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  • God-like Google?

    Nick Carr posted a piece about the ‘Omnigoogle’, accusing it of being messianic in tone. People seem confused about the status of Google. it can be clarified thus.

    1. Although Google's working mantra is supposedly 'don't be evil', evil is exactly what it has been doing in relation to Chinese censorship. This makes it a lot like a number of other US based companies who will do anything the Chinese government wants as long as there is money to be made. Google is no different from American business generally in this regard. It's the same old same old. Compare US business attitudes to pre-war Germany.
    2. If there was ever an organisation with deep connections to the CIA, Google is it. I'm not a conspiracy theorist. It's just obvious that if the CIA isn't deeply involved they've missed the best opportunity in the history of intelligence-gathering.
    These two factors suggest a strong case for improved regulation. It's as though the technology has moved so fast and scaled so quickly that the citizens not only haven't protected themselves yet - they mostly haven't even worked out they need protecting. This seems a dangerous moment. But it's difficult because with the hand we can see, Google seems to be offering us greater freedom. This is exactly the freedom it's busy taking away with the other hand out of sight under the table. Neat trick if you can pull it off. The end result is that we're made ambivalent about curtailing Google's powers.

    So what would clean Google up? Less censorship of content overseas, and less ownership of data at home. I think a revamp of law is required to make the data I generate online mine, not some company’s to do what it likes with. Oh, and if a few more people said “what if Google supports/ is supported by the CIA?” perhaps someone would start investigating it, instead of assuming that ‘don’t be evil’ means what it says.

    By the way, the religious stuff - messianic, god-like and all - is a red herring.

    → 12:21 AM, Sep 14
  • Linking Virtual Worlds

    Supposedly, Australians are leaving Second Life in droves.

    It seems, though, the researcher Kim MacKenzie's words were taken out of context, and she's fed up about the media looking for 'Second Life is dying' stories.

    Beating the Ghost Town effect

    Reading about the ghost town effect, and having experienced it myself in eery lone visits to Australian landmarks, it’s clear that Second life could have done with a few more European-style urban planners or American new urbanists on the team. They would have pointed out that endless sprawl leads not to a feeling of spaciousness but to isolation. Second Life is effectively a lesson in the pitfalls of suburban sprawl taken to its dysfunctional conclusion. To enter Second Life is the online equivalent of moving from Boston or Seattle to Phoenix, Arizona, or from London to Adelaide. It isn’t that there are no people, just that the residents are spread out over an unfeasibly large area. The ghost town effect is a direct consequence of trying to abolish the scarcity of ‘land’. The saving grace here is that it is in fact already possible to do the opposite – to recreate online the super dense urban slum, that allows maximum, if not optimum, conviviality. Second Life already contains a reconstruction of Hong Kong’s famous and no longer existing Walled City – a city quarter that was in its heyday the densest spot on earth. In SL it's mostly empty. But In a virtual environment one can have all the benefits of density – connection, liveliness, collaboration – with none of the pitfalls – open sewers and hacked power supplies. Now all that’s needed is to lead people to that kind of space by culling the suburbs. It may seem a bit harsh for those users who prefer to camp out on their exclusive islands in splendid isolation and have no visitors, but the commercial alternative for Second Life is Second Death. Fortunately, Linden Labs is already planning to introduce zoning. It's a start.

    Linking 3D with 2D

    Having said that, the real problem with all these virtual spaces is

    that they fail to link up with the everyday experience of using the internet. In other words there is a great conceptual wall between 3d virtual environments, whose organising metaphor is ‘world’ and the web, whose organising metaphor is ‘book’. The film maker Peter Greenaway has said he thinks film, and by extension television, is still primarily a textual medium rather than a visual medium, a claim which sets in context his interest in expanding what he calls ‘visual literacy’. This comment is even more true of the Internet, which is married to text to an unhealthy extent.

    It isn’t that text is in any way ‘bad’. It’s simply that by being controlled by this conceptual scheme – book versus world - some of the many already existing visual capabilities of the Web are overlooked.

    Avoiding built-in isolation

    When Google announced it was introducing a new virtual environment we could perhaps have anticipated an enhanced version of Second Life. Instead what they delivered was Lively, a severely cut down version. Basically, Google chat users can create their own visual chat rooms in which to host their online conversations. So from this angle, we still have a disconnect. Google’s offering is not bad, but it amounts to a series of isolated spaces that use a spatial metaphor in a limited way. Not so much a virtual world as a set of unconnected virtual bedsits.

    Eventually, the many virtual environments out there (in there) will begin to connect and coalesce. Like the door at the back of the wardrobe that leads to Narnia, there will soon be portals from and to Second Life and Google and, crucially into which the standard text-based experience of will be embedded.

    An example of how this could work is given by Australian company, ‘ExitReality’. Of the virtual environments so far established, theirs has most fully grasped the concept of integrating the 3D web with the 2D web. The aim is to make virtual environments like Second Life integrate seamlessly with text-based social web environments such as Facebook. In stitching up the web in this way the potential of both the book metaphor and the world metaphor is greatly enhanced. The 2D web becomes attractive at last; the 3D web finally becomes useful.

    Virtual business environments

    Looking at this kind of environment - one in which avatars meet and share documents, mail, and many other media in a spatial environment - gives me this thought:

    In the very near future employers will be competing for ‘visually literate’ employees on the basis of the attractiveness of the virtual filing room. They’d better get building.

    Meanwhile here's a look at 50 virtual worlds...

    [youtube=http://www.youtube.com/v/0CijdlYOSPc&hl=en&fs=1]

    www.metaversejournal.com

    http://jvwresearch.org/ Journal of Virtual Worlds Research

    → 1:05 AM, Sep 1
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