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	<title>Comments on: on being virtual</title>
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	<link>http://www.zephoria.org/thoughts/archives/2006/12/15/on_being_virtua.html</link>
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	<item>
		<title>By: zephoria</title>
		<link>http://www.zephoria.org/thoughts/archives/2006/12/15/on_being_virtua.html/comment-page-1#comment-14861</link>
		<dc:creator>zephoria</dc:creator>
		<pubDate>Tue, 14 Aug 2007 16:50:07 +0000</pubDate>
		<guid isPermaLink="false">http://ubuntu.my/wp30/archives/2006/12/15/on_being_virtua.html#comment-14861</guid>
		<description>(Shape from shading is produced by the little flicks in your eyes that are always recalculating this.  Shaders aren&#039;t able to adjust for each variation of the eye - they render for a virtual camera... two if it&#039;s binocular.)
</description>
		<content:encoded><![CDATA[<p>(Shape from shading is produced by the little flicks in your eyes that are always recalculating this.  Shaders aren&#8217;t able to adjust for each variation of the eye &#8211; they render for a virtual camera&#8230; two if it&#8217;s binocular.)</p>
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	</item>
	<item>
		<title>By: silpol</title>
		<link>http://www.zephoria.org/thoughts/archives/2006/12/15/on_being_virtua.html/comment-page-1#comment-14860</link>
		<dc:creator>silpol</dc:creator>
		<pubDate>Tue, 14 Aug 2007 16:40:51 +0000</pubDate>
		<guid isPermaLink="false">http://ubuntu.my/wp30/archives/2006/12/15/on_being_virtua.html#comment-14860</guid>
		<description>omg, how they went into clinch with you :)


actually, it is time now, when you can repeat famous &quot;may you live in interesting times&quot; - it looks like SL will be going off LindenLab rather sooner than later, and it will be open and... most probably changing it&#039;s DNA on the way...


BTW, from tech point of view - AFAIK HW accelerated shaders has improved so much for last few years, making dynamic shades so realistic, that you might not even see difference from RL, so the problem of &quot;motion parallax vs. cue from shadows&quot; might be mitigated by now
</description>
		<content:encoded><![CDATA[<p>omg, how they went into clinch with you <img src='http://www.zephoria.org/thoughts/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>actually, it is time now, when you can repeat famous &#8220;may you live in interesting times&#8221; &#8211; it looks like SL will be going off LindenLab rather sooner than later, and it will be open and&#8230; most probably changing it&#8217;s DNA on the way&#8230;</p>
<p>BTW, from tech point of view &#8211; AFAIK HW accelerated shaders has improved so much for last few years, making dynamic shades so realistic, that you might not even see difference from RL, so the problem of &#8220;motion parallax vs. cue from shadows&#8221; might be mitigated by now</p>
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	</item>
	<item>
		<title>By: Dave Siegel</title>
		<link>http://www.zephoria.org/thoughts/archives/2006/12/15/on_being_virtua.html/comment-page-1#comment-14859</link>
		<dc:creator>Dave Siegel</dc:creator>
		<pubDate>Thu, 15 Mar 2007 08:38:28 +0000</pubDate>
		<guid isPermaLink="false">http://ubuntu.my/wp30/archives/2006/12/15/on_being_virtua.html#comment-14859</guid>
		<description>I&#039;m having trouble doing a trackback to your site, so I&#039;ll leave a comment.


Why Web 2.0 and Web 3.0 will co-exist


Or why Secondlife and similar metaverses will never formally be coined Web 3.0, the next-generation Web.


My friend Rawn covered the recent announcement from Sony on their Playstion Home environment, lauded as a secondlife killer.


Rawn asks:


Is this the death knell for SecondLife or MySpace? Let me know what you think.


Although I cannot properly review something that isn&#039;t released, I will say no on both counts....


&lt;a href=&quot;http://blogs.globalcrossing.com/playstation-home&quot; rel=&quot;nofollow&quot;&gt;http://blogs.globalcrossing.com/playstation-home&lt;/a&gt;
</description>
		<content:encoded><![CDATA[<p>I&#8217;m having trouble doing a trackback to your site, so I&#8217;ll leave a comment.</p>
<p>Why Web 2.0 and Web 3.0 will co-exist</p>
<p>Or why Secondlife and similar metaverses will never formally be coined Web 3.0, the next-generation Web.</p>
<p>My friend Rawn covered the recent announcement from Sony on their Playstion Home environment, lauded as a secondlife killer.</p>
<p>Rawn asks:</p>
<p>Is this the death knell for SecondLife or MySpace? Let me know what you think.</p>
<p>Although I cannot properly review something that isn&#8217;t released, I will say no on both counts&#8230;.</p>
<p><a href="http://blogs.globalcrossing.com/playstation-home" rel="nofollow" onclick="pageTracker._trackPageview('/outgoing/blogs.globalcrossing.com/playstation-home?referer=');">http://blogs.globalcrossing.com/playstation-home</a></p>
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	</item>
	<item>
		<title>By: Leon Cych</title>
		<link>http://www.zephoria.org/thoughts/archives/2006/12/15/on_being_virtua.html/comment-page-1#comment-14858</link>
		<dc:creator>Leon Cych</dc:creator>
		<pubDate>Sat, 20 Jan 2007 03:30:31 +0000</pubDate>
		<guid isPermaLink="false">http://ubuntu.my/wp30/archives/2006/12/15/on_being_virtua.html#comment-14858</guid>
		<description>Couldn&#039;t agree more - here&#039;s what&#039;s going on in the UK in education in terms of this;


&lt;a href=&quot;http://www.l4l.co.uk/?p=41&quot; rel=&quot;nofollow&quot;&gt;http://www.l4l.co.uk/?p=41&lt;/a&gt;


All the vids on that site are showcasing things that are going on in the UK to do with this in one way or another.


Exciting times!
</description>
		<content:encoded><![CDATA[<p>Couldn&#8217;t agree more &#8211; here&#8217;s what&#8217;s going on in the UK in education in terms of this;</p>
<p><a href="http://www.l4l.co.uk/?p=41" rel="nofollow" onclick="pageTracker._trackPageview('/outgoing/www.l4l.co.uk/?p=41&amp;referer=');">http://www.l4l.co.uk/?p=41</a></p>
<p>All the vids on that site are showcasing things that are going on in the UK to do with this in one way or another.</p>
<p>Exciting times!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Pit Schultz</title>
		<link>http://www.zephoria.org/thoughts/archives/2006/12/15/on_being_virtua.html/comment-page-1#comment-14857</link>
		<dc:creator>Pit Schultz</dc:creator>
		<pubDate>Fri, 05 Jan 2007 21:33:26 +0000</pubDate>
		<guid isPermaLink="false">http://ubuntu.my/wp30/archives/2006/12/15/on_being_virtua.html#comment-14857</guid>
		<description>It is probably time for a &quot;nuts and bolts&quot; approach in IT culture. In Germany the networks of transport, gas, electricity and communications are all regulated by one new ministry, the &quot;Bundesnetzagentur&quot;. Some people must have read Harold Innis again, collegue and teacher of McLuhan, he highlighed the importance of  infrastructure within communication technology. It could become necessary to understand IT in the context of larger design patterns for the upcoming planetary tasks and not just as a means in itself (blogging about blogging). Instead of the renewed interest in design and gadgetry (Everware) as in the *form* of things, it needs a new interest in architecture, as in the working structure of things. It could help to understand the internet within a longer history of the spacial and material aspects of civilatory network infrastructures, as well as the &quot;immaterial&quot; software aspects, the abstraction of system architectures, protocols and standards as s means of human organisation, two sides of the same coin.  code&amp;culture as Lessig defines it, or Bruno Latour&#039;s ANT. Usefulness measured not just in terms of personal productivity tools, but for the communal and civilatory benefits. The hedonistic fairy tales of cyberspace, the virtual world utopia of a Jaron Lanier are already history, only old media (television and print) are still thriving on it, driving these old school myths from outside.  The only big strength of SL is its LEGO-like system architecture and scriptability, which it heritated probably from the object oriented MOO/lambda culture. Its weakness is the doll house aspect of an regressive obsession with identity and the narcicism of investing in an online persona, which is another 90ies cybermyth. SL still has to prove that it is a platform and infrastructure, and that it has a real world impact, besides temporary PR effects. Real long-term potential lays in augmented models like GoogleEarth vs. highly developed persistant game worlds like WOW or the impact of MySpace for the outsourced marketing needs of a failing music industry. To have a chat or phonecall i do not need to put on a silly avatar party suit.. From a European perspective, SL looks like a ghost of the dot-com nineties hunting those who still believe in portals, homepages and &quot;web presences&quot;, a fog machine to distract investors, compared with the state-like institutional power of google. On the other hand we might not even have seen the tip of the iceberg regarding digital microloan systems, to run alternative economies and web2 based local currency systems or weather insurance future stocks...


</description>
		<content:encoded><![CDATA[<p>It is probably time for a &#8220;nuts and bolts&#8221; approach in IT culture. In Germany the networks of transport, gas, electricity and communications are all regulated by one new ministry, the &#8220;Bundesnetzagentur&#8221;. Some people must have read Harold Innis again, collegue and teacher of McLuhan, he highlighed the importance of  infrastructure within communication technology. It could become necessary to understand IT in the context of larger design patterns for the upcoming planetary tasks and not just as a means in itself (blogging about blogging). Instead of the renewed interest in design and gadgetry (Everware) as in the *form* of things, it needs a new interest in architecture, as in the working structure of things. It could help to understand the internet within a longer history of the spacial and material aspects of civilatory network infrastructures, as well as the &#8220;immaterial&#8221; software aspects, the abstraction of system architectures, protocols and standards as s means of human organisation, two sides of the same coin.  code&#038;culture as Lessig defines it, or Bruno Latour&#8217;s ANT. Usefulness measured not just in terms of personal productivity tools, but for the communal and civilatory benefits. The hedonistic fairy tales of cyberspace, the virtual world utopia of a Jaron Lanier are already history, only old media (television and print) are still thriving on it, driving these old school myths from outside.  The only big strength of SL is its LEGO-like system architecture and scriptability, which it heritated probably from the object oriented MOO/lambda culture. Its weakness is the doll house aspect of an regressive obsession with identity and the narcicism of investing in an online persona, which is another 90ies cybermyth. SL still has to prove that it is a platform and infrastructure, and that it has a real world impact, besides temporary PR effects. Real long-term potential lays in augmented models like GoogleEarth vs. highly developed persistant game worlds like WOW or the impact of MySpace for the outsourced marketing needs of a failing music industry. To have a chat or phonecall i do not need to put on a silly avatar party suit.. From a European perspective, SL looks like a ghost of the dot-com nineties hunting those who still believe in portals, homepages and &#8220;web presences&#8221;, a fog machine to distract investors, compared with the state-like institutional power of google. On the other hand we might not even have seen the tip of the iceberg regarding digital microloan systems, to run alternative economies and web2 based local currency systems or weather insurance future stocks&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Pit Schultz</title>
		<link>http://www.zephoria.org/thoughts/archives/2006/12/15/on_being_virtua.html/comment-page-1#comment-14856</link>
		<dc:creator>Pit Schultz</dc:creator>
		<pubDate>Fri, 05 Jan 2007 21:32:27 +0000</pubDate>
		<guid isPermaLink="false">http://ubuntu.my/wp30/archives/2006/12/15/on_being_virtua.html#comment-14856</guid>
		<description>It is probably time for a &quot;nuts and bolts&quot; approach in IT culture. In Germany the networks of transport, gas, electricity and communications are all regulated by one new ministry, the &quot;Bundesnetzagentur&quot;. Some people must have read Harold Innis again, collegue and teacher of McLuhan, he highlighed the importance of  infrastructure within communication technology. It could become necessary to understand IT in the context of larger design patterns for the upcoming planetary tasks and not just as a means in itself (blogging about blogging). Instead of the renewed interest in design and gadgetry (Everware) as in the *form* of things, it needs a new interest in architecture, as in the working structure of things. It could help to understand the internet within a longer history of the spacial and material aspects of civilatory network infrastructures, as well as the &quot;immaterial&quot; software aspects, the abstraction of system architectures, protocols and standards as s means of human organisation, two sides of the same coin.  code&amp;culture as Lessig defines it, or Bruno Latour&#039;s ANT. Usefulness measured not just in terms of personal productivity tools, but for the communal and civilatory benefits. The hedonistic fairy tales of cyberspace, the virtual world utopia of a Jaron Lanier are already history, only old media (television and print) are still thriving on it, driving these old school myths from outside.  The only big strength of SL is its LEGO-like system architecture and scriptability, which it heritated probably from the object oriented MOO/lambda culture. Its weakness is the doll house aspect of an regressive obsession with identity and the narcicism of investing in an online persona, which is another 90ies cybermyth. SL still has to prove that it is a platform and infrastructure, and that it has a real world impact, besides temporary PR effects. Real long-term potential lays in augmented models like GoogleEarth vs. highly developed persistant game worlds like WOW or the impact of MySpace for the outsourced marketing needs of a failing music industry. To have a chat or phonecall i do not need to put on a silly avatar party suit.. From a European perspective, SL looks like a ghost of the dot-com nineties hunting those who still believe in portals, homepages and &quot;web presences&quot;, a fog machine to distract investors, compared with the state-like institutional power of google. On the other hand we might not even have seen the tip of the iceberg regarding digital microloan systems, to run alternative economies and web2 based local currency systems or weather insurance future stocks...


</description>
		<content:encoded><![CDATA[<p>It is probably time for a &#8220;nuts and bolts&#8221; approach in IT culture. In Germany the networks of transport, gas, electricity and communications are all regulated by one new ministry, the &#8220;Bundesnetzagentur&#8221;. Some people must have read Harold Innis again, collegue and teacher of McLuhan, he highlighed the importance of  infrastructure within communication technology. It could become necessary to understand IT in the context of larger design patterns for the upcoming planetary tasks and not just as a means in itself (blogging about blogging). Instead of the renewed interest in design and gadgetry (Everware) as in the *form* of things, it needs a new interest in architecture, as in the working structure of things. It could help to understand the internet within a longer history of the spacial and material aspects of civilatory network infrastructures, as well as the &#8220;immaterial&#8221; software aspects, the abstraction of system architectures, protocols and standards as s means of human organisation, two sides of the same coin.  code&#038;culture as Lessig defines it, or Bruno Latour&#8217;s ANT. Usefulness measured not just in terms of personal productivity tools, but for the communal and civilatory benefits. The hedonistic fairy tales of cyberspace, the virtual world utopia of a Jaron Lanier are already history, only old media (television and print) are still thriving on it, driving these old school myths from outside.  The only big strength of SL is its LEGO-like system architecture and scriptability, which it heritated probably from the object oriented MOO/lambda culture. Its weakness is the doll house aspect of an regressive obsession with identity and the narcicism of investing in an online persona, which is another 90ies cybermyth. SL still has to prove that it is a platform and infrastructure, and that it has a real world impact, besides temporary PR effects. Real long-term potential lays in augmented models like GoogleEarth vs. highly developed persistant game worlds like WOW or the impact of MySpace for the outsourced marketing needs of a failing music industry. To have a chat or phonecall i do not need to put on a silly avatar party suit.. From a European perspective, SL looks like a ghost of the dot-com nineties hunting those who still believe in portals, homepages and &#8220;web presences&#8221;, a fog machine to distract investors, compared with the state-like institutional power of google. On the other hand we might not even have seen the tip of the iceberg regarding digital microloan systems, to run alternative economies and web2 based local currency systems or weather insurance future stocks&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Pit Schultz</title>
		<link>http://www.zephoria.org/thoughts/archives/2006/12/15/on_being_virtua.html/comment-page-1#comment-14855</link>
		<dc:creator>Pit Schultz</dc:creator>
		<pubDate>Fri, 05 Jan 2007 21:29:08 +0000</pubDate>
		<guid isPermaLink="false">http://ubuntu.my/wp30/archives/2006/12/15/on_being_virtua.html#comment-14855</guid>
		<description>It is probably time for a &quot;nuts and bolts&quot; approach in IT culture. In Germany the networks of transport, gas, electricity and communications are all regulated by one new ministry, the &quot;Bundesnetzagentur&quot;. Some people must have read Harold Innis again, collegue and teacher of McLuhan, he highlighed the importance of  infrastructure within communication technology. It could become necessary to understand IT in the context of larger design patterns for the upcoming planetary tasks and not just as a means in itself (blogging about blogging). Instead of the renewed interest in design and gadgetry (Everware) as in the *form* of things, it needs a new interest in architecture, as in the working structure of things. It could help to understand the internet within a longer history of the spacial and material aspects of civilatory network infrastructures, as well as the &quot;immaterial&quot; software aspects, the abstraction of system architectures, protocols and standards as s means of human organisation, two sides of the same coin.  code&amp;culture as Lessig defines it, or Bruno Latour&#039;s ANT. Usefulness measured not just in terms of personal productivity tools, but for the communal and civilatory benefits. The hedonistic fairy tales of cyberspace, the virtual world utopia of a Jaron Lanier are already history, only old media (television and print) are still thriving on it, driving these old school myths from outside.  The only big strength of SL is its LEGO-like system architecture and scriptability, which it heritated probably from the object oriented MOO/lambda culture. Its weakness is the doll house aspect of an regressive obsession with identity and the narcicism of investing in an online persona, which is another 90ies cybermyth. SL still has to prove that it is a platform and infrastructure, and that it has a real world impact, besides temporary PR effects. Real long-term potential lays in augmented models like GoogleEarth vs. highly developed persistant game worlds like WOW or the impact of MySpace for the outsourced marketing needs of a failing music industry. To have a chat or phonecall i do not need to put on a silly avatar party suit.. From a European perspective, SL looks like a ghost of the dot-com nineties hunting those who still believe in portals, homepages and &quot;web presences&quot;, a fog machine to distract investors, compared with the state-like institutional power of google. On the other hand we might not even have seen the tip of the iceberg regarding digital microloan systems, to run alternative economies and web2 based local currency systems or weather insurance future stocks...


</description>
		<content:encoded><![CDATA[<p>It is probably time for a &#8220;nuts and bolts&#8221; approach in IT culture. In Germany the networks of transport, gas, electricity and communications are all regulated by one new ministry, the &#8220;Bundesnetzagentur&#8221;. Some people must have read Harold Innis again, collegue and teacher of McLuhan, he highlighed the importance of  infrastructure within communication technology. It could become necessary to understand IT in the context of larger design patterns for the upcoming planetary tasks and not just as a means in itself (blogging about blogging). Instead of the renewed interest in design and gadgetry (Everware) as in the *form* of things, it needs a new interest in architecture, as in the working structure of things. It could help to understand the internet within a longer history of the spacial and material aspects of civilatory network infrastructures, as well as the &#8220;immaterial&#8221; software aspects, the abstraction of system architectures, protocols and standards as s means of human organisation, two sides of the same coin.  code&#038;culture as Lessig defines it, or Bruno Latour&#8217;s ANT. Usefulness measured not just in terms of personal productivity tools, but for the communal and civilatory benefits. The hedonistic fairy tales of cyberspace, the virtual world utopia of a Jaron Lanier are already history, only old media (television and print) are still thriving on it, driving these old school myths from outside.  The only big strength of SL is its LEGO-like system architecture and scriptability, which it heritated probably from the object oriented MOO/lambda culture. Its weakness is the doll house aspect of an regressive obsession with identity and the narcicism of investing in an online persona, which is another 90ies cybermyth. SL still has to prove that it is a platform and infrastructure, and that it has a real world impact, besides temporary PR effects. Real long-term potential lays in augmented models like GoogleEarth vs. highly developed persistant game worlds like WOW or the impact of MySpace for the outsourced marketing needs of a failing music industry. To have a chat or phonecall i do not need to put on a silly avatar party suit.. From a European perspective, SL looks like a ghost of the dot-com nineties hunting those who still believe in portals, homepages and &#8220;web presences&#8221;, a fog machine to distract investors, compared with the state-like institutional power of google. On the other hand we might not even have seen the tip of the iceberg regarding digital microloan systems, to run alternative economies and web2 based local currency systems or weather insurance future stocks&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Brian O' Hanlon</title>
		<link>http://www.zephoria.org/thoughts/archives/2006/12/15/on_being_virtua.html/comment-page-1#comment-14854</link>
		<dc:creator>Brian O' Hanlon</dc:creator>
		<pubDate>Mon, 01 Jan 2007 09:02:28 +0000</pubDate>
		<guid isPermaLink="false">http://ubuntu.my/wp30/archives/2006/12/15/on_being_virtua.html#comment-14854</guid>
		<description>You will notice, even in the casual discussion of mine lately at CG Architect,


&#039;When will software empower Architects?&#039;


We ended up discussing the structure of teams and disiplines and how they all could join together in real or virtual meeting places, to accomplish their tasks.


Second Life is an application that may make no sense whatsoever, to individuals who use their computers in the personal sense.


If you ask me personally, this notion of the all &#039;empowered individual&#039; with their portable machine is off putting. This notion that everything is online, available and for free. No matter what, you can&#039;t build a sustainable business model around it.


So much of the hype about Information technology, post the Bill Gates era has exclusively focussed upon individual empowerment.


Martin Campbell Kelly reflects upon this too in his book, from airline reservations to sonic the hedgehog. Kelly speaks of how Microsoft are ten percent of the software industry, yet in the public perception they seem more like one hundred percent.
</description>
		<content:encoded><![CDATA[<p>You will notice, even in the casual discussion of mine lately at CG Architect,</p>
<p>&#8216;When will software empower Architects?&#8217;</p>
<p>We ended up discussing the structure of teams and disiplines and how they all could join together in real or virtual meeting places, to accomplish their tasks.</p>
<p>Second Life is an application that may make no sense whatsoever, to individuals who use their computers in the personal sense.</p>
<p>If you ask me personally, this notion of the all &#8216;empowered individual&#8217; with their portable machine is off putting. This notion that everything is online, available and for free. No matter what, you can&#8217;t build a sustainable business model around it.</p>
<p>So much of the hype about Information technology, post the Bill Gates era has exclusively focussed upon individual empowerment.</p>
<p>Martin Campbell Kelly reflects upon this too in his book, from airline reservations to sonic the hedgehog. Kelly speaks of how Microsoft are ten percent of the software industry, yet in the public perception they seem more like one hundred percent.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Brian O' Hanlon</title>
		<link>http://www.zephoria.org/thoughts/archives/2006/12/15/on_being_virtua.html/comment-page-1#comment-14853</link>
		<dc:creator>Brian O' Hanlon</dc:creator>
		<pubDate>Mon, 01 Jan 2007 08:39:10 +0000</pubDate>
		<guid isPermaLink="false">http://ubuntu.my/wp30/archives/2006/12/15/on_being_virtua.html#comment-14853</guid>
		<description>Eric,


Thanks for bringing up those points of yours.
Because, now that I think about it, I had done some thinking about shared working spaces online
myself a while ago. When I read about Doug Englebart&#039;s vision for computing, which was based
around McCarthy&#039;s time sharing idea. The whole notion that the one big computer is large and
powerful enough to service a whole team&#039;s computing needs.


In the transfer over to the &#039;personal&#039; computer paradigm in the late 70s and early 80s,
I think we must have lost some of what was useful in McCarthy&#039;s and Englebart&#039;s visions for
our computing experience. It is similar I think, to when Kevin Kelly talked about Darwin and how
his theories on evolution overshadowed the work of all other biologists. That it became impossible
to even mention ideas on evolution, which didn&#039;t conform to Darwin&#039;s notion.


I responded a while ago to Nicholas Carr&#039;s blog entry, the grid land.
I also wrote something at the time on CG Architect about &#039;Reinventing the Minicomputer&#039;.
Both are easy to find using a google search.


I haven&#039;t thought about this whole idea much until I read your post Eric, and I am absolutely
intrigued by the possibility of teams working together in a single virtual space.
You will find a piece linked at CG Architect called, How long does a Platform really last?


I posted up at Aceshardware forum, shortly after I had read of Doug Englebart and his
projects back in the day, in the great book about the era, What the Dormouse Said.
I am hugely interested in this subject of team building online, because I work in
construction and architecture, where it is impossible to operate just as an individual.
By definition, everything revolves around team working.


Yet, from my perspective, the whole notion of computing, wants to impose its structure
onto the structure of companies.
Critics like Nicholas Carr are against Information Technology&#039;s insistence upon defining people as
individuals loosely joined for just-in-time collaboration.
In 2006, we still don&#039;t have the platform to enable team work.
In fact, I would argue we were closer to it in the 1960s than we are today.


The web 2.0 touched upon the problem without dealing with it head on.
Mitch Kapur&#039;s comments, not accelerating the individual, but accelerating the group.
But the trouble is, web 2.0 can only go so far, and never far enough - or risk offending the
pillars of Information technology thinking for the last couple of decades.
This notion about personal everything.


Even Neil Gershenfeld, working in the seat of MIT itself, who should know better is carried away
by his fascination with personal fabrication.
Yet the major problems in fabrication are not to be found at personal level at all,
but at the level of organisations and teams.
But Classic Information Technology has pushed too many intelligent people in the direction it
chooses to go - not in a direction, which would benefit organisations.
In this sense, Nicholas Carr&#039;s arguments in &#039;Does IT Matter&#039;, are bang on the nail.


Brian O&#039;Hanlon.
</description>
		<content:encoded><![CDATA[<p>Eric,</p>
<p>Thanks for bringing up those points of yours.<br />
Because, now that I think about it, I had done some thinking about shared working spaces online<br />
myself a while ago. When I read about Doug Englebart&#8217;s vision for computing, which was based<br />
around McCarthy&#8217;s time sharing idea. The whole notion that the one big computer is large and<br />
powerful enough to service a whole team&#8217;s computing needs.</p>
<p>In the transfer over to the &#8216;personal&#8217; computer paradigm in the late 70s and early 80s,<br />
I think we must have lost some of what was useful in McCarthy&#8217;s and Englebart&#8217;s visions for<br />
our computing experience. It is similar I think, to when Kevin Kelly talked about Darwin and how<br />
his theories on evolution overshadowed the work of all other biologists. That it became impossible<br />
to even mention ideas on evolution, which didn&#8217;t conform to Darwin&#8217;s notion.</p>
<p>I responded a while ago to Nicholas Carr&#8217;s blog entry, the grid land.<br />
I also wrote something at the time on CG Architect about &#8216;Reinventing the Minicomputer&#8217;.<br />
Both are easy to find using a google search.</p>
<p>I haven&#8217;t thought about this whole idea much until I read your post Eric, and I am absolutely<br />
intrigued by the possibility of teams working together in a single virtual space.<br />
You will find a piece linked at CG Architect called, How long does a Platform really last?</p>
<p>I posted up at Aceshardware forum, shortly after I had read of Doug Englebart and his<br />
projects back in the day, in the great book about the era, What the Dormouse Said.<br />
I am hugely interested in this subject of team building online, because I work in<br />
construction and architecture, where it is impossible to operate just as an individual.<br />
By definition, everything revolves around team working.</p>
<p>Yet, from my perspective, the whole notion of computing, wants to impose its structure<br />
onto the structure of companies.<br />
Critics like Nicholas Carr are against Information Technology&#8217;s insistence upon defining people as<br />
individuals loosely joined for just-in-time collaboration.<br />
In 2006, we still don&#8217;t have the platform to enable team work.<br />
In fact, I would argue we were closer to it in the 1960s than we are today.</p>
<p>The web 2.0 touched upon the problem without dealing with it head on.<br />
Mitch Kapur&#8217;s comments, not accelerating the individual, but accelerating the group.<br />
But the trouble is, web 2.0 can only go so far, and never far enough &#8211; or risk offending the<br />
pillars of Information technology thinking for the last couple of decades.<br />
This notion about personal everything.</p>
<p>Even Neil Gershenfeld, working in the seat of MIT itself, who should know better is carried away<br />
by his fascination with personal fabrication.<br />
Yet the major problems in fabrication are not to be found at personal level at all,<br />
but at the level of organisations and teams.<br />
But Classic Information Technology has pushed too many intelligent people in the direction it<br />
chooses to go &#8211; not in a direction, which would benefit organisations.<br />
In this sense, Nicholas Carr&#8217;s arguments in &#8216;Does IT Matter&#8217;, are bang on the nail.</p>
<p>Brian O&#8217;Hanlon.</p>
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		<title>By: Eric Rice</title>
		<link>http://www.zephoria.org/thoughts/archives/2006/12/15/on_being_virtua.html/comment-page-1#comment-14852</link>
		<dc:creator>Eric Rice</dc:creator>
		<pubDate>Fri, 29 Dec 2006 17:03:23 +0000</pubDate>
		<guid isPermaLink="false">http://ubuntu.my/wp30/archives/2006/12/15/on_being_virtua.html#comment-14852</guid>
		<description>I haven&#039;t quite fleshed out my year-end thoughts on this, but as someone deeply involved in blogging, second life, warcraft, and various social media stuff, I&#039;ve been fascinated on the separations between a virtual world or immersion platform and gaming.


Are we trying to shove everything into a single package? At some point I had realized that the success of podcast advertising, wasn&#039;t really about advertising in the audio, but in the audio *and* the supporting infrastructures-- and this lead me to see the brand, not the medium. And that&#039;s a bit old school.


And yet, there&#039;s lots of discussion about the virtual world (and sure, SL is not a game-it&#039;s a platform, yadda yadda), but how is that different from creativity and social structures based on game worlds. The social networks around something like Warcraft or Halo or whatever the hot title du jour is?


My network of friends is my network of friends, and that spans Skype, mySpace, Second Life, Warcraft, blogs and so on. Even business!


When my pals who started Crayon made the reference to being distributed and working in a single virtual place, I saw it being the same thing as having a web presence and a company&#039;s employees being spread about, using a variety of tools. Locking in interaction to the SL locale *first*, seemed to be a bit short sighted as technological barriers make it very very difficult to interact with the company.


Sorry for that brain dump, I&#039;ve been working for a while now on my post about how much of what I believe about blogging/podcasting/vlogging and DIY/social media of 2006, is the result of having a dual existence in Warcraft and Second Life *combined*. Not an easy post to write.


</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t quite fleshed out my year-end thoughts on this, but as someone deeply involved in blogging, second life, warcraft, and various social media stuff, I&#8217;ve been fascinated on the separations between a virtual world or immersion platform and gaming.</p>
<p>Are we trying to shove everything into a single package? At some point I had realized that the success of podcast advertising, wasn&#8217;t really about advertising in the audio, but in the audio *and* the supporting infrastructures&#8211; and this lead me to see the brand, not the medium. And that&#8217;s a bit old school.</p>
<p>And yet, there&#8217;s lots of discussion about the virtual world (and sure, SL is not a game-it&#8217;s a platform, yadda yadda), but how is that different from creativity and social structures based on game worlds. The social networks around something like Warcraft or Halo or whatever the hot title du jour is?</p>
<p>My network of friends is my network of friends, and that spans Skype, mySpace, Second Life, Warcraft, blogs and so on. Even business!</p>
<p>When my pals who started Crayon made the reference to being distributed and working in a single virtual place, I saw it being the same thing as having a web presence and a company&#8217;s employees being spread about, using a variety of tools. Locking in interaction to the SL locale *first*, seemed to be a bit short sighted as technological barriers make it very very difficult to interact with the company.</p>
<p>Sorry for that brain dump, I&#8217;ve been working for a while now on my post about how much of what I believe about blogging/podcasting/vlogging and DIY/social media of 2006, is the result of having a dual existence in Warcraft and Second Life *combined*. Not an easy post to write.</p>
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