Showing posts with label Facebook. Show all posts
Showing posts with label Facebook. Show all posts

Apr 8, 2014

Cognitive Dissonance

Diagnosing Wonderland & The Future of Virtual Reality

 

cognitive

 

The question was posed to me recently as part of the panel for Virtual Worlds Best Practices in Education about what I feel the future of virtual worlds would be, and to define better what the next 18-24 months should focus on for companies like Linden Lab with Second Life. These are questions being bounced back and forth between the moderator and the panelists to sort things out prior to the panel this weekend.

 

My explanation for what I saw as the history and future of virtual worlds as a whole was a bit out of the ordinary in that I likened it to being a psychiatrist trying to diagnose Arkham Asylum. With the popular definition of insanity being “Doing the same thing over and over again and expecting different results.” it is a perfect explanation and analogy.

 

What I’ve seen over the past twenty years is a textbook case of cognitive dissonance and quite possibly insanity, and so (even humorously) I relate to the Arkham Asylum analogy in that the only real explanation for the situation today and in the past has been a combination of cognitive dissonance and self-imposed insanity.

 

Nearly every case in virtual worlds up until today (not surprisingly) has a doppelganger in the past. There are a few very distinct phases that the industry goes through with each iteration, which makes it dead simple to predict where it will go and for what reasons.

 

But despite knowing this, it is much harder to convey this information appropriately in order to break that cycle. It isn’t because the information is wrong, nor is it because that information does not have enough evidence to support it. What it boils down to is flat rejection of new information due to strongly held belief to core ideals.

 

In this manner, the inmates are running the asylum.

 

If I were to define those phases, it would look something like this:

 

  • Phase One – Introduction of a new client based system.
  • Phase Two – Introduction of the VR in Browser system.
  • Phase Three – Introduction of HMD & Related Hardware.

 

Each distinct phase leads to the next upon the trial and error of the prior. For instance, in the early 1990s there was Worlds Inc and their methodology of client as virtual world. You would download the entire world up front before you could enter and each space was a predefined area. After that was ActiveWorlds which was actually a technology spawned by Worlds Inc but rejected in favor of their other in-house client. ActiveWorlds had a dynamically downloaded environment and user-generated space in-client with the tools built in as a sandbox.

 

This was about the time that VR in a Web Browser arose with standards such as VRML/X3D and plugins to view those worlds emerged. VR on the Web, had an offshoot as Blaxxun 3D (B3D Today) and Cybertown was one of the VRML multi-user environments on the web that utilized this.

 

Later in the 1990s, we saw the popularization of virtual reality really take off, and HMDs and hardware became more mainstream. Companies such as Vuzix (1997/98) and VFX had headsets back then, in combination with peripherals and devices which today are the genesis of modern peripherals and devices.

 

jaron Gaming companies during the Phase Three timeline also began introducing their own peripherals. You are most likely aware of Nintendo’s Power Glove, which was a stripped down version of a VR Data Glove from VPL. Jaron Lanier was actually the guy that was called in to consult Nintendo on making it. Sega and Atari also were slated to make VR Headsets for their consoles at the time, but obviously failed in more ways than one.

 

Jaron was actually pretty popular back then as he also consulted on stuff like Minority Report, Johnny Pneumonic and Lawnmower Man. However, this is really the tip of the iceberg for what his man is responsible for in the industry. For a more in-depth biography – check here.

 

The point of this observation being that when somebody says Jaron Lanier almost definitely knows more than you about the past, present and future of virtual reality, only a fool would challenge that. So in a recent WIRED magazine article when he stated it was like a weird time-warp listening to Zuckerberg explain what he thought the future of Oculus VR was going to be, we are really in no position to try to go in there and correct the man.

 

After all, Jaron is also one of the founding editors of WIRED magazine itself. This guy is like one of the godfathers of virtual reality, with an academic and accomplishments list that may as well be untouchable.

 

Interestingly enough, that doesn’t seem to stop virtual worlds enthusiasts from thinking they are going to do just that – once again showing the irrational decision making aspect of cognitive dissonance, and the blind adherence to the idealized future of virtual reality and Second Life. Cognitive dissonance makes you do really stupid things.

 

Seeing other analysts in that article also echo the same sentiments isn’t surprising, and it’s not because they’re just trying to be Debbie Downers or just suck up to Jaron Lanier... it’s because they have a long history in the industry and remember when it last repeated.

 

 

What you have to remember is that people have been making the same pitch as Zuckerberg for a good thirty years, and it has never come to fruition.

 

I didn’t hear anything that Zuckerberg said that hasn’t been talked about before in the VR community for a very long time,” says Brian Blau, an analyst with research firm Gartner was part of hard-core virtual reality community in the ’80s and ’90s. “It has always been billed as a next-gen communication technology — something that can provide a more immersive and deeper connection to somebody else.”

 

The truth, as Blau points out, is that most VR technology creates a very solitary experience. It’s something you do alone, not with others.

 

Recent history has shown that if you try to make it more than that, it struggles to find an audience. Second Life — the virtual world that received such hype at the turn of the millennium before falling into obscurity — is the big cautionary tale. And that’s what Zuckerberg and Facebook are eying: A new Second Life. They even talk of selling virtual goods in this world, painting this as a potentially significant source of revenue for the company.

 

 

If you think it’s just WIRED, Jaron Lanier, and an analyst from Gartner making these assertions, you’d also be wrong. Even UbiSoft and gaming companies are luke-warm to the virtual reality hype.

 

 

Might we one day see a new Assassin's Creed or Far Cry game that uses virtual reality technology? According to Ubisoft Vice President of Creative Lionel Raynaud, it's possible, but technology like Oculus Rift or Sony's just-announced Project Morpheus need to put up big numbers first.

 

"VR would need to sell at least 1 million units to be viable for development," Raynaud said tonight in San Francisco during a roundtable interview attended by GameSpot.

 

 

Of course, that was amended shortly afterward because making a statement like that in public would cause a shit-storm in PR to HMD makers who desperately need the big support. Having people not drinking the kool-aid and saying how great it is will hinder their adoption, and so everyone needs to get on board. But you get the real thinking in the first quote before they got that call from Sony ripping UbiSoft’s president a new one, who in turn had a pleasant talk with Lionel the next morning.

 

But it doesn’t stop there... even Business Insider is making similar calls about virtual reality, albeit a little less direct. Just saying that Facebook buying Oculus was just a throw-away at worst because it doesn’t matter if it fails.

 

 

99 Problems

 

 

Well, it matters to me and probably you if Oculus tanks because the wide reaching implication is that the industry falls back into obscurity and relegated as a fad once again, as we rinse and repeat back to Phase One. But that’s pretty much what is awaiting Oculus VR going forward...

 

This time it’s actually a little easier to see that coming, because Phase One is already tipping it’s hand prematurely in the form of hifidelity from Philip Rosedale. There’s your next Phase One “VR as Client” kickoff.

 

It’s starting to blur together at this point, as the industry is just throwing everything together in a pot and hoping something makes a recipe.

 

So the take-away here is that when Phase Three runs its course, it is usually about this time that we cycle to Phase One again, to repeat the history.

 

Looking at this logically, we can see the correlations quite clearly and unmistakably. It’s a matter of historical comprehension and not speculation, which is what analysts are citing when they are making their assertions about the current situation.

 

When we find historical doppelgangers to modern day industry, we can therefore trace the historical context and outcome to the modern attempts as well. Looking into the future involves looking into our past, so long as that present and future insists on borrowing from it heavily.

 

Take into consideration Avatar Reality/Blue Mars. An updated carbon copy of Worlds Inc as a model and software. It followed the same premise and operation, and therefore was subject to the same outcome. When this was explained to them, there was cognitive dissonance as described above – and so it was impossible to avoid that outcome.

 

Both models existed based on downloading pre-made worlds prior to entry, and as a matter of course, both existed on the premise of content creation fees for creating and storing those worlds.

 

WorldsPlayer

 

 BlueMars

 

But what of ActiveWorlds and Second Life as doppelgangers?

 

They both exist as dynamic user-generated virtual worlds, they both thrived on a simulator business model, both had a hard time justifying their Premium accounts, both offered personal houses/spaces as a benefit, both famously spent much of their time saying that updating their software was impossible or not feasible, and both suffered from not investing in that re-write to update their systems properly.

 

Both ActiveWorlds and SecondLife surround themselves with favorable opinions, pass the buck or make decisions not based on feasibility but on unwillingness to do so. Both are notorious for implementing things only after users find a way to hack the functionality into their viewer or repurpose existing methods for new methods, and both are notorious for dragging their feet or trying to bury dissenting opinions while rewarding only favorable opinions (cognitive dissonance).

 

I could go on all day about the similarities of practice and outcome between the two, and even the community itself shadowing the past, and how ActiveWorlds is the doppelganger of SecondLife, but the only thing that ultimately matters is that the outcome is the same if you are mimicking a past iteration.

 

So if we want to know what will happen to Second Life and ultimately Linden Lab, we merely have to ask what happened to ActiveWorlds as a result of this sequence of events.

 


 

 

 

When the Phase Three of the 1990s failed, it recycled back around to Phase One again, and so we saw another round of VR as Client initiatives which again borrowed heavily from the prior generation. There.com, Second Life, etc all found their roots historically and had no problem copying it with a little more polish this time. But each one of those iterations succumbed to the same outcomes as the generation they were mimicking.

 

Again, we’re talking about blatant examples of cognitive dissonance and popularized definition of insanity.

 

So, too, it wasn’t a surprise to see Phase Two arise again a few years ago with the re-popularization of VR in a Web Browser, since the introduction of WebGL standards. But again, if you’re going to follow the historical route, you are already doomed to conclude the same way. It was no different than the rise and irrelevance of VRML/X3D and the companies that had a vested interest in VR on the Web in the 1990s versus the rise of WebGL and VR on the Web again a few years back.

 

In this generation, the version of Worlds Inc methodologies were mimicked with BlueMars, and the methodologies of ActiveWorlds have been mimicked by Linden Lab with Second Life.

 

It is actually eerily uncanny how this is repeating itself. Even the discontent with Second Life leading to reverse engineering it to make independent versions under OpenSim mimics what happened in ActiveWorlds with third parties rushing to make their own virtual world system altogether or via purchasing a white label version of ActiveWorlds license and them differentiating themselves as their own independent universe/galaxy.

 

The latter isn’t surprising to me in the least because a certain Adam Frisby (SineWave), who you might recall is one of the people responsible for OpenSim was also known as Gwala in ActiveWorlds at the same time as that independent universe/3rd party offering rush came to pass. So when the same discontent happened in Second Life, or maybe that virtual worlds frustration carried over from ActiveWorlds, it’s no surprise that Adam was on the forefront of OpenSim in the beginnings.

 

This is why knowing your virtual world history means so much.

 

 

A-Famous-Historian “I really can’t believe nobody else sees this happening.”

 

The take-away from all of this is the answer to the original question posed at the beginning. What do I think the future of virtual worlds will be, and what can be done in the next 18-24 months to put a company like Linden Lab on the right course?

 

Well, the answer to that question is a quantum answer. It exists as a failure and success simultaneously depending on what choices are made going forward. It’s not something that can be reduced to a sound bite or explained in a few minutes, because the answer to that question is a monumental amount of reorganization, education, and execution across the board – not to mention it is entirely at the mercy of people who experience insanity and cognitive dissonance to enact, which is a nice way of saying it more than likely will be ignored or completely half-assed if considered.

 

But here’s some initial thoughts on what to focus on in the next 18-24 months, and by no means is it all-inclusive. That’s what having an advisory board is supposed to do for you over the course of long-term engagement versus trying to sum it up in a power point in ten minutes.

 

Because let’s be honest... if anyone could have fixed the virtual world industry in ten minutes, they would have by now. And if anyone could have fixed Linden Lab in ten minutes the CEO roster wouldn’t look like a revolving door, nor the company a graveyard of half-assed ideas, unfinished work and mid-life crisis.

 

So let’s start simply:

 

If the industry continues mimicking the past, it is doomed to repeat it. That means if we’re unable to truly re-imagine and evolve virtual reality into something new and exciting, something relevant to the real world on a broader scale, it is going to be relegated to repeating the same mistakes and we’ll have the same outcomes.

 

So the first order of business is to actually learn the history of virtual worlds/pop culture, and much of those outcomes, in order to avoid the same mistakes.

 

I’ve provided a link to a comprehensive paper on this exact subject that covers the entirety in detail. Subsequently, it’s my own paper from Association for Computing Machinery published last summer. I’m just nice enough not to make you pay for it. That being said, I can’t read and understand it for you on your behalf...

 

The second order of business is to get your own business in order. Figure out what actually is a Premium benefit and what you were bullshitting about (read: poaching the community). If you’re ripping off the community with it, you need to stop that and learn what the term “Added value” actually means.

 

The third order of business would be to resolve the company identity crisis. Realize that Second Life is a virtual environment platform in which all manner of things can be created for countless use-cases. Then realize that you’re not a video game company. Also learn the difference between virtual environment and video game.

 

If the platform itself were made more robust to cater to that content creation, Linden Lab wouldn’t need to make games independently as stand-alone products or purchase a content distribution platform. They already had both in Second Life if they chose to support it.

 

Instead of chasing their tails and playing “me too”, had they understood that Second Life is a universal platform that empowers creation in countless use case scenarios – they would have realized a few years ago that it would also be an excellent platform to empower an Augmented Reality future where Virtual Reality merges with Reality.

 

Some kid in Japan got bored and made this in his spare time. It makes what Linden Lab and the rest of the industry has been up to and trumping as the next big thing look like a monumental joke.

 

As an aside... I know how this is actually done in real time, and I also know how to build a better version of it that makes this one look like a toy. But it’s a sound concept nonetheless considering that there really is nothing else like it – unless you want to count Meta Spaceglasses... which are like... half as capable as this video demonstration.

 

 

 

 


 

The most obvious evolution of virtual reality in the future looks nothing like the past but redefines the future.

 

When you no longer can find a doppelganger in the past for what you’re doing today, you are now making your own future instead of reliving history.

 

That’s my answer for the future of virtual worlds.

 

Repeat History or Make History.

 


Mar 26, 2014

Diagnosis and Denial

Facebook buys Oculus VR for $2 Billion. Internet not amused.

 

 

The End 

 

Dr. Cameron: That's not necessarily bad news.

Dr. Foreman: Do you ever watch "Gilligan's Island" reruns and really, really think they're going to get off the island this time?

 

 

Looks like you’re gonna be taking your Oculus with an unhealthy dose of Facebook integration in the future. If you think Linden Lab is suddenly going to stop their Oculus integration, you’re wrong. Instead, it’s safe to say that they are going to go all-in and cozy up. It’s a nice diversification strategy, looks like an easy way to flood SL with new users, and of course gives them an official social media platform to connect to.

 

If you listen to Zuckerberg, he’s talking about a future of immersive gaming and selling virtual goods. Who better to offer that than Second Life?

 

Already, Markus Persson immediately cancelled Minecraft for Oculus the moment he heard Facebook bought them out.

 

 

Mojang Tweet

 

So let’s recap... Oculus does a Kickstarter, raises money to build a prototype. Convinces everyone to buy that prototype dev kit and test it for them. Then they raise 100 million or so dollars in VC, explode with a bunch of hype (which everyone drank up and echoed), and still didn’t release a consumer product to the shelves. But they did announce a DK2 (Dev Kit 2) which they’ll gladly sell you. Amid all the hype, companies like Sony decide to jump on the gravy train and announce Project Morpheus for PS4 as the future of gaming.

 

There was, of course, a virtual reality alliance where the manufacturers were going to ensure that developers could publish their titles and it would work across all headsets... but apparently Oculus decided not to hang with the cool kids. This immediately segments the market and makes it tough on developers.

 

Take a wild guess how many studios are going to justify all the extra costs in cross-publishing to different headsets now, let alone platforms.

 

Screenshot_2 Essentially, in a recent WIRED article, they nailed it down exactly:

 

Why Facebook’s $2 Billion Oculus Buy Is A Bet Too Far

 

I bet that reads familiar to you if you’ve spent any amount of time reading this blog. Except this time... we’re talking about WIRED, an analyst from Gartner, and Jaron Lanier. You’re now far out of “whackadoodle” country and firmly back in reality. If you think any of this is wrong at this point, the only whackadoodle is you.

 

We also need to check you for abnormalities in cognitive thinking as a differential, just in case. Luckily, it doesn’t hurt when we poke you in the brain.

 

I’ve been saying this since the debut of Oculus and the hype train began (again). Actually, I keep saying this over and over again for each phase of the hype bubbles and nobody likes to listen. Damn, what the hell are they putting in your Kool-Aid, people? No... seriously. Clearly it’s stronger than these over the counter vicodin. It’s like watching a time-warp, repeating history, and nobody wants to put down the Kool-Aid long enough to actually listen. That’s some powerful denial ya’ll got there.

 

We’ve been through this before... you know this for a fact. Wishes, rainbows and glitter fart hopes aren’t going to change reality.

 

If you know the history, and you know it is repeating, then you already know how this story is going to end. VR Client –> VR Web –> VR Headset –> Repeat

 

Woo! Second Life is the future of virtual worlds! [crash]

 

Wait, no! VR in a Web Browser with WebGL and Unity is the future of - [crash]

 

Look! VR headsets are the futu - [crash]

 

Sounds suspiciously like:

 

ActiveWorlds is the future of the 3D Internet! [crash]

 

No, wait! VRML and VR in a Browser is [crash]

 

Hold on! Atari is launching Jaguar VR and Sega is working on a headset too! And look, VFX just released a headset for PC games compatible with - [crash]

 

All we really need are a couple of movies over the summer of 2014 about virtual reality like Lawnmower Man or Johnny Pneumonic. ‘Cause it ain’t over till everyone makes a buck on the wave before it busts again. Omni Treadmill, Sixaxis controllers, and all sorts of gimmicky peripherals they’re gonna sell you.

 

I think you’re all just really, really gullible.

 

With all of this crashing, we just need to add some snow and we’re closer to a realized Metaverse than we’ve ever been. We’ve certainly got the crashing part down pat.

 

The WIRED article nails the sentiment exactly...

 

VR headsets are like a trampoline. They’re fun and exhilarating once in awhile, but not every day – let alone 3-4 times a day. And just like a trampoline, few people actually own one despite how cool everyone thinks they are.

 

And that about sums up the market for this realistically... assuming the industry doesn’t overhype it before anything comes out, or Facebook buys out Oculus VR before they ever release a consumer model for Christmas...

 

That was obviously tongue in cheek.

 

“This is really a new social platform,” Zuckerberg said Tuesday afternoon during a conference call with analysts and reporters. “We’re making a long term bet that immersive virtual and augmented reality will become a part of people’s daily lives.” At one point, he even said that Oculus has the potential to be the “most social platform ever.”

 

He’s not making a long term bet. He’s grasping at straws because Google already made that long term bet with Internet of Things and Augmented Reality, while getting a monumental head start before Zuckerberg woke up one day and yelled “Oh shit! THAT’S WHAT GOOGLE WAS DOING!”

 

But then, calling Oculus VR the “most social platform ever” absolutely stinks of similar talk from people about Second Life and why they need to venture into social media. Which brings us back to why Facebook is in Second Life’s future full-steam ahead.

 

Let’s think about it for a moment.

 

Facebook had Cloud Party until Yahoo bought them out and closed shop. Linden Lab has been cozying up to Oculus in a way that could be reported as Stranger Danger (and so have you). So, Facebook buying out Oculus is like a jackpot to Linden Lab. Hooray! Billions of fresh souls... I mean... new users for Second Life!

 

Problem here is that if Facebook is desperate enough to drop $2 billion to get Oculus, then by definition Linden Lab is desperate for relevance again if they seal that unholy pact with Facebook and Oculus in full. They just need a nice pixel people sacrifice to open the gate...

 

You don’t need a magical weather control groundhog to know how this is going to end. But (as usual) nobody got the memo... so prepare yourself for a few years of stupidly high VR hype with headsets as everyone tries to really, really, really convince you it’s the future this time... for realsies... like when 3D TV was totally gonna be the future... and everyone was gonna use virtual worlds in a web browser... again.

 

Or, probably not... since most people reading this blog are already drinking that kool-aid and now think VR is about to go “mainstream”, ushering in a second golden age of... whatever they’re promising you this time. By this point you’ll believe just about anything they tell you.

 


 

For the record... I need a magical weather control groundhog. But you don’t. It’s a perk for writing this blog and keeping my sanity.

 

 

Facebook Rift

 


 

 

 

 

 

 

 

 

Jan 10, 2014

The Rise of Google+

In a connected world, #socialmedia is just the beginning

 

 

googlePlus

 

Ever since the introduction of Google+ I’ve been watching the atmosphere surrounding it quite curiously. Up front, I’m going to state that I dramatically prefer Google+ over Facebook and will continue to do so for the foreseeable future. This may sound like something you’d hear from an idiotic fanboy, but this isn’t about blind faith or anything like that – my allegiance is to the future, and by the end of this post, you just might feel the need to jump ship and not look back at the big blue again.

 

For now, let’s cover the basics: On the one side are the haters – people just hellbent on seeing Google+ fail and pretending like everything Google plugs it into is part of their failed strategy to make it into a successful social media platform, and then there are the people that drink the Google Kool-aide thinking it’s the best social media platform ever.

 

The problem with this all along is that both sides of the coin are dead wrong.

 

Facebook showed up to a thermonuclear arms race with a potato gun... let’s find out why.

 


 

Google+ isn’t a social media platform

 

Let’s get this out of the way early in the discussion. Google+ was never meant to be a social media platform to compete with Facebook, and the irony is that Facebook was never in the same league as Google+ in overall scope. Both exist for very different reasons, of which Google will shine and Facebook will eventually crash and burn.

 

Don’t believe me?

 

Let’s take a look at what’s really going on then, and hopefully you’ll begin to understand the real point of Google+ in the bigger picture.

 

In order to properly frame the context, we need to start from the beginning, and that means it’s time to hop into the Wayback Machine with Mr Peabody and Sherman.

 

 

1344348091_mr_peabody_and_sherman_oo Coincidentally, Dreamworks is making a movie of this in 2014

 

 

In the beginning there was...

 

NIST: National Strategy for Trusted Identities in Cyberspace

 

 

The National Strategy for Trusted Identities in Cyberspace (NSTIC) envisions a cyber world – the Identity Ecosystem - that improves upon the passwords currently used to log-in online. It would include a vibrant marketplace that allows people to choose among multiple identity providers - both private and public - that would issue trusted credentials that prove identity.

 

For example, student Jane Smith could get a digital credential from her cell phone provider and another one from her university and use either of them to log-in to her bank, her e-mail, her social networking site, and so on, all without having to remember dozens of passwords. If she uses one of these credentials to log into her Web email, she could use only her pseudonym, "Jane573." If however she chose to use the credential to log-in to her bank she could prove that she is truly Jane Smith. People and institutions could have more trust online because all participating service providers will have agreed to consistent standards for identification, authentication, security, and privacy.

 

 

The point of NSTIC was to leverage an ecosystem of profile information that could be verified against multiple sources (and interactions) in order to reasonably ascertain a person’s trusted identity online. If you say you are Jane Smith, then the point of NSTIC is to have multiple trusted parties online vouch for you in order to strengthen the plausibility and create a reasonable assurance it was you.

 

NSTIC wasn’t going to do this itself, and that is also the point (if you read the website). Instead, the mandate falls upon online entities which collect and curate identifying information about you in order to create a sort of digital passport for your actions. At the time (and this is still true), there was no better way to do this than to set up a wonderful social media network and make it so popular that hundreds of millions of people will share all sorts of information about themselves, which in turn creates a “social profile” that can be reasonably verified for further interactions and relevance.

 

Facebook was likely the first into this foray with Facebook Connect and their SocialGraph implementations a few years back – and being the head of the pack for social media, they were an obvious forerunner to make this happen.

 

But something happened along the way that nobody expected.

 


 

Wibbly Wobbly Timey Wimey Stuff...
 
 

 

Yes, I know... My mind is bigger on the inside.

 

 

Google realized that this whole trusted identity management thing was beneficial outside of the Internet and into a wholly connected life. The future is actually in an Internet of things, and those things need to know who you are. They, too, decided that the days of multiple logins and passwords were out the door and so unified their entire ecosystem under a single digital identity management dashboard known as Google+. They also realized that in a connected world, it’s pretty stupid to balkanize a slew of services and treat them separately since they all have a relevance to each other – for instance your Gmail Contacts work in Google+ and also Google Voice/Hangouts, which in turn are connected to your Android device, and so on and so forth.

 

Everything you do in their ecosystem is now tied to your NSTIC profile in Google+, which is a weighted and long-term profile passport. The more you use it and engage with it, the stronger that identity passport gets which in turn raises your relevance online, and therefore increases the “trust” in that identity.

 

This is roughly the point where Google+ and Facebook part ways in how this NSTIC is implemented and to what extent, because it is about here where Facebook no longer has the power to tread while Google will keep on trucking long into the (automated, post-scarcity, robotic) future.

 

Let’s compare...

 

Facebook is idle in the social media sphere, but using SocialGraph (Facebook Connect) you still are required to log into whatever apps 3rd parties offer within the Facebook ecosystem, as well as whatever 3rd parties across the world wide web implement the Facebook Connect login. This is a basic form of utilizing that NSTIC aspect, but that’s about the end of the road for Facebook.

 

On the other hand, the Google ecosystem is far more robust and so their NSTIC extends into nearly every part of your digital life and into real life as well.

 


 

The following things use your Google+ identity

And this is just the tip of the iceberg...

 

Android Tablets/Phones – Google owns Motorola now, so they make their own tablets and phones, and some damned good ones at that. Sure you could use your smartphone or tablet without logging in, but your functionality may as well be crippled.

 

Google Chrome Browser – Arguably one of the best browsers for the web.

 

ChromeCast – Now it’s on your television.

 

ChromeBook – Google has their own laptops now, connected to Google Drive.

 

Google Wallet – Used to make purchases online or in real life via NFC on your tablet or phone.

 

Google Play – Now you know what Google Wallet is for online

 

 

Google Self Driving Car When was the last time you saw a Facebook self-driving car?

 

 

Google Cars – It’s not a far fetch to think that Google intends on integrating its technology into self driving cars, and now your car can identify you properly. The car of the future doesn’t need keys in the ignition and quite frankly it probably doesn’t even need you to do anything but get in and go for the ride. Owning a self-driving car is in the near future as Google went ahead and lobbied for laws to be put into place in order to make them road legal.

 

Unless you don’t need to buy a car anymore because self-driving cars are more efficient and you really only need to get from point A to B reliably on demand, in which case your Android smartphone or tablet (when logged in) could call a car to you (because the phone/tablet knows where you are), debit your account (Google Wallet), and using Google Maps tell the car how to get there and back.

 

All as fast as you can say “Ok Google, Send a Car”

 

On your Google Glass AR headset.

 

And of course there is the Music, Books, and other media that are all available on Google Play for purchase and viewable on your laptop (maybe a Chromebook?) or an Android device linked to the Play Store, where you’ve logged in with your Google Account -

 

Which is to say - Google+

 

Then there is Youtube, and this one was a huge contention among longtime users of the service. But youtube isn’t an independent company any longer and is owned by Google as a service, so it makes absolute sense that it’s integrated with Google+ because comments and interaction are part of your NSTIC identity and social media interaction overall is how that identity gets strengthened or weakened to be more or less relevant in the bigger picture. The spam and abuse filters in the Youtube comments system are likely the same ones that were used and trained in Gmail – so while there was a sudden rush of spam and abuse comments in the beginning, all that did was accelerate the heuristic learning system to teach it what is good and bad.

 

And you really thought Google screwed up and didn’t expect the influx of spam and abuse, didn’t you? Wrong... they were betting on it, and they won.

 

There is, of course, Google Hangouts which is a free chatting and video call service that is also integrated with Google Voice. Free phone calls anywhere in the United States, and up to ten people in a video chat for free.

 

And then obviously there is Gmail which is also integrated into the ecosystem for email.

 

All of this is tied into and feeding your NSTIC passport. It’s all interconnected in digital life and real life over time. The more you use any service in the ecosystem the stronger or weaker you make your trusted identity, and the more you either increase or decrease your relevance to that system.

 

Want to be heard in a Youtube conversation in the comments? If you haven’t built up your NSTIC identity through Google+, which is to say logged in and used any of the services or provided information to it in order to reliably verify you and then taken the time to build your identity up reasonably through interaction, then your comments are considered anonymous and irrelevant. You go to the bottom of the pile.

 

Not to mention that Google Search itself is now based on Google+ and your social relevance among the ecosystem. The search results are now tailored to the individual based on relevance and your interactions across the whole ecosystem – so it weighs what your friends have to say higher than what a random company on the Internet trying to SEO their way into the results has to say.

 

 

Grand_Universe_by_ANTIFAN_REAL

If you squint really hard, you’ll see the pixel representing Facebook in the Google Universe

 

 

In order for Facebook to even be anywhere in the same universe as Google+ at this point, their ecosystem would have to include the following:

 

Facebook would have to have its own search and video service, so let’s say Microsoft bails them out and integrates Bing search and Video. They’d also have to offer voice service for free in the United States and give you your own phone number, then they’d have to convince Microsoft to let Skype have free video chat with groups while building an HTML5 integrated system into Facebook.

 

Facebook would also have to start making their own Facebook laptops, smartphones, and tablets while also offering Facebook Cloud Drive. And while we’re at it, they’d have to offer a free suite of collaboration tools that use that cloud drive such as Google Docs, etc uses for Google Drive. Again, maybe Facebook could convince Microsoft to make Live365 services free and integrate them into Facebook?

 

Then Facebook would also have to have their own Facebook Maps service, and then Facebook Cast to let it work on your HDTV and tie into the whole ecosystem under the single Facebook login. You would also have to convince Facebook to run their own Facebook Marketplace for every conceivable media type on the planet as well as apps market for the Facebook phones and tablets.

 

But the truth is... Facebook doesn’t really have any of that in the bigger picture, which is why they are cramming advertising into every inch of Facebook they can intrusively to make quarterly profits.

 

Google+ isn’t even remotely close to being the failure that people want to believe it is.

 

If anything, Google+ is doing what Facebook failed to achieve – a ubiquitous identity management system that extends across the Internet and real life under countless circumstances and scenarios, connecting every facet of your digital life together seamlessly – of which only one out of an increasing number of use cases for it looks like social media.

 

So in the future, it’s probably a good idea to manage your Google+ identity and engage with that ecosystem, since it’s going to become a very large part of your digital and real life going forward and across the board.

 

Or you can convince yourself that Facebook has a future and that Google isn’t running circles around them... but that would be kinda delusional at this point, because we’ve only just scraped the tip of the iceberg with the total ubiquity that Google is implementing.

 

In the bigger picture, Facebook never had a fighting chance.

 


 

Ready to engage?

Share, Plus and Discuss.

 


 

 

Jul 27, 2012

Brand Human

Identity in the Age of Ubiquitous Computing

 

Something we need to be aware of is that the bigger issue of social media overall is simply that when given the ability to freely share our lives, we are quick to share our lives. That may sound like an oxymoron or counter-intuitive as a statement, but it means in the digital world we have a bad habit of over sharing.


Remember, a social graph is literally designed to infer who you are at all levels through your interactions, preferences and relationships. The more you share, the more you should care - since companies like Google, Facebook, etc wind up knowing more about you than you may ever realize, and more than you may even know about yourself through relational inference.

 


 

Cyber_Eye_by_Ragaru

 


 


Digital Identification

National Strategy for Trusted Identities in Cyberspace

If you've never heard about this initiative, you really should read up on it (link below). Essentially it's a government initiative to further online identity and secure interaction through participation of third party private sector efforts.


In short, think of it like a manner by which to identify a person online reasonably. The solution to make that happen is a trusted social graph which strengthens as you use it, and eventually can become verified by the third party (or collaborating third parties), creating a trusted identity online for situations when an elevated level of trust is required.


The best way to accomplish that, then, is to implement systems like Google Plus, Facebook, etc wherein your "social graph" creates that unique online identity and eventually gets verified. Compelling people to use these systems isn't exactly hard, either. Just add a dose of gameification element to it all and viola!


People click "Like" or "+1" on stuff and build their social graph all over the Internet, which in turn strengthens their "trusted identity". The problem is that, while you are compelled to share with your friends online all those details about yourself, there is a third party that is also looking in on you and your friends - namely Google, Facebook, etc which in turn has an open channel to the NSA, CIA and Department of Homeland Security who are privy to the raw information you are submitting.


It's a double edged sword, and we need to keep it in mind as we go bravely (or stupidly) into the future.


The Real Issue

For now it's all fine and well that we're getting all of these online services for "free" and sites are integrating the social graph into their own systems for authentication, etc... It is not uncommon to see sites these days that encourage you to log-in using Twitter, Facebook, etc as a one click step. Ease of use makes it really compelling, but in the long run you are giving up just a bit more than you realize through doing so.


The price you pay for these services is not measured because you are paying with a currency that is completely invaluable - which is to say, namely yourself. As +Gary Vaynerchuk says - Brand Human is the most underrated brand there is. The most important brand in the future and today is not Nike, Coca-Cola, or Pringles - it's you.


As you use those social graphs to log into other sites, you are adding those sites to your social graph as part of your "online identity system". It's still a double edged sword but one that can easily be abused by third parties and government if not careful.


For instance, I'm sure being branded a terrorist for clicking "Like" on #Occupy streams or sites seems far fetched, but if you're not careful that's exactly what happens in your social graph. The same could be said about people who show a public interest in things like #Anonymous or whatever other non-sanctioned and fringe outlets exist such as #Wikileaks or #BradleyManning


What's more, the further these services become collective, the more likely there is a single choking point for access online. Sure, you could just use another service, but as they start implementing social graph log-in methods over their own, those sites become part of the Google and Facebook extension as well, even if they are run by parties outside of Google and Facebook. So if Google and Facebook decide to shut off access to your account and services - those sites outside of them shut down your access as well by default.


Even more interesting is the implementation of cloud storage and applications into this ecosystem, whereby you are perpetually renting access to your own data and the programs that allow you to manipulate it. We see this with Tablets recently, whereby the on-board storage is myopic by default and the App-stores compel you to rent cloud storage to offload your files to. Google already does this with Google Drive, giving you a preset "entry" storage account and then setting “reasonable” rental prices for more.


As computing moves in that direction, I get a little nervous at the implications. Do something a third party doesn't like or disagrees with, and in a single request you're essentially cut off from anything meaningful online as a result, losing a majority of your data as well.


Email, videos, documents, social media, calendar, pictures, music, blogs, and (over time) the rest of the useful Internet itself that uses those social graphs to let you log in.


Something to mull over in our race to ubiquitous computing.

 

 

External Links

 

National Strategy for Trusted Identities in Cyberspace
http://www.dhs.gov/xlibrary/assets/ns_tic.pdf

Image by:

Ragaru | deviantArt - http://ragaru.deviantart.com/art/Cyber-Eye-111574083

 

Jun 19, 2012

Cloud Party [Beta]

An average virtual world for average people on Facebook | #SecondLife

 

Last night was pretty quiet for me as I enjoyed some downtime playing Minecraft, but all that came to an abrupt halt when the phone rang. On the other end of the line was Kevin Simkins who is currently out in California addressing some details for a project in conjunction with NASA. What he had to say peaked my interest only marginally, the gist was that a new virtual world named Cloud Party had gone into open beta only a few minutes prior and he wanted my analysis of it.

 

Clearly Kevin was excited, so I didn’t want to essentially rain on his parade – not that particle weather exists in virtual worlds yet. When it comes to these virtual worlds in a browser implementations, I always have a moment of immediate ennui that hits me. I’ve been in the industry for a long time, and my first thought whenever somebody tells me about a new browser based virtual environment is “This will be underwhelming at best.”

 

So, let’s get this review over with before I yawn so hard my jaw dislocates.

 


 

 

Cloud Party on Facebook_1340109255893

 

A familiar logo graces the party. Clearly Mesh Import is an option.

 


 

Cloud Party, for those who don’t know, is a virtual world built as an app in Facebook. From what I can discern, the name of the app itself gives an indication of the technical things happening in that I would believe this is a cloud based server system running what I can only assume is something similar to Kitely which (I believe) is an Opensim implementation on cloud architecture. The front-end looks to be a slightly more polished version of the web embed system I saw in alpha a year or so ago for OpenSim, or maybe it’s an iteration of what Jibe has done in their camp. I know Jibe uses Unity and is done by ReactionGrid, which for all intents and purposes has little in common with OpenSim implementations, but it’s undeniable that this is very likely a flavor of Second Life.

 

I’ve always had this bias against virtual worlds implemented inside a web browser, and I have a very good reason. In all the years I’ve been in the virtual worlds industry, I have yet to see a virtual world in a web browser that isn’t stripped to bare bones in order to compensate for the fact that it’s not using a native client. There’s always a trade off when you do this, and usually it’s in the usability and features section.

 


 

 

exitrealityjungle

 

A screenshot of ExitReality, another virtual world in web browser implementation.

 


 

Immediately upon entering the party, which is a term I’m going to use ironically, I was slapped in the face with just how limited this is in comparison to a full viewer/native client implementation. The premise of Cloud Party being that each “area” is a floating island and each of those islands are interconnected spaces via bubbles you see in the sky. You can click those bubbles in the sky with other floating islands to “teleport” to them, so at least this is a half decent method to address tablet use and make the spaces easy to access for people who aren’t accustomed to something more robust.

 

Building is something I didn’t really tackle, but from what I can tell it works very differently than something like Second Life.

 


 

Cloud Party on Facebook_1340112074092

 

I dropped about 3 safes on the ground before I gave up.

 

 

Cloud Party on Facebook_1340112251090

 

I’m a bit torn on the preset objects library. Seems like a very basic Inventory.

 


 

I didn’t see anything familiar for moving items around, in so much as the X,Y,Z axis arrows like in Second Life. The Building Palette is comprised of premade objects and the ability to upload your own objects from a local source, though I have to admit there was no immediate indication of what formats in mesh this handles for upload.

 

I’m sure the upload of objects in conjunction with a marketplace is something Cloud Party will be implementing later on, because they have to pay the bills somehow.

 

Interface Stuff

 

The basics for the interface seem to be tied to a PDA in the upper right corner, though somebody told me it’s actually a Smart Phone icon. I suppose we’d be arguing semantics at that point since a smart phone essentially is a PDA these days, the digital swiss-army knife.

 

But I digress, as usual.

 


 

 

Cloud Party on Facebook_1340115801306

 

When you think about it, a Tablet in your Metaverse in your Web Browser is pretty Meta.

 


 

 

Being in Beta, there really isn’t much in the way of content. This goes for the Outfits section and avatar customization options which are nowhere near as comprehensive as a seasoned user would expect. Essentially it boils down to a short list of preselected clothing (couple of tshirts, few pairs of jeans, same style of hair in a few different colors) but nothing to get excited about. The experience in this section is pretty homogenized with nothing to really differentiate your avatar or make it personalized. Everyone more or less looks the same at this point, which you could chalk up to this being an early beta. That being said, I’m disturbed by this trend of companies to launch stuff to the public half finished and work on it further in a live state… this really should have been more polished in a closed beta with tiered integration of more users over time in order to make this far more polished before a total opening of the floodgates.

 

I’d like to see the shape abilities in this to really be able to make your avatar look like you want instead of the equivalent of the newbie Ruth in Second Life.

 

Cloud Party on Facebook_1340109151111

I mean, while I really do understand they are in early beta, being forced to look like this on opening day seems a bit dated at best. Not exactly the technology launch I was expecting. If anything, Cloud Party seems more like a technology preview than a finished application.

 

I would have hoped that a serious virtual world offering on Facebook would have been more polished. I’m already biased against these things because I always seem to see these virtual worlds in browser and they end up lackluster in seriously released form, but being lackluster out of the gate is just an insult to me. The entire point of trying to get people to be excited about a product is to put your best foot forward on a public launch. In the world of social media, especially in Facebook, you are now in a world of hurt as hundreds of millions of potential people check out your launch and say “What the hell is this?” and move on to something like Castleville or Angry Birds.

 

Considerably, that’s the audience you’re playing to at this point if you’re trying to get into social media implementation, and Zynga will bitch slap you if you don’t bring your A-Game to the table from the beginning. One of the comments I’ve heard over and again while using Cloud Party is that it’s like Second Life circa 2004, which to me isn’t a good thing. I mean, I find it hard to justify that this is a leap forward when technologically speaking it’s being openly compared to technology from 8 years ago.

 

However there is some good…

 

Far be it for me to be completely negative here, because I really do think there is a bit of good to be had from this. What is lacking in presentation and technical prowess I’d state is made up in the sociological indoctrination aspect. At the very least, this is a very lightweight virtual world implementation stripped down for the Facebook short attention span crowd. Being in a web browser is good for people who can’t be bothered to have a full fledged client, so you can’t exactly expect this to be Crysis level graphics. That being said, I’m still not impressed by Cloud Party. We could very well say that avayal.live does a far better job of virtual world in a browser, and if it wasn’t for the sandbox ability of Cloud Party, then it wouldn’t really have anything to add merit to its existence. Essentially, the sandbox ability is really the only saving grace here against many other virtual worlds in a web browser.

 

 


 

web.alive

 

An early version of web.alive (avayalive) shows a much more polished interface.

 


 

Not to disappoint Kevin, who for all intents and purposes is the resident virtual worlds bad-ass, there are a number of sociological merits for implementing a virtual environment in a web browser, however such comes at the expense of lowest common denominator graphics and/or functionality to compensate (at least with current generation technology). In the long haul, it still offers something compelling for the light usage aspect but I wouldn’t go so far to say they’ve “done the impossible” as I read on their forums from another user.

 

The underlying question for me has always been that fine line of metaphor interaction, where we have to ask whether a stripped down virtual world in a web browser is really the future or whether we should instead be focusing on integrating the web into a native virtual world client. I clearly fall on the latter opinion in that a web browser is the lowest hanging fruit of complexity to incorporate into a virtual world client while in order to incorporate a virtual world into a web browser it will clearly have to suffer along a lot of lines to make this happen. Why take something that by all means should be graphically pleasing (a metaverse client) and deliberately bastardize it to work in a constraint that it is arbitrary?

 

HTML 5 be damned, it’s still not powerful enough to compete against a native client for virtual worlds.

 

What this boils down to is the “separate but equal” mentality for virtual worlds. Making a stripped down version of a more powerful system to embed in a web page while taking away a lot of the interface expectations and abilities in the process creates a fractured ecosystem. What you come to expect in something like Cloud Party isn’t what you get when you log into OpenSim, ReactionGrid or Second Life using a native client. This only compounds the problem already in progress with a plethora of virtual worlds all doing their own thing and nobody can agree to work together.

 

From a virtual worlds standard perspective, this just adds more fuel to the fire. Essentially, I may as well state that Cloud Party is about as innovative as the age old industry dream to cram a virtual world into a web browser from the mid-1990’s. I really have no idea what the obsession with this idea is, as if the web itself is the appropriate container for a full fledged virtual environment.

 

My understanding of the Metaverse is the following analogy:

 

The Metaverse is like the real world you walk around and interact with. The World Wide Web is the newspaper you read in the morning while you’re drinking your coffee in that Metaverse.

 

Therefore, the newspaper exists inside the Metaverse but the Metaverse doesn’t exist inside your newspaper.

 


 

Kevin Simkins - Resident Bad-Ass

 

This is Kevin Simkins, known in the virtual worlds industry by some as “Commander Bad-Ass”

 


 

The Bottom Line

 

Here’s a quick checklist of things that would have to happen before I ever accept the validity of a virtual environment in a web browser:

 

1. The end-user experience isn’t different between the web version and full client.

2. Both web client and native client are sandbox virtual environments.

3. Graphically, both instances should be on par with modern 3D Engine graphics.

4. Both the web client and the fully native client should access the exact same service.

5. Both are massive multi-user environments, sharing the same perceptual space.

6. If Google Plus and Facebook can have Voice and Video chat, a virtual world should as well.

7. High level of avatar customization is a must.

8. If I can log into the web version with a social media account, so should the native client.

9. User generated content and marketplace is a must.

 

and finally…

 

10. Be bold and actually do something worth getting excited about.

 

So who is Cloud Party good for?

 

Bottom line, it’s good for people who have never seen an advanced virtual environment like Second Life before. It’s geared toward the casual user, so in the grand scheme of things it’s good for an entry level indoctrination to the ecosystem. For the average user of Facebook, it’ll provide that quick-fix social environment of attention deficit they expect, but I’m loathe to say it’ll be anything deeper.

 

I can see this being used for low-impact spaces in regard to maybe meetings, some basic games, or collaboration, but again I have to state that if you’ve become accustomed to more robust virtual environments, then Cloud Party will likely not be as appealing since you’re being stripped considerably. Maybe in a few more years this will finally mature, but right now it’s a blast from the past. Who am I kidding… we’ve been saying that virtual worlds in a web browser will be the future since the 1990s. As far as I’m concerned, it’ll always be “just a few more years to mature”.

 

It’ll fill a niche, but I’m not expecting a revolution.

 

 


Aug 3, 2011

SpotOn3D

Elevating virtual worlds history denial into an art-form #SecondLife

 

Apparently there is this controversy brewing over SpotOn3D and their web viewer “plugin”, in that they have the intention of filing for a patent on the process by which they have replicated a “viewer embedded in a webpage” experience. Most well respected open source contributors are up in arms over this recent move by SpotOn3D simply because it amounts to what can be describes as a stab in the back to all developers who are contributing to OpenSim development freely.

 

Of course, I had a wonderful opportunity to check this SpotOn3D “web plugin” out before it reached the ears of the media public, and I had then the same opinion that I do now concerning where they are headed with it all.

 

Let’s begin by stating what the SpotOn3D “plugin” is and is not, because it bares repeating in public to put the record straight.

 

It’s Not Really a Plugin

 

By most definitions it is simply a program wrapper that happens to embed a full program, which must be downloaded and installed as a standalone product, into a web page. In this manner, the comparison as a web plugin is laughable at best. It would be like saying that making a wrapper for LibreOffice to embed the program into a webpage is a “plugin”, even though you are downloading and installing a 300MB installation package which also works as a standalone product from your desktop. The reasoning is quite silly when you actually think about it.

 

In the case of SpotOn3D, they have a program that is separate as a wrapper (and provided as open source), in which certain arguments are called in launching the wrapper which tell it what fully installed program to embed into the web page – by their own admission, this plugin could embed just about any standalone program into a webpage, and I know this to be a fact.

 

So, too, SpotOn3D attempts to pass off a full standalone viewer, installation and all, as though it were a lightweight plugin when it’s really a separate plugin framework system calling a fully installed viewer that is a standalone product. But even the plugin wrapper isn’t even theirs to claim, unless they are willing to publicly acknowledge the other 28 programmers who contributed to the very open source project which made the SpotOn3D wrapper possible. I’d also think that those 28 contributors would be pretty pissed off to find some random company making an attempt to patent something based on Open Source works.

 

 

 

SpotOn3D Not a Plugin

 

 

Clearly there is an icon on my desktop that launches the same viewer as the one that is embedded into the webpage via the program wrapper. To also say that this is a novel approach is also untrue in that the only way one can claim such a thing is if you were to entirely ignore the history of virtual world environments, much like the Pilgrims selectively ignored the Native Americans when they first arrived, and pretended the entire continent was uninhabited. (dramatization provided by Eddie Izzard: possibly NSFW)

 

 

 

You own the entire country, yet have no system of ownership? SpotOn3D to the Open Source Community

 

 

The point here is that unless they are willing to ignore everything that came before them, as well as the community which provided the open source software for them to modify in the first place, coupled with throwing gobs of cash into the arena in order to undermine and compete with underfunded and spare-time open source initiatives, then yes I suspect they can claim there is something to patent. It’s really deniability at this point, or at least willful ignorance of the subject at hand, although I suspect it is more like willful abuse of patent process in order to gain an upper hand in a competitive market.

 

Case in point; The claim of bringing virtual worlds to Facebook. In the video above, the claim is that the entire continent is devoid of other people and the Pilgrims are the first to ever step foot there, despite staring point blank at Native Americans. In the case of SpotOn3D and their “plugin”, they are making a claim of doing something different and unique, and touting their “plugin” integration on Facebook, despite the fact I can claim I’ve seen this trick before in 2007 with ActiveWorlds (Press Release Located Here).

 

 

 

ActiveWorlds Facebook Web Embed

 

 

 

Even though we can say that the ActiveWorlds version used Internet Explorer exclusively for the ActiveX embed, and this only worked on Windows operating systems at the time (which wasn’t anything new since ActiveWorlds only works on Windows to begin with), there is definitely a precursor showing that a virtual environment company has embedded their “viewer” into a webpage and even Facebook using a “plugin”. The reason I say “plugin” again with quotes is because the ActiveWorlds variation of this method worked essentially the same exact way as Spoton3D and their “plugin”. It was a specialized wrapper that called the fully installed, stand-alone viewer and embedded it into a webpage via third party methods.

 

 

 

SpotOn3D Entry

 

 

My Dragon is Bigger: Stealing FireBreath

 

The question becomes, how exactly does one patent something that is actually quite common, shows prior art, and is probably covered by GPL or BSD license and by law shouldn’t be hoarded – nor is actually patentable? The answer is simply that you can’t, but being an IP attorney, the CEO of SpotOn3D already knows this – and he also knows that the intention isn’t to actually patent anything but to get a patent pending in order to hang the threat of litigation over anyone who tries to follow in SpotOn3D’s footsteps, and since patent applications can take 4 – 5 years before they are accepted or rejected, this means that SpotOn3D is using the patent system in order to buy themselves a 4 – 5 year head start on using the external plugin system to embed SpotOn3D into webpages, keeping the entire Open Source community at bay (so they hope) while they reap the rewards.

 

Unfortunately, I’m going to take a moment and return their serve with a hope shattering volleyball spike to the face. Feel free to quote me.

 

The secret to SpotOn3D’s “web plugin” is not proprietary, nor is there any way they could possibly patent it, since both the viewer itself and the plugin system they are using are both covered as Open Source (GPL or BSD licenses). Anyone is free to go grab the “plugin” architecture and make their own embedded [insert any program] at will, and no amount of attempted patenting by SpotOn3D is going to change that.

 

firebreath-logo-r26Introducing FireBreath

 

A cursory look at the javascript on the SpotOn3D “web embed” points to FireBreath API calls. A five minute search later provided the link above, complete with source code and documentation.

 

In short, feel free to ignore SpotOn3D’s assertion that they are getting a patent on their plugin system, it’s just a sleazy tactic to give them a head start under threat of litigation. 

 

FireBreath is licensed under a dual license structure; this means you can choose which of two licenses to use it under. FireBreath can be used under the New BSD license or the GNU Lesser General Public License v2.1. Want to steal SpotOn3D’s thunder? Go ahead and download the entire sourcecode and examples for FireBreath.

 

Epilogue

 

If the viewer itself is open source and FireBreath is open source, I’d like to know at what point SpotOn3D is planning to make a case for filing patent claims based on entirely open source methodologies which would prohibit patenting the process to begin with. The odds are much higher that they are using this as a bluff in order to scare off competition in the web browser “plugin” realm, even knowing full well that when the verdict comes in on the patent process it’ll likely be rejected due to prior art, among many other reasons (like trying to patent open source work as your own and violating the initial agreements that came with it).

 

While I like to give companies the benefit of the doubt, in this case SpotOn3D’s tactics make me nauseous. It is this reason, among others, that I have no respect for SpotOn3D as a system.

 

I won’t even get into their “Double Dutch” Delivery system… I can’t support it simply out of principle because it goes against the very nature of cross platform interoperability.

 

As LiteSim developer Gareth Nelson said, “…people have the right to see the source code for the plugin.” and I agree 100%. That’s why I’m providing that to the public since SpotOn3D seems to want to hide the fact they are using FireBreath.

 

As an official quote from Hypergrid Business (and NWN) with a statement  from Steven Lieberman states:

 

According to SpotON3D cofounder and CEO Stevan Lieberman, who is also an intellectual property attorney with Greenberg & Lieberman, the company is in full compliance with GPL license requirements and has publicly released the relevant code elements.

 

“The plugin is an entirely separate program that has been designed to and does work on not only OpenSim, but also on numerous other programs,” he said in a comment at New World Notes.  ”The technology encompassed in the plugin is patent pending world wide as well as copyrighted.”

 

 

That is probably the single most misleading statement I’ve ever heard, but considering he’s also an IP Attorney, that doesn’t surprise me at all.

 

Here’s the link to steal their thunder (or in this case, fire):

 

FireBreath