The ARCH


Machinima Manifesto: *WE* Shape our Virtual Buildings

In this podcast, I review some of the reasons I remain so optimistic about the future of virtual worlds, and describe the fundamental characteristics I believe make user-generated 3D worlds a game changing new standard every organization should be exploring – with or without a budget.

I also touch on another point I intend to write more about, which is the failing premise of expensive, polished, static and exclusive content creation handed down by professional developers as the only means for organizations to build a presence in Second Life.  If you want strictly developer-controlled content, buy an X-Box.  I think we need to focus more on enabling the community of people we hope will actually use these places in a more participatory, dynamic and ongoing design development process.  It’s about being less fearful of change, and more about creating architecture that is dynamic and reflexive, in a sense, to the community or organization’s ever-evolving needs.  It’s a tremendous opportunity we have yet to fully explore.

I’ll admit to the hypocrisy of that challenge, given that I’m a content developer myself, and frequently take on assignments to do the same.  For the most part, we haven’t seen a clear alternative (yet).  But I think there are emerging opportunities on the horizon, and I think we need to move away from this familiar tune:

  1. build it once (pay a developer big bucks – build something way too big, on way too much land)
  2. hope like hell that it works and people visit (calculating success using archaic ROI models)
  3. stand idly by as it stagnates (because the money’s gone…)
  4. shut it down or let it sit vacant, then blame the platform (or even the community) for that failure

This is a mentality we’re naturally dragging into virtual worlds from physical reality, where we have no choice but to be shaped by our buildings, simply because they’re too expensive to modify.  In sum, I think developer-centric practices ignore the fundamental paradigm-shift that user generated virtual worlds afford, and could stand to be re-considered, again and again until we finally do scratch the surface.

Allow me to digress further still, but I think the single, most significant difference between Second Life and other emerging platforms really isn’t all the stuff we hear about daily – I don’t think it will be things like ‘Nautilus‘ or Immersive Workspaces, imho, for lots of  reasons, though I do certainly respect those efforts.  It isn’t even just the idea of ‘user generated content’ – it goes deeper than that.  I think the killer app for Second Life and OpenSIM is lying in wait beneath that deceptively simply little ‘Modify’ button we so often take for granted.

You won’t find a button that works quite like this one in any other immersive, virtual world platform, and it is a significant point of differentiation that needs more attention.  This button is what keeps me from working in any of the competing platforms, and is certainly where the lion’s share of my future involvement with virtual worlds lies.

I hope to follow up on this meandering post and podcast with more fine-tuned thoughts, but wanted to put this out there as food for thought.  If you want to talk more about what I think this all means, how I think it can be done, or why you think I’ve got it all wrong, lets chat it up.  Leave a comment, send me an email (jbrouchoud at gmail) or meet me in-world (Keystone Bouchard).

Here is a summary of the podcast:

  • In real life, as Winston Churchill said, “We shape our buildings and afterwards, our buildings shape us” but does that remain true in a virtual environment where the community of people who actually use the buildings are able to modify them at will?
  • Second Life is the single, largest collective expression of creativity in a single location the world has ever seen – a cultural renaissance (three times the size of Boston?  five times the size of San Francisco? four times the size of Seoul?)
  • Realtime object creation, modification and sharing as a game changer – bigger than we can imagine now
  • Prototype just about anything you can imagine
  • Share those ideas with others, and see what the community thinks about it.
  • Barriers to cross disciplinary sharing and innovation eroding
  • Social component= glue transforming the creativity component from a solo experience into collaborative
  • Inverting the traditional top-down hierarchy of design development – engaging (empowering?) community – employees, or your customers, students, etc.
  • Collaborating in virtual space around 2D documents is overrated
  • 3D-Wiki technology, build the tools that will help take collaborative innovation to the next level
  • VW as arena where Wikinomics and Wisdom of the Crowds principles play out into 3D
  • Replicate physical buildings only if they have iconic value, or if you’re building it for training and orientation.  Different norms and expectations
  • Still need to build on familiar patterns and visual cues – not just floating in space unreferenced (read: ‘On Physical Replication…‘)
  • Virtual environments are more like a liquid than a solid artifact (See ‘We Shape our Virtual Buildings…’
  • Heavy up-front investment with no community input or subsequent updating leads to failure – don’t blame the platform or the community!
  • Lessons and opportunities from web 2.0 being lost in translation from 2D into 3D
  • VW feels more like architecture – habit of thinking it’s permanent, inflexible, expensive
  • Don’t drag that limitation into virtual worlds.  In Second Life, we can shape our virtual buildings and afterwards, we can keep shaping them.
  • We’re only dimly aware we are of the potential virtual worlds hold both now and into the future.
  • We’re just getting started…


Wikitecture 4.0: Re-Inventing the Virtual Classroom

New Wikitecture Project Kick-off event: October 23nd at 5:00pm Pacific (SL-time)

With so many universities and academic institutions from around the world using virtual environments like Second Life for teaching and research, many have started to wonder what, exactly is a virtual classroom?

In an environment where you can fly, and with no elements to protect from, what role does architecture play in a virtual university?  In what ways should a virtual classroom be similar to a classroom in real life?  How might they be different?  How can the virtual architecture best serve the students, staff and community who use it?

Because buildings are so expensive to build and modify in the real world, rarely are students and staff able to actively participate in the creation of the physical spaces they use.  In a virtual space, however, the tables are turned.  Anyone can easily prototype their idea in 3D, walk through it, and share it with others.   Given these new opportunities, why not let the students, staff and public community who actually use these classrooms design it for themselves?  Who better, in fact, to offer insight to improve a occupied space, than the people that use it on a daily basis?

These are the questions, the Studio Wikitecture group has been asking for some time now.  Composed of individuals from various backgrounds and open to anyone, the group has been asking whether new modes of production, as witnessed in the open-source movement, for example, can offer any clues into how we might improve the process of designing our buildings and cities, both real and virtual.  In much the same way Wikipedia enables a loose, self-organizing network of contributors to come together to create a surprisingly accurate encyclopedia, the group has been conducting a number of experiments and projects to explore ways by which a disperse group, spread around the world, can come together to share ideas, edit the contributions of others, and vote on the success or failure of an evolving piece of architecture.

Over the years, the group has conducted a number of experiments to flesh out the possibilities of a more decentralized approach to practicing architecture.  In fact, Studio Wikitecture was recently honored with the Founder’s Award for their collaborative competition entry in last year’s Open Architecture Challenge to design a tele-medicine facility in one of the most remote areas of Western Nepal.

As you can imagine, having a group collaboratively design a building is a daunting and difficult task.  In this light, Studio Wikitecture teamed up with i3dnow to develop a software prototype plug-in for the virtual world of Second Life that helped the group better collaborate on the collectively designed competition entry.  The plug-in, in it’s simplest form, is a kind of of 3d-Wiki.  The ‘Wiki-Tree’, as it is called, acts very much like a typical wiki, but instead of tracking versions of a text documents, it tracks virtual 3D models and unlike a conventional wiki that conveys submissions in a linear fashion, the ‘Wiki-Tree’ visual conveys, in a sort of 3-dimensional mind map, how the submitted designs iterations relate and ‘branch’ off each other over time.

To continue this exploration into open-source architecture, for the group’s 4th project, the University of Alabama has challenged you, its students and staff, to collectively brainstorm and design a virtual set of classrooms.  Through this project, you will be working in close collaboration with both your professors and/or peers to design a series of classrooms in the virtual realm.

Furthermore, you and your fellow contributors will be awarded at total of $250,000 Linden dollars, distributed based on a unique ‘Community Assessment’ method.  A method, whereby members of the community collectively determine the approximate percentage of credit each contributor deserves.

As with the last project, we will be using the 3d-Wiki versioning tool to keep track your and your fellow contributor’s design submissions.  Through the ‘Wiki-Tree’, you will be able to review the various designs submitted, as well comment and vote on your preferences (or dislikes).  As an overview, this video will give you a really quick sense on how the ‘Wiki-Tree’ works.

To participate, you’ll need to create a Second Life account HERE if you don’t have one already, then join the Studio Wikitecture group (in Second Life, click Search at the bottom).  Then visit the University’s virtual site HERE (UA ESPRMC sim, 186, 87, 26), and click on the base of the Wiki-tree in order to register your avatar and get a password.  This password will then give you access to the website component HERE, where you’ll be able to vote and comment on ideas submitted by the community.

For more information about how to use the Wiki-tree, visit this site:http://studiowikitecture.wikidot.com/how-to

In an effort to keep the project as open as possible and avoid hindering creativity, the following are the only guidelines to the project.

1.  The architectural style is open to the group’s discretion.
2.  We need six classrooms with ample space for student (30 avatars)
3.  The disciplines we may house in the rooms include: Science, Mathematics, Art, English, Social Sciences, and Music.
4.  No more than 800 prims total
5.  Occupy no more than 5,000 square meters

We will also be holding regular tutorial sessions every Tuesday at 5pm SL-time, and at times requested by the community, for anyone who has questions or needs help submitting their idea.

If you have any questions, we can reached at the following emails:

Ryan Schultz (Theory Shaw in SL): (ryan.schultz [at] studiowikitecture [dot] com).

Jon Brouchoud (Keystone Bouchard in SL): (jon.brouchoud [at] studiowikitecture [dot] com).

See you there!

Cross-posted from the Studio Wikitecture blog



AIA (American Institute of Architects) Chapter Endorses Second Life Design Competition

From Dakota Dreamscape:

Welcome to the Dakota Skies Cultural Center ~~Chaplet Design Competition

Theme: A Spiritual Respite

Chaplet Exhibition:
Will open approximately  15 December 2008 and run thru 15 January 2009 on the grounds of the Dakota Skies Cultural Center

  • The number of entries chosen for the Chaplet Exhibition will depend on the total entries and the overall quality of submissions
  • Winning entries will go on permanent display at DSCC (Region: Dakota Ranch)

Prize Awards
Depending on the number of winning entries, Merit Awards will be given at $1000L and one Honor Award will be given at $5000L.

Deadline to Enter:
15 November 2008

  • Submit by dropping 1 (complete) Entry/object into inventory of Dakota Dreamscape

Prim Limit:
75 prims. Scripts must be pre-approved

Size limit:
No greater than    X: 6m   Y: 9m  Z: 5m

  • shape is optional provided it is within overall size limits
  • must be large enough for 1-2 normal size avatars to easily walk around inside

Submissions must:

  • be submitted in one unit which will rez complete when set on ground. No additional assembly
  • allow full permissions
  • must have at least 2 places to sit
  • must allow a place for a piece of art created by Chapl Paisley. She will place a piece of art or sculpture appropriate for each winning entry.

Embargo:
Submitters agree that no copy or version of submission ( from the design and building process ) will appear in any other venue or public place through the end of the exhibition.   Embargo Release: 20 January 2009

Jurors:

  • Dakota Dreamscape
  • Chapl Paisley
  • Jurors reserve the right to reject any entries not reflecting the theme or out-of-compliance with any of the criteria expressed or implied.

Endorsement:

This Design Competition is endorsed by AIA North Dakota (American Institute of Architects North Dakota Chapter)



Be2Camp Starting Soon! Exploring Web 2.0 and the Built Environment
Exploring Web 2.0 and the Built Enviornment

Exploring Web 2.0 and the Built Enviornment

Be2camp is free to register and free to attend , and will be starting in just a few hours!  This will be a BarCamp style ‘Unconference’ to promote the use of Web 2.0 technologies in the Built Environment (eg Architecture, Construction, Engineering, Facilities Management industries.  More info here: http://be2camp.ning.com/

If all goes well, we will have a live stream on both Architecture Island and Public Works Island.  If not, you can watch it on the web live at: http://be2camp.ning.com/page/page/show?id=2236538%3APage%3A2388