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Mondes virtuels : tranches de vie en numérique. N°23. Des jeux et des mondes. What Is the Metaverse? Philip Rosedale’s Big Dream for Immersive Virtual Worlds. What Is the Metaverse?

What Is the Metaverse? Philip Rosedale’s Big Dream for Immersive Virtual Worlds

Philip Rosedale’s Big Dream for Immersive Virtual Worlds What is the metaverse? It’s Philip Rosedale’s second crack at playing god—at least in the virtual sense. Rosedale created his first virtual world, Second Life, in 2002. Now, he and his new company, High Fidelity, are building another world in silica—and this time, they’re thinking on planetary scales. Speaking at the Silicon Valley Virtual Reality (SVVR) conference this week, Rosedale said that by harnessing the shared power of home PCs, “We could collectively create a space whose literal scale is comparable to the landmass of the planet Earth.” There's no predicting what new sights will emerge in future user-created virtual worlds. Rosedale and High Fidelity aim to build a scaffold, set the ground rules, and hit play. But first—what about that scaffold and ground rules?

High Fidelity’s virtual world, launched in alpha this April (more refinement to come), is cool for a few reasons. Association Des Bimondiens - ADB. A Declaration of the Independence of Cyberspace. By John Perry Barlow Governments of the Industrial World, you weary giants of flesh and steel, I come from Cyberspace, the new home of Mind. On behalf of the future, I ask you of the past to leave us alone. You are not welcome among us. You have no sovereignty where we gather.

We have no elected government, nor are we likely to have one, so I address you with no greater authority than that with which liberty itself always speaks. Governments derive their just powers from the consent of the governed. You have not engaged in our great and gathering conversation, nor did you create the wealth of our marketplaces. You claim there are problems among us that you need to solve.

Cyberspace consists of transactions, relationships, and thought itself, arrayed like a standing wave in the web of our communications. We are creating a world that all may enter without privilege or prejudice accorded by race, economic power, military force, or station of birth. Chat en 3D gratuit. Fais des rencontres, crée ton avatar, éclates-toi! - Club Cooee. Hypergrid Business – Real work in virtual reality.

Second Life: New World Notes. SL Flickr of the Day: Moos Makes the Metaverse His Canvas "Lost" isn't some mid-century masterpiece you forgot you once saw, it's a screenshot Second Life (at least it started that way): Moos Hultcrantz is the man who made the metaverse his canvas in this way, and the rest of his many SL photos (some more post-processed than others) is a perfect stream of moody eye candy for the weekend.

Second Life: New World Notes

Here's a stream featuring the late-lamented Venexia in SL: Continue reading "SL Flickr of the Day: Moos Makes the Metaverse His Canvas" Posted at 01:55 PM | Permalink | Comments (1) Would You Love to Be Above the Virtual Sea in a Chair Held Aloft by Balloons? Of course you would, of course you would. Continue reading "Would You Love to Be Above the Virtual Sea in a Chair Held Aloft by Balloons? " Posted at 12:36 PM | Permalink | Comments (0) Virtual Reality Movies Are "Not Storytelling", Says Pixar Co-Founder; VR Pioneer Jacki Morie Agrees -- For Now His point: Here's the challenge, as she sees it: The Times, Mr. Daneel Ariantho's digital log. Gartner annonce une adoption des mondes virtuels dans 5 ou 10 ans.

Bon ceci dit, pour ne pas broyer du noir, ces mêmes prévisions donnaient, en 2007-2008 les mondes virtuels en pleine adoption vers 2010-2011.

Gartner annonce une adoption des mondes virtuels dans 5 ou 10 ans

L’erreur n’est pas donc quelque chose de rare du coté de Gartner, qui sont d’ailleurs beaucoup crititqués. La réalité augmentée est, elle, en plein dans le haut de la vague. Et en consultant le PDF fourni par Gartner on découvre que cette techno sera adoptée de façon massive par les internautes dans 5-10 ans aussi mais auvec un usage plus “massif” (cf p13). Bon, étant donné que l’étude complète coûte la bagatelle de 2000$ je vous laisserai autant dans le vague que je le suis avec ses prédictions plus ou moins sérieuses… A vous de juger. Petite remarque tout de même, s’il est vrai que l’on parle de moins en moins de mondes virtuels, on parle de plus en plus de seriousgame ou “d’outil de médiation en 3D”.

Project Wonderland Capabilities. KZero Worldswide.