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May 17, 2005 4:00 AM PDT

Newsmaker: Is it finally time for 3D online?

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personal motivation to get into this in the first place was that I always thought it would yield a better way to present information. 3D is dynamic, it's broadcast quality. We're also going to see movement toward a TV-broadcast, video-game aesthetic to the presentation of information. Why haven't we done it so far? Because we couldn't.

What's the best 3D interface you've seen? Can you point to something in particular?
Parisi: My favorite, which was presented in a VRML tech conference in 1998, was a visualization of the workings of CERN's particle accelerator. The accelerator is a big honking thing, and you could fly through it, and within that you had a visualization of what was happening at the physics level. You could see the particles streaming through. You had the abstract integrated with the concrete. It's about being able to combine the verisimilar with the abstract.

At the risk of sounding too technical, (Microsoft's upcoming graphics system) is BS 3D.

So to get this to work, you need to have a new generation of people who are thinking this way. Where are they going to come from?
Parisi: That generation is coming out of the art schools knowing tools like 3D Studio Max, Maya, LightWave, and many of them are learning how to take their design skills to the Web, much the way Photoshop jocks learned how to develop for the Web when their jobs demanded it.

The next generation needs to have been raised on 3D user interfaces. And you've got that with gamers.
Parisi: That's the best example of people raised on 3D interfaces. When you move one of your characters around in a 3D game, it already knows how to walk. In VRML, you could walk through the same space and not have any sense that you had any identity. No one did that level of design. You wouldn't hear the footfalls. So that has to happen.

The bulk of the interface design will come from (the) gaming community, with additional innovation through these proprietary 3D chat worlds. But in most of these chat rooms, there's nothing to do! You see someone's avatar, and they're picking their nose. It's a piece of glitz attached to text chat. In an application like "Everquest," you have exactly the same environment design and you're there to do something. There has to be a purpose.

How does Adobe's acquisition of Macromedia bode for 3D?
Parisi: It's obviously a boost for multimedia in general. You have two powerhouses getting together with serious multimedia tools, one coming from the document print world, the other from the interactive CD-ROM world, trying to make the Web a broadcast medium. That's huge. It's continued evidence that Macromedia is relevant as a business, that this is not a sideline to information technology or the Web. More and more, it's going to be the main gig on your computer. So to me, that's all goodness.

But isn't there a tension between Adobe's vision of the world and what Macromedia is trying to do?
Parisi: Yes. Is the WYSIWYG (what you see is what you get) document culture of Adobe going to win, or the interactive broadcast culture going to win? Typically in these mergers, one culture is going to win out. Do you think they are going to be able to maintain their separate identities? I'm dubious.

As for 3D, I don't believe they can ignore it. Will they embrace open standards? We've seen a glimmer of open-standards friendliness with Adobe and their support of SVG (Scalable Vector Graphics), but those days might be over now that they own Flash.

What's your opinion of (Microsoft's upcoming graphics system) Avalon?
Parisi: At the risk of sounding too technical, it's BS 3D. You can drop in a cube or a sphere and drop some video on it, and they're calling that 3D. If you want to develop any kind of 3D that has complex objects or behaviors or a rich 3D environment, what they don't tell you is that you then have to write code to that. You're basically writing C# or C++.

Microsoft pioneered a lot of the 3D technologies you say have prepared the Web for this 3D explosion. They created DirectX, Direct3D. They have the Xbox. What's to keep them from putting that technology into Avalon?
Parisi: I can only assume it's internal politics keeping that from happening. I can't see it happening any time soon. You have to give Microsoft credit for one big thing: They are very focused. They want to win at this console market. Why would they distract themselves with this market that's going to take five years to blossom? By the time this becomes a mainstream phenomenon, they can buy their way into it or build it then. They're taking minimal baby steps to say they're doing 3D, but it's not real 3D. So if there is going to be any relevance to Avalon, they need X3D to succeed.

Aren't open-source gaming engines one of your biggest competitors?
Parisi: From a technology standpoint, the most significant competition would come from open-source gaming engines, because the technology is the most similar to what we have in Flux. It's about real-time objects animating, moving, about fancy rendering techniques and being able to interact with them. Those engines, traditionally, have not been packaged to be deployed on the Web. They've been 20 or 30MB downloads, though that's changing. It's also a business model issue. They're developing games and the engines to support the games. You don't have a motivation for development of this kind of content on the Web. If there were a freely available open-source or open-source-based ubiquitous playback engine that did 90 percent of what the commercial ones do, you'd see a lot of development directed there.

But if an open-source game engine took off, that would be the real competition.  

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Add a Comment (Log in or register) Showing 1 of 2 pages (70 Comments)
Communicators Choose
by May 17, 2005 6:59 AM PDT
Tony is dead on about the need to do something in 3D. If 3D is about communications, it is also about presence. Even if the avatar is only picking it's nose, that is what the avatar's owner intends and it is expressible in 3D in a way it is not expressible rotating a cube.

During the weekend, the Jewel of Indra (www.jewelofindra.com) community got together to listen to a real time webradio cast of music, some commercial, some indie, some made for the occasion. It was a good party as these things go, but the real eye opener was that on a 56k dialup, the real time 3D and the real time audiocast was working with nary a drop out or crash. That is the big difference between what can be done now and what could be done ten years ago.

Presence is the key to effective communications. Systems that can do that win. This is where real time 3D is waaaaay better than the 2D chat or IM of the past.

There are other web 3D applications on the horizon that will use it far more seriously for command and control applications, but that is a different topic.
Reply to this comment
Communicators Choose
by May 17, 2005 6:59 AM PDT
Tony is dead on about the need to do something in 3D. If 3D is about communications, it is also about presence. Even if the avatar is only picking it's nose, that is what the avatar's owner intends and it is expressible in 3D in a way it is not expressible rotating a cube.

During the weekend, the Jewel of Indra (www.jewelofindra.com) community got together to listen to a real time webradio cast of music, some commercial, some indie, some made for the occasion. It was a good party as these things go, but the real eye opener was that on a 56k dialup, the real time 3D and the real time audiocast was working with nary a drop out or crash. That is the big difference between what can be done now and what could be done ten years ago.

Presence is the key to effective communications. Systems that can do that win. This is where real time 3D is waaaaay better than the 2D chat or IM of the past.

There are other web 3D applications on the horizon that will use it far more seriously for command and control applications, but that is a different topic.
Reply to this comment
It's not practical...
by Bob_Barker May 17, 2005 7:55 AM PDT
"3d" isn't going to make communication any more effective.
Reply to this comment
It's not practical...
by Bob_Barker May 17, 2005 7:55 AM PDT
"3d" isn't going to make communication any more effective.
Reply to this comment
It was also time for it in 1998...
by sanenazok May 17, 2005 8:08 AM PDT
I saw it demo'ed at my university as the next big thing...oh did this go nowhere fast. This will make 3d communication easier, and of course we all communicate in 3d.

If there ever was a time for VRML, it has already passed. The 3d environments created by this are low quality and repeatative backgrounds. Now a days people expect so much more than just pointing at floating flat images.
Reply to this comment
Not sure what you were looking at...
by Barefoot Hippy Chick May 17, 2005 4:18 PM PDT
but it wasn't JewelOfIndra.com.
The creators are indeed gifted in their respective arts and the ease of navigation was far and away easier than most 3D chats I have to date encountered.

Regards,
Serendipity
And todays perspective:
by May 17, 2005 6:57 PM PDT
Unfortunately that would have been an accurate statement during that time. The truth is no company embraced the VRML standard. Instead they attempted to lead it in a drawn and quartered direction. Today, using a goal oriented team, in a proffessional developement environment, the reality is: very high quality animation and graphic rich productions using VRML exist. Simple flat surfaces floating, have become widget riddled HUDs with real time - shared multi-media machines that all operate within a VRML player. At Jewel of Indra (www.jewelofindra.com) there is evidence of this type of experience that may include Media Screens you can watch movies on, radios that tune in media and even live broadcast radio, game systems that are multi-player all fitted with intresting style and multi-functionality that every 3D user wants and likes. The 10 year out dated perspective of VRML presented here only fuels the truth of the disregard VRML has endured. Fortunately, the artists and developers involved in the VRML market today have X3D to look forward to and rely upon for the future developement of an open standard 3d rich market.
View reply
It was also time for it in 1998...
by sanenazok May 17, 2005 8:08 AM PDT
I saw it demo'ed at my university as the next big thing...oh did this go nowhere fast. This will make 3d communication easier, and of course we all communicate in 3d.

If there ever was a time for VRML, it has already passed. The 3d environments created by this are low quality and repeatative backgrounds. Now a days people expect so much more than just pointing at floating flat images.
Reply to this comment
Not sure what you were looking at...
by Barefoot Hippy Chick May 17, 2005 4:18 PM PDT
but it wasn't JewelOfIndra.com.
The creators are indeed gifted in their respective arts and the ease of navigation was far and away easier than most 3D chats I have to date encountered.

Regards,
Serendipity
And todays perspective:
by May 17, 2005 6:57 PM PDT
Unfortunately that would have been an accurate statement during that time. The truth is no company embraced the VRML standard. Instead they attempted to lead it in a drawn and quartered direction. Today, using a goal oriented team, in a proffessional developement environment, the reality is: very high quality animation and graphic rich productions using VRML exist. Simple flat surfaces floating, have become widget riddled HUDs with real time - shared multi-media machines that all operate within a VRML player. At Jewel of Indra (www.jewelofindra.com) there is evidence of this type of experience that may include Media Screens you can watch movies on, radios that tune in media and even live broadcast radio, game systems that are multi-player all fitted with intresting style and multi-functionality that every 3D user wants and likes. The 10 year out dated perspective of VRML presented here only fuels the truth of the disregard VRML has endured. Fortunately, the artists and developers involved in the VRML market today have X3D to look forward to and rely upon for the future developement of an open standard 3d rich market.
View reply
One more often neglected point/nail
by Philips May 17, 2005 8:15 AM PDT
> XML-based

I have heard long time ago one more point which is more or less a nail in coffin of any 3D model representation, especially XML-based.

During discussions with my friends - professional and mateur 3D modelers/animators - biggest problem with VRML was that is was open. IOW, anyone can take model and do anything with it. Once you release model, it is - like HTML - open to anyone. And that is not what animators/modelers wish to do.

What we have to factor here in, is the price of 3D modeling/animating software. Thou number of free titles is rising, it is still quite minor, compared to commercial products like Kinetix 3D Max, Alias Maya, Side Effects Houdini or Cinema4D and LightWave.

And creation of 3D models and their animation is much more tiresome process than anything, right now involved in Web content represenation.

Flash got an edge here. Most blaimed their proprietary blob file format, but for most independent artists it is only way to earn money.

When you produce an e.g. JPEG picture, you cannot reverse engineer it and reuse its primitives to create new pictures. With text-based 3D models - it is piece of cake.

As much as I want to see more of 3D Web, that much I do not believe artists will join up.

IMHO.
Reply to this comment
Right But You Underestimate the Experience
by May 17, 2005 8:27 AM PDT
Yes, 3D is hard to do and expensive. Guess what? Large communities of artists don't care. They do it anyway. As anyone who has seen the not-for-profit Star Wars movie on the Internet sanctioned by George Lucas, artists do band together to do very sophisticated works and often give them away. Why? For the fun of it.

Now if your only motive is profit, the profits in this industry will come slowly just as they did for movies in their infancy, but faster in terms of real time because of the network effect.

You really should spend some time in these online communities. There is stunning artwork there contributed from all over the world. Like open source software, the value of contributing is realized by ganging together media from multiple sources and multiple types to create a group experience with presence as the dominating quality. Simply: it is a lot more fun to listen to tunes with a group of friends than to describe them over text-only chat. The web is MULTI-MEDIA and the VRMLers get that in a big way.

And as for open models, X3D has three formats of which one is a binary. So the W3DC has heard that complaint and responded with support for artists and content owners who wish to close their models to inspection. That will have a side effect of decreasing their distribution, but that is their business model to consider.
View reply
Encrypted VRML
by demicron May 18, 2005 3:02 AM PDT
I agree on your concern regarding the open format and the ease of "stealing" the 3D artwork.

However, there are solutions. For example Demicron's web3D tool WireFusion imports and encrypts VRML files before publishing them to the web as Java applets.

The benefits from the open format are therefore still preserved, i.e. you can use standard 3D animations/modeling tools like 3ds max, Maya, LightWave etc to export to VRML, and the 3D artwork is then also protected from reverse engineering.
One more often neglected point/nail
by Philips May 17, 2005 8:15 AM PDT
> XML-based

I have heard long time ago one more point which is more or less a nail in coffin of any 3D model representation, especially XML-based.

During discussions with my friends - professional and mateur 3D modelers/animators - biggest problem with VRML was that is was open. IOW, anyone can take model and do anything with it. Once you release model, it is - like HTML - open to anyone. And that is not what animators/modelers wish to do.

What we have to factor here in, is the price of 3D modeling/animating software. Thou number of free titles is rising, it is still quite minor, compared to commercial products like Kinetix 3D Max, Alias Maya, Side Effects Houdini or Cinema4D and LightWave.

And creation of 3D models and their animation is much more tiresome process than anything, right now involved in Web content represenation.

Flash got an edge here. Most blaimed their proprietary blob file format, but for most independent artists it is only way to earn money.

When you produce an e.g. JPEG picture, you cannot reverse engineer it and reuse its primitives to create new pictures. With text-based 3D models - it is piece of cake.

As much as I want to see more of 3D Web, that much I do not believe artists will join up.

IMHO.
Reply to this comment
Right But You Underestimate the Experience
by May 17, 2005 8:27 AM PDT
Yes, 3D is hard to do and expensive. Guess what? Large communities of artists don't care. They do it anyway. As anyone who has seen the not-for-profit Star Wars movie on the Internet sanctioned by George Lucas, artists do band together to do very sophisticated works and often give them away. Why? For the fun of it.

Now if your only motive is profit, the profits in this industry will come slowly just as they did for movies in their infancy, but faster in terms of real time because of the network effect.

You really should spend some time in these online communities. There is stunning artwork there contributed from all over the world. Like open source software, the value of contributing is realized by ganging together media from multiple sources and multiple types to create a group experience with presence as the dominating quality. Simply: it is a lot more fun to listen to tunes with a group of friends than to describe them over text-only chat. The web is MULTI-MEDIA and the VRMLers get that in a big way.

And as for open models, X3D has three formats of which one is a binary. So the W3DC has heard that complaint and responded with support for artists and content owners who wish to close their models to inspection. That will have a side effect of decreasing their distribution, but that is their business model to consider.
View reply
Encrypted VRML
by demicron May 18, 2005 3:02 AM PDT
I agree on your concern regarding the open format and the ease of "stealing" the 3D artwork.

However, there are solutions. For example Demicron's web3D tool WireFusion imports and encrypts VRML files before publishing them to the web as Java applets.

The benefits from the open format are therefore still preserved, i.e. you can use standard 3D animations/modeling tools like 3ds max, Maya, LightWave etc to export to VRML, and the 3D artwork is then also protected from reverse engineering.
Practice Outstrips Punditry
by May 17, 2005 8:19 AM PDT
The 3D online communities are proving that this is Ludditism as punditry:

1. It is practical. Online communities regularly meet, design and communicate in 3D. Flat images have not been 3D for years.

2. It is happening now. The Blaxxun servers with their shared events extensions make it quite easy to build 3D worlds for collaborative work.

3. The key is presence. The use of 3D avatars provides onset cues for behaviors. The natural language of humans is not text, but physical gestures. This is the area that needs rapid improvement because while the avatars are capable of sophisticated gestures, the authoring tools lack high level script macros for creating these.

No one will argue that the Gibsonian worlds envisioned by the creators of VRML are difficult to create and sustain, yet under the radar of the pundits, this goal sustains the efforts and that is, like the vision of open communications that resulted in the WWW despite the more credentialed naysayers (of which I was one), what is enabling the emergence of the online real time communities today instead of ten years from now.

They have mastered simpler technologies, aggregated them, and they are doing now what you say cannot be done or is not practical.

Before you argue, spend time in the online communities. Otherwise, you really don't understand and you are possibly misinformed.
Reply to this comment
Practice Outstrips Punditry
by May 17, 2005 8:19 AM PDT
The 3D online communities are proving that this is Ludditism as punditry:

1. It is practical. Online communities regularly meet, design and communicate in 3D. Flat images have not been 3D for years.

2. It is happening now. The Blaxxun servers with their shared events extensions make it quite easy to build 3D worlds for collaborative work.

3. The key is presence. The use of 3D avatars provides onset cues for behaviors. The natural language of humans is not text, but physical gestures. This is the area that needs rapid improvement because while the avatars are capable of sophisticated gestures, the authoring tools lack high level script macros for creating these.

No one will argue that the Gibsonian worlds envisioned by the creators of VRML are difficult to create and sustain, yet under the radar of the pundits, this goal sustains the efforts and that is, like the vision of open communications that resulted in the WWW despite the more credentialed naysayers (of which I was one), what is enabling the emergence of the online real time communities today instead of ten years from now.

They have mastered simpler technologies, aggregated them, and they are doing now what you say cannot be done or is not practical.

Before you argue, spend time in the online communities. Otherwise, you really don't understand and you are possibly misinformed.
Reply to this comment
Adoption leads innovation
by May 17, 2005 10:42 AM PDT
When a new technology becomes available, people use it to do the familiar. Only after the tech has been adopted does the innovative application begin. 3D chat is such a technology. It is only beginning to gain traction and only in those areas that are "the familiar."

3d communities like ActiveWorlds, Cybertown, Oddessey, and iCity have had cycles of growth and retrenchment over the last 5 years. These environments allow people to create avatars, objects, and landscapes which they can (and do) share with others. The "game-like" aspects of these communities are non-existance. In this aspect they are more like graphical MUSHes (Multi User Scenario Handlers) than MUDs (Multi User Dungeons) of the early internet.

But these environments permit regular people to create and interact with the environment. It is, of course, escapist to a certain extent, but it has not yet begun to explore the range of possibilities for interaction and display, let alone creation of social communities.

One of the WORST implementations I've seen is an online classroom where students walk their avatars into a classroom, sit at 3d desks, and listen to an instructor avatar lecture -- complete with slide show projected on the wall of the 3d room.

One of the BEST implementations is the creation of an online theatre company at Jewel of Indra where the inmates are in the process of producing a play complete with custom made avatars, scenery, and props.

One of the key stumbling blocks to adoption has been -- and continutes to be -- the lack of free, cross-platform "readers." There is nothing wrong with proprietary clients so long as they are available cross-platform. Blaxxun's community platform continues to be plagued by this implementation and we can hope that Tony's development team will learn from that persistent error going forward.
Reply to this comment
Adoption leads innovation
by May 17, 2005 10:42 AM PDT
When a new technology becomes available, people use it to do the familiar. Only after the tech has been adopted does the innovative application begin. 3D chat is such a technology. It is only beginning to gain traction and only in those areas that are "the familiar."

3d communities like ActiveWorlds, Cybertown, Oddessey, and iCity have had cycles of growth and retrenchment over the last 5 years. These environments allow people to create avatars, objects, and landscapes which they can (and do) share with others. The "game-like" aspects of these communities are non-existance. In this aspect they are more like graphical MUSHes (Multi User Scenario Handlers) than MUDs (Multi User Dungeons) of the early internet.

But these environments permit regular people to create and interact with the environment. It is, of course, escapist to a certain extent, but it has not yet begun to explore the range of possibilities for interaction and display, let alone creation of social communities.

One of the WORST implementations I've seen is an online classroom where students walk their avatars into a classroom, sit at 3d desks, and listen to an instructor avatar lecture -- complete with slide show projected on the wall of the 3d room.

One of the BEST implementations is the creation of an online theatre company at Jewel of Indra where the inmates are in the process of producing a play complete with custom made avatars, scenery, and props.

One of the key stumbling blocks to adoption has been -- and continutes to be -- the lack of free, cross-platform "readers." There is nothing wrong with proprietary clients so long as they are available cross-platform. Blaxxun's community platform continues to be plagued by this implementation and we can hope that Tony's development team will learn from that persistent error going forward.
Reply to this comment
It's All About Marketing
by May 17, 2005 11:31 AM PDT
The problem with 3D online applications is that (in the past) they have fallen into the trap of trying to market to a select few instead of taking their products to the masses. At Jewel of Indra (www.jewelofindra.com) this is exactly what we are doing. Yes, our product is "naughty" but this content allows the technology to much more widely distributed. The bottom line is once 3D players/readers are available on more computers, the "respectable clients" selling their wares will come.

When it comes to online 3D, everyone seems to harp on the fact that VRML has been around for 10 years, and has not yet had the anticipated growth that was first predicted. Well, how short our memories are... The Internet it self first began in 1969 when the first packet switching network went online. Still, the Internet didn't really take off until around 1994. Such is the case with several innovative technologies. Sometimes, the technology is so advanced and ahead of time that it must wait for the world to catch up with it. I believe this is the case with online 3D.

Most often it is a matter of marketing. The Internet, was first marketed as a tool for scientists and governments. But, it was not until the masses began joining in that it took off like a rocket. Now, we must ask ourselves what brought the masses to the Internet? Some say it was email... but email was in existence in 1965 when it was used as a way for multiple users of a time-sharing mainframe computers to communicate with each other. So, nope that couldn't have been the only attraction. Hmmm what else could it have been? Well, around 1993 users learned that they could share anything via the net... including "naughty pictures and movie clips". And while the technology was slow and clunky back then... 28.8 modems with 16 megs of ram (if you were lucky) and so on... the "naughty" content was a product that people were willing to wait for.

Once the people i.e. customers were in place, the sellers of wares came in mass. The big conglomerates all ran out in front and began taking over and making and the Internet "rules". CNet itself would not be on the net if the people were not here... but it was content that first attracted the masses.

Say what you will about adult content... but adult "naughty" content in the USA alone is a muli-billion dollar industry. We can all pretend that it is only a few select "perverts" who are buying this content... but, we would be fooling ourselves. The "select few" simply do not have this kind of capital.

Jewel of Indra is the first adults only 3D chat community of its kind on the Internet. It combines both VRML and X3D into TRUE 3D (instead of "low quality, repetitive backgrounds and floating flat images"). Jewel of Indra has been created by professional artists, designers, and technicians (who are well known and respected in their fields from the UK, France, Italy, Australia, Denmark, Germany, Canada, and the USA), and along with breathtaking 3D worlds, it makes use of other technologies such as beautiful avatars, text to speak, Voice over IP, online live radio and safe file sharing of picture and movie formats.

As content providers we at Jewel of Indra believe that this is the best and most effective way to continue the user growth of this brilliant 3D technology.
Reply to this comment
Future Web
by Phaxan May 18, 2005 1:00 AM PDT
3D online is ready to go. For some years now we can say that Hardware is ready ( 3D cards are spreading over and over ), internet connection is ready ( ADSL technology ) but just one thing was not ready : minds !
The best way to disgust people with 3d is to speak techie talks without being able to make a connection with "familiar world", daily life. Forget about blackmagic, 3D is and must remind a tool to communicate, to share.
Jewel of Indra presents 3D in that way, providing contents not only technology, and eventually providing life :)
3D is the future of the web, nobody can tell the contrary, 3D will expand on and on, just let's try to help it grow up. Enjoy !
It's All About Marketing
by May 17, 2005 11:31 AM PDT
The problem with 3D online applications is that (in the past) they have fallen into the trap of trying to market to a select few instead of taking their products to the masses. At Jewel of Indra (www.jewelofindra.com) this is exactly what we are doing. Yes, our product is "naughty" but this content allows the technology to much more widely distributed. The bottom line is once 3D players/readers are available on more computers, the "respectable clients" selling their wares will come.

When it comes to online 3D, everyone seems to harp on the fact that VRML has been around for 10 years, and has not yet had the anticipated growth that was first predicted. Well, how short our memories are... The Internet it self first began in 1969 when the first packet switching network went online. Still, the Internet didn't really take off until around 1994. Such is the case with several innovative technologies. Sometimes, the technology is so advanced and ahead of time that it must wait for the world to catch up with it. I believe this is the case with online 3D.

Most often it is a matter of marketing. The Internet, was first marketed as a tool for scientists and governments. But, it was not until the masses began joining in that it took off like a rocket. Now, we must ask ourselves what brought the masses to the Internet? Some say it was email... but email was in existence in 1965 when it was used as a way for multiple users of a time-sharing mainframe computers to communicate with each other. So, nope that couldn't have been the only attraction. Hmmm what else could it have been? Well, around 1993 users learned that they could share anything via the net... including "naughty pictures and movie clips". And while the technology was slow and clunky back then... 28.8 modems with 16 megs of ram (if you were lucky) and so on... the "naughty" content was a product that people were willing to wait for.

Once the people i.e. customers were in place, the sellers of wares came in mass. The big conglomerates all ran out in front and began taking over and making and the Internet "rules". CNet itself would not be on the net if the people were not here... but it was content that first attracted the masses.

Say what you will about adult content... but adult "naughty" content in the USA alone is a muli-billion dollar industry. We can all pretend that it is only a few select "perverts" who are buying this content... but, we would be fooling ourselves. The "select few" simply do not have this kind of capital.

Jewel of Indra is the first adults only 3D chat community of its kind on the Internet. It combines both VRML and X3D into TRUE 3D (instead of "low quality, repetitive backgrounds and floating flat images"). Jewel of Indra has been created by professional artists, designers, and technicians (who are well known and respected in their fields from the UK, France, Italy, Australia, Denmark, Germany, Canada, and the USA), and along with breathtaking 3D worlds, it makes use of other technologies such as beautiful avatars, text to speak, Voice over IP, online live radio and safe file sharing of picture and movie formats.

As content providers we at Jewel of Indra believe that this is the best and most effective way to continue the user growth of this brilliant 3D technology.
Reply to this comment
Future Web
by Phaxan May 18, 2005 1:00 AM PDT
3D online is ready to go. For some years now we can say that Hardware is ready ( 3D cards are spreading over and over ), internet connection is ready ( ADSL technology ) but just one thing was not ready : minds !
The best way to disgust people with 3d is to speak techie talks without being able to make a connection with "familiar world", daily life. Forget about blackmagic, 3D is and must remind a tool to communicate, to share.
Jewel of Indra presents 3D in that way, providing contents not only technology, and eventually providing life :)
3D is the future of the web, nobody can tell the contrary, 3D will expand on and on, just let's try to help it grow up. Enjoy !
3D is good VRML is not
by alx359 May 17, 2005 11:42 AM PDT
The benefits of 3D seem clear and promising, but there is an essential problem with an implementation like VRML: a html-inspired text-based format, being loosely coupled with other media as sound and graphics. That seems to me as very awkward as a contemporary 3D technology and the user experience of the demos I've seen are very below the posibilities of modern 3D applications and hardware.

Modern 3D formats for the web and their developer tools should have some key features already automated and built-in as: rich, light-weight and extensible set of primitives; animation, IK/FK; variable compression depending on content and bandwidth allowance; smart streaming (background buffering); tide integration of video & audio into the media file + auto-synchronizing (e.g. lips); security; small footprint, auto-updatable plug-in, etc.

Despite of being proprietary and still immature as a real 3D platform, the only candidate for a viable 3D format for the web continues to be Macromedia (Adobe) Flash.
Reply to this comment
Good Call: Another Opinion
by May 17, 2005 12:31 PM PDT
VRML's parent is the Open Inventor format from SGI. That was VRML 1.0. VRML97 is better and X3D is better than that. VRML is not an analog to HTML. There are 3D languages like that but the drive for simplicity can cross a threshold where a too simple language can't be used for professional work. VRML97 and now X3D are designed to enable high end work as well as enabling simpler profiles. But to be crystal clear, real time 3D animation is never easy once one gets into model building rather than level editing.

X3D has to be implemented over a closer to the metal system like DirectX. At the same time, it is subject to the standards process. That slows down some areas of innovation such as 'tight audio' although work on shaders is ongoing. This may seem slow but it is reliable. Contrast that to the folding of Adobe Atmosphere and you see the problem of relying on closed proprietaty systems when creating expensive and long lived content.

Today, if you look at the high end editors, the majority of them export VRML97 or VRML 1.0 and there are many high end systems that use VRML for moving data among systems. With X3Ds profiling capability, this gets even better. The addition of the binary encoding, widely disparaged in some XML circles, is a must have for 3D graphics. Comparing 3D systems to text systems is comparing 'whales to life insurance'. That both have cleartext formats is true, but human readability is not a constant across formats.

No, Flash is not the only solution, and for very many applications, not the best. I sincerely doubt you will be building some of the systems I am seeing proposed for X3D with Flash. It won't work and Adobe is well aware of that.

There are alternatives to X3D, but that is a subject of another article from Festa. So far, those alternatives are not panning out as the standards-basis and the predictable preferred processes of the standards consortia are.
View reply
I dunno. VRML works for me
by HolodocDR September 2, 2005 6:01 AM PDT
I think it serves it's purpose well...

We had a blast at this below, and often my friends and I hang out at my first world creation: a tiki motif volcanic island.

http://cybertown.ddgalleries.com/2005/t5trekcon.htm
3D is good VRML is not
by alx359 May 17, 2005 11:42 AM PDT
The benefits of 3D seem clear and promising, but there is an essential problem with an implementation like VRML: a html-inspired text-based format, being loosely coupled with other media as sound and graphics. That seems to me as very awkward as a contemporary 3D technology and the user experience of the demos I've seen are very below the posibilities of modern 3D applications and hardware.

Modern 3D formats for the web and their developer tools should have some key features already automated and built-in as: rich, light-weight and extensible set of primitives; animation, IK/FK; variable compression depending on content and bandwidth allowance; smart streaming (background buffering); tide integration of video & audio into the media file + auto-synchronizing (e.g. lips); security; small footprint, auto-updatable plug-in, etc.

Despite of being proprietary and still immature as a real 3D platform, the only candidate for a viable 3D format for the web continues to be Macromedia (Adobe) Flash.
Reply to this comment
Good Call: Another Opinion
by May 17, 2005 12:31 PM PDT
VRML's parent is the Open Inventor format from SGI. That was VRML 1.0. VRML97 is better and X3D is better than that. VRML is not an analog to HTML. There are 3D languages like that but the drive for simplicity can cross a threshold where a too simple language can't be used for professional work. VRML97 and now X3D are designed to enable high end work as well as enabling simpler profiles. But to be crystal clear, real time 3D animation is never easy once one gets into model building rather than level editing.

X3D has to be implemented over a closer to the metal system like DirectX. At the same time, it is subject to the standards process. That slows down some areas of innovation such as 'tight audio' although work on shaders is ongoing. This may seem slow but it is reliable. Contrast that to the folding of Adobe Atmosphere and you see the problem of relying on closed proprietaty systems when creating expensive and long lived content.

Today, if you look at the high end editors, the majority of them export VRML97 or VRML 1.0 and there are many high end systems that use VRML for moving data among systems. With X3Ds profiling capability, this gets even better. The addition of the binary encoding, widely disparaged in some XML circles, is a must have for 3D graphics. Comparing 3D systems to text systems is comparing 'whales to life insurance'. That both have cleartext formats is true, but human readability is not a constant across formats.

No, Flash is not the only solution, and for very many applications, not the best. I sincerely doubt you will be building some of the systems I am seeing proposed for X3D with Flash. It won't work and Adobe is well aware of that.

There are alternatives to X3D, but that is a subject of another article from Festa. So far, those alternatives are not panning out as the standards-basis and the predictable preferred processes of the standards consortia are.
View reply
I dunno. VRML works for me
by HolodocDR September 2, 2005 6:01 AM PDT
I think it serves it's purpose well...

We had a blast at this below, and often my friends and I hang out at my first world creation: a tiki motif volcanic island.

http://cybertown.ddgalleries.com/2005/t5trekcon.htm
From one of the VRML Artists
by May 17, 2005 3:42 PM PDT
Being a 3d modeler for over 10 years and Building and modeling in VRML for over 5 years alot of people forget that This is also a new artistic medium that the common person has access too Even tho this medium has been around for over 10 years.

If it were not for VRML Most of my art work would never have been seen let alone had a chance to evolve without the feedback of those viewing the artwork itself..

Now to some my viewpoint may be skewed due to the fact that I am one of the many artists working with the Jewel Of Indra site (http://www.jewelofindra.com) Building worlds, Items for people to play with. But as an artist I can say that I would never have achieved this honor or level of artistic skill without the ability to show off my work as I have with this medium. And im not alone in this as an artist. Many NEW artists are popping up building things IN vrml and seek to hone their skill base in this medium. Now with the advent of X3d and the innovations of new technologies on the horizon I can only forsee that the common person will finally have the tools to actually achieve what most today cant do today.. And thats to play with their artistic side and show off their works and evolve as artists..

Now with the Jewels of Indra site im also the DJ for the Webcast aka "Rat Radio" and since I've started this project the feedback has been awsome. Folks listening to live music as well as being in a 3d chat enviroment commenting on comedy and music that im playing and providing.. With the advent of Voice IP inside the community folks can actually TALK about what they are hearing and what they are doing in the eviroment itself.. Is 3d dead? No. It never had a chance to begin with. Even the other sites that use Blaxxun's technology have only had a very tiny slice of the internets base usership investigating it.. As Badgirl says.. Its all bout marketing..

Thank you for your time.
Reply to this comment
A Square Deal
by May 17, 2005 4:43 PM PDT
I agree with Tezlaratx. VRML thrives because it is open and has been from the very first version. Pesce, Parisi and Behlendorf set the pattern in the initial concept and it pervades every level of the language and the community.

It is about world building in every sense of that.

Perhaps it is hard for the naysayers to understand, that for the authors, it is not about technology but content. I criticize no artist's choice of tools. I ask that content be respected. It must not break among versions, it must perform on all players, and it must interact smoothly with the rest of the portal. It is a big job. Those that want that want something hard to do but altogether necessary:

o long lifecycle hyperdistribution without reauthoring and excessive framework downloads.

o worlds that interact seamlessly

Only real standards get us that.

I guess what they don't get is the VRML and now X3D artists want a square deal, and so far, the W3DC companies and ISO are making that happen. So we go with the guys we know and give us that square deal. Open system editable down to UTF. Anyone can afford to do it.

If that puts it in the long tail of technologies, that's fine. It has become the most open, portable and reliable web3D language around. That's what artists want.
From one of the VRML Artists
by May 17, 2005 3:42 PM PDT
Being a 3d modeler for over 10 years and Building and modeling in VRML for over 5 years alot of people forget that This is also a new artistic medium that the common person has access too Even tho this medium has been around for over 10 years.

If it were not for VRML Most of my art work would never have been seen let alone had a chance to evolve without the feedback of those viewing the artwork itself..

Now to some my viewpoint may be skewed due to the fact that I am one of the many artists working with the Jewel Of Indra site (http://www.jewelofindra.com) Building worlds, Items for people to play with. But as an artist I can say that I would never have achieved this honor or level of artistic skill without the ability to show off my work as I have with this medium. And im not alone in this as an artist. Many NEW artists are popping up building things IN vrml and seek to hone their skill base in this medium. Now with the advent of X3d and the innovations of new technologies on the horizon I can only forsee that the common person will finally have the tools to actually achieve what most today cant do today.. And thats to play with their artistic side and show off their works and evolve as artists..

Now with the Jewels of Indra site im also the DJ for the Webcast aka "Rat Radio" and since I've started this project the feedback has been awsome. Folks listening to live music as well as being in a 3d chat enviroment commenting on comedy and music that im playing and providing.. With the advent of Voice IP inside the community folks can actually TALK about what they are hearing and what they are doing in the eviroment itself.. Is 3d dead? No. It never had a chance to begin with. Even the other sites that use Blaxxun's technology have only had a very tiny slice of the internets base usership investigating it.. As Badgirl says.. Its all bout marketing..

Thank you for your time.
Reply to this comment
A Square Deal
by May 17, 2005 4:43 PM PDT
I agree with Tezlaratx. VRML thrives because it is open and has been from the very first version. Pesce, Parisi and Behlendorf set the pattern in the initial concept and it pervades every level of the language and the community.

It is about world building in every sense of that.

Perhaps it is hard for the naysayers to understand, that for the authors, it is not about technology but content. I criticize no artist's choice of tools. I ask that content be respected. It must not break among versions, it must perform on all players, and it must interact smoothly with the rest of the portal. It is a big job. Those that want that want something hard to do but altogether necessary:

o long lifecycle hyperdistribution without reauthoring and excessive framework downloads.

o worlds that interact seamlessly

Only real standards get us that.

I guess what they don't get is the VRML and now X3D artists want a square deal, and so far, the W3DC companies and ISO are making that happen. So we go with the guys we know and give us that square deal. Open system editable down to UTF. Anyone can afford to do it.

If that puts it in the long tail of technologies, that's fine. It has become the most open, portable and reliable web3D language around. That's what artists want.
Inherently flawed concept
by May 17, 2005 6:40 PM PDT
Is this guy trying to unload stock? What's the deal? 3D on the web didn't die from incomplete infrastructure, it died because it is an inherently innefficient interface to the type of data available that people access. That's right, I said it.

The key to efficient information access is abstraction. Artificial dimensionality adds unwanted noise, and provides end-users no real benefits. Web users are all about simplicity. Look at the top sites on the web, all of them have a simple, clean interface, and well categorized information.

I would argue that the human mind is capable of understanding higher dimensions, but we think, act, and store data linearly.
Reply to this comment
Interesting Perspective
by May 18, 2005 4:34 AM PDT
Brian, I'm not sure I buy into the linearity notion. There is just too much brain research that seems to indicate that many humans process in a non-linear, iterative cycle mode. Just the research into novice vs expert problem solving would refute this basic idea.

But I also think a lot of people are missing one fundamental point about 3d. It's not about putting the "3-D V-8 Engine" in a web page. If you look at the applications that the various 3d plugin makers tout, they involve embedding complicated pictures of their products into web pages. While this MAY have some minor value, the lack of standardized implementation across plugins (this one requires Cosmo, that one requires Contact, the other one requires something else) makes it largely uselss for this purpose because many of the plugins are incompatible -- that is, I can't install them ALL on my machine and have them work. And if I'm on a Mac, I can't install any of the mainstream ones.

You're right, Brian, in asserting that this kind of application of 3-D is a non-starter.

But information presentation is not where the value of 3d resides. There.com, Second Life, and others are very firmly rooted in the creation of community. They use 3d technology to enhance social presence. Yes, it's "chat" but so is your basic cocktail party. What makes a 3d environment different from an IRC chatroom is the richness of the environment and its ability to transmit the social cues that represent presence. Add to that the various levels of interaction brought about within the creative community -- shared object creation, political interaction within self-organizing social environments, and even the drama-factor introduced by griefers and SNERTs -- and you have an implementation that goes way behind the simple -- and largely useless -- information transfer represented by "3-D V-8 Engine" embedded in a web page.

Does the technology have a long way to go? Of course. But dismissing it because "Artificial dimensionality adds unwanted noise, and provides end-users no real benefits" overlooks the very real idea that 3-d is not about information presentation.
At the Other Side of the Universe
by May 18, 2005 6:38 AM PDT
Have bad 3D applications been built? You bet. Most of the stuff created to illustrate static data is awful. On the other hand, show me a vector space index model that displays dynamically in less than 3 dimensions with full zoom, rotate and capture. Show me a piece part that has to be positioned exactly correctly in an assembly to function that is illustrated best in two dimensions.

There is no compelling evidence for the human brain processing linearly. A von neumann architecture does that, but no one can prove the human brain does. Text is linear and text is one of the kinds of data that 3D doesn't help although one could say the same about shaded fonts. For a data type representation to benefit from 3D, it should have a 3D component. If what you were saying were universally true, we wouldn't have a forty year history of 3D CAD/CAM. The costs of creating and maintaining 3D physical systems in 2D representations is far greater than building and presenting 3D models.

At the other side of the universe is the back of your head.
Speak for Yourself!
by tparisi May 23, 2005 11:33 AM PDT
Brian,

"I would argue that the human mind is capable of understanding higher dimensions, but we think, act, and store data linearly. "

Can you back this statement up with *any* facts?! It flies in the face of all human experience. In fact, the majority of time people think, act and store data *non-linearly*.

But perhaps it's true in your case.

Tony
Inherently flawed concept
by May 17, 2005 6:40 PM PDT
Is this guy trying to unload stock? What's the deal? 3D on the web didn't die from incomplete infrastructure, it died because it is an inherently innefficient interface to the type of data available that people access. That's right, I said it.

The key to efficient information access is abstraction. Artificial dimensionality adds unwanted noise, and provides end-users no real benefits. Web users are all about simplicity. Look at the top sites on the web, all of them have a simple, clean interface, and well categorized information.

I would argue that the human mind is capable of understanding higher dimensions, but we think, act, and store data linearly.
Reply to this comment
Interesting Perspective
by May 18, 2005 4:34 AM PDT
Brian, I'm not sure I buy into the linearity notion. There is just too much brain research that seems to indicate that many humans process in a non-linear, iterative cycle mode. Just the research into novice vs expert problem solving would refute this basic idea.

But I also think a lot of people are missing one fundamental point about 3d. It's not about putting the "3-D V-8 Engine" in a web page. If you look at the applications that the various 3d plugin makers tout, they involve embedding complicated pictures of their products into web pages. While this MAY have some minor value, the lack of standardized implementation across plugins (this one requires Cosmo, that one requires Contact, the other one requires something else) makes it largely uselss for this purpose because many of the plugins are incompatible -- that is, I can't install them ALL on my machine and have them work. And if I'm on a Mac, I can't install any of the mainstream ones.

You're right, Brian, in asserting that this kind of application of 3-D is a non-starter.

But information presentation is not where the value of 3d resides. There.com, Second Life, and others are very firmly rooted in the creation of community. They use 3d technology to enhance social presence. Yes, it's "chat" but so is your basic cocktail party. What makes a 3d environment different from an IRC chatroom is the richness of the environment and its ability to transmit the social cues that represent presence. Add to that the various levels of interaction brought about within the creative community -- shared object creation, political interaction within self-organizing social environments, and even the drama-factor introduced by griefers and SNERTs -- and you have an implementation that goes way behind the simple -- and largely useless -- information transfer represented by "3-D V-8 Engine" embedded in a web page.

Does the technology have a long way to go? Of course. But dismissing it because "Artificial dimensionality adds unwanted noise, and provides end-users no real benefits" overlooks the very real idea that 3-d is not about information presentation.
At the Other Side of the Universe
by May 18, 2005 6:38 AM PDT
Have bad 3D applications been built? You bet. Most of the stuff created to illustrate static data is awful. On the other hand, show me a vector space index model that displays dynamically in less than 3 dimensions with full zoom, rotate and capture. Show me a piece part that has to be positioned exactly correctly in an assembly to function that is illustrated best in two dimensions.

There is no compelling evidence for the human brain processing linearly. A von neumann architecture does that, but no one can prove the human brain does. Text is linear and text is one of the kinds of data that 3D doesn't help although one could say the same about shaded fonts. For a data type representation to benefit from 3D, it should have a 3D component. If what you were saying were universally true, we wouldn't have a forty year history of 3D CAD/CAM. The costs of creating and maintaining 3D physical systems in 2D representations is far greater than building and presenting 3D models.

At the other side of the universe is the back of your head.
Speak for Yourself!
by tparisi May 23, 2005 11:33 AM PDT
Brian,

"I would argue that the human mind is capable of understanding higher dimensions, but we think, act, and store data linearly. "

Can you back this statement up with *any* facts?! It flies in the face of all human experience. In fact, the majority of time people think, act and store data *non-linearly*.

But perhaps it's true in your case.

Tony
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