Wednesday, May 5, 2010

INFORM - YOU SCAN : Large Scale Laser Scanning

The following was published in INFORM 2010: number 2
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You Scan
By Will Rourk
APR2010

What does it take to rapidly get a building, monument or even a landscape into your computer? Laser scanning technology might be able to provide the answer. Laser scanning is a technology that allows the analysis of physical material to be transformed into digital data. Scanning large objects usually involves a particular type of scanner referred to as a time-of-flight scanner. This type of scanner basically works by flashing a stripe of laser light on a surface and then measures the time it takes for the light pulse to bounce back to the laser source. The light pulse is identified with the point on the surface of the object it scans, translating it into a 3D point created digitally via computer software. The group of digital points captured by the scanner are stitched together to form a 3D mesh model that can be manipulated in any 3D or CAD program. A time-of-flight scanner can produce data that is accurate up to 1-2mm. 2D images taken concurrently with the laser scanning can be applied as textures to the 3D generated model for more realistic rendering.

Large scale scanning is more prominently utilized in the construction and engineering industries as a means of creating "as-built" schematics and drawings particularly for projects invovling highways, bridges and tunnels. Landforms can also be scanned, usually from an airplane, to generate landscape models for analysis and planning.

Laser scanning is also benefiting cultural heritage and archaeologically based projects. Academic researchers have been able to successfully employ laser scanning techniques to capture 3D data from historical sites and monuments for analysis and critical exploration. One such faculty member at the University of Virginia is research scientist David Koller. Koller is internationally known for his work in 3D laser scanning, particularly as the scanning engineer responsible for capturing monuments from the Digital Michaelangelo project.

In 1999, Koller was part of a team of faculty and students from Stanford University and the University of Washington that traveled to Italy to make high resolution scans of Michaelangelo's sculptures and architecture. One of the more famous projects from this trip included the scanning of Michaelangelo's statue of David which the team was able to capture at 1/4 mm resolution. At this resolution the artist's chisel marks could be detected on the 3D model.

Although many of Koller's scanning projects have taken place in Europe, he has recently been involved in historic preservation efforts here in Virginia. This includes a major digital preservation effort undertaken by a joint collaboration between Colonial Williamsburg's Digital History Center and UVA's Institute for Advanced Technology in the Humanities (IATH) for "digital conservation" of buildings in Colonial Williamsburg.

Known as the "Virtual Williamsburg Project", this effort seeks to re-create the city of Williamsburg as researchers believe it had originally existed during the American Revolution. Part of Koller's work has been to scan existing structural ruins and foundations of some of these historic buildings as well as existing buildings to better understand the composition of the old city. Some of Koller's tools of his trade include the FARO LS880, the Leica ScanStation and the Leica HDS6000 for capturing exterior building surface data and the DeltaSphere 3000 for interior room scans. As a researcher he has worked in conjunction with scanner distributors, FARO in Charlotte, North Carolina and Leica Geosystems in Richmond, to test the latest equipment for accuracy in data resolution and acquisition. He's also collaborated on scanning technologies with Direct Dimensions a scanning contractor from Baltimore, MD, who have been responsible for major scanning projects on the East Coast including the 3D laser scan of the Liberty Bell.

A seasoned expert in large scale laser scanning, Koller sees active scanning technologies moving away from the use of laser light for data capture to a passive capture technique using photographic images.

Currently a technique called structured light scanning can be found on Youtube demonstrating how to make rough 3D point cloud models with just a webcam. With higher resolution digital cameras becoming more affordable, 3D passive scanning may be a reality for high resolution models in the future. For now laser light surface scans are providing the best results for accurate capturing of real life objects to be easily transformed into computer models for your favorite 3D and CAD software.

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Friday, March 12, 2010

References for "YouScan"

Here are the reference links to my upcoming Inform article
- YouScan -
http://delicious.com/reknball/3dlaserscanning
This article will deal with large scale laser scanning for engineering, architecture and cultural heritage.

References for "Mobile Urban Exploration"

Hey here are the links to references for my last Inform article
- "Mobile Urban Exploration" -
http://delicious.com/mobioptical
Check these out for great links to information regarding object hyperlinking at barcode technologies.

Thursday, January 21, 2010

INFORM - Mobile Urban Exploration

The following was published in Inform magazine's January 2010 edition :

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INFORM - Mobile Urban Exploration
2009/10/11
by Will Rourk

Developments are being made today that are exploiting your phone's ability to supplement your 'real space' experiences. A particular area of this is focusing on the optical reader in most mobile phone cameras. Object hyperlinking, also known as mobile tagging, uses a mobile phone camera to read a special 2 dimensional graphic that can connect your phone instantly to network information. A group of specially coded graphics called QR (Quick Response) codes can hold alphanumeric information in the form of text information, phone numbers, email addresses, SMS texting messages, even geo location information and especially URLs. A QR code is composed of an encoded square data matrix that works much like a barcode where you have a target that graphically represents encoded information, and a reader - your mobile device - that can make sense of the coded message and reveal its contents to you. QR codes have gained large appeal in Japan where they were first developed, and are used in many aspects of modern culture, linking people to information regarding products, people and places via their mobile handsets. QR codes have been affixed to buildings as large posters or small, discreet icons that can instantly connect people with information regarding their surroundings.

These coded graphics have been widely adopted in Asia and Europe but are still slow to catch on in the US. However, an art project exploring the potential of physically encoding the built environment took place in New York City in 2004 called Yellow Arrows. The Yellow Arrow project sought to explore new ways of exploring city spaces via mobile technologies in developing what is becoming recognized as the geospatial web. Participants placed yellow arrow markers in public places that they found particularly engaging. The marker would direct its audience - anyone taking notice of the arrows - to send an SMS text message to a number that would then reveal something interesting or particular about the space they currently occupied. In this way, the arrows curated a whole new experience of urban spaces and objects. QR codes are doing much the same today, but more instantly and effectively, connecting people directly to information much the same way that captions do for museum pieces, except that the content accessed through a web browser can be more enriching and expressive than just text.

The future for object hyperlinking most probably will evolve into some non-physical agent of information connection. RFID tags (Radio Frequency Identification) have been widely used for some time now, mostly replacing barcodes as the means of containing retail product information. But the same means of information could be used to encode urban information, broadcast out to mobile device receivers. Another more promising technology is geo location. Currently geo location is becoming the next wave of social networking connecting people to people based on current location determined by your mobile device's GPS. Being in the "right" place could keep you instantly connected and informed. Most of these technologies are free to utilize with free reader apps for most major smart phones and code generators provided by developers such as Kaywa, Upcode, Shotcode and especially Google's Zxing project. With these tools all we need to do is just encode the content and curate our own experiences of the places around us.

For more information about QR codes and mobile tagging technologies please visit Will Rourk's blog at http://rezn8r.blogspot.com or at this QR code:

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INFORM - iPhone uPhone weAllPhone Will Rourk

The following was published in Inform magazine's Fall 2009 edition :

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iPhone uPhone weAllPhone
Will Rourk
2009-07-25

Apple Computer's iPhone has been a leader in the field of "super smart" phones by elevating mobile device technology to the level of a true computing platform, spurring the development of software that extends and customizes mobile phone functionality. The App Store has been the key agent in mobile accessibility by allowing iPhone and iPod Touch users the ability to download custom applications, or apps, directly to their devices with a network connection. This is a model that most mobile device providers are following today, such as Blackberry's App World, Google Android's Marketplace or Nokia's Ovi Store and the soon to be released Windows Marketplace for Mobile.

The enhanced functionality afforded by today's mobile phones can be a convenient supplement to office computing. Consider the network tools that come pre-installed on an iPhone. You can stay connected to your office and clients in a variety of ways over AT&T's EDGE and 3G networks, as well as WiFi, with built-in SMS texting, calendars and of course voice connection service. With push techology Apple integrates all of your communications features with its MobileMe integrated mobile service allowing instant syncing of text and voice messages, contacts, schedules and web browser favorites between your workstation, laptop and iPhone/iPod Touch. Recently Apple has released the MobileMe Control Panel for Windows so you can sync up your Outlook calendars and contacts and even your Internet Explorer bookmarks to your iPhone. An alternative to this is Google Sync which uses Microsoft Exchange ActiveSync to allow syncing with your Outlook calendar as well as your Google calendars and Gmail contacts.

3rd party apps expand functionality into areas such as project management with client apps like Merlin that keep you up to date with project info stored on your servers. There are project collaboration apps like FuzeMeeting from Callwave, a web conferencing app that allows multi-user access to the same content between iPhones, laptops and workstations for discussion and review of project material.

During site visits there are a variety of unit conversion tools and code database client apps. The Architect's Formulator is an app that provides access to over 200 formulas specifically for architects including electrical, carpentry and plumbing formulators, forumulas for concrete and excavation and steel design, HVAC and more. MadCAD.com is a subscription service that enables online access to AIA codes and more through their iPubs Store.

Mobile 3D is an emerging technology that allows you to view 3D models and data on mobile devices. Apps such as cadTouch and Solid Works' Drawings Now allow viewing of DXF, DWG and proprietary 3D file formats on the iPhone. An app called iTracer is a 3D raytracing utility that allows one to build and render 3D content on the iPhone.

If you don't have an iPhone, or even particularly like it, technologies are emerging for most all of the major mobile device manufactures to allow enhanced communications, project managment, specialized information access and 3D content to enable design professionals to stay connected to their projects.

For more links and references to technologies discussed in this article and more, visit my blog at http://rezn8r.blogspot.com

Helpful URLs
MobileMe Control Panel for Windows
http://www.apple.com/mobileme/news/2009/06/new-mobileme-control-panel-14-for-windows.html

FuzeMeeting
http://www.fuzemeeting.com/conference-features/iphone

MadCAD AIA Online Codes
http://www.madcad.com/

Architect's Formulator
http://www.multieducator.net/formulator/index.html

SolidWorks Drawings Now
http://labs.solidworks.com/Blog/Post.aspx?id=21

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INFORM - Web 2 4 U

The following was published in Inform magazine's Spring 2009 edition :

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Web 2 4 U
Will Rourk
2009-02-12

Staying connected to the World Wide Web is fairly easy today with technologies like WiFi and broadband networks. Keeping your work environment mobile ensures access to information wherever you need it. But why would one want to be connected to the Web all the time? What does the Web offer that entices professionals to go mobile? When considering the Web in a professional environment one might examine its potential utility. As frivolous and trivial as the Web seems for the most mundane and menial pleasures as one may take, it also offers an array of tools that responds to the unique conditions of a networked society. To fully grasp this potential there should be an understanding of what has become known today as Web 2.0.

The term Web 2.0 was put into the public psyche by O'Reilly Media during the first Web 2.0 conference in 2004. O'Reilly press is responsible for a majority of web technologies manuals and programming guides widely recognized by their trademark zoomorphic colophon. From the words of Tim O'Reilly, Web 2.0 allows for the "harnessing (of) collective intelligence" by "opening data and services for re-use by others." "Web 2.0 was the moment when we stopped using computers and started using the internet." The World Wide Web has evolved to a level of sophistication that elevates us from mere passive observers to active participants of networked content and information.

The concept of Web 2.0 is not based upon any specific version of technology but rather an attitude towards the way we use the Web. The web has evolved to a state of utility that allows the average user greater power to become self published in more interesting ways than was previously possible. The products of Web 2.0 help foster an environment where anyone can get their message out. Blogs like Wordpress and Google's Blogspot.com give people the space to pour out their ideas through text, audio or video. If you have a personal media collection that you want to share with the world you can post your videos on YouTube or your annotated photos on Flickr. Web 2.0 allows you to pull in just the news you find relevant via RSS or Atom feeds so that you can aggregate or mashup information in ways that are meaningful to your perspective. Aggregated news websites like Reddit.com and Digg.com let their readers become the editors by presenting news that has been tagged as interesting and relevant.

Probably the most widely recognized and engaging technological evolution of Web 2.0 has been the development of social networks. Fundamentally, Web 2.0 is all about networking, or better yet, working the net. Social networking services don't expect you to just go and gawk at someone else's personal presentation of content. When you visit someone's MySpace or Facebook page you are expected to share yourself as well. In the world of Web 1.0, or the Web-as-we-knew-it, a person's presence on the Web was like a one way street. You published your images, your essays and maybe even your video clips, and your goal was to lure people to that information so they could experience it like a magazine, all published and presented in a static unchangeable form. With Web 2.0 your content becomes everyone's content, and everyone's content becomes yours. The goal of creating a presence on the Web does not merely satisfy the need to be self-published but rather to participate in the promotion of a common interest through syndication. It is the potential for the sharing of ideas and collaboration upon which professionals might want to focus in order to make sense of Web 2.0 opportunities. Web presence is now synonymous with participation. For example search Facebook or Youtube for "sustainable design". You will be presented with a collection of web locations sponsored by individuals, special interest groups and design firms that not only allows you to absorb content but add your own thoughts and content to it as well. The Web has become a continuing conversation whereby you are able to contribute to someone else's message thus also making it your message.

So how does one leverage Web 2.0 professionally? Networking giant, Cisco Systems Inc., presented some interesting ideas in an episode of their web show, TechWiseTV. In this episode entitled "Applying Web 2.0 to your Business Challenges" (http://www.mytechwisetv.com/page/31+Web+2.0?t=anon) Cisco's hosts presented the Web2.0 environment with a warning to professionals. Dismissal of these technologies would be perilous since blogs, wikis and social networks are emerging as powerful tools for communication. Web 2.0 is a platform for collaboration and networking that drives home the fundamental concept of globalism. Communication on a global level has never been easier. With Global communications also comes global recognition. Cisco also acknowledges the drawbacks of relying on free tools, since most of these utilities are no cost to the public. Depending on who you let into your Facebook or MySpace environment, you will most likely encounter fairly unprofessional conversation. There's also the ever vigilant prospect of security to consider. You might not want to impart sensitive client information on a social network that is open to the world.

For those that may not trust the freedom and democracy of the Web there are corporate solutions such as Cisco's WebEx Connect or Oracle's Beehive. But for those that appreciate what is given to us freely, there are ways to make your social networks more professional. The Social Media University Global, or SMUG, blog is devoted to helping professionals understand how Facebook can be used as a business tool. (http://social-media-university-global.org/facebook-business/) The "University" is basically one guy named Lee Aase. In his blogpost entitled "Top Ten Facebook Business Uses," Aase describes the different types of Facebook groups (open, closed, secret and sponsored) that may appeal to businesses looking to get into the social networking world. Businesses use Facebook groups as a way to build their own "fan" base by providing descriptions of their services, not just in text, but in audio and video as well with links to their own webpages and sales contacts. It's like the YellowPages on steroids except that your listing is global, not just local. And better yet it's all free!

Now that Facebook, MySpace and myriad other free social networking tools are being utilized in full force, where is social networking headed? Perhaps something down the pike may arise from multidimensional social networks like Second Life where people meet, communicate and interact in 3D virtual space. Second Life includes tools that let you build your own buildings and shape your own spaces online. Think of the potential of meeting your clients in their new virtual home modeled upon the designs of their real-space home? They'd have the chance to navigate the spaces you've designed while you design them. Or perhaps the future will look more like the current trend where communications are getting more compressed. Microblogging is the popular way to communicate these days with tools like Twitter and Jaiku whereby people communicate short messages of 140 characters or less. This is a web technology born right out of the culture of text messaging on mobile phones. SMS or short messaging services are favored by many whose lives have become consumed by mobile technologies. Conversations are extremely short and concise and some savvy texters may even utilize the coded LEET (or l33t, or 1337) language to help get the point across. (http://en.wikipedia.org/wiki/Leet) But mobile technologies are really where all of this is headed. The smartphone is evolving into a more robust handheld computing device with the help of technologies such as Apple's iPhone and Google's Android operating systems. With these phones you can take Web 2.0 with you no matter where you go since the Web runs quite smoothly on 3G high bandwidth networks. Technologies that combine GPS with software such as Dopplr and Google's Latitude make your phone a location aware device so that social networking in a mobile environment begins to foster more real-space collaborations. With Web 2.0 apps running on your mobile device perhaps we'll be making more face-to-face rather than Facebook meetups.

Unsurprisingly though, the next paradigm-changing technology to affect the Web is already upon us. Web 2.0 has perhaps already peaked, and now we can anticipate even greater utility from the World Wide Web. For the next phase is not necessarily Web 3.0, but a trend towards what has become recognized as "cloud computing." The full realization of cloud computing will place the majority of our applications, tools we use everyday on our computers like Word, Photoshop or CAD, onto the Web. This means that you no longer clutter your computer with an array of applications. You just access the applications you need from an applications service provider. This will be accomplished via a technology called SaaS, or software as a Service. Currently the best way to sample this particular future of the internet is to explore the applications already given to us for free from Google. Google Docs is a robust and fully featured text editor given to you for free as a Web service application. I typed this article and stored it in my own Google Docs account. All of this functionality is provided via your favorite web browser - or any web browser. In fact web browsers are becoming more utilitarian and application-like. Take Firefox's Flock browser for example. It keeps you directly connected to all of your Web 2.0 technologies with which you have subscribed and presents them all in one space while you also surf the internet.

Does your office use Web 2.0 technologies to leverage your business needs? Let me know. Let everyone know. Log into my blog at http://rezn8r.blogspot.com, and let's begin a conversation about the interesting and innovative ways your company utilizes the Web.

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Sunday, September 6, 2009

Extended version of "XYZ The Web in 3D" for Inform Magazine

The following is the extended version of the article published in Inform magazine's 2009 Number 3 edition entitled "XYZ : The Web in 3D":
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XYZ the Web in 3D
APRIL 2009

Draft04A


Since the dawn of the first public web browser, web developers have attempted to bring the 3rd dimension to the web browsing experience. Popular science fiction has imagined virtual spaces occurring over networks that could be accessed from a computer terminal such as William Gibson's "cyberspace matrix" from his 1984 novel, The Neuromancer, or the "metaverse" from Neal Stephenson's Snow Crash in 1992. With ubiquitous accessibility of the World Wide Web in the early to mid '90s, the medium by which "virtual" space exploration and interaction could occur seemed a reality. In 1994 the first true standard for Web3D surfaced as the Virtual Reality Modeling Language, more widely known as VRML. VRML provided an easy to learn and simple to implement text based programming script that could render on the World Wide Web, 3D models such as those created in 3D graphics programs and make them come alive in a Web browser via a plugin. VRML converted the standard Web browser into a picture plane of infinite depth. Online virtual environments became knows as "worlds" that composed a real networked "metaverse." The VRML specification allowed for a rich set of descriptive features that allowed the building of objects and spaces with geometric primitives and organic objects, free non-linear navigation of virtual space, image based texturing with static images and/or video, basic lighting, animation, hypertext linking and hooks into other scripting and programming languages. These features would set the pace for other Web3D technologies popping up during the late 90s.



One such technology was the 3D chat environment. The precursor of today's Web2.0 social networks, chat spaces allowed easy text communications via a web browser. Web companies such as Active Worlds combined chat technology with Web3D to provide virtual spaces where several people could log into one virtual world at once to interact, chat and build spaces simultaneously. Participants in these worlds assumed the role of an avatar, or human-like 3D model that could navigate virtual space and visually communicate with a limited range of gestures. Users could congregate in social spaces for free or purchase virtual "land" upon which they could build their own structures with basic 3D modeling tools. The commercial world invested heavily in these technologies at first anticipating a new medium for interaction on the World Wide Web in which they could insert advertisements and attract potential customers. Attempts were made at long distance learning and collaboration and yearly international conferences even took place in these spaces.



If the late 90s were the Golden Age of what could be considered the first phase of Web3D, its apogee would have taken place in 1998 when the tools for creating and deploying Web3D were about to be placed into open source for the world to freely take part, and VRML had reached its pinnacle of support with the foundation of the Web3D consortium. But this year would also mark the rapid demise and debunking of the Web3D hype and in 1999 technology news source CNET reported that Web3D had failed to live up to its promise of bringing to life the metaverse or cyberspace matrix of sci-fi fantasy. The basic underlying dilemma was the lack of real, usable bandwidth due to the weakness of the dial-up modem that was the means of connecting to the internet in just about every household with a computer. Navigation and animation within 3D worlds was way too slow to enjoy and navigation itself was too awkward and new for the general user base which was still trying to get used to 2D navigation of the Web. Web3D graphics were also cartoonish and low resolution especially when compared to gaming technologies emerging at the time. Without the promise of a return on their commerical investments, the corporate world pulled out, taking with them the funding necessary to sustain the technological progression of Web3D tools and plugins.



Despite corporate divestment, Web3D still remained in the interests of educators and the open source communities. By the mid '00s we had better, faster ubiquitous bandwidth and affordable and powerful computers and graphics processors. Major companies began to develop new uses for deploying Web3D, such as Google Earth for visualizing geographic data here on Earth, and Microsoft's Worldwide Telescope for visualizing astronomical data outside of our world. But the most significant re-awakening of Web3D has come with the emergence of Web2.0 technologies and the development of true social networking applications. Once again interest has been generated in 3D chat spaces, but Second Life has taken it a step farther this time. Second Life is a Web3D application that provides the means for participation in a networked 3D environment where participants can communicate via text, audio and even video, and can attain a greater customization of their avatars in appearance, gestures and functions than previous social chat interfaces. Even though Second Life is free to join, they have also introduced a monetary system whereby participants can purchase virtual objects, land and services. Some participants have set up shops for their own profit providing services such as modeling virtual products, clothing accessories and avatar enhancements. Second Life provides more robust tools for 3D modeling within the application that can be supplemented by a robust scripting environment for creating greater interactivity with 3D objects.



Educators from diverse fields of study seem to be the most avid and innovative user group of Second Life. The New Media Consortium, an organization devoted to the exploration of new media and technologies in education, has adopted initiatives to promote academic involvement in Second Life and are host to the Second Life education Campus. The NMC has helped to create a considerable presence of major academic institutions in Second Life, each represented by their own virtual space, or "island", where virtual classrooms, seminars and learning experiences are are made accessible on computer networks. A recent AIA article reported on one architecture educator's use of Second Life at Ball State University's School of Architecture and Planning. Students were able to construct and explore their designs as well as engage in new ways of approaching design with fewer constraints in a virtual world where there is no gravity, no energy usage and an endless supply of diverse materials. Though the results weren't the most practical solution, students were given the opportunity to explore and play with architectural concepts in a unique environment. Since interaction on Second Life takes place online, there is greater ease at distance learning and bringing in classroom guests and lecturers without travel restrictions.

Second Life isn't the only collaborative Web3D solution out there. The Open Simulator project is a free, open source Web3D server that allows full control over the deployment and utilization of a multi-user virtual environment that can also run on the Second Life client. The Active Worlds client is the mother of all the current social network virtual spaces. It's been around since 1995 and continues to be active today. Vivaty is a 3D virtual world that is integrated with major Web2.0 applications since it can natively run within a Facebook webpage, play videos from Youtube and display photo images from Flickr within a virtual space. It utilizes X3D, the XMLized spec that extends and expands the VRML legacy, as the language for building 3D worlds.



But in the professional world, one of the biggest dilemmas keeping Second Life from truly becoming an architect's tool, is the inability to import or export 3D geometry. Currently anything that's built in Second Life stays in Second Life, and anything that's built in another 3D modeler stays out of Second Life. There are signs that this may change and there have been some awkward hacks to at least get geometry out of basic modelers like Sketchup into Second Life. The best chance for getting models from more robust modeling programs like AutoCAD, Microstation, Revit or Rhino would be for Second Life to at least allow imports of exchange formats like DXF or the FBX Collada format. It does appear that perhaps Second Life may be considering such an option in the future. The VRML file format is another potential exchange format option for Second Life. There are still free exporters for VRML available in most major 3D modeling applications today.

Visibuild is another solution that could prove to be the optimal choice for architects to take advantage of multi-user 3D environments while preserving file formats. Featured in The ARCH, a blog devoted to architecture and design in virtual spaces, Visibuild is a 3D virtual environment primarily targeted for the AEC community as a collborative design tool that allows full import of 3D models from major modeling tools lke Revit, ArchiCAD, Maya and other industry tools. 



The metaverse and cyberspace concepts from science fiction presented virtual worlds of rich life-like graphics rendered so well that they almost felt real, as we have seen illustrated in movies like Tron, Johnny Mnemonic or The Matrix. The near-term future of Web3D will perhaps offer higher resolution, but it will be a long while before your web browser will be able to project the embodiment of reality like the holy grail of all virtual worlds - Star Trek's Holodeck.

Even though we are comfortably in a second phase of Web3D development, the overall graphics still feel like the first phase of Web3D, with rough-textured, cartoon-like models. But in development today are gaming quality, higher resolution 3D technologies that could provide a more graphically enhanced 3D Web experience. Already, networked 3D games like EVE Online are providing movie quality interactive graphics for the gaming community. New developments in cloud computing technologies may bring that same quality resolution 3D to interactive Web3D. Graphics developer Otoy is reported to be providing the 3D engine for a new high resolution 3D chat space called Liveplace.com. In Otoy's solution, all of the 3D will be rendered via cloud computing on an external server and served out to any networked device as high resolution graphics despite the native graphics capability of your desktop or mobile computer. The basic questions remain though as to the nature of the 3D information that will get rendered in these environments. What will these graphic applications allow to be imported or exported?

 Even though recent news suggests the downfall of commercial interests in Second Life, the academic community is busy proving the worth and strength of Web3D to perhaps sustain its life longer than the first phase of its existence. The commercial world has misunderstood the potential of Web3D as a new proving ground for advertisements and product enticements. The people who participate in these environments seem to be more interested in new ways of social interaction and communication whether trivial or pedagogical. Professionals may be able to take advantage of these technologies only if these technologies become flexible enough to work with the formats of modeling tools used in professional practice.



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