Filed under: architectural resources, archvirtual, community, engineering, machinima, real estate, rl architecture, Unity3d, virtual architecture | Tags: architecture, archvirtual, city, downtown, dubuque, funding, game, iowa, kickstarter, main street, MMO, multi-player, multi-user, real, realtime, Unity3d, urban
We’re raising funds to launch Main Street MMO, and we need YOUR help as a founding supporter!
There are so many incredible sci-fi, war games and medieval adventures available today, with amazing complexity, detail and realism.
Main Street MMO seeks to combine the fun and interactivity of video games with real cities to promote local businesses, showcase city initiatives, visualize architectural designs, and a lot more.
We need your help!
Here’s a link to our Kickstarter page where you can pledge your support for our project:
http://www.kickstarter.com/projects/keystone/main-street-mmo-real-cities-in-realtime-3d
As a founding supporter of Main Street MMO, we will engrave your name in a cornerstone, add your name to the credits, name an NPC after you, or even kickstart an MMO of your city (other creative award ideas are welcome! =)
Even if you can’t afford to back the project financially, please consider sharing this within your network to help raise awareness! Your tweets, facebook updates, and blog posts are the stuff a successful Kickstarter project is made of, so please help us spread the word!
We’re just getting started! For the past year, we’ve been partnering directly with local businesses in our premiere city of Dubuque, Iowa to determine which features they feel would be most useful in a technology like this, and have compiled a list of features and functionality we believe will take this project to a new level, but we need your help!
Please consider backing Main Street MMO! Your support is very much appreciated. If you think your city would be interested in something like this, or if you have ideas for new features we should add, please get in touch with us!
http://www.kickstarter.com/projects/keystone/main-street-mmo-real-cities-in-realtime-3d
Thanks SO MUCH @openingdesign @epredator @pbroviak Derek Barrett @samdriver and @moirah for stepping up as our first backers! We can’t thank you enough for your support!
Filed under: architectural resources, archvirtual, city planning, collaborative design, real estate, rl architecture, Uncategorized, urban planning | Tags: 3D, animation, AR, arch virtual, architecture, archtech engine, augmented reality, autodesk, BIM, CAD, cities, city, collaboration, community, design, downtown, dubuque, education, game engine, geography, GIS, google, government, historical, interactive, iowa, jon brouchoud, kml, main street, maya, planning, realtime, replica, resource, simulation, tour, Unity3d, urban, virtual, walk-through
Introducing Virtual Dubuque, a premiere development of our new Realtime Cities initiative by Arch Virtual, built with ArchTech Engine.
Read the full post HERE.
This new community resource will provide free and easy to access windows into interactive, customizable 3D models of cities. To learn more about how we can build a realtime model of your city or architectural project, send us a note here. We’re currently seeking development partners to build new features, create custom content, and build out additional architecture and cities around the world, so please send us a note to learn more.
Over the past year,we have been partnering with local businesses and organizations in Dubuque, Iowa to develop features and sponsored content, including a project in the Historic Millwork District for a local real estate developer (coming soon!), as well as the Masonic Temple, where international members of Demolay will be working with industry pioneers in developing a world-class learning environment, using Virtual Cities as its core platform.
Read the full post HERE.
“We’re harnessing the same technology used to make the latest iPad apps and XBox 360 games, but we’re not making a game, we’re building dynamic and ever-changing models of cities that are designed to serve as true community resources that can be easily accessed directly from a website,” said Jon Brouchoud, Founder of Virtual Cities.
Using ArchTech Engine and the Unity3D platform, we’re now able to transforms buildings, geography and entire cities into realtime 3D environments that are easily accessible, and can be embedded on your website, or deployed to a tablet. These interactive models can be geo-referenced to real-world coordinates, dynamically linked to databases, and layered with interactive content.
As visitors explore virtual cities, links to websites and additional information about nearby buildings, parks, and businesses appear automatically. For example, when you approach a restaurant, you can click through to read their menu. If you’re near a historic building, you can learn more about its past. Businesses and organizations can customize and enhance their space in the virtual model, layering it with more information or interactive features.
Read the full post HERE.
Proceeds from sponsorship and custom content are then re-invested in the ongoing development of the city model, enabling Realtime Cities to add more features, build new parts of the city, and refine models with more detail.
But a virtual replica is just the beginning.
“If you’ve ever experienced the Voices Gallery in the Millwork District of Dubuque Iowa, for example, you’ve seen how a building can be completely re-imagined into a destination that celebrates the unique architectural character of a place, yet transcends it to become something completely unique,” said Brouchoud.
“That’s really what Virtual Dubuque, and the Realtime Cities initiative is all about. A replica of the city as it is now will certainly have interesting use cases, but I’m looking forward to seeing how cities can be re-imagined within an environment where anything is possible.”
Read the full post HERE.
Read the full post HERE.
Filed under: rl architecture, Uncategorized, Unity, Unity3d | Tags: animation, arch virtual, architecture, arcspace, BIM, blueprints, CAD, cg, collaboration, computer, faculty, graphics, import, jon brouchoud, replicate, rutgers, school of business, simulate, simulation, student, ten arquitectos, virtual, visualization, walk-through
Construction is now officially underway on the new Rutgers School of Business, designed by the renowned architecture studio Ten Arquitectos (frequently covered by arcspace), but you don’t have to wait until construction is complete to explore the new design! Arch Virtual recently completed a virtual prototype of the new facility for Rutgers University, replicating the design based on architectural CAD drawings, BIM models and blueprints provided by the architect, then publishing them into realtime 3D with the Unity3D game engine. See a video preview of the virtual model below, and see some screenshots of the model here.
Read the rest of this post on our new site HERE.
Rutgers University leveraged the best of several virtual platforms throughout design development of this project. In early design phases, Arch Virtual replicated the design in Second Life, which was ideal for recreating the schematic and conceptual models and making the design accessible to students and faculty (seen here). That model was then brought into OpenSim, where it was integrated into a more comprehensive model of the campus, including more of the context surrounding the Business School’s new building site.
When final construction documents were ready, we interpreted the architect’s CAD drawings and BIM model with Autodesk Maya, that could be brought into the Unity3D game development engine. Rutgers worked with Tipodean Technologies to export their OpenSim islands, including buildings surrounding the new business school. Tipodean converted them into Collada mesh format, along with the textures, which were then added to the Unity3D environment. The final result is a blend of the architectural model alongside meshes exported from OpenSim.
Read the rest of this post on our new site HERE.
With the model in Unity, Rutgers will now be able to embed the virtual model into a variety of formats. For example, they can embed the model directly a website or Facebook page, but could also publish the same model to be accessible from Android or iPad mobile devices, or as stand-alone applications that can be installed on a Mac or PC and run locally without being online, and at full screen.
To follow the progress of the virtual Rutgers School of Business, join the Rutgers University Virtual Worlds facebook page at: http://www.facebook.com/ruvw3d
To learn more about how Arch Virtual can translate your blueprints, CAD, or BIM file into a virtual experience, contact us here. http://archvirtual.com/?page_id=3388
Read the rest of this post on our new site HERE.
Filed under: rl architecture | Tags: arch virtual, architecture, collaboration, collaborative, community, crowdsource, customer-oriented, dane, derrick van mell, dimension iv, facility, independent living, jim gersich, jon brouchoud, madison, participatory, rita giovannoni, second life, senior living, wisconsin
There’s a fantastic snippet in this video, about 2 minutes and 58 seconds in, that does a great job of capturing the spirit of this project. This is a group of senior citizens looking at the virtual world of Second Life projected on a wall in front of them, and you can hear the almost visceral reaction the group has to watching their suggested design changes to a new senior living community take shape before their eyes.
Read the rest of this post and view the machinima at our new site, HERE.
A single window was turned into a glass wall, which suddenly lets in more light, and opened up more views to the outside. The impact of this design change was immediately evident to everyone in this session, which was held simultaneously in a conference room in Madison, Wisconsin as well as a platform in the sky above Architecture Island in Second Life.
My long-time friend and colleague, Derrick Van Mell, of Van Mell Associates, had recently introduced me to Rita Giovannoni, CEO of Independent Living, and we sat down at a coffee shop for a quick demo of Second Life. Derrick had been following my interest in virtual worlds since the very beginning, and knew Rita was interested in a fresh perspective on the design process for her next project. Having led construction of 3 previous senior living facilities, and entering the early design planning for a 4th facility, she was eager to find a unique approach to design.
Read the rest of this post and view the machinima at our new site, HERE.
I opened Second Life on my laptop, and walked my avatar into an empty virtual room. So far, so good, but Rita looks hesitant. Inside, my avatar reaches up and slowly starts lowering the ceiling down until it’s hovering just above his head. “That’s way too enclosed and claustrophobic! We don’t want that.” Rita immediately reacts. I then slowly raised the ceiling up higher. “That’s too high – it looks too institutional.” I lowered it half-way down, until it was “just right.” We went through other parts of the building, and similarly modified the design in realtime, until it was all “just right.” Rita immediately recognized that this was not only a truly unique way to visualize design ideas, but also an opportunity to actively engage others in the design process itself. We started brainstorming ways Independent Living might be able to invite prospective residents to participate in designing their new facility.
We decided to work with focus groups of prospective residents who were considering a move into a facility like the one Independent Living would soon be building. We invited Jim Gersich, Partner-in-Charge at Dimension IV Madison Design Group, which has a lot of experience with designing senior living facilities, and he offered to host the session in his studio’s conference room. We projected Second Life onto a wall, and invited the group to imagine how they would like the new facility to feel and function. I had been concerned that the virtual modeling might cause some motion sickness, or may even be just too silly to take seriously as a design medium, but there was no hesitation with this group, they got it immediately.
Read the rest of this post and view the machinima at our new site, HERE.
The movable ceiling trick was all it took to get their attention. It never ceases to amaze me how strong of a reaction people have to watching my avatar slowly being enclosed by a lower and lower ceiling. They can literally feel the difference it’s making to the way the space feels. Therein lies the whole idea behind this endeavor – to use virtual reality to immerse people in a simulated environment, where they can immediately see and feel the impact of design ideas in 3D as the discussion unfolds, in realtime. What’s more is that they can actually suggest design ideas, and watch their ideas take shape before their eyes.
All of the residents did a great job providing invaluable feedback on the design of the new facility, and I think they each left with a sense of ownership in the project, having contributed to this early ideation phase. As we prepared for this session, it was tempting to assume we knew certain things about how the design would layout, and to start preparing design solutions ahead of the focus groups. But as we quickly learned, many of those assumptions turned out to be wrong, and this group had a lot of great ideas we would never have thought of.
Not every project is right for bringing end-users into the design conversation this way, but there are always numerous project stakeholders with a vested interest in being sure the building feels and functions exactly as they need it to. Working within a virtual environment not only helps everyone visualize the design more holistically, but it opens up the opportunity to take steps toward getting it “just right,” and ensuring the project more closely reflects the goals of the organization.
I think one of the participants concluded the session well when she said, “I just so appreciate that you’re willing to listen, and to get that input. Because, you could just slap up a building, and say ‘it’s for rent, take it or leave it, that’s the way it is’ – and people would do that. They do it all the time.”
If you’re interested in using virtual reality in your next design project, send us a note at info (at) archvirtual.com.
Read the rest of this post and view the machinima at our new site, HERE.
Filed under: architect, architecture, rl architecture, second life | Tags: academic, AEC, architecture, BIM, building, information, information technology, ITcon, journal, model, research, second life
This site has moved to archvirtual.com Find this article here: http://archvirtual.com/?p=3275
If there was ever any doubt that virtual worlds have a place in architectural practice and education, this month’s special issue of ITcon presents a staggering amount of content that is sure to help promote the use of virtual worlds and game engines within AEC industries and beyond.
The Journal of Information Technology in Construction (ITcon) is a peer-reviewed scholarly publication recently published a special issue dedicated to the use of virtual world technology in architecture, civil engineering and facility management.
“Virtual worlds, which are similar to the computer games with which they share technology, take their participants called residents to new places beyond the physical and geographic limitations of the real world. Residents become producers of content in the virtual world, designing and developing the environment around their own interests. This virtual world technology can offer significant benefits for AEC disciplines from 3D walkthroughs, interactive visualization, through virtual collaboration, design and planning to education, and training. The special issue is aimed to provide insights into the use of virtual world technology in AEC and includes seven papers with authors representing institutions in Australia, Canada, Finland, New Zealand, UK, and the USA.”
The papers are all free to review, published with open access distributed under creative commons license, so be sure to check out this incredible resource.
Here are a few snippets taken from their summaries – just to provide a sampling of what you can expect to find in this issue:
“This paper investigates the innovative use of emerging multiuser virtual world technologies for supporting human-human collaboration and human-computer co-creativity in design.” (link)
“This paper presents the concept of Building interactive Modeling (BiM) which complements the capabilities of BIM with social interaction to enhance collaborative information and knowledge sharing. Role-playing scenarios developed in Second Life demonstrate specific opportunities of BiM.” (link)
“…study of design collaboration in the CyberGRID (Cyber-enabled Global Research Infrastructure for Design), a virtual collaborative space developed in Second Life to support design work in global virtual networks. (link)
“This paper will bring evidence to bear that suggests the value in using Virtual Environments (VE’s) is in their potential to facilitate collaboration … scrutinize design and construction in the VE Second Life.” (link)
“The paper presents potential utilization of Second Life© (SL) in enhancing learning/training construction project management.” (link)
“The research potential of Second Life in construction: the whole life cycle costing example.” (link)
This site has moved to
www.archvirtual.com
Filed under: frank lloyd wright, rl architecture | Tags: Battlestart, copyright, DCMA, FLWVM, foundation, Frank Lloyd Wright, Gallactica, intellectual property, IP, NBC, protection, Universal, Virtual Museum
Today, there is breaking news that NBC / Universal has agreed to let Battlestar Galactica-themed roleplay sims continue in Second Life. Like the Frank Lloyd Wright Virtual Museum, they too had been issued a cease and desist order through a DMCA (Digital Millenium Copyright Act) order.
Read the full post on our main site here: http://ow.ly/3RRQR
Filed under: rl architecture | Tags: animation, architecture for humanity, biloxi, cameron sinclair, design, event, hurricane katrina, john gage, marlon blackwell, open architecture network, prototype, relief, second life, simulation, virtual
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This site has moved to www.archvirtual.com
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Here are several before and after images of the ‘Porchdog’ residence, prototyped in Second Life by the Architecture in Virtual Worlds community. We built a virtual replica of this original design by Marlon Blackwell Architects, which was published to Open Architecture Network under Creative Commons licensing for an event with Architecture for Humanity founder Cameron Sinclair’s appearance in Second Life.
During the presentation, Cameron Sinclair described the project:
“The idea is, can we work collaboratively online, in places like Second Life, to respond to issues like Hurricane Katrina.”
He also described some background behind the project:
“…we starting in 1999 basically using email and a web page – and as we’ve progressed and as technology has progress, we’ve embraced new technologies.”
As the fidelity of virtual worlds continues to improve, online virtual environments like Second Life are now capable of producing much higher quality prototypes than ever before. With realtime shadows, and the ability to import existing 3D architectural models just around the corner, we can expect that quality to improve dramatically in the months and years ahead.
Below is a machinima clip I made of the virtual replication process:
Here’s a machinima by Kiwini Oe, showing a discussion between Cameron Sinclair of Architecture for Humanity and John Gage of Sun Microsystems:
For more information about this project, visit the project’s page on the Open Architecture Network here: http://openarchitecturenetwork.org/projects/232?ob_bw=0
NAME: The Biloxi Model Home Program
PROJECT LEAD: Architecture for Humanity
LOCATION: Biloxi, Mississippi, United States
START DATE: December 02, 2005
CURRENT PHASE: In construction
COST: $138000 USD (Estimated)
SIZE: 1500 sq. ft
BUILDING TYPE: Residential – Single Family
Read the whole story, and more about architecture in virtual worlds at The ARCH Network http://www.archvirtual.com
Filed under: rl architecture | Tags: aloft, architecture, before and after, built, community engagement, construction, hotel, prototype, real life, real world, replica, RL, second life, virtual
Read the whole story, and more about architecture in virtual worlds at The ARCH Network http://www.archvirtual.com
The headline-grabbing aLoft Hotel project, first prototyped in Second Life before construction started, can now be visited in the real world (and has been open for quite some time now). Starwood Hotels was the first to take their hotel’s architectural concept into the virtual world via Electric Sheep, and even used the virtual prototype to invite feedback they eventually used to modify the design construction started in real life.
Business Week (among others) covered the project, and had this to say about it,
“For Starwood, opening aloft inSecond Life is a way to test-market the hotel’s design and rapidly prototype the evolving concept. For instance, staffers will observe how people move through the space, what areas and types of furniture they gravitate towards, and what they ignore…. The project is also an effort to tap consumers for ideas. “
“This is the first time the company has created a complete mock hotel—digital or physical—to serve as “a laboratory,” says Starwood Vice-President Brian McGuinness, adding that they’re already building a second physical prototype for an extended-stay hotel under the Westin label in the same White Plains warehouse.
“This is unusual for the industry. Hotel prototypes usually don’t amount to more than a single-room model that might be shown at a trade show. But the company says that both prototypes made financial sense.”
As you can see, it can be difficult to determine which shots were taken of the real world building, and which were from Second Life. Just imagine the possibilities for architectural prototyping that will become possible with mesh imports in Second Life, or importing models into gaming platforms like Unity.
This time-lapse machinima shows the creation of the project in Second Life:
Read the whole story, and more about architecture in virtual worlds at The ARCH Network http://www.archvirtual.com
Filed under: rl architecture | Tags: alley flats, animation, austin, basic initiative, community engagement, illustration, leslie jarmon, prototype, second life, sergio palleroni, simulation, university of texas, virtual
Read the whole story, and more about architecture in virtual worlds at The ARCH Network http://www.archvirtual.com
If you have any interest or curiosity whatsoever about using Second Life or any other online, 3D, collaborative virtual environment for architectural prototyping or education, this is a must read success story.
Construction has completed on designs first prototyped in Second Life by students at the University of Austin School of Architecture. The prototypes were the result of a collaboration between Professor Sergio Palleroni’s students and the students of Dr. Leslie Jarmon’s “Communicating Across the Disciplines” graduate course. Sadly, Dr. Jarmon, who was responsible for orchestrating the virtual presence for the entire University of Texas system, passed away last year.
Professor Palleroni first described his vision for using Second Life in architectural education during a talk with Autodesk VP Phil Bernstein in an event held in Second Life in late 2007. He had this to say to his students,
“I want ideas (from my students) on how we’re going to use this new Second Life to actually expand our exchange in our community. Becuase, I thought, ‘my God, what a tool – I was so ignorant.’ I was thinking, if I can get people connected, there might be opportunities for these clients that we’re serving, to actually participate in forums here, where I could get some world class people here, and in Second Life we would all be inhabiting the same realm, I think its fantastic.”
2 years later, the project became a virtual reality in Second Life, with several Alley Flats homes prototyped. Upon launching the project, and using it to engage community members, students were equally enthusiastic,
“There’s something extremely ‘right’ about having Alley Flats in Second Life, since Alley Flats is about building community through great design, and the clever use of technology, and that’s what Second Life is all about. I think we’ve achieved something special, and I really hope that it will live long beyond today, and be useful for many communities all around the world.”
“This will bring people together from from different disciplines, and one of the greatest lessons I’ve learned from this project was how relevant Second Life is in both commercial and non-profit markets, and I think its going to be the next huge thing in the industry.”
A Phd student in molecular biology added this,
“Working with this class was a wonderful experience, very different from working in a lab. It was enjoyable to work across disciplines, and working on this project has provided many opportunities to engage and adapt my communication skills, and because of this, I have gained new perspectives on diversity and teamwork.”
During the launch, Sergio added some insightful remarks,
“I never thought that I would be building in a virtual world, and though I was skeptical, I’m now beginning to become a believer. I think that at the heart of this, and what unites the real and the virtual world, is the idea that we all share aspirations and ideals that we cannot make possible within any other construct, and so the fact that we are able to, here in Second Life, see how a city can begin go change, and we can actually show people.. and its fantastic, because we can begin to let people understand what the future might look like. So I would almost propose that Second Life is not some unreal realm, but in some ways is the future, or a projection of where we’re heading, and a way to dream about the future.”
Dr. Jarmon said,
“Since we started working on this project, so many people have said ‘can we get one, can you build this for us?
Someone asked the students what it was like working in a virtual world. Here’s what they had to say about it:
“We didn’t know what the possibilities of Second Life were, but now we’re standing here, its just amazing – its not something anyone in the group could have imagined, so I think working in a virtual world like this shows us that the possibilities are endless.”
“I thought Second Life, at first, was going to be difficult, but I learned to use it as an adjunct to our ‘normal’ communication. You can’t just show up in a virtual world and expect to get work done. You need to have an agenda and things to do, just like in the real world.”
“I’m a much better salsa dancer in Second Life than I am in the real world – which counts for something. (laughter)”
Sergio added to the student’s comments by saying,
“I can imagine in Second Life we’re going to be able to push this all much more, and actually model, what kind of city can we get form this. I actually see this as a tremendous opportunity, and the kind of space that we all share – so I think we’re going to start using (Second Life) right away.”
Dr. Jarmon concluded with a wish for an ongoing collaboration,
“You know, you teach a class, and your grad students want to keep working after the semester is over – c’mon, that just doesn’t happen very often, so we hope this will continue, Sergio, because this is just a marvelous team.”
Read the whole story, and more about architecture in virtual worlds at The ARCH Network http://www.archvirtual.com
Filed under: rl architecture, Unity, Unity3d | Tags: architecture, autodesk, crescendo design, design, home, house, import, jon brouchoud, residential, revit, simulation, Unity, Unity3d, virtual, visualization
Cross posted from The ARCH Network main site! http://www.archvirtual.com
Chez Keystone! Come on in…(plugin required).
This isn’t multi-user (yet), and navigation might take some getting used to, but this is an Autodesk Revit ‘as-built’ model of my home, imported into the Unity game development platform I wrote about last week. If I make a change in Revit and save it, the Unity build dynamically updates. With the exception of the trees, this is pretty much a raw output from Revit without any optimization (which is why it looks so crude). If I spent a few hours on it, I could add dynamic lighting and even import lightmaps to really enhance the model. I can also export it to Nintendo Wii, iPhone or a variety of other platforms if I really wanted to, but at this point, I don’t have the necessity or resources to do so.
I should add a disclaimer that we didn’t design this house, but we are planning a green make-over in several stages in the months and years ahead, so we’ve been using this model to test master plan ideas. I haven’t built or enabled access to the interior spaces, but I will soon. This is just a starting point for design exploration, so even though I don’t have much to demo yet, I wanted to share some of my initial progress and publish updates with more thoughts on what I’ve learned about using Unity in professional practice.
What I like most about Unity so far is the ability to quickly and easily embed the virtual model on a web browser, or to a stand-alone .exe application if need be. This makes it much easier to share design ideas with long distance clients that might not have the time or patience to deal with a registration process, large client downloads and orientation of larger virtual worlds. Once they get the hang of using their mouse and arrow keys, just about anyone, even on lower end machines, can be walking around inside of a design concept within a few seconds.
When the time comes to add additional details and entourage, I simply save most raw file-types in their native format to the Assets folder of the project. Unity then automatically finds updates if I change the model in its native application (Maya, 3DS Max, Photoshop, etc.). What I find doubly enticing about this work-flow is that I can transition my assets into any platform I choose without being locked into a proprietary format. For example, if/when Second Life enables mesh imports, I should be able to take these same raw assets and use them in SL, or Blue Mars, or on whichever platform I wish – without having to rebuild everything from scratch. I will then be able to choose which virtual platform is most appropriate for the project’s requirements.
I also like the fact that the indie version of Unity is free to download and use. Plus, its relatively easy to learn – much easier than any other 3D app I’ve worked with. Also, there is a rapidly growing community of Unity users and support forums to find answers to just about any question you have, and lots of in-depth tutorials to help you get started.
With several companies building MMO’s or virtual worlds on Unity, it probably won’t be long before I can drop this model into a virtual world for multi-user, and avatar-based experiences. However, I don’t think we will see realtime, in-world building tools in Unity the way we have in Second Life, or OpenSim. Unity wasn’t designed or intended to be used that way. I also think that any Unity worlds that do surface will likely be smaller, niche communities. For those reasons and more, I really don’t see Unity as any threat or comparison to Second Life or OpenSim. However, for online, realtime, virtual architectural visualization, Unity is definitely a platform worth exploring.
Be sure to check out this thread in the Unity forum about architectural visualization in Unity: http://forum.unity3d.com/viewtopic.php?t=33684&highlight=architectural
Also, check out a recent post by epredator on his Life at the Feeding Edge blog regarding the combined application of Unity, OpenSim, Evolver and Smartfox to create the next generation of virtual worlds.