opportunity to help design and build a fairly comprehensive virtual workplace for a company using Second Life to augment (and at times replace) their real life offices while working at Clear Ink. The success of these efforts has been mixed, but I’ve certainly learned a lot, and have never been more sure of the value virtual workplaces can bring to any organization.

As is the case with just about everything I read (and write) about virtual worlds, there will be some that yawn at this proposition, knowing full well this is going to happen (or is already happening). Yet others will dismiss the idea as total lunacy. Such dichotomies are the stuff of life on the virtual frontier, I suppose - but I’ll go on with my manifesto nevertheless, in case anyone is still reading. ;-)

We can see that workplaces are already in the process of total reinvention in the wake of the telephone and 2D web, and hundreds of millions of dollars have been spent in the process. The new lexicon describing the ‘teleworker’ phenomenon brought us words like office-pooling, JIT spaces, hoteling, and hot-desking - words that have boomed and faded then boomed again. These workplace transformations continue to impact workplace design and are doing so in an alarmingly brief space of time. The transformation isn’t limited to the office either, it is also changing our homes. As more people begin working from home, many remote workers have been forced to re-think their residential space, converting dining rooms and basements into home offices, or building additions to support these new space requirements. This is nothing new. The advent of remote working is already transforming physical architecture in a big way.

As the web extends into a third dimension, I think it is safe to assume we will see a similar transformation resulting from the advent of the 3D virtual workplace that will require new kinds of spaces, and new terminology. Some of it will borrow and build on existing trends, but this time around, the added dimension will require us not only to examine the impact on the physical workplace, but to also consider the architecture of the virtual ‘places’ as well. The current generation of teleworking challenged technologists, graphic designers and web developers to examine how web-based 2D communication channels can assist remote workers, but what will happen, and who will be called upon, when the virtual workplace transforms from a 2D page into a 3D place?

Having worked on several real-life facility planning projects, I have seen firsthand the amount of time and money companies need to spend in the development of the most efficient and appropriate office environment. Teams of in-house managers, architects, interior designers and facility consultants are brought in to carefully examine existing work-flow patterns, team structures, traffic movement, impromptu social habits and more. Designing an efficient workplace requires the team to carefully consider each of these characteristics, interview key staff members, and design a new workplace that is right for the organization. A well crafted crafted workplace is designed to accommodate and reinforce the organization’s core goals and values. I think, as an architect of the virtual world, it would be wise to start borrowing from this process and employing the same comprehensive research and design methodology to the 3D virtual workplace, finding ways in which virtual architecture can also serve to reinforce a company’s values and encourage efficiency.

In the next post, I’ll examine some of the benefits and catalysts I think will contribute to the growth of the virtual workplace. I’ll follow up with some of the characteristics and opportunities of virtual environments that I think are worth considering when developing a virtual workplace.

This post’s title was inspired by Edward Castronova’s insightful book ‘Exodus to the Virtual World.’



Casting Shadows

These past few months have brought about a rather exciting surge of announcements and renewed energy around the OpenSIM project, the open source virtual world platform. Though it is still alpha level code, the future potential is obvious, especially for those of us anxiously awaiting the ability to import 3D models created, textured and rendered in external applications like 3D studio, Blender, etc. This ability brings with it the promise of several game-changing opportunities, not the least of which is establishing a dynamic link between Building Information Models (BIM) and virtual environments.

Some of the most visible and promising new features cooperating with OpenSIM are coming from a Finnish group called realxtend. The actual look and feel of OpenSIM is very similar to the Second Life environment, but the realxtend client/server combo includes several enticing new items. For one thing, the File menu now contains an ‘Import 3D model’ option - and it works!  Also, under the prim-editing menu, you’ll find the ‘cast shadows’ option. Yeah, seriously… ‘cast shadows’… can you imagine?

What’s more, even a technical newbie such as myself can download their server code, and open your very own sim running on your own home computer. Better still, you can invite others into your sim to see what you’ve been up to. If you want to go beyond basic exploration, you can host the environment on a more powerful server for less lag and a smoother experience. Visitors to your personal sim can even teleport to and from the Second Life grid, and to other OpenSIM grids as well.

Within just a few hours, I had my own little world running on my computer. Shortly thereafter, I had imported my first 3D models created in 3DStudio. I suddenly had that same sense of urgency and excitement I experienced when I first started working in Second Life. My imagination ran wild!

You might think this experience would lead me away form Second Life itself, but I actually feel quite the opposite. I’ve never felt so confident and comfortable with the time and energy I’ve spent learning and promoting Second Life. It isn’t just OpenSIM either, but none of the new emerging platforms I’ve tried so far show anywhere near the same promise, in my humble opinion, as the combination of Second Life and OpenSIM.

Speaking purely in terms of professional/business applications, or as a platform for architectural practice and collaboration, I’m not convinced that Linden Lab shares the same vectors of interest as the more ‘platformist’ professionals who often think of it as a tool instead of a place, nor should they. The community, and the economy are vital, yet incredibly fragile components of Second Life - a combination that doesn’t lend itself well to liberal new-feature testing. Just like Philip Rosedale emphasized at SLCC last year, Linden Lab can only operate like a ‘lab’ for so long before they have to pull back a bit on experimentation and turn more attention to the ongoing challenges of performance and stability.

But when you combine the vital core elements of community and commerce with the features possible in OpenSIM-based grids, it seems a win-win combination. Despite the never-ending flow of criticism and complaints, I think Linden Lab is doing an outstanding job with Second Life, and I think they’ll be very hard to catch. But I’m excited and glad that the more specialized interests can now have their freedom, their privacy, their security, and any new feature they have the wherewithal to invent. I think Giff Constable said it best, “if something needs to be fixed, you can roll up your sleeves and fix it rather than crossing your fingers and waiting for someone else.”

Cory Ondrejka suggested in a great post today that “Attempts to strongly separate “play” and “work” virtual worlds will stunt the growth of both. Communities that play together work together better. And vice versa.” I think that statement reinforces the notion that the combined effort of SL and specialized OpenSIM places is a healthy mix. I might “work” in my Crescendo Design OpenSIM island, meeting with clients and bask in the greatness of prims that can ‘cast shadows,’ but it will surely get lonely in there. I’d be constantly checking my mini-map for green dots, and missing out on all the great stuff Second Life has to offer as a place, and not just a tool. When its time for a break, I can teleport back to SL, and enjoy the best of both worlds.

The combination of features I think are requisite for a virtual world explosion in professional practice are a tricky, yet inseparable kit of parts. For this reason, I don’t have a lot of faith in the other platforms aimed at surpassing Second Life. Just importing 3D models, or better graphics alone are nothing without a rich and diverse community.

Even if you include model-imports and community, what about object permissions? For 3D collaboration to work, you need a fairly robust permissions strategy, and a lot of the new platforms currently overlook this feature completely. I think most of us completely underestimate the genius and power of the prim system and in-world building tools. In fact, by the time you carefully prepare a 3D model with enough detail to look passable up-close in a virtual environment, you end up spending a comparable amount of time on it as you would if you had built it with prims in the first place. Furthermore, once you import it - its essentially frozen, since you can’t modify any part of it without re-rendering it and re-importing it. It would be a disaster for virtual collaboration if we lost that ability.

The community is equally critical. Even if, for example, Autodesk were to introduce avatars into Revit, they couldn’t possibly deliver as diverse of a community of non-architects. If you aren’t convinced that a public, global and diverse community is important in the future of architectural practice, keep an eye on Studio Wikitecture. That’s just the beginning.

I could be wrong, but when I add it all up, I still haven’t seen another emerging platform that includes both in-world building tools (with permissions system) as well as 3D importing, alongside an incredibly robust community and economy. Even if there were a potential competitor, they are nowhere near as far along as Second Life at solving the plethora of challenges and nuances of successfully running a virtual world (which happens to be yet another area I think many of us totally misunderstand and underestimate). By the time a competitor catches up with where SL is now, SL will be that much farther ahead.

In conclusion, I’m confident that Second Life is still a very safe and smart investment of time and money. I’ll admit to knowing very little about the back-end underlying this technology, which is why this post could be all full of baloney. But from what I can tell, the combined trajectories of Second Life and OpenSIM are a winning combination, and hold the underpinnings of what I think will be the next major technological evolution in the design and creation of the real-life built-environment.

Keep an eye on Ugotrade for further reviews of OpenSIM (including this post), and be sure to check out realxtend’s site for a description of their upcoming event in Second Life where you can learn more about the current technology, and their plans for the future.



Second Life Tutorials
April 8, 2008, 12:31 pm
Filed under: Torley Linden, second life | Tags:

I never realized just how much I actually didn’t know about Second Life until I watched Torley Linden’s Second Life Tutorials. Not only are they crystal clear in direction, but Torley keeps them entertaining and upbeat as well.

If you’re totally new, start on Volume 1 - “What is a Prim?” Even if you’re an advanced user, I can guarantee you’ll learn things you didn’t know by scrolling through the list of tutorials here: http://wiki.secondlife.com/wiki/Video_Tutorials

Here are just two samples…



Video of Wikitecture Presentation at Metaverse U Now Available
April 3, 2008, 5:01 pm
Filed under: jon brouchoud, metaverse u, wikitecture

If you can’t tell, I was more than a little nervous, and couldn’t quite shake my midwestern accent! =)

Many thanks to Henrik Bennetsen, Stanford University and everyone who helped make Metaverse U so successful (see more videos HERE). We did receive a lot of positive feedback and made some great connections with several individuals and companies interested in the possibility of helping us advance the project.

We haven’t reached our sponsorship goals yet, so if you’re interested in helping us develop the next phase, there’s still time! We have a wide range of goals, but we’re primarily interested in simplifying the interface and making this collaboration technology available to communities throughout the Second Life grid and beyond.

As if that’s enough RL Keystone for one day, here’s my little blurb/interview about what excites and scares me about metaverse technology:



All the Splendor of the Mayan World in Second Life
April 3, 2008, 3:44 pm
Filed under: rl architecture

I tried to snag a few teaser screenshots for this post, but I don’t think they really convey the quality of this build the way a personal visit would.  You’ll just have to go see it for yourself!  Here’s the release:
You are cordially invited to the GRAND OPENING of two new sims at Visit Mexico – Ruta Maya, Thursday April 3, 2008.  Experience Mexico in Second Life (SL) like never before.  Thrill to the exciting zip line ride through the rainforest canopy.  Soar over the beautiful Misol Ha Falls and view the ruins of Palenque by hang glider.  Marvel at the Olmec heads in La Venta Park. Explore Tulum’s beaches and ruins by horseback.  Shop for beautiful Mexican artifacts in the colorful city of Campeche.  Everywhere you look there is something new and exciting to do and see when you Visit Mexico!

The wonders of Quintana Roo, Chiapas, Campeche and Tabasco, the other four states that make up Visit Mexico Second Life, were added on to Chichen Itza, which was inaugurated in 2007 and has been visited by thousands of virtual tourists.

The inclusion of these four states in Second Life, and the opening of the two Sims in which they are located (Visit Mexico 2 and Visit Mexico 3), will enable visitors to become familiar with the major attractions of southeastern Mexico, and enjoy a special tour that goes beyond the imagination.

Destination Url:

 http://slurl.com/secondlife/Visit%20Mexico%202/207/117/34

Grand Opening festivities will include:

o    2 – 4:00 p.m. SLT - SL Press and Bloggers admitted for sim preview.  Please contact Valiant Strangelove or Lester Nefarious for press access.

o    4 – 6:00 p.m. SLT - Sims open to the general public for exploration.  Dance to the Latin beats of DJ Madame Maracas.

o    6 – 7:00 p.m. SLT – Jano Runo, SL’s Latin sensation, takes the stage for a LIVE Latin music concert.

o    7 – 8:00 p.m. SLT – More LIVE music from SL phenom Dann Numbers who will sing many of his crowd favorites in Spanish.

o    8 – 9:00 p.m. SLT – The incomparable Max Kleene wraps up the night with all of your favorite requests.

As an added bonus, all virtual tourists will receive a beautifully replicated Mayan outfit and jewelry created by noted SL designer Aries Bricklin FREE of charge.

When exploring the new Ruta Maya sims, please remember to enable your in-world audio feature to experience the wondrous, immersive soundtrack custom created for the Ruta Maya Second Life project by composer Dizzy Banjo.

We are expecting a large crowd for the opening.  Please remove any unnecessary prims and/or scripted accessories prior to attending.

Visit Mexico is sponsored by the Mexico Tourism Board.  For information about Visit Mexico Ruta Maya contact Valiant Strangelove or Lester Nefarious in world.

“Visit Mexico in Second Life is a milestone of which we are proud of. It allows us to share with a greater number of people one of the most important heritages that Mexico has and at the same time, show the vast array of amenities presently offered so that visitors can enjoy it to the fullest extent.” said Eduardo Chaillo, Director of the Mexico Tourism Board’s Strategic Business Unit in the United States and Canada.

About the Mexico Tourism Board

The Mexico Tourism Board (MTB) brings together the resources of federal and state governments, municipalities and private companies to promote Mexico’s tourism attractions and destinations internationally. Created in 1999, MTB is Mexico’s tourism promotion agency, and its participants include members of both the private and public sectors. The MTB has offices throughout North America, Europe, Asia and Latin America.

Ruta Maya Development Team:
Lester Nefarious,  Advanced Virtual  - Developer, On-going Management
Valiant Strangelove, Advanced Virtual - Developer, On-going Management

Music and Sound Engineering:
Dizzy Banjo, Custom Soundtrack and Environmental Sound Design
Hastur Pierterson : Additional Environmental Sound Effects Consultant

Mayan Clothing and Accessories Design:
Aries Bricklin

Build Team:
Selena Gateaux - Tulum Ruins, Palenque Ruins, Chichen Itza Ruins, Welcome Area,
Kriss Lehmann - Chiapas Rainforest, Misol Ha Falls, Complete Project landscaping
Neil Robinson - Colonial City of Campeche
Fiona Branagh - Animated Horses, Stable Area
ArchTx Edo - Animated Wildlife
Mathieu Basiat - Hang gliding
Taurez Zabelin - Olmec Heads and Altars of La Venta Park
Nyna Slate - Culinary Delights
Sandusky Kayvon - Chichen Itza Ball Court and Game

Scripting:
Kaiser Bogomil, Zip Line and Audio Tour

Film and Video:
Kronos Kirkorian

Photographer
Tripp Dean

Vendors:
Nardya Rousselot
Dimi Van Ludwig
SunQueen Ginsberg
Fiona Branagh
Ray Holgado
Fellon Kelt
DBDigital Epsilon
Moby Randt
Leira Vaughan
Juanita Deharo
Aries Bricklin
Snaptick Laxness
Ginah Dinova
Ferugina Luna
Roldan Noel
Bronco Graves
Keala Mimistrobell
Brent Renard