Awe Video can be seen as the
product of a succession of western philosophical and cultural enterprises. And
as such, is an emergent property of Life as Culture. Awe Video represents and
expresses a Global Movement to Explore the New foundations of Theater and
Collective Expression. We unify the local color, the vernacular
with feedback through the whole to each be transformed upon the success of
the local and the Global. The nature of Awe Video is Mutable yet Self-consistent
in structure as to the scale the Whole Matrix of Types of Relationships. It is
clear that the real-time and staged interactive digital image processing
represents a realization of an aspiration deeply embedded in western
culture.
In modern societies: "...
all of life presents itself as an immense accumulation of spectacles. Everything
that was directly lived has moved away into representation. "To quote Feuerbach:
"But certainly for the present age, which prefers the sign to the thing
signified, the copy to the original, fancy to reality, the appearance to the
essence...illusion only is sacred, truth profane. Nay, sacredness is held to be
enhanced in proportion as truth decreases, so that the highest degree of
illusion comes to be the highest degree of sacredness."
Awe Video will slip
frictionlessly into our culture because our culture has prepared us for it.
Every significant media technological development since the renaissance has been
employed to create theatres of simulation. This idea is shared by Andre Bazin,
who noted mid-century that: " The guiding myth...inspiring the invention of
cinema, is the accomplishment of that which dominated in a more or less vague
fashion all the techniques of mechanical reproduction of reality in the
nineteenth century, from photography to the phonograph, namely an integral
realism, a recreation of the world in its own image, an image unburdened by the
freedom of interpretation of the artist or the irreversibility of time." We can
unite the four-field of space-time as the quantum reversibility with the
non-linear relativistic of place and the vector of time as the directing
energies. This we throughput the fire of The Divine Plan of Design of and as
Principle, the Archetypic molders of that which is the timeless unity of all
vectors of possibilities.
The vernacular is emergent,
bottom-up, distributed and parallel, hence its veracity. It conveys an
irreducible order: making the whole greater than the sum of the parts, a gestalt
in effect. Any network that minimizes local (and therefore global)
entropy-production (information and energy waste), by fusing passive/active
strategies to optimize energy load; in exchange for optimized emergent
complexity (or contradiction!), be it fractal detail for the eye at different
scales, or minimum structure for maximum strength - or opposing tensile with
compressive elements, the dynamic against the static; will be more likely to
succeed in its purpose. It will form a better cultural response, a better
metaphor for our understanding of reality; the ultimate goal of all art and science
-both of which Awe Video Networks, should epitomize.
Awe Video Network is explicitly
Mission-driven, a shared commitment to the Awe of Creation Through the Lens of
comprehension. We unify the complex solution of Human Existence with the Means
to finally transit from the dream that has become the nightmare of contraction
and failed impulse. We bring to the cultural a new life, a new life-impulse, and
a new life consciousness. We empower the specific to impress the Mother of All
Potential through the acknowledged, the empowering All Awe.
This is not an appeal for the
imitation of strict vernacular but rather recognition that just as in the past,
differing climates and cultures should deterministically
produce different design solutions, and produce discrete conventions of symbol
and signal appropriate to their climatic and cultural environment. This does
produce a distinct, profound regional identity and variety for architheater
forms throughout the world.
The Modern Movement's main
failure was that it became a metaphor for the hubris of the Newtonian
mechanistic paradigm while embracing a relativistic nilism. It imposes an
anonymous, excessively top-down homogeneity worldwide. It ignores global
vernacular diversity of cultural response; to a plethora of conceptual
constraints ---so identity is forbidden in the Machine Age. How then do we
transcend this failure --- and restore Identification, our empathic
self-similarity?
We are liberated to epitomize
the Mean where all constraints are optimized as the spectrum of scale through
elegance of: structure (the bearing of dynamic forces), efficiency of
organization, thematic/contextual resonance, and the economies of
vernacular-informed "green" architheater. This is the methodological Genius Loci
of Complexity; celebrating diversity and contextual veracity over homogenized
anomie, and applying engineering elegance and efficiency as the proper syntheses
of the pattern that binds and the dynamics of function with the 3-dness of
form.
We find the dynamics of the
Golden Mean as the basis of Life properties and the basis of the conditions in
complexity space for the emergence of self-reflexive consciousness is in the
perfect dynamic mediation. It tells us, is that there is an optimum mathematical
paragon of energy-efficiency: this is achieved as an ultimate means of
generating the maximum complexity of information structures of
energy and matter, at the lowest energy cost. It is in the creative
conceptualization this as Pure Principle through which the Oversoul of Awe Video
is hatched.
A dynamic network's
architecture can be seen as a dissipative, open system like an organism: which
consumes (for example) low entropy electricity and indexing and processing
cycles to produce high entropy heat, as an act of metabolism. The less entropy
produced, the less energy wasted. This can be achieved by an apt fusion of both
low and high technologies, for the benefit of all, at both the local and global
scale. Our network operates both on and off the grid. We are inter-dependent on
any one carrier of the meaning, the architheater metabolism.
To be self-consistent,
mathematics must admit the random - that not all statements are provable ("All
Cretans are liars", spoken by Epiminedes, a Cretan). Sometimes a statement is
too complex and reflexive to be proven - one falls prey to tautology and
paradox. Our highest success will come in the marriage of the surprise and
freedom with an elegant field of organizing processes that will allow the
spontaneous evolution of the new and the new potential actualized.
Local chance events underlie
and create our apparent reality in the most fundamental of ways, and yet they
paradoxically are the
basis for the global causality we see all about us. We amplify the local till it
has Global Wave-effects. Reality is the best of both worlds: somewhere in dynamic
equilibrium between. Pure (Newtonian) causality is an incorrect (finite) view,
but then again, so is the aspect of complete uncertainty and (infinite)
chance.
Suffice to say, maximum
Complexity is found at the edge of Chaos, which is epitomized dynamically by the
Golden Mean as the principle of least action: therefore its full
temporal/spatial representation is analogous to creation itself . The edge of Chaos region is the most
globally stable, the most true extended transients and also the most locally
creative. Awe Video resides in this optimizing boundary zone: between the
causality of the branches and the chances of the switching points
themselves: between the result of the coin-toss and the initial toss itself. Our
Awe Video's super-attractive global orbit is optimally stable because it is
mediating between those two optimally unstable local repelling fixed points of
the linear and the non-linear, the fixed parameters and chance, the global
design and local flavor, the quantum and relativistic. Space-time itself can be
seen scene the Edge of Chaos Region.
This local energy-minimizing
behavior, when applied to the large numbers of shift-operations implicit within
say, the complex neural and metabolic processes of individual organisms - allows
global stability to be maintained in the face of an environment in constant
flux. This stability has just enough creativity in it to deal adaptively with
most new situations. A flux between order and randomness, with not too much of
either extreme, is the key to any act of both evolutionary adaptivity and/or
homeostasis.
The Root Principle of Awe Video
as incarnating the characteristics of The Golden Mean can certainly be
reconciled with the new science, which reveals a profound dynamical aspect to
its action. The Mean as the most primary mediator and the only perfect pathway
to the optimized stability is likewise the core metaphor for Awe Video in
That embedded function in the greater evolutionary imperative. This
Principle can be found to mathematically describe the behavior of nature in at
least three major idealized models.
Firstly, the
stability of quasi-periodic KAM tori.
Secondly,
the universal behaviors and constant scaling relationships of the
period-doubling Feigenbaum diagram.
Thirdly, the
most complex region of cellular automata behaviors.
And Fourly,
Art as Life.
All locate the
Mean as the route to, and on the edge of, Chaos, in the realm of maximum
complexity - as exchanged for minimal energy waste, or entropy
production.
For Awe Video the first
emergent feedback-led application is in the design process itself; the form (al
cause) of a structure being the result of the consultative process that informed
it. If this process fully involves the user and all other concerned parties, and
takes full note of all the site and brief constraints and histories; a democracy
of rich mutual feedback will result. The director then acts as mediator,
co-ordinator and catalyst for the emergent, complex forms that arise, which
appropriately should epitomize the "final cause" of least action in being the
optimum artifact for its role, and hopefully, also by being energy-efficient.
Speaking metaphorically, one could say that the director in this light almost
personifies the optimizing imperative of Phi in his or her role in the design
process.
A facade incorporating video
that is linked into a central processing unit with a parallel-processing neural
network can instantaneously regulate delivery by. Our Awe Video Network can also
minimize overall delivery load by only storing localized clips. Such systems may
display a form of metabolic homeostasis, "emergence"; allowing for simple
system-memory and learning capacities. This has everything to do with recursive
feedback loops being employed in communications services design. Dynamics can
synthesize clearly, with statics. The question is one of the appropriate levels
of automation.
For example, the people using
the network form their own interface, their own dynamical sub-system. They
should be included as
an integral part of the feedback processes involved in the network's global
performance. So the ability to manually override a delivery management system by
regulating its relationships will play a major part in mitigating such current
problems as "overload". By virtue of its emergent homeostatic qualities, the
directors will be able to adapt readily to these perturbations, and the people
will feel more in touch with, and in control of, their environments.
Chaos creativity shows how
appropriate it is to term our age one of information: one which increasingly
exists to exchange and enhance pure information to higher levels of complexity
at minimal expense (just recall the internet itself, priced at local phone
rates), just as the irreversibility-driven evolution imperative of the Universe
and of life itself demonstrates.
Awe Video is a globally
networked, computer sustained, computer generated, multi-dimensional,
artificial, or virtual reality field. In this world, onto which every computer
screen is a window, actual, geographical distance is irrelevant. Objects seen or
heard are neither physical, nor, necessarily, representations of physical
objects, but are rather - in form, character, and action - made up of data, of
pure information. This information is derived in part from the operations of the
natural, physical world, but is derived primarily from the immense traffic of
symbolic information, images, sounds, and people, that constitute human
enterprise in science, art, business, and culture.
We foresee that our
computing environment will be very widely distributed, ubiquitous, open-ended,
and ever changing. All Awe computers in the world will be mutually
connected. New services will be added from time to time, while old services will
be evolved as new computers are connected, and the network topology and capacity
changing almost continually. Users will demand the same interface to the
environment regardless of login sites. Users will move with computers and will
move even while using them. Users will demand much better user interfaces, so
that they will be able to communicate with computers as if they are
communicating with humans.
Awe Video's design
architecture, as a cultural artifact inevitably will be imbued with the current
zeitgeist, should assimilate as much of the implications of Phi/Chaos dynamical
symmetry. We have the opportunity to (re)present the Golden Mean to
communication design in entirely novel ways, beyond statics and state, but
rather via dynamics and process: as tension, as paradox, as a dynamical unity of
opposites, linking the finite with its reciprocal, the infinite, fusing the
linear with the non-linear, the ordered with the random - and causality with
chance. This is the Logos of Heraclitus of Ephesus, or the Tao of Lao Tsu. It is
a universal archetype, in the Jungian sense. James Lovelock's Gaia
hypothesis is a paradigm for a truly global homeostasis based on Complexity,
where the whole planet is posited to minimize its entropy-production at the edge
of Chaos because of the cellular automata-like action of the biosphere. In like
measure the Local Directors of Awe Video will adhere a new Cultural Imperative
to The Collective Direction.
The Director is a "fabricator
of archetypes"; these ideas as discussed above are as profound as they are
pressing. If we are to mitigate our worst ecological, social and political
excesses we had better understand and replicate nature, or to create better
metaphors and analogies of reality (with these archetypes), we must assimilate
the lessons of the sciences of Complexity, for they are the laws and emergent
properties of nature itself.
Includes Holographic
Imaginery and the concept that the whole network of knowledge and connections is
everywhere distributed for instant and deep access. This will allow the instant
re-creation of extended reality everywhere linked with any other place anywhere.
This will allow for the fusion of the local vernacular and new spontaneous
vernacular processes into new self-educating global form.
Awe Video
Introduction to Video Virtual
Internet
Global Theater of
Awakening
Ta panta rei --- all is
flux
Heraclitus of Ephesus, sixth century B.C.
...to (in)form buildings with thematic meaning, they
must convey a gestalt,the whole must be more than the sum of the
parts,and there must
also be an ambiguity and paradox immanent within that gestalt,as a tension.
(Quoting Heckscher on composition...)
It is the taut composition which contains
contrapuntal relationships,equal combinations, inflected fragments, and
acknowledged dualities.It is the unity which maintains,but only just maintains, a control over
the clashing elementswhich compose it.
Chaos is very near, its nearness, but its avoidance,
gives ...force.
Robert Venturi, Complexity and Contradiction in
Architecture, 1977
The Future is
Dynamic Adaptive Intelligent Architheater!
Imagine stepping through a
looking glass in constant surprising, entertaining change. Wherever you move the
Space adapts and changes. You become completely immersed in an Extended Reality
Universe. Extended Reality becomes the entire ambient Form of Experience. You
Are The Space! The Space is Creative.
The idea is not to
simulate Science fiction, Fantasy and Futuristic Adventure but to be Science
fiction, Fantasy and Futuristic Adventure Itself.
Many recent discussions of virtual reality
have revolved around the technology used. I have chosen in this section to
include investigations into the philosophical implications of virtual reality
thereby expanding the definition to include more than data glove and headset
experiences. Cross-fertilization of ideas is an important component in the
evolution of any technology or art form.
The fusion of disciplines is the basis for
collaborative authorship of virtual Video. In the context of this section I
shall use Vi'Deo to represent the Virtuality of Video, in the Character sense
and in the suddenness. The construction of the V-Vi'Deo Spaces involves the
collaberation of visual artists, architects, computer-aided design teams,
computer programmers, musicians and various recording specialists as well as
other disciplines.
As far as architectural application is
concerned, we must look at the temporal as well as the spatial, at how quite
literally, the dynamics (of systems applications) can inform the statics (forms)
of building. The aesthetics of the banal imitation of some motif of some
fabricated "Hip Scene" is simply not the picture!
The Whole Architectural Structure Functions
as a Single Form and Sign of Connectivity.
Aristotle implied over two millennia ago
that the proper investigation required for Truth was one of Telos, form being
the result of the processes that engendered it. Now we can Say in This
Time, Process, Form and Relationship are Unified in The Realization of
truth.
Here are some brief indications of how the
assimilation of new dynamical systems knowledge, married with new environmental
and structural engineering, plus materials and information technologies, might
Emerge Architheater. All are systems (or functions) leading a potential emergent
form.
The first emergent feedback-led application
is in the design process itself; the form(al cause) of human environment being
the result of the consultative process that informed it. If this process fully
involves the users and all other concerned parties, and takes full note of all
the site and brief constraints and histories; a democracy of rich mutual
feedback will result.
The System Designers can then act as
mediators, coordinators and catalyst for emergent, complex spontaneous and
entertaining forms that arises, which appropriately should epitomize the "final
cause" of least action in being the optimum artifact for its role.
The Whole Experience will expand to an
Extended Real-time Community.
Members will be able to tune-in at anytime
through real-time Internet video and community links.
Experiential control will increasingly
become a hybrid of feedbacks between active elements, such as movement, and the
passive, such as walls and tables. Low-tech, vernacular strategies for
environmental control, fused with the higher technology of computerized control
will fuse into the total experiential domain.
A facade incorporating electrochromic glass
that is linked into a central processing unit with a parallel-processing neural
network can instantaneously regulate solar gain by adjusting facade opaqueness
or well as a myriad of Image Forms, depending on the facade's orientation. Such
systems may display a form of metabolic homeostasis known in artificial
intelligence circles as emergence; allowing for simple system-memory and
learning capacities. This has everything to do with recursive feedback loops
being employed in environmental services design. Dynamics can synthesize
clearly, with statics. The question is one of the appropriate levels of
automation. The same is true for Architheater.
For example, the people using the building
form their own interface, their own dynamical sub-system. They should be
included as an integral part of the feedback processes involved in the
building's climatic and environmental performance.
By virtue of its emergent homeostatic
qualities, the environment will be able to adapt readily to these perturbations,
and the people will feel more in touch with, and in control of, and interactive
with their environments.
Polyvalent facades will, using liquid
crystal technologies (glass is made from silica --- as is the LCD and the
silicon chip) convey graphic information on the skins of buildings for the
external world to observe. Chameleon buildings will for example, be able to
react to passing clouds, altering facade U-values and values for solar gain, to
compensate for those clouds, or the tracking shadows cast by neighboring
buildings. The pixel-like elements of a facade might communicate ambiently in
the manner of some cellular automata, feeding back continually with
environmental stimuli. A similar ambient music real-time soundscape might
therefore truly `melt' the `Frozen Music' of architecture: defining it as a
musical instrument itself, as played by its environment.
A major design constraint (and therefore,
opportunity) for environment control is that strategies and final design
solutions must adapt to the local moment (and therefore inevitably, the cultural
readings) of sites: hence the use of the term `Vernacular', as a methodology,
not an aesthetic, of Complexity, as applied to architecture. Vernacular
buildings transform information. They are appropriate, creating a symbolic
rubric of materials and forms connoting a cultural response to a particular
environment. The vernacular is emergent, bottom-up, distributed and parallel,
hence its veracity. It conveys an irreducible order: making the whole greater
than the sum of the parts, a gestalt in effect. Any architecture that minimizes
local (and therefore global) entropy-production (information and energy waste),
by fusing passive/active strategies to optimize energy load; in exchange for
optimized emergent complexity (or contradiction!), be it fractal detail for the
eye at different scales, or minimum structure for maximum strength - or opposing
tensile with compressive elements, the dynamic against the static; will be more
likely to succeed in its purpose. It will form a better cultural response, a
better metaphor for our understanding of reality; the ultimate goal of all art
and science - (both of) which architecture ideally, should epitomize.
This is a recognition that just as in the
past, differing climates and cultures should deterministically produce different
design solutions, and produce discrete architecture appropriate to their
climatic and cultural environment. This does produce a distinct, profound
regional identity and variety for architectural form throughout the world, as we
are already seeing.
The Modern Movement's main failure was that
it became a metaphor for the hubris of the Newtonian mechanistic paradigm. It
imposed an anonymous, excessively top-down homogeneity worldwide (the
International Style is also the most internationally loathed). It ignored global
vernacular architectural diversity of cultural response; to a plethora of
environmental constraints --- so identity was forbidden for the Machine Age. How
then do we transcend this failure --- and restore Identification (which is a
form of empathic self-similarity)? Rather than merely imitating the statics of
past and nostalgia (Planet Hollywood), we are now also liberated to
epitomize the elegance of structure thematic/contextual resonance, and the
economies of vernacular-informed architecture. This is the methodological Genius
Loci of Complexity; celebrating diversity and contextual veracity over
homogenized anomie, and applying engineering elegance and efficiency as the
proper syntheses of the dynamics of function with the statics of form.
Architecture, as a cultural artifact that
inevitably will be imbued with the current zeitgeist, should assimilate as much
of the implications of Harmonic Chaos Dynamical Symmetry. We have the
opportunity to (re)present architecture in entirely novel ways, beyond statics
and state, but rather via dynamics and process: as tension, as paradox, as a
dynamical unity of opposites, linking the finite with its reciprocal, the
infinite, fusing the linear with the non-linear, the ordered with the random -
and causality with chance. This is the logos of Heraclitus of Ephesus, or the
Tao of Lao Tsu. It is a universal archetype, in the Jungian sense.
Immersive Pods can be of all sorts and
alternatively private and communal with different levels of technology with not
3 or 4 programs but 100's continually being updated and perhaps created
real-time. We will invite VR artists to contribute unique VR experiences for
public experience and over time to be licensed.
Architecture is both an existential and
ideological enclosure. In the latter half of the 20th Century we have witnessed
the progressive dematerialization of architecture - a search for singular
lightness and mutability.
A curriculum of these transformations
could be:
Responsive soft
architecture in the 60's
Kinetic luminous
sculpture in the 70's
Virtual architecture in
the 80's
Televirtual architecture
in the 90's
Holo Extended
architecture of the 21st century
Firstly - examples of
responsive soft architecture in the late 60's, early 70's. These are inflatable
structures - built up from air - thin skinned - transparent - lightweight -
compact yet large scale - responsive - mobile - personal and sensuous.
A second stage of development of these
inflatable structure was the incorporation of other media - light, slide
projection, film sound. Architecture becomes event structure - the projection
surface becomes expanded cinema - the public jumps into the screen and into the
image - here is a literal immersion in the pictorial/cinematic space - we can
see that expanded cinema was clearly the precursor of the Immersive VR
strategies today.
In the 70's a kinetic luminous architecture
- abandoning even the skin - just the apparatus that are the carriers of light.
Then the discovery of laser technology - side by side with holography the
ostensible avatar of a total architecture of light.
In the early 80's, the discovery of virtual
architecture.
The Narrative Landscape, then the Legible
City, builds whole cities out of virtual matter. Solid architecture is replaced
by an immaterial structure of letters and words and sentences. The city then as
density of visualized information - and the cyclist as a reader of this city.
The Legible City mirrors the objective world into a virtual imaginative space -
it deconstructs the literal and evokes a fluid poetics of place, person and
intimate apprehension.
Similarly the Virtual Museum deconstructs
the literal museum, and in its last room proclaims the total evanescence of form
and the supremacy of those digital techniques that now can illuminate the A to Z
of virtual formations.
The step from virtual to televirtual
architecture by showing you TELEVIRTUAL CHIT CHAT which was an interactive
televirtual installation in 1993 between two sites - the IMAGINA in Monte Carlo
and the ZKM Center for Art and Media Technology in Karlsruhe.
Two players who were geographically distant
from each other shared a virtual image space. Letters could be chosen from a
simulated computer keyboard. The position, size and shape of these letters could
then be interactively manipulated over a three-dimensional game board whose
surface was divided into the familiar grid of 64 squares. A map on the surface
of the game board showed Europe between Monte Carlo and Karlsruhe - representing
the geography that separated the two players.
In TELEVIRTUAL CHIT CHAT the two players
face each other in a televirtual space of alphabetic forms, so that their formal
interaction became at the same time a tentative exchange of letters, syllables,
and words. Here text has detached itself from the surface of the page and
assumes an autonomous existence, taking on the status of a fictitious language
which at the same time constitutes the shared virtual environment where this
communication takes place - a telematic graffiti which becomes itself the
architecture of an interactive and evanescent televirtual city.
Like Italo Calvino's literary
multiformities of Venice, a superfluity of new cities can now by constructed in
Cyberspace, boundaried only by the limits of what we can propose. But even at
that boundary, we can then create algorithmic architectures that will
autonomously extend those cities beyond our imagination.
Critical to the project is the development
and implementation of networking approaches, including modem-to-modem, server,
and high bandwidth connectivity. Telecommunications specialists collaborate with
the design team to resolve problems of connectivity in immersion
environments.
The application of artificial intelligence,
in the form of agents (or guides) and smart objects, is an essential area of
development. The inclusion of investigators in the areas of interface design,
smart objects, and artificial intelligence is a major component.
Multi-user interaction and groupware
performance, establishes protocols within networked immersion environments, and
suggests standards. The contribution of communication specialists addresses
aspects of documentation and standardization.
The Fun House Metaphor
Fun house: a building in an amusement park that contains
various devices designed to startle or amuse. Webster's Dictionary, 1992
A Fun House has been designed. While
making metaphorical reference to the 'fun house' found throughout traditional
amusement parks, the application is an investigation of interaction and
perception employing networked, immersion based Vi"Deo1.
The fun house metaphor is particularly
applicable as a container for virtual experience. Upon entering a fun house, one
is acutely aware of being cast into a different world. And one's senses are
amused and assaulted by a number of devices - trick mirrors, fantasy characters,
manipulation of gravity, spatial disorientation, mazes and sound, for example.
In the virtual Fun House, various traditional devices are adapted and
some new ones are offered.
Key attributes to be found in the Fun
House include:
Objectification of
'self' within an immersion environment. Users can select their image from a library
including Frankenstein, Dracula, and a doctor, among others. When entering the
Fun House, users can see their image reflected in real time in a
mirror. They can also see the images of other users. Users can extend their
hands and wave at each other - a basic and highly communicative form of human
expression.
Interaction with a
client (or agent) that has an 'artificial intelligence.' When entering the Fun House a client
greets you and speaks. It has a polite behavior and is programmed to face you,
follow at a certain distance, and to stay out of your way. After a while, it
stops following and says goodbye. Smart objects are also incorporated;
touching them calls events within the program.
Interaction with
multiple users in real time. Networked telecommunications allow for the
simultaneous support of multiple users within the Fun House. Each user
can see the other, have an independent point of view, and move objects.
Links to moving
objects. The Fun House
features a Merry-go-round; users can grab hold and catch a ride while music
plays.
Objects attach
themselves to users. The Fun
House features a Flying Saucer ride, where users are transported up into
the spacecraft, and they can pilot its flight. The event calls the 'beaming
up' of the user and a whirring sound associated with flying saucers.
Attributes of
physical laws. The Fun
House features a Ball Game, where users pick up a ball and throw it at
targets. The ball falls, bounces, and loses velocity. Thus gravity, velocity,
and friction are articulated. The motion of the ball is sound
intensive.
New
directions
The Music Room,
Construction Room, and Painting Room. These are friendly and
intuitive environments that require little learning curve to utilize.
Instructions are multilingual, and the environment is co-habited by small agents
or 'beasons' that are programmed with a low level artificial intelligence. There
are guides to the various interactive objects, and they demonstrate how the
environment functions by literal illustration. In the Music Room they run
around and make contact with the instruments, and thus play music. Users can see
which instruments produce what sounds and how to perform them. Intuitive
controls are available for navigating around in the room.
The Music Room contains basic
instruments. The largest is a large six-note keyboard attached to a wall. This
instrument plays a pentatonic scale in three voices - orchestra, choir, and
percussion. It is performed by touching the keys, or by simply waving ones hand
within close proximity. The other instruments are a drum and shakers.
The Construction Room is designed
for young children. It contains building blocks which can be assembled to
construct objects, sort of a virtual Lego set. In this case, there is a nearly
infinite supply of blocks, and one can enter into some of the objects created,
such as a house. The 'beasons' co-inhabit this site as well, bounce merrily on
the blocks, and illustrate how to stack them.
The Painting Studio is quite literal
- a site for making paintings or graffiti. The user can select from a number of
'brush' effects, and choose colors.
The Virtual City
Another application
currently under design is a virtual city. Inspired in part by the Music
Room type applications, the city is an actual city, inhabited by a multitude
of participants, and each with their own purposes. Imagine a virtual city
complete with private spaces or domiciles, parks, stores, entertainment centers.
As much as a grand social experiment, it also is a far-reaching graphical user
interface (GUI) for electronic home shopping and entertainment.
The salient points of the virtual city
include:
A distributed, three
dimensional inhabitable environment
Investigation of
tele-existence in a distributed virtual construct
Capability of supporting
potentially unlimited participants
Private spaces, property
and moral code
Exploration of tools to
alter the environment, while inhabiting it
Interface (GUI) for home
shopping and entertainment.
The idea of a distributed
application based on the notion of an inhabited city, is fascinating. Traversing
the city and encountering other inhabitants from all over the world will be a
startling experience.
Telentainment and design
The last area of
investigation includes distributed virtual reality as an interface for
telentertainment and design. The range of possible applications is broad.
(Education can benefit with regard to long
distance learning, and the industry can gain from a higher level of video
teleconferencing. This raises the question, what is the advantage of distributed
virtual reality over video teleconferencing. And the answer is, the relationship
to the subject.)
In a telentainment session employing
distributed virtual reality, multiple participants can share a dynamic
relationship with their subject. For an example, imagine a team of automobile
designers discussing options via video teleconferencing. To look at the subject,
they might program a pre-recorded videotape, highlighting the desired
aspects.
The following are salient aspects of a
design studio which would employ distributed virtual reality:
The virtual environment
supports interaction among networked remote players, for the purpose of
telentainment.
The application
establishes a relationship between an actual workstation, and a virtual
workstation, operators have the capability of switching back and forth,
employing a windowing method.
Tele-existence is made
evident thru synchronous voice communication, and the capability of each
member to 'see' the other members in the virtual environment.
Stations consist of
display, stylus, keyboard and mouse; additional input devices include head
mounted displays, data gloves, and machine vision for voice and gesture
recognition.
Design teams utilize
freely available software.
Peer-to-peer
networking
The advantages of,
distributed design stations are numerous, but an essential point is economy. The
other key point is human experience. Teams located in remote sites and benefit
from a collective design experience.
Connectivity
The basis for distributed
virtual reality is a function of telecommunications. Two or more sites are
joined by an operating system, which can employ a number of telecommunication
delivery services
Direct dial up
lines
Internet computer
network
High band
networks
Cable television
Wireless
Pre-programmed
Templates
Select functions for point
to point include:
Providing all functions
of the virtual world creation software in a distributed manner; the world and
its attributes are distributed to each node, and one node is specified to be
the controller
Providing constant views
and updates of each user's object manipulations; users can move objects,
including themselves, and updates to position and change occur with
imperceptible update cycles
Writing and saving files
to record the manipulations to objects; users can change worlds and carry an
object with them into another world.
The formation of a
client-server model, where multiple users can simultaneously share immersion
environments
The servers or nodes are
to be located across the world and can be updated automatically via the
Internet
The nodes will offer
sites for access and distribution of virtual reality software
The nodes will support
multiple platforms.
Distributed virtual reality has a
history and has been given many different forms, shaped by varied intentions. It
also has the promise of a future, marking the advancing edge of a new industry.
Further Introduction to Holo'Extended Reality
(HER)
Includes
Holographic Imaginery and the concept that the whole network of knowledge and
connections is everywhere distributed for instant and deep access. This will
allow the instant re-creation of extended reality everywhere linked with any
other place anywhere. This will allow for the fusion of the local vernacular
into new spontaneous vernacular processes.
And in the bloodlit dark behind his
eyes, silver phosphenes boiling in from the edge of space, hypnagogic images
jerking past like film compiled from random frames. Symbols, figures, faces, a
blurred, fragmented mandala of visual information... A gray disk, the color of
Chiba sky... Disk beginning to rotate, faster, becoming a sphere of paler gray.
Expanding... And flowed, flowered for him, fluid neon origami trick, the
unfolding of his distanceless home, his country, transparent 3D chessboard
extending to infinity. Inner Eye opening to the stepped scarlet pyramid of the
Eastern Seaboard Fission Authority burning beyond the green cubes of Mitsubishi
Bank of America, and high and very far away he saw the spiral arms of military
systems, forever beyond his reach.
-William Gibson,
Neuromancer, 1984
These lines are culled from a science
fiction masterpiece in which human existence is intertwined with virtual worlds
and existence, computer images generating a secondary but no less real plane of
reality. However, the roots of human virtual experience go much farther back,
and are not solely the domain of silicon systems. The founding and exploration
of virtual worlds is something people have been fascinated by since the dawn of
language and storytelling, and the vibrant VR systems which are showcased today,
held up as the best and brightest of human technology, actually have much in
common with older, universally experienced and much more down to earth forms of
education and entertainment.
Virtual reality does not only mean
headsets, data gloves and intricate computer programs to fool the human senses.
Virtual reality and virtual experience are anything that presents a realm
different from the everyday world that the viewer, for a time and in a certain
scope, can accept as real. These realities can be grouped along lines such as
textual vs. visual, passive vs. (inter)active, and many other less obvious
divisions.
Historically, theatrical drama and the
novel is the first popular, portable form of virtual reality experience designed
for entertainment and education and made widely available. Such extended
literary works provide a reality distanced from what the reader can physically
experience by history, geography, or imagination. Decorated with visual imagery,
populated with characters, and given narrative dynamic by plot and conflict,
literary worlds can be the most realistic virtual experience--the world can
become personal because the reader must create the mental images
themselves.
Novels are a textual, passive VR
experience; the world is conveyed through written language, and the reader
passively "experiences" the events. Nonetheless, they have historical pull on
all types of virtual experience--the basis for most types of immersionary
experience is storytelling.
Movies are arguably the best-developed and
best-known form of virtual experience. A fantasy world and an act of escapism,
cinematic narrative uses complex system of continuity and analytical editing to
provide complete immersion in the VR world; the viewer is presented with plot,
mis-en-scene, and stars as denizens of this virtual world. Cinema can even seem
more realistic than the everyday world--manipulating time and space to provide a
seamless and perpetually active panorama for the viewer.
Movies are a visual, passive VR experience.
They are VR because they provide immersion in a powerful virtual world, in a way
which is common to nearly everyone in a technological culture--nearly everyone
has gasped and felt their their throat go dry at a slasher or horror film, or
cried while watching a romance or war film...
Interestingly, cinema has also demonstrated
that the immersionary quality of virtual experience is subjective and dependent
upon the viewer's culture and prior experience with the media. The
disorientation a US movie viewer often experiences while watching a foreign film
(even if the movie is made in English) results mainly from something as simple
editing conventions--shots not framed by Hollywood standards, dialogue cuts not
standardized shot/reverse shot, continuity and eyeline matches not present.
Similarly, a viewer who spends their entire cinematic life watching Young German
Cinema of the 1960's would feel a similar sense of disorientation watching
contemporary Hollywood fare, all because of minute and often imperceptible
production decisions.
MUDs, MUSHes, and MOOs are all online,
interactive virtual forums where users communicate in real time through typed
and attributed text, speaking through virtual characters of their own creation
and description and living in complex virtual worlds limited only by physical
disk space on an intangible server and the imagination of the citizens. They are
used for entertainment and games, social interaction, and even professional
conferencing. Traditional senses of persona & ego do not apply here--a
person's concept of themselves or your perception of them (their "description")
can change at a character's whim. In a very real sense, subjects create and
define their own existence. In a world this personal and interactive, true
feeling and emotion become a part of the experience--a user can laugh or cry at
the keyboard, be excited or bored, feel loved, sympathetic or spurned. It is an
experience that cannot really be described or understood until you've thrown
yourself into it.
Home video games on personal computers and
dedicated game systems represent a turning point in the development of virtual
reality--they are the first experience that many consumers and families
unfamiliar with computer technology have with computer VR in any sense. These
types of systems, while they may not seem like virtual worlds, actually can
provide a very intense (while self-conscious) immersion--man a letter to
parenting magazines deplores the addictive qualities of video games and possible
psychological ramifications on the young. Sega, Nintendo, Atari and the like are
actually paving the way for VR systems to be accepted into our culture,
familiarizing consumers with technology and firmly establishing computer
generated virtual experience as a form of entertainment. Whether or not this
unquestioning assimilation of VR experience into contemporary culture is
warranted, however, is a question worthy of debate.
The height of VR computer gaming technology
at this time is the First-Person Perspective game, a format that presents the
screen image as the protagonist's line of vision, and the player in a sense is
the involved character. The viewer controls movement and action, which usually
consists of a variation on the "run through a maze and find bigger guns while
shooting anything that moves" theme. These games are a richly visual and
auditory, interactive form of virtual reality, although the plot is almost
always linear--the viewer is simply finding a way through a predetermined path,
not actually controlling the outcome of the scenario in any way.
The
immersionary aspect of these games is among the most intense available in any
form of virtual reality. A well-written and crafted game playing experience can
result in psychologically and physiologically real experiences of panic,
anxiety, accomplishment and relief, and if the authors bother to construct an
equally textured plot to accompany the action, real character empathy and
interaction take place as well.
VR Virtues and
Vices
She drifts into the gray room. As she waves her
hands over the walls, they change to a bright yellow. Sticking her hand through
the wall, she pulls open a large picture window and the afternoon sun now
streams into the rapidly changing room. A few more gestures of her hand and a
door appears across from the window, a couch and chairs fall into place in a
neat semi circle, and a hanging light sprouts from the ceiling.
"Now the finishing touches," she says to
herself. "Some plants over by the window, a fish lamp in the corner, and some
paintings on the wall." With her words, the objects appear. She brings her
client into the newly created room and as the client walks around the room,
picking up the objects, sitting in the chairs, and looking out the window, his
smile signals his approval. Finished with the showing, they both remove their
head-mounted-displays and sensor gloves and they are back in the architect's
office, having left it only in their perceptions.
This image of
the future is the newest hype of the present: virtual reality. The technology to
implement this type of mental space travel exists now or will in the next few
years. Its uses include architectural design, product design, entertainment,
surgical simulation, flight simulation, education, and cyber sex. And some
people predict that virtual reality may completely change the world as much as
the first telegraphs or even the first languages, by allowing people to be
mentally in any reality, actual or completely imaginary, without having to move
one inch physically. They argue that by allowing you to be anyone (or anything)
with anyone, anywhere, new undreamed of forms of communication and understanding
will be opened up. Virtual reality can be considered socially acceptable
electronic LSD.
Basic ideas and
equipment
Since virtual reality is such a big fad in the world of
technology of course every one wants to use to describe everything from a
Viewmaster 3D viewer to simple video games just so that they can get on the
latest bandwagon. The true definition of virtual reality is still under a lot of
debate, but the simplest explanation is that it is any media where you are
completely immersed in the data, where you feel that you have actually been
transported to another world, not just looking at one on a screen.
To achieve this most systems involve a
helmet that contains two little television screens or liquid crystal displays as
in protable TV's. A computer controls that image that is produced on these
screens, and since the image presented to each eye is slightly different, the
image appears three dimensional as with 3D movies. The computer tracks where in
the room your head is and which way it's pointing, so that as you move your head
around, the computer recalculates the image canceling any movement you've made.
This makes the virtual world appear stationary as you walk through, just as the
real world does. In other words, if you swing your head to the left, the entire
computer image is rotated to the right to give you the feeling of looking around
a virtual room.
Usually the view of the external world is
blocked off, so the reality you enter is completely composed of the computer
generated images, but some people are trying to create helmets that mix a view
of the external world in with the computer images, allowing virtual objects to
be interspersed with real objects. These are called see-thru or half-silvered
displays.
Some people like to make a distinction
between immersive and non-immersive virtual reality. Immersive virtual reality
would be where the user feels totally enclosed in the environment as with the
head mounted display described above. Non_immersive virtual reality would be
where you are still looking at an image on a television screen in front of you
of a model of a building or some other object. The display may still be three
dimensional, but it does not surround the user by 360 degrees. This distinction
was made so that companies that made normal non-immersive three dimensional
modeling programs on a flat computer screen could call their programs "virtual
reality" since it is such a hyped technology. It is easier to just consider
virtual reality as the immersive version. Otherwise it is too general a term,
applying to computer aided modeling programs among other myriad programs.
To make interaction with the virtual
objects around the user as intuitive as possible a glove is usually used as
input. The glove has sensors on it that allows the computer to tell the position
of the entire hand and each of its joints. With this data, the computer can
create a virtual copy of the user's hand floating in front of them in the
displays. Sometimes full body suits lined with sensors can be worn, so that the
entire body can be used for interactions, but these are prohibitively expensive
right now and very bulky, making entry and exit painful.
Once the hand is part of the virtual image,
the user can then just play with objects as they do in the real world, picking
them up, turning them around, throwing them etc. This is supposedly easier than
using a keyboard or joystick for input as with conventional computers, but the
vast differences in people's hand sizes and motions make it difficult for the
computer to always interpret correctly what the user is attempting to do.
Some of the more advanced systems include
3D or binaural sound which make the user feel immersed in a three dimensional
sound environment just as the computer images make the visual environment
immersive. With stereo sound, there are just two signals, one for each ear, and
certain sounds are louder in different ears, making those sounds seem to come
more from one side. Stereo sounds still seem to come from inside the head, just
closer to one ear or the other. The sounds are not externalized. With binaural
sound on the other hand, the sound is externalized.
To do this, a computer is given the
position of the two ears and the position of certain sound sources. It then
computes the different sounds that would arrive at the two ears given their
direction, intensity, etc. A large part of our ability to discern the direction
of sounds has to do with the pinnae, the external parts of our ears that we can
see. The pinnae change the quality of the sound depending on its direction
relative to the ear, and the computer simulations add this factor into the
equations when determining the sound arriving at the ears. The final calculated
sound is then played into the ears through normal headphones, but the sounds
seem to exist in the outside world, adding another element of realism to the
outside world.
Some very expensive systems incorporate
force feedback so that when the user grabs a virtual object, their hand is
stopped and they can feel the texture of the object. This is often done with
bulky motors that are slow to respond. This is one of the big problems with
current virtual reality systems: you hand just seems to go right through
everything you touch, so to accomplish anything with your hand, you have to be
looking at it at the same time, since you can't just feel your way.
Other senses have been largely ignored.
There are only one or two devices that can produce tactile senses such as heat
and cold. There are no odor simulators or gustatory output devices currently in
existence, probably because most virtual reality investigators feel that taste
and smell are primitive senses and they aren't really necessary to accomplish
most tasks. But since these senses are so primitive, there are often most
effective at bringing a flood of emotions with a single scent or flavor. Taste
and smell seem most directly linked to memory of all the senses. A single whiff
of a flower can bring back an entire scene of a childhood house or a certain
food can make us remember every detail of a great restaurant, so perhaps these
senses should be looked into more to add a more emotional side to virtual
reality. But what scientists want their million-dollar piece of high-tech
gadgetry compared to a scratch and sniff?
What is most important with all of these
various pieces of hardware to read from and send signals to the body is to
produce a sense of reality. As long as the user is convinced that they have
actually been transported to another place, the concept of virtual reality is
successful. Often the study of perception is brought in to measure this. If we
can measure how accurate a certain sound or image has to be so that the user
can't tell the difference between the simulated stimulus and a real stimulus we
have succeeded in fooling that sense. Once a certain amount of accuracy has been
achieved in a stimulus, we know we can stop working on that and apply our time
to a different sense that has been ignored.
But none of the stimuli are good enough yet
to be considered a solved problem. Most common virtual reality displays have so
a low image quality that the user is effectively legally blind in the virtual
world. Sound is often ignored and force feedback is only taking its first steps.
It will be a long time before we could wake up inside a virtual reality and not
be able to tell that it wasn't reality. That doesn't mean that virtual reality
isn't useful right now. Television is not convincing enough to fool us into
thinking it is real, but it still can convey a lot of ideas that a drawing
cannot. Analogously, virtual reality is one more step convincing than television
or movies or records or any conventional technology.
As virtual reality becomes a more mature
technology, we will have more and more sensors and output devices strapped on to
our body: gloves, helmets, headphones, force feedback suits, etc. Soon, the user
will be so covered in apparatus the will look like some suffocating robot. They
will be so encumbered by the equipment that they won't be able to move to
accomplish anything. To alleviate this problem, eventually the computer will
plug right into the user's sensory system; there will be a direct neural
connection. Instead of produce images for the eyes to see, the computer will
produce the same nerve signals on the optic nerve that those images would have
elicited. There needn't be any mechanical sounds produced. The aural nerve will
be sent electrical signals instead.
Entering a virtual reality will involve sticking
a big plug into the back of your head. This is a scary image to many people, but
then again, so is a ten-year old transfixed in front of a television for five
hours at a time. At least virtual reality involves interaction, thought,
movement, and action. It is an active media rather than a passive
media.
Just as the military experiences
hypothetical battles with virtual reality, architects and their clients can use
it to take tours of unbuilt buildings. Instead of designing a building on a flat
blueprint, and architect can take a more direct approach and design a building
from inside a virtual reality. As described in the opening paragraph,
The architect can construct a building as a
sculptor, manually creating the different rooms and placing them where they
please. They could even scale themselves up to the size of a giant to design the
large-scale features of a skyscraper, shrink themselves down to two feet tall to
get a baby's-eye-view of a house, or fly thousands of feet up in the air to get
a feeling for a building's place in its environments. And this can all be done
with the flick of the wrist.
Once the architect is happy with a design,
the client can experience the house just as they would the finished product,
walking down the hallways, opening cabinets, moving furniture around. Even
better than looking at a real house, they can change the time of day or even the
season in a few seconds to get a year round feel for the house. The client could
also rearrange the order of the rooms if they weren't happy with them.
In large-scale consumer product design,
immersive virtual reality is already being used. Several car companies have
systems where a car can be completely designed and prototyped on computer. Then
prospective customers can take the car for a test drive even if the car doesn't
physically exist. They can then give feedback to the designers about the feel of
the dashboard and the responsiveness of the car. Car manufacturers could save
millions on car redesigns this way. Many companies, such as Mercedes-Benz,
already use simulators that bounce the car around just as if it were on the
road. These simulations will improve until you'll be able to get your driver's
license without ever having driven a real car.
Virtual reality may also help surgeons get
their licenses. How can a doctor learn to do open heart surgery when the first
couple of attempts may be fatal to the patient? One way is to operate on
cadavers, but they lack a lot of the real qualities of a living human, like
blood flow or respiration. Therefore many doctors are excited about surgical
simulation where student surgeons could learn how to perform new procedures on
an electronic model of the human body. The computer running the simulation would
contain a detailed model of workings of the human body: how skin reacts when
it's cut, how blood flows and clots, how drugs spread throughout the body. The
body model that the student surgeon operates using a head mounted display and
gloves would react almost exactly like a living human would. If they slip and
cut the wrong way, they can backtrack and try again without having to waste a
cadaver, or a living person. Just as flight simulators thrown in exploding
engines and other such emergencies, the surgery trainer could also add problems
that might crop up during certain surgeries, such as blood clots and allergy to
anesthetics. This would prepare the future surgeon much better than working on
predictable cadavers.
But experienced doctors as well as students
to design and try out new surgical procedures could use the surgical simulators.
A doctor may ask what might happen if a certain ligament is cut and moved, or
how blood pressure may change if an artery is bypassed. If a specific patient's
body could be scanned-in in enough detail, the surgeon could try out an
operation on that patient's model before the actual operation is done. Problems
might show up that could then be planned for.
It will be a while before we understand the
workings of the human body well enough to make detail models of how it will
respond to every possible surgical procedure, but already certain areas of the
body are being modeled with good results. There are models of the leg and arm
muscles that can predict changes in strength and in a person's walk if certain
muscles are cut and moved. There is also a skin model that shows how sutured
incisions will heal after reconstructive or plastic surgery. These more
mechanical systems are easier to understand right now than the more chemical
systems of the blood and hormones. Those models may take decades to be
accurate.
If virtual reality becomes cheap enough, it
may be used to teach high school students as well as surgeons. But this is a big
if. One of the big blocks to use this high technology for education is the
price. However a bigger problem seems to be training teachers how to use it.
Right now, although many schools could afford video and computer equipment, they
do not use it because teachers are not properly trained in how to incorporate
these technologies into their curriculum. Many teachers seem most comfortable
sticking to using a chalkboard and books to do their job. So the price of
virtual reality will eventually come down to the level that small schools can
afford. That is inevitable, but the bigger question is whether or not there will
be a bigger emphasis made on using high technology in high school.
If the jump to high technology were made,
there would be many uses and benefits to education. For one, virtual reality
would be able to hold the supposedly waning attention of today's students. We
all remember how in high school we were all ecstatic when the teacher told us we
would be watching a movie or a video that day instead of having a lecture.
Virtual reality would have this draw and it would also be more beneficial than
just watching a video because virtual reality is not passive. It involves being
active and interacting with the surroundings, just as you walk around and pick
up objects in your real surroundings.
What traditional museums cannot do and
what interactive computers can, is restore the cultural context to a work of
art--refer to literature, music, historical events, even politics. In its
simplest form, interactive audio/visual tapes provide fingertip access to
megabytes of contextual information as visitors physically tour the galleries.
More sophisticated interactive computers, CD-ROMs, the Web offer everything from
straightforward encyclopedic systems to detailed multiple pathways exploring
hundreds of specific topics in depth. The future, however, is young and
experimentation is very much a part of today's interactive digitized art scene.
Some works are scholarly--the Whitney's CD-ROM on Edward Hopper for one; some
virtual--The Guggenheim Museum Soho's installation of five separate virtual
reality "worlds," including artist Jenny HOLZER's first virtual artwork,
featuring" a cavernous world in which souls alternately flee from and engage the
viewer." Some works are engagingly informative--The Minneapolis Institute of
Art's gallery-based interactive multimedia programs, for example. "We try to
contextualized objects for people," says SAYRE. CD-ROM and Virtual Reality experiences lend
themselves nicely to the task. The collective goal, then, is to seamlessly
integrate these micro-chipped inter-activities with more traditional museum
experiences. One of the most
sophisticated interactive museum experiences can be had in the recently opened
Micro Gallery at National Gallery of Art in Washington, D.C. Modeled after a
system installed at National Gallery, London in 1991, the American version
exploits a four-year technological growth spurt. The short story is: visitors who opt to
interact with any one of 13 computers in the Micro Gallery can navigate a
labyrinth of electronic pathways to access detailed information about a sweep of
subjects. A touch-screen accessing system, innovative animation and graphics,
high resolution images, 24-bit digitized color and elaborate zoom capabilities
combine to educate users in vastly entertaining ways "My big emphasis is on
content," says Micro Gallery Curator Vickie POTER. "Trying to use the technology
as a tool. That's what this is to me, a teaching tool." Chris RIDING, artist and theorist, is not so
sure. Writing of his Micro Gallery experience in London in his critical essay
"Drowning by Micro Gallery," Riding worries that "the key to the seduction
of the Micro Gallery lies in navigating the information and not in the
information itself."
Awareness
requires a rupture with the world we take for granted; then the old categories
of experience are called into question and revised.
Shoshana
Zuboff
The
design of such intimate technology is an aesthetic issue as much as an
engineering one. We must recognize this if we are to understand and choose what
we become as a result of what we have made.
---Myron
Krueger
The potential of virtual reality technology
to free us from the constraints of time and space appeals to a human longing for
transcendence. We want to experience other circumstances without any real threat
of danger. We want to be gods, to be able to change shape and form at will.
Virtual reality assures us that we can---that we can reach the sun without
melting our wings.
One of the oldest forms of virtual
reality---a rhetorical device originating in Greece of the fourth century called
the "Art of Memory" enriches our understanding of "the relationship between
artificial reality, history and fiction."
Immersion in narrative space from another
perspective... Her "theater without actors" engages the audience in environments
that are based on flow rather than on cinematic cuts. Dove discusses her
extensive work in this arena, concluding with a description of her collaborative
virtual reality installation, The Archeology of a Mother Tongue, created
at the Banff Center for the Arts with Canadian playwright Michael Mackenzie. "As
artists working in the theater . . . we do not believe in goggles." Nai Wai Hsu
and his theater group, Wan Shi, based in Taiwan, have exemplified this stance in
their recent theater pieces incorporating virtual reality. In these plays, based
on ancient Chinese myths about the universal themes of love, betrayal, death and
rebirth, "the performers and audience can 'interact' with the setting or can
even change the entire environment."
Marianne Petit describes her multisensory
piece, The Mutant Gene and Tainted Kool Aid Sideshow, and her role as the
audience's shamanic guide through altered realities where "boundaries between
environmental and psychological states are disrupted" and "issues of normality"
are explored in a Janus-faced, hallucinatory experience of revelry and
dirges.
Dan O'Sullivan with his depiction of his
interactive piece, Mirror Play, produced for Apple Computer, as well as
three interactive works seen on cable television in New York City: Dan's
Apartment,Being There with the Melons, and The Electronic
Neighborhood. His description of "facilitating the imagination to create
virtual worlds from very sparse sensory props (rather) than fooling it by
blanketing the nervous system" is the back-to-the-future approach that all of us
interested in the transcendent possibilities of virtual reality should keep in
mind.
A VR Artists are engaged in making
previously solid boundaries permeable. They are interested in creating spaces
and spectacles in which the participant is transported, in the sublime sense of
the word. The "consensual hallucination" involved evokes the "exuberant portals"
and "glittering palaces" of the fantastical worlds of another
turn-of-the-century phenomenon, the "Age of Fairs" in Europe and the United
States in the late 1800s and early 1900s
The quests of the artists parallel the
aesthetic and metaphysical journeys of many before them. In expanding
multimedia's accepted definitions of choice, response, interaction, navigation
and immersion, these modern alchemists continue to herald the power of the
imagination to construct experience.
Cyberspace is a globally networked, computer sustained,
computer generated, multi-dimensional, artificial, or virtual reality. In this
world, onto which every computer screen is a window, actual, geographical
distance is irrelevant. Objects seen or heard are neither physical, nor,
necessarily, representations of physical objects, but are rather - in form,
character, and action - made up of data, of pure information. This information
is derived in part from the operations of the natural, physical world, but is
derived primarily from the immense traffic of symbolic information, images,
sounds, and people, that constitute human enterprise in science, art, business,
and culture.
Michael
Benedikt, Collected Cyberspace Abstracts, 1990
We foresee
that computing environments in the next decade will be very widely distributed,
ubiquitous, open-ended, and ever changing. All the computers in the world will
be mutually connected. New services will be added from time to time, while old
services will be replaced. New computers will be connected, and the network
topology and capacity will be changing almost continually. Users will demand the
same interface to the environment regardless of login sites. Users will move
with computers and will move even while using them. Users will also demand much
better user interfaces, so that they will be able to communicate with computers
as if they are communicating with humans.
Mario
Tokoro, Toward Computing Systems for the 2000's, 1991
Welding together these
various tacks contributes significantly toward the framing of a 'matrix,' a
'computer-sustained, computer-generated, multi-dimensional, artificial, or
virtual reality,' that is 'widely distributed, ubiquitous, open-ended, and ever
changing.' They also suggest three essential areas of recent cultural and
technical development:
1. The formation of a cyber culture, which includes
individuals who prefer to inhabit the domain of distributed digital media -
electronic bulletin boards, databases, and multi-user simulation environments,
including virtual reality. These inhabitants more or less live in such domains;
the majority of their time is occupied within them. There they can alter their
identities, their manner of social interaction, and their relationship with
society. They become virtual beings in a virtual place. By living in such
domains, a society becomes established, and a morality may emerge. What kind of
morality will this be? Will it be governed? By whom and for what? This line of
questioning becomes even more involving when one considers distributed virtual
reality as a three dimensional environment, that may contain private spaces or
residences, which contain personal objects and possessions.
2. The emulation
of the physical world, and private spaces may have doors, closets, and windows
that look out onto multi-dimensional vistas. Toolkits allow for the
transformation of the world, and extensions of it are comprised of a
never-ending field of pure data. The field of data can include all walks of
commerce and produce worlds that do not fit our present descriptors. Some
experiences will be familiar, like going shopping, or going to a concert. Other
things will be unusual, like going to an ancient place or another planet.
3. The
pervasiveness of the data field is everywhere, and people move about with
computer devices. Interfaces become intuitive. Guides or agents co-inhabit the
domains. Agents acquire knowledge, become familiar, and grow old with
us.
While this could read as
science fiction, extensive research is already being conducted in networked or
distributed virtual reality. It currently constitutes a very small industry, but
one with great potential for growth.
Contrary to the imputations of technophilic
rhetorics, it is clear that the real time interactive digital image processing
known as Virtual Reality represents a realization of an aspiration deeply
embedded in western culture. Jaron Lanier once remarked that Virtual Reality was
the 'culmination of culture'. This is true, not in the sense that it is perfect,
or that it is the digital gesamptkunstwerk, but that it can be seen as the
product of a succession of western philosophical and cultural enterprises. This
essay asks: how is VR continuous with historical aspects of western culture? I
intend to sketch some of the significant landmarks along two related historical
trajectories, of pictorial representation and the perspective illusion; and of
theatrical spectacles and immersive simulations. These trajectories are
themselves underpinned by a consistent train of philosophical ideas, which
include Christian religious thought, renaissance humanism, Enlightenment
rationalism and the condition of consumer culture. A central motivation for this
essay is to emphasize that technologies do not simply happen, they are products
of specific social and cultural histories. Technologies embody philosophical
ideas. Here I have attempted to assemble some critical approaches to reveal the
ideas reified in the technology we call VR.
The developers of VR have, perhaps
unwittingly, inherited a humanistic worldview (an attitude to life and a way of
making pictures) that places the eye of the viewer in a position of command, a
privileged viewpoint on the world. As such it is integrally connected with the
rise of the notion of the individual. Asian imagery offers us alternative ways
of looking or of picture construction, medieval European imagery offers another.
Television offers third, with its multiple viewpoints and rapid cuts that
dissolve the body. What if VR had
developed along principles other than renaissance humanism? Could we feel we
could inhabit it at all? How much is any so called VR dependant upon culturally
acquired knowledge in order to be decipherable? Western perspective, or any
system of pictorial representation, is in no sense innate, but a learned (often
arduously) convention. But this is much more than a drawing technique. Inscribed
into the conventions of renaissance perspective is a system of values that place
the viewer at the single authoritative location. The power of the gaze. Virtual
Reality has taken the limited technology of renaissance perspective (limited
because it only works for a 10-15 degree angle of view) and has wrapped it right
around the (powerful) viewer. A
recent article on Indian dance relates: "The sense of space was wholly
different...no long runs or soaring leaps or efforts to transform the stage into
a boundless arena, a kind of metaphysical everywhere, but content within the
realm of the body, comfortable with dimension and gravity, all ease, all
centered." The author described the attitude of the dance teacher to the body
"...no sense of elevation or extension... body self contained ...inwardness,
inwardness ...In Hinduism" said the teacher "there is no beyond." This is an
understanding of the relationship between the body and space antithetical to
that inherent in VR. The corporeal sense of touch requires immediate physical
contact with its object, not so the eye. VR arms the eye, it allows the eye a
hand of its own, propelled (appears to be propelled) by the gaze itself. The
primacy of the visual: action at a distance, the authoritative viewpoint of
renaissance pictorial space. The entire body is propelled by scopic
desire. VR, as currently
formulated, is a direct continuation of the tradition of illusionistic pictorial
representation that was already in evidence in Pompeii. It was rediscovered in
the renaissance along with classical optics. These two became integral ideas in
the formulation of the renaissance humanistic worldview, a view upon which our
contemporary culture still depends. In the following centuries this illusionism
became technologized, first through the use of optical drafting devices and
through the development of photography, both mono- and stereoscopic. This drive
toward 'complete' or 'immersive' illusionism gained a time dimension with the
development of cinema. Parallel
with this technologising of illlusionism is the long tradition of grand
theatrical spectacles and of world's fairs, amusement piers and theme parks:
these present another continuity of increasingly sophisticated simulation. This
desire for the spectacular, the simulated, runs deep in western culture, and has
always been carried as far as the available technology would allow. The
following loose string of historical examples will serve as viewpoints from
which VR may be considered. Grand
theatrical spectacles were regular occurrences through the renaissance and the
baroque. In 1548 the Queen of Hungary welcomed Phillip II of Spain with a grand
two-day event spectacle that began as a dance tournament. During the dance,
'savages' attacked and carried off a number of the women when repelled. The next
day 'knights' attacked the castle in which the 'savages' had barricaded
themselves. During the battle that ensued, Phillip was served a banquet by
nymphs and naiads, in the middle of the raging battle. The king sat safely at
the center of the immersive spectacle. Baroque ceiling painting must properly be included
in this history of technologies of simulation. The vertigo inducing
draftsmanship constructs for the viewer the sense of 'peering up into heaven;
the pictorial illusion dissolving the physical architecture. This historical
utilization of advanced simulation technologies by the church to present a
persuasive representation of realities other than those we experience day to day
is a clear example of the long interest of the church in Virtual Reality. The latter part of the nineteenth century
saw an extraordinary explosion is invention in technologies we might call
proto-cinematic. It was not until 1838 that the British scientist Wheatstone
built the first stereographic image projection system. The first multiple user
stereographic projection system was exhibited in Lyons on 1890. Along with the
well-known time-lapse photography of Marey and Muybridge, Edisons' kinetoscope
and the cinematograph of the Lumiere brothers; numerous more or less bizarre
optical/mechanical theatres were constructed. Daguerre's Diorama was one such mechanized theatre,
in which the audience was propelled on a revolving viewing platform, past
enormous scene paintings which were painstakingly painted with differing degrees
of transparency, such that by controlling lighting from the front and the back,
the illusion of the transition from daylight to dusk to night, could be
effected. After a faltering career as a hack realist and theatrical scene
painter, Daguerre found great success in this invention, the revenue from which
funded his photographic experiments, for which he is better known today. The World Exhibition in Paris in 1900
sported several of these optical mechanical theatres. The Mareorama simulated a
sea voyage from Nice to Constantinople via Venice. During the simulation, two
screens, 40ft high and 2500 ft long were to be unrolled while the viewers stood
on a pitching ships deck. The inventor of this system was yet another minor
realist painter, Hugo d'Alesi, who spent a year on board ship painting the
sections of the screens. A contemporary newspaper report trumpets: "Few visitors
to the Exhibition will be able to resist the temptation ... to make an
inexpensive voyage which involves no hazards whatsoever, yet is so natural....
even on the high seas, amid raging elements, one can get out and tread on terra
firma at any moment."
A simulated Trans- Siberian Railway was
another mechanical theatre that utilized a complex system of moving backdrops at
the Exhibition. The railway was placed strategically nearby the Russian and
Chinese pavilions and was built by the Compagnie Internationale des Wagons-Lits.
There is recognizable here a certain historical continuity in the utilization of
high tech for corporate PR. The EPCOT scheme is not significantly
different. About the same time, the
scholarly Marquis de Selby seems to have been engaged in experiments into a more
truly 'virtual' tourism: "During
his stay in England, he happened at one time to be living in Bath and found it
necessary to go from there to Folkestone on pressing business. His method for
doing this was far from conventional. Instead of going to the railway station
and enquiring about trains, he shut himself up in a room in his lodgings with a
supply of picture postcards of the areas which would be traversed on such a
journey, together with an elaborate arrangement of clocks and barometric
instruments and a device for regulating the gaslight in conformity with the
changing light of the outside day. What happened in the room or how precisely
the clocks and other machines were manipulated will never be known. It seems
that he emerged after a lapse of seven hours convinced that he was in Folkestone
and possibly that he had evolved a formula for travelers which would be
extremely distasteful to railway and shipping companies."
The technophilic rhetoric characteristic of
VR, like other aspects of VR is not new. Utopian techno-hype seems to have been
an aspect of technological PR since the beginning of the industrial revolution,
as is evidenced by this piece of C19th doggerel:
Lay down your rails, ye nations near and
far-- Yoke your full trains to
Steam's triumphal car. Link town to
town; unite with iron bands the
long estranged and oft embattled lands. Peace, mild-eyed seraph--Knowledge, light
divine, Shall send their messengers
by every line... Blessings on
Science, and her handmaid Steam! They make Utopia only half a dream.
The infiltration of the machine into
western culture has induced the formation of an oppositional rhetoric, utopian
and dystopian. The dystopian side is characterized by a panic at once
psychological and pragmatic: the fear of redundancy, both as labor and as mind.
On the Utopian side, Theodore Roszak notes the "salvational longings ... entwine
themselves around new technology" and give rise to artistic pinnacles such as
these. This verse encapsulates the Enlightenment calculus: Peace, Knowledge,
Science and Technology the sum to Utopia. Thomas Edison imagined that his phonograph would
find its niche as acoustic 'happy snaps', a way of preserving the voices of
beloved relatives after they died. He had no conception of the uses that
corporate capitalism would put his invention to: i.e. the music commodity
industry. Bazin makes similar observations regarding the cinema: " Those who had
the least confidence in the future of the cinema were precisely the two
industrialists Edison and Lumiere. Edison was satisfied with just his
kinetoscope and if Lumiere judiciously refused to sell his patent to Melies it
was undoubtedly because he hoped to make a large profit for himself, but only as
a plaything of which the public would soon tire. Brecht eulogized over the
emancipatory potential of radio. Television, contrary to the idealistic rhetoric
of the early years, evolved not into an ideal democratic information network,
but into a fantastic way to sell commodities and inculcate values. VR has
inherited the liberationist, democratic rhetoric that has surrounded these
previous waves of new technologies. Sadly, in these cases, the rhetoric stands
as a bleak counterpoint to institutionalized application of these technologies,
which tend to result in a greater degree of domination, manipulation and
control. We must recognize that the current condition of utopian euphoria for VR
represents a stage in the familiar history of the development of technologies in
a laissez faire capitalist economic context. The utopian rhetoric, no matter how
heartfelt by the inventor community, is ultimately very useful PR for the
corporate merchants. It is common
knowledge that tobacco and junk food corporations pay substantial amounts of
money to have their product appear on Hollywood movies. Back in the '70's
Richard Serra noted that in order to receive the delivered television
broadcasts, the consumer pays $40 for every dollar invested by the networks. In
the face of this, only a fool would wallow in the illusion that Virtual Reality
will be any different. One can imagine possible Disneyland-style consumeristic
virtual worlds with interactive and quasi-intelligent cans of Coke and cuddly
giant hot-dogs with sexy giggles. A virtual supermarket where the products lean
out at you from the shelves imploring you to buy them, explaining how you will
be happier, healthier, sexier, wealthier... In terms of corporate economics, VR serves the
computer industry very well. It is intuitive (no learning curve, no consumer
resistance) and calls for unlimited computer power. It thus fulfills the
industry's need for Technological Desire: the transference of libidinal desire
onto fetish objects which offer the promise of ecstasy but never finally
consummate, driving the consumer to the next purchase the next purchase in a
continual process of delayed gratification.
As early as 1967, Guy Debord observed that
in modern societies: "... all of life presents itself as an immense accumulation
of spectacles. Everything that was directly lived has moved away into
representation. He quotes Feuerbach: "But certainly for the present age, which
prefers the sign to the thing signified, the copy to the original, fancy to
reality, the appearance to the essence...illusion only is sacred, truth profane.
Nay, sacredness is held to be enhanced in proportion as truth decreases, so that
the highest degree of illusion comes to be the highest degree of
sacredness."
VR will slip frictionlessly into our
culture because our culture has prepared us for it. I have suggested that every
significant media technological development since the renaissance has been
employed to create theatres of simulation. This idea was shared by Andre Bazin,
who noted mid-century that: " The guiding myth...inspiring the invention of
cinema, is the accomplishment of that which dominated in a more or less vague
fashion all the techniques of mechanical reproduction of reality in the
nineteenth century, from photography to the phonograph, namely an integral
realism, a recreation of the world in its own image, an image unburdened by the
freedom of interpretation of the artist or the irreversibility of time." This readiness for VR has been produced by
such phenomena as Disneyland, Hollywood, Liposuction and Nintendo. Conceptually
vacuous theme parks, anesthetizing cinema, interactive games that perpetuate the
myth of the individual and the cult of violence-as-liberty. And perhaps most
significantly, the acceptance that the body may be customized at will like some
kind of hotrod. US culture now customizes its bodies the way it used to
customize its cars. The body is a representation only, an external appearance,
and may be adjusted to suit the taste of the owner. The absolute malleability of
the Virtual Body is different only in degree. The attitude to the surgical
customizing of the flesh, "body sculpting" and the designing of the Virtual Body
both assume and reinforce the Cartesian duality by restating the body as pure
representation. Thus VR is an easy step because the body is already a
representation. I understand that during early April 1992, daytime TV host
Jeraldo Rivera had liposuction live on TV in front of a studio audience. Gobs of
yellow fat were sucked from his buttocks and injected into his lips and around
his eyes. How real is VR? The
cultural underpinnings already in place induce a general acceptance that VR does
adequately represent 'reality'. TV and cars have done it. To a culture that
thinks you can "experience" the countryside from inside an air-conditioned car
traveling at 60mph: very real. VR is as real as a picture of a toothache. A
reality in which you can walk through walls with impunity, a reality that has no
odor or temperature isn't very real. And construction of more and more complex
and expensive interfaces is beside the point. There is a paradoxical aspect to increased
verisimilitude of simulation: as the representation becomes increasingly
complex, the gap yawns: the greater precision only more clearly defines the ways
and degrees in which the representation will not stand for the reality. This is
all rather reminiscent of Arthur Dent's tea dilemma: "After a fairly shaky start
to the day, Arthur's mind was beginning to reassemble itself from the
shell-shocked fragments the previous day had left him with. He had found the
Nutri-matic machine that had provided him with a plastic cup filled with a
liquid that was almost, but not quite entirely unlike tea.
One of the claims made of VR is that it
constitutes liberation from the mind-body duality. It is argued that VR achieves
this by sidestepping the process of translation into, and out of, symbolic
representation. This is called post-symbolic communication by William Bricken
and others. This claim is, in my view, questionable. My sense is that it
reinforces the Cartesian duality, replacing the body with a body image, a
creation of mind. As such it is a clear continuation of the rationalist dream of
disembodied mind, part of the long western tradition of denial of the
body. Lanier argues, "The way you
talk to your body doesn't use symbols". Fair enough, but what is then suggested
to be a logical corollary doesn't follow: "you can make a cup that someone else
can pick up...without ever having to use a picture or the word 'cup'...you
create the experiential object 'cup' rather than the symbolic object". But a cup
in VR is a representation it is a stereographic image. You can't drink out of
it. There is clearly a paradigm
shift in the VR experience, but it does not replace the symbolic with the 'real'
(in the sense of experiential), rather it nests one within the other, or
superimposes them, so that the object is simultaneously a representation and an
experiential phenomenon. VR is a communications technology that on the one hand
directly interfaces with the body, the kinesthetic, bypassing 'language'. But on
the other hand, any VR is itself a giant (albeit interactive) representation,
and thus just as subject to critical analysis as any other
representation.
Now it is fair to say that the possibility
of handing a co-participant in a shared VR a virtual object in the shape of a
hyperbolic paraboloid is a more directly communicative gesture that to offer a
written algebraic equation that must be decoded by the mind of the receiver. The
Virtual form is doubly useful as the object is itself a visual representation of
precisely that data encapsulated in the equation, and this mathematical
information remains available. A plaster cast of the same form does not offer
this fluid access to information. In fact William Bricken maintains that all the
operations of symbolic logic can be performed in VR without recourse to symbolic
languages, that logic is equivalent to inference in visual programming. Set
theory, number theory, and algebra can all be represented as objects in space
that is non-symbolic and totally math-rigorous! Binary logic can be represented
as open and shut doors, knot theory as fish swimming upstream over dams. "All
computation is algebraic pattern matching and substitution (proven)" What is
required is a new critique, a way of thinking about the meeting point between
the immediate physiological reality of the body as lived in, and the critique of
representation.
Although some military and industrial
simulator systems utilize force-feedback or hydraulic motion simulation, the
available 'civilian' systems synthesize only the visual and auditory sense
inputs. But we live in our bodies, and a large portion of our sense of 'being in
the world' is derived from our internal body senses, the sense of balance and
the kinesthetic or proprioceptive sense in particular; not to mention the body
surface senses that relate temperature, texture etc. A fully simulated 'body'
experience would need to simulate all theses senses, but this is way beyond the
range of current technologies. Thus Virtual Reality technology splits the body
in two. The visual and auditory simulation presents a representation of a body
to the eyes and ears, while the 'meat body' remains in the chair. VR replaces the body with two partial
bodies: the corporeal body and an (incomplete) electronic 'body image'. In terms
of the rhetoric there is no question which is in the ascendant. This is a kind
of sensory apartheid. A confirmation, rather than a liberation from, Cartesian
dualism. The body representation of VR is, in this sense, a culmination of
western culture. When we go into VR we enter a realm of pure mental abstraction,
populated with 'ideals' Plato would recognize. Going into VR is like going to
Christian heaven, we finally leave the troublesome, messy body behind. All that
remains of the body is the powerful gaze, the gaze that travels and conquers
without physical limitation, the authoritative viewpoint of renaissance
perspective finally freed to act.
Virtual environments (VEs) are a broad
multidisciplinary research area that includes all aspects of computer science,
virtual reality, virtual worlds, teleoperation and telepresence. A variety of
network elements are required to scale up virtual environments to arbitrarily
large sizes, simultaneously connecting thousands of interacting players and all
kinds of information objects. Four key communications components for virtual
environments are found within the Internet Protocol (IP) suite: lightweight
messages, network pointers, heavyweight objects and real-time streams. Software
and hardware shortfalls and successes for internetworked virtual environments
provide specific research conclusions and recommendations. Since large-scale
networked are intended to include all possible types of content and interaction,
they are expected to enable new classes of interdisciplinary research and
sophisticated applications that are particularly suitable for implementation
using the Virtual Reality Modeling Language (VRML).
Overview
Virtual environments (VEs)
and virtual reality applications are characterized by human operators
interacting with dynamic world models of realistic sophistication and
complexity. Current research in large-scale virtual environments can link
hundreds of people and artificial agents with interactive three-dimensional (3D)
graphics, massive terrain databases, global hypermedia and scientific datasets.
Related work on teleoperation of robots and devices in remote or hazardous
locations further extends the capabilities of human-machine interaction in
synthetic computer-generated environments. VE construction can include concepts
and components from nearly any subject area. The variety of desired connections
between people, artificial entities and information can be summarized by the
slogan "connecting everyone to everything." The scope of virtual environment
development is so broad that it can be seen as an inclusive superset of all
other global information infrastructure applications. As diversity and detail of
virtual environments increase without bound, network requirements become the
primary bottleneck.
The most noticeable characteristic of
virtual environments is interactive 3D graphics, which are ordinarily concerned
with coordinating a handful of input devices while placing realistic renderings
at fast frame rates on a single screen. Networking permits connecting virtual
worlds with realistic distributed models and diverse inputs/outputs on a truly
global scale. Graphics and virtual world designers interested in large-scale
interactions can now consider the worldwide Internet as a direct extension of
their computer. A variety of networking techniques can be combined with
traditional interactive 3D graphics to collectively provide almost unlimited
connectivity. In particular, the following services are essential for virtual
world communications: reliable point-to-point communications, interaction
protocols such as the IEEE standard Distributed Interactive Simulation (DIS)
protocol, World-Wide Web (WWW) connectivity, and multicast
communications.
Existing Infrastructure
Technologies
Layered
models. The integration of networks
with large-scale virtual environments occurs by invoking underlying network
functions from within applications shows how the seven layers of the well-known
Open Systems Interconnection (OSI) standard network model generally correspond
to the effective layers of the Internet Protocol (IP) standard.
Process/Application
Layer. Applications invoke TCP/IP
services, sending and receiving messages or streams with other hosts. Delivery
can be intermittent or continuous.
Transport Layer. Provides host-host packetized communication
between applications, using either reliable delivery connection-oriented TCP or
unreliable delivery connectionless UDP. Exchanges packets end-end with other
hosts.
Internet/Network Layer. Encapsulates packets with an IP datagram that
contains routing information, receives or ignores incoming datagrams as
appropriate from other hosts. Checks datagram validity, handles network error
and control messages.
Data Link/Physical Layer. Includes physical media signaling and lowest level
hardware functions, exchanges network-specific data frames with other devices.
Includes capability to screen multicast packets by port number at the hardware
level.
These diagrams and definitions are merely
an overview but help illustrate the logical relationship and relative expense of
different network interactions. In general, network operations consume
proportionately more processor cycles at the higher layers. Minimizing this
computational burden is important for minimizing latency and maintaining virtual
world responsiveness.
Methods chosen for transfer of information
must use either reliable connection-oriented Transport Control Protocol (TCP) or
nonguaranteed delivery connectionless User Datagram Protocol (UDP). Each of
these complementary protocols is part of the Transport layer. One of the two
protocols is used as appropriate for the criticality, timeliness and cost of
imposing reliable delivery on the particular stream being distributed.
Understanding the precise characteristics of TCP, UDP and other protocols helps
the virtual world designer understand the strengths and weaknesses of each
network tool employed. Since internetworking considerations impact all
components in a large virtual environment, additional study of network protocols
and applications is highly recommended for virtual world designers.
Internet Protocol
(IP). Although the variety of protocols associated with
internetworking are very diverse, there are some unifying concepts. Foremost is
"IP on everything" or the principle that every protocol coexists compatibly
within the Internet Protocol suite. The global reach and collective momentum of
IP-related protocols makes their use essential and also makes incompatible
exceptions relatively uninteresting. IP and IP Next Generation (IPng) protocols
include a variety of electrical, radio frequency and optical physical
media.
Examination of protocol layers helps
clarify current network issues. The lowest layers are reasonably stable with a
huge installed base of Ethernet and FDDI systems, augmented by the rapid
development of wireless and broadband ISDN solutions (such as ATM).
Compatibility with the Internet Protocol (IP) suite is assumed. The middle
transport-related layers are a busy research and development area. Addition of
real-time reliability, quality of service and other capabilities can all be made
to work. Middle-layer transport considerations are being resolved by a variety
of working protocols and the competition of intellectual market forces. From the
perspective of the year 2000, lower and middle layer problems are essentially
solved.
Distributed Interactive Simulation
(DIS). The DIS protocol is an IEEE
standard for logical communication among entities in distributed simulations.
Although initial development was driven by the needs of military users, the
protocol formally specifies the communication of physical interactions by any
type of physical entity and is adaptable for general use. Information is
exchanged via protocol data units (PDUs) that are defined for a large number of
interaction types.
The principal PDU type is the Entity State
PDU. This PDU encapsulates the position and posture of a given entity at a given
time, along with linear and angular velocities and accelerations. Special
components of an entity (such as the orientation of moving parts) can also be
included in the PDU as articulated parameters. A full set of identifying
characteristics uniquely specifies the originating entity. A variety of dead
reckoning algorithms permit computationally efficient projection of entity
posture by listening hosts. Dozens of additional PDU types are defined for
simulation management, sensor or weapon interaction, signals, radio
communications, collision detection and logistics support.
Of particular interest to virtual world
designers is an open format Message PDU. Message PDUs enable user-defined
extensions to the DIS standard. Such flexibility coupled with the efficiency of
Internet-wide multicast delivery permits extension of the object-oriented
message-passing paradigm to a distributed system of essentially unlimited scale.
It is reasonable to expect that free-format DIS Message PDUs might also provide
remote distributed connectivity resembling that of tuples to any information
site on the Internet, further extended by use of network pointer mechanisms that
already exist for the World-Wide Web. This is a promising area for future
work.
World-Wide Web. The World-Wide Web (WWW or Web) project has been
defined as a "wide-area hypermedia information retrieval initiative aiming to
give universal access to a large universe of documents". Fundamentally the Web
combines a name space consisting of any information store available on the
Internet with a broad set of retrieval clients and servers, all of which can be
connected by easily defined Hypertext Markup Language (.html) hypermedia links.
Humans or autonomous entities can conveniently utilize this globally accessible
combination of media, client programs, servers and hyperlinks. The Web has
fundamentally shifted the nature of information storage, access and retrieval.
Current Web capabilities are easily used despite rapid growth and change.
Directions for future research related to the Web are discussed in.
Nevertheless, despite tremendous variety and originality, current Web-based
interactions are essentially client-server: a user can push on a Web resource
and get a response, but there are no standardized mechanisms for a Web
application to independently push back at the user.
Multicast. IP multicasting is the transmission of IP
datagrams to an unlimited number of multicast-capable hosts that are connected
by multicast-capable routers. Multicast groups are specified by unique IP Class
D addresses, which are identified by 11102 in the high-order bits and correspond
to Internet addresses 224.0.0.0 through 239.255.255.255. Hosts choose to join or
leave multicast groups and subsequently inform routers of their membership
status. Of great significance is the fact that individual hosts can control
which multicast groups they monitor by reconfiguring their network interface
hardware at the data link layer. Since datagrams from unsubscribed groups are
ignored at the hardware interface, host computers can solely monitor and process
packets from groups of interest, remaining unburdened by other network
traffic.
Multicasting has existed for several years
on local-area networks such as Ethernet and Fiber Distributed Data Interface
(FDDI). However, with Internet Protocol multicast addressing at the network
layer, group communication can be established across the Internet. Since
multicast streams are typically connectionless UDP datagrams, there is no
guaranteed delivery and lost packets stay lost. This best-effort unreliable
delivery behavior is actually desirable when streams are high bandwidth and
frequently recurring, in order to minimize network congestion and packet
collisions. Example multicast streams include video, graphics, audio and DIS.
The ability of a single multicast packet to connect with every host on a
local-area network is good since it minimizes the overall bandwidth needed for
large-scale communication. Note however that the same multicast packet is
ordinarily prevented from crossing network boundaries such as routers. If a
multicast stream that can touch every workstation were able to jump from network
to network without restriction, topological loops might cause the entire
Internet to become saturated by such streams. Routing controls are necessary to
prevent such a disaster, and are provided by the recommended multicast standard
and other experimental standards. Collectively the resulting internetwork of
communicating multicast networks is called the Multicast Backbone
(MBone).
Improved real-time delivery schemes are
also being evaluated using the Real-time Transport Protocol (RTP) that is
eventually expected to work independently of TCP and UDP. Other real-time
protocols are also under development. The end result available today is that
even with a time-critical application such as an audio tool, participants
normally perceive conversations as if they are in ordinary real time. This
behavior is possible because there is actually a small buffering delay to
synchronize and resequence the arriving voice packets. Research efforts on
real-time protocols and numerous related issues are ongoing, since every
bottleneck conquered results in a new bottleneck revealed.
The MBone community must manage the MBone
topology and the scheduling of multicast sessions to minimize congestion.
Currently over 1800 subnets are connected worldwide, with a corresponding host
count equivalent to the size of Internet in 1990. Topology changes for new nodes
are added by consensus: a new site announces itself to the MBone mail list, and
the nearest potential providers decide who can establish the most logical
connection path to minimize regional Internet loading. Scheduling MBone events
is handled similarly. Special programs are announced in advance on an electronic
mail list and a forms-fed schedule home page. Advance announcements usually
prevent overloaded scheduling of Internet-wide events and alert potential
participants. Cooperation is key. Newcomers are often surprised to learn that no
single person or authority is "in charge" of either topology changes or event
scheduling.
Software Infrastructure Needs
The "grand challenges" of
computing today are not large static gridded simulations such as computational
fluid dynamics or finite element modeling. Similarly traditional supercomputers
are not the most powerful or significant platforms. Adding hardware and dollars
to incrementally improve existing expensive computer designs is a
well-understood exercise. What is more challenging and potentially more
rewarding is the interconnection of all computers in ways that support global
interaction of people and processes. In this respect, the Internet is the
ultimate supercomputer, the Web is the ultimate database, and any networked
equipment in the world is a potential input/output device. Large-scale virtual
environments attempt to simultaneously connect many of these computing resources
in order to recreate the functionality of the real world in meaningful ways.
Network software is the key to solving VE grand challenges.
Four key communication
methods. Large-scale virtual world
internetworking is possible through the application of appropriate network
protocols. Both bandwidth and latency must be carefully considered. Distribution
of virtual world components using point-to-point sockets can be used for tight
coupling and real-time response of physics-based models. The DIS protocol
enables efficient live interaction between multiple entities in multiple virtual
worlds. The coordinated use of hypermedia servers and embedded Web browsers
allows virtual worlds global input/output access to pertinent archived images,
papers, datasets, software, sound clips, text or any other computer-storable
media. Multicast protocols permit moderately large real-time bandwidths to be
efficiently shared by an unconstrained number of hosts. Applications developed
for multicast permit open distribution of graphics, video, audio, DIS and other
streams worldwide in real time. Together these example components provide the
functionality of lightweight messages, network pointers, heavyweight objects and
real-time streams. Integrating these network tools in virtual worlds produces
realistic, interactive and interconnected 3D graphics that can be simultaneously
available anywhere.
Application layer
interactivity. It is application
layer networking that needs the greatest attention in preparing for the
information infrastructure of the near future. DIS combined with multicast
transport provides solutions for many application-to-application communications
requirements. Nevertheless DIS is insufficiently broad and not adaptable enough
to meet general virtual environment requirements. To date, most of the money
spent on networked virtual environments has been by, for and about the military.
Most remaining work has been in (poorly) networked games. Neither is reality.
There is a real danger that specialized high-end military applications and
chaotic low-end game hacks will dominate entity interaction models. Such a
situation might well prevent networked virtual environments from enjoying the
sustainable and compatible exponential growth needed to keep pace with other
cornerstones of the information infrastructure.
Lightweight Interactions. Messages composed of state, event and control
information as used in DIS Entity State PDUs. Implemented using multicast.
Complete message semantics is included in a single packet encapsulation without
fragmentation. Lightweight interactions are received completely or not at
all.
Network Pointers. Lightweight network resource references, multicast
to receiving groups. Can be cached so that repeated queries are answered by
group members instead of servers. Pointers do not contain a complete object as
lightweight interactions do, instead containing only a reference to an
object.
Heavyweight Objects. Large data objects requiring reliable
connection-oriented transmission. Typically provided as a WWW query response to
a network pointer request.
Real-time Streams. Live video, audio, DIS, 3D graphics images or
other continuous stream traffic that requires real-time delivery, sequencing and
synchronization. Implemented using multicast channels.
Next-generation DIS. A successor to DIS is needed which is simpler,
open, extensible and dynamically modifiable. DIS has proven capabilities in
dealing with position and posture dead reckoning updates, physically based
modeling, hostile entity interactions and variable latency over wide-area
networks. DIS also has several difficulties: awkward extendibility, requiring
nontrivial computations to decipher bit patterns, and being a very "big"
standard. DIS protocol development continues through a large and active
standards community. However the urgent military requirements driving the DIS
standard remain narrower than general virtual environment networking
requirements.
A common theme which runs through all
network protocol development is that realistic testing and evaluation are
essential, because initial performance of distributed applications never matches
expectations or theory. A next-generation DIS research project ought to develop
a "dial-a-protocol" capability, permitting dynamic modifications to the DIS
specification to be transmitted to all hosts during an exercise. Such a
dynamically adjustable protocol is a necessity for interactively testing and
evaluating both global and local efficiency of distributed entity
interactions.
Other interaction models. Many other techniques for entity interaction are
being investigated, although not always in relation to virtual environments.
Intelligent agent interactions are an active area of research being driven by
artificial intelligence and user interface communities. Rule-based agents
typically communicate via a message-passing paradigm that is a natural extension
of object-oriented programming methods. Common Gateway Interface (cgi) scripts
function similarly, usually using Hypertext Transfer Protocol (http) query
extensions as inputs. Ongoing research by the Linda project uses "tuples" as the
communications unit for logical entity interaction, with particular emphasis on
scaling up. MUDs (multi-user dungeons) and MOOs (MUDs Object-Oriented) provide a
powerful server architecture and text-based interaction paradigm that is well
suited to support a variety of virtual environment scenarios. Passing scripts
and interpretable source code over the network for automatic client use has been
widely demonstrated for the multiplatform Tool Control Language (Tcl). Recently
the Java language has provoked interest over the possibility of simple and
secure passing of precompiled program object files for multiplatform
execution.
Virtual Reality Modeling Language
(VRML). The Web is being extended
to three spatial dimensions thanks to VRML, a specification based on the Silicon
Graphics Inc. (SGI) OpenInventor scene description language. Key contributions
of the VRML 1.0 standard are a core set of object-oriented graphics constructs
augmented by hypermedia links, all suitable for scene generation by browsers on
PCs, Macintoshes and Unix workstations. The current interaction model for VRML
browsers is client-server, similar to most other Web browsers. Specification
development has been effectively coordinated by mail list, enabling consensus by
a large, active and open membership.
Discussion on incorporating interaction,
coordination and entity behaviors into VRML 2.0 has been very active. A great
number of issues are involved. In order to scale to arbitrarily large sizes,
peer-to-peer interactions will be necessary in addition to client-server
query-response. Although behaviors are not yet formally specified, the following
possible view of behaviors extends the syntax of existing "engine" functionality
in OpenInventor. Two key points in this representation follow. First, engine
outputs only operate on the virtual scene graph, so behaviors do not have any
explicit control over the host machine (unlike CGI scripts). Second, behaviors
are engine drivers, while engines are scene graph interfaces. This means that a
wide variety of behavior mechanisms might stimulate engine inputs, including
OpenInventor sensors and calculators, scripted actions, message passing, command
line parameters or DIS. Thus it appears that forthcoming VRML behaviors might
simultaneously provide simplicity, security, scalability, generality and open
extensions. Terminology will change as consensus is reached but it appears that
most or all proposed behavior mechanisms can compatibly share this common level
of functionality. Finally, as the demanding bandwidth and latency requirements
of virtual environments begin to be exercised by VRML, the client-server design
assumptions of the Hypertext Transfer Protocol (http) will no longer be valid.
Users will not be satisfied with network mechanisms that fail to accommodate
high-bandwidth information streams or break down after a few hundred players. A
Virtual Reality Transfer Protocol (vrtp) will be needed to take advantage of
available transport layer functionality and overcome bottlenecks in http.
Experimentation and quantitative evaluation will be essential to better
understand how to practically deal with the new dynamic requirements of diverse
inter entity virtual environment communications.
Vertical
interoperability. A striking trend
in public domain and commercial software tools for DIS, MBone and the Web is
that they can seamlessly operate on a variety of software architectures. The
hardware side of vertical interoperability for virtual environments is simple:
access to IP/Internet and the ability to render real-time 3D graphics. The
software side is that information content and even applications can be found
that run equivalently under PC, Macintosh and a wide variety of Unix
architectures. One important goal for any virtual environment is that human
users, artificial entities, information streams and content sources can
interoperate over a range which includes highest performance machines to least
common denominator machines. Here are some success metrics for vertical
interoperability: "Will it run on my supercomputer?" Yes. "Will it run on
my Unix workstation?" Yes. "Will it also run on my Macintosh or PC?"
Yes. This approach has been shown to be a practical (and even preferable)
software requirement. Vertical interoperability is typically supported by open
nonproprietary specifications developed by standardization groups such as the
Internet Engineering Task Force (IETF).
Hardware Infrastructure Needs
Research
testbed. The National Research
Council report on Virtual Reality made few recommendations for funding virtual
environment hardware research due to active commercial development in most
critical technologies. However the report also has a notable hardware-related
recommendation regarding networks:
"RECOMMENDATION: The committee recommends that the
federal government provide funding for a program (to be conducted with industry
and academia in collaboration) aimed at developing network standards that
support the requirements for implementing distributed VEs on a large scale.
Furthermore, we recommend funding of an open VE network that can be used by
researchers, at a reasonable cost, to experiment with various VE network
software developments and applications."
The cost of high-speed
network connections has precluded most academic institutions from conducting
basic research in high-performance network applications. Those sites with
high-performance connections are rarely free from the reliability requirements
of day-to-day network operations. A national Virtual Environment Network Testbed
for academia and industry is proposed as a feasible collaboration mechanism. If
rapid progress is expected in the near future, it is clearly necessary to
decouple experimental network research from campus electronic mail and other
essential services. The International Wide-Area Year (I-WAY) project is a
proposed experimental national network that is applications-driven and
ATM-based. It will connect a number of high-performance computing centers and
supercomputers together. I-WAY may well serve as a first step in the direction
of a national testbed, but additional efforts will be needed to connect
institutions with lesser research budgets. Finally it must be noted that design
progress and market competition are bringing the startup costs of high-speed
local-area networks (e.g. FDDI, ATM) within reach of institutional budgets. At
most schools, it is the off-campus links to the Internet that need upgrading and
funding for sustained use. Numerous commercial efforts are targeting
low-bandwidth dialup connections so scarce research community dollars are not
needed in that arena.
Other problems. In order to achieve broad vertical integration, it
is recommended that proprietary and vendor-specific hardware be avoided.
Videoteleconferencing (VTC) systems are an example of a market fragmented by
competing proprietary specifications. Broad interoperability and Internet
compatibility are essential. Closed solutions are dead ends. In the area of new
network services such as Asynchronous Transfer Mode (ATM) and Integrated
Services Digital Network (ISDN), some disturbing trends are commonplace.
Supposedly standardized protocol implementations often do not work as
advertised, particularly when run between hardware from different vendors.
Effective throughput is often far less than maximum bit rate. Latency
performance is highly touted and rarely tested. Working applications are
difficult to find. Network operating costs are often hidden or ignored.
Application developers are advised to plan and budget for lengthy delays and
costly troubleshooting when working with these new services.
Applications
Working applications will
drive progress, not theories and not hype. In this section we present feasible
applications that are exciting possibilities or existing works in progress. Many
new projects are possible and likely to occur in the near future if virtual
environment requirements are adequately supported in the information
infrastructure. Several conjectured scenarios follow.
Sports: live 3D stadium with
instrumented players. Imagine that
all of the ballplayers in a sports stadium wear a small device that senses
location (through the Global Positioning System or local electrical field
sensing) and transmits DIS packets over a wireless network. Similar sensors are
embedded in gloves, balls, bats and even shoes. A computer server in the stadium
feeds telemetry inputs into a physically based articulated human model that
extrapolates individual body and limb motions. The server also maintains a scene
database for the stadium complete with textured images of the edifice, current
weather and representative pictures of fans in the stands. Meanwhile, Internet
users have browsers that can navigate and view the stadium from any perspective.
Users can also tune to multicast channels providing updated player positions and
postures along with live audio and video. Statistics, background information and
multimedia home pages are available for each player. Online fan clubs and
electronic mail lists let fans trade opinions and even send messages to the
players. Thus any number of remote fans might supplement traditional television
coverage with a live interactive computer-generated view. Perhaps the most
surprising aspect of this scenario is that all component software and hardware
technologies exist today.
Military: 100,000-player
problem. "Exploiting Reality with
Multicast Groups" describes ground- breaking research on increasing the number
of active entities within a virtual environment by several orders of magnitude.
Multicast addressing and the DIS protocol are used to logically partition
network traffic according to spatial, temporal and functionally related entity
classes. "Exploiting Reality" further explains virtual environment network
concepts and includes experimental results. This work has fundamentally changed
the distributed simulation community, showing that very large numbers of live
and simulated networked players in real-world exercises are feasible.
Science: virtual worlds as experimental
laboratories for robots and people.
In separate work, we have shown how an underwater virtual world can
comprehensively model all salient functional characteristics of the real world
for an Autonomous Underwater Vehicle (AUV) in real time. This virtual world is
designed from the perspective of the robot, enabling realistic AUV evaluation
and testing in the laboratory. Real-time 3D computer graphics are our window
into that virtual world. Visualization of robot interactions within a virtual
world permits sophisticated analyses of robot performance that are otherwise
unavailable. Sonar visualization permits researchers to accurately "look over
the robot's shoulder" or even "see through the robot's eyes" to intuitively
understand sensor-environment interactions. Theoretical derivation of
six-degree-of-freedom hydrodynamics equations has provided a general
physics-based model capable of replicating highly nonlinear (yet experimentally
verifiable) response in real time. Distribution of underwater virtual world
components enables scalability and rapid response. Networking allows remote
access, demonstrated via MBone audio and video collaboration with researchers at
distant locations. Integrating the World-Wide Web allows rapid access to
resources distributed across the Internet. Ongoing work consists primarily of
scaling up the types of interactions, datasets and live streams that can be
coordinated within the virtual world.
Interaction: Multiple CAVEs using ATM
and VRML. A CAVE is a type of
walk-in synthetic environment that replaces the four walls of a room with
rear-projection screens, all driven by real-time 3D computer graphics. These
devices can accommodate 10-15 people comfortably and render high-resolution 3D
stereo graphics at 15 Hz update rates. The principal costs of a CAVE are in
high-performance graphics hardware. We wish to demonstrate affordable linked
CAVEs for remote group interaction. The basic idea is to send graphics streams
from a master CAVE through a high-speed low-latency ATM link to a less expensive
slave CAVE that contains only rear-projection screens. Automatic generation of
VRML scene graphs and simultaneous replication of state information over
standard multicast links will permit both CAVEs and networked computers to
interactively view results generated in real time by a supercomputer. Our
initial application domain is a gridded virtual environment model of the
oceanographic and biological characteristics of Chesapeake Bay. To better
incorporate networked sensors and agents into this virtual world, we are also
investigating extensions to IP using underwater acoustics. As a final component,
we are helping establish an ambitious regional education and research network
that connects scientists, students from kindergartens through universities,
libraries and the general public. Vertically integrated Web and MBone
applications and a common theme of live-networked environmental science are
expected to provide many possible virtual world connections
Projections
If one considers the
evolving nature of the global information infrastructure, it is clear that there
is no shortage of basic information. Quite the opposite is true. Merely by
reading the New York Times daily, any individual can have more information about
the world than was available to any world leader throughout most of human
history! Multiply that single information stream by the millions of other
information sources becoming openly available on the Internet, and it is clear
that the Internet does not lack content. Mountains of content have become
accessible. What is needed now is context, a way to interactively locate,
retrieve and display the related pieces of information and knowledge that a user
needs in a timely manner. Context further permits selectively culling large
volumes of information that can otherwise overwhelm any person or
process.
Within two lifetimes we have seen several
paradigm shifts in the ways that people record and exchange information.
Handwriting gave way to typing, and then typing to word processing. It was only
a short while afterwards that preparing text with graphic images was easily
accessible, enabling individuals to perform desktop publishing. Currently people
can use 3D real-time interactive graphics simulations and dynamic "documents"
with multimedia hooks to record and communicate information. Furthermore such
documents can be directly distributed on demand to anyone connected to the
Internet. In virtual environments a further paradigm shift becoming possible.
The long-term potential of virtual environments is to serve as an archive and
interaction medium, combining massive and dissimilar data sets and data streams
of every conceivable type. Virtual environments will then enable comprehensive
and consistent interaction by humans, robots and software agents within those
massive data sets, data streams and models that recreate reality. Virtual
environments can provide meaningful context to the mountains of content that
currently exist in isolation without roads, links or order.
What about scaling up? Fortunately there
already exists a model for these growing mountains of information content: the
real world. Virtual worlds can address the context issue by providing
information links similar to those that exist in our understanding of the real
world. When our virtual constructs cumulatively approach realistic levels of
depth and sophistication, our understanding of the real world will deepen
correspondingly. In support of this goal, we have shown how the structure and
scope of virtual environment relationships can be dynamically extended using
feasible network communications methods. This efficient distribution of
information will let any remote user or entity in a virtual environment
participate and interact in increasingly meaningful ways.
Open access to any type of live or archived
information resource is becoming available for everyday use by individuals,
programs, collaborative groups and even robots. Virtual environments are a
natural way to provide order and context to these massive amounts of
information. Worldwide collaboration works, both for people and machines.
Finally, the network is more than a computer, and even more than your computer.
The Internet becomes our computer as we learn how to share resources,
collaborate and interact on a global scale.
Conclusions
Virtual environments
(VEs) are an all-inclusive superset of the exponentially growing global
information infrastructure.
Any workable VE solution
must address scaling up to arbitrarily large sizes.
Lower and middle network
layer problems are basically solved.
Four key communications
components are used in virtual environments:
Light-weight entity
interactions (e.g. DIS PDUs)
Network pointers (e.g.
URLs), usually passed within a light-weight entity interaction that includes
identifying context
Heavy-weight objects
(e.g. terrain databases or large textured scene graphs) which require
reliable connections for accurate retrieval
Real-time streams
(e.g. audio and video), usually via MBone
The Virtual Reality
Modeling Language (VRML) will take the Web into 3D and make powerful
applications available across platforms that were previously restricted to
expensive graphics workstations.
Recommendations
It is the upper network
application layers relating to entity interactions that most need active
research work.
An international Virtual
Environment Network Testbed is needed to enable research schools to cheaply
connect and test high-bandwidth experimental services without jeopardizing
production networks.
Behaviors for VRML will
allow 3D graphics objects to be driven by
Internal algorithms
(e.g. OpenInventor sensors)
Scripted actions
(embedded or live via network streams)
Message passing (by
user or agent, e.g. MUDs/MOOs)
Open extension
mechanism (e.g. http attributes)
DIS (or superior)
entity interaction protocol
Virtual Reality
Transport Protocol (vrtp) will soon be needed
Bandwidth, latency and
efficiency requirements will change relative to the design assumptions of
current http servers
Small sets of servers
will combine to serve very large client/peer base
Compelling applications
will drive progress, not protocols. Some examples:
Sports: live 3D
stadium with instrumented players, user chooses view
Military: 100,000
player problem
Science: virtual
worlds as experimental laboratories for robots, people
Interaction:
affordable linked CAVEs for remote group interaction
I.Awe Video Scripting Terms
Script - This business
document functions as the script for this project. This document is part of the
concept and implementation field of this business in the context of a great
theater piece with a great many directors and producers and actors. The
materials will be delivered as script to the participants.
Awe Video - Awesome, cool, spiritual,
vast and great. See Section on the "Name".
Awe VIPcard -Pronounced "Veep" Card, means Video Internet Postcard, a
short single purpose video transmission typically 30 seconds or less
communicating a specific message. The message could be a greeting wrapped in the
experiencing of the tourist-actor in the in the moment of his dream vacation.
The message might be we have this great office available for rent. Want to take
a quick tour, right now? Or, we have extra plants at our nursery. Please take a
look.
Ebook - Integrated Electronic book with embedded hyperlinks,
multimedia networking, forms and other content.
IV-Book - Internet video book
VIPClip
Video Postcard
Codec
Marketing Machine
Certification
"Free The People"
Wav File - Sound file used for our
automated telemarketing program
Experience Economy - Value-added, work
as theater, People want the experience not just the good or service. See Section
"Work as Theater".
Storyboard-
Holomid
The Video VIP Business Opportunity
Ebook/CD Package - Turnkey information in a multimedia format on how to create a
successful Awe Video business.The Branding - Our brand is the heartbeat of our
business.
Affiliate Program
MD..XL.. - Multi-Dimensional Exchange
Link
ISP -Internet Service
Providers
Ezine - Electronic
Magazine
VIN - Video Internet
Network
Portal - Entry to The Internet usually
with multiple possible of directions of offeringsCookbook - An "A to Z" how-to-do
information and support package
A Wee Video, Wee Videos - Little Videos
or Short clips
Director - Individual or business that
offers VIPcards locally.
Director's Network - Our aggregate group
of directors who are offering the Awe Video services locally or are functioning
as more extended marketing agents for the project.
"Mpeged" - Pre-compressed formatted for
fast Internet video access
Tagged - Identified for server side
addressing for the availability of the clip
Viral Meme Marketing - From one to many
to multitudes form of delivery of ideas and opportunities that spreads
organically and non-linearly
Intermercial - Internet or interactive
marketing forum using mixed media and mass media together.
Global Theater - Overarching Cultural
Movement, Awe Video is Promoting through the Mass Re-owning of our Own Life and
Work as our Own Theater Work. Work is Theater. We will carry this Model through
the whole operation of Awe Video.
History and Description
Awe Video was conceived the purpose of
initiating a network of on-site local video production distribution outlets. Awe
Video can be characterized as an educational source and a clearinghouse for
short videos directly forwarded from our servers by email through our director's
network. This network of directors will produce and sell the content using our
Awe Video portals and through our marketing technologies and
methodologies.We are structuring the
Awe Video Network to be robust and completely decentralized using a Peer-to-peer
structure
Our primary product line, "{A Wee Video, Wee
Videos}" will be marketed directly to end users via a network of entrepreneurial
directors (referred to as "directors or agents" in the financial statements and
agreement documents).
Awe Video is established to market and promote
a network of on-location VIP (Video Internet Post) card sales and distribution
outlets. Our objective is to propel the company into the prominent "Wee" video
market position.We are using the
principle model of "one to few"
Our first step in production is to create
The Video VIP Business Opportunity IV-book/CD/DVD Package. This
package will be a total turnkey cookbook for success. Included will be special
video training clips to be a professional director. We project a minimum sale
price of $79.95 per complete package with sales of 20,000 packages over the
first 12-month period. This equals a gross income of $1,600,000 with a project
profit margin of over 75%. The potential market for sales is in the millions of
copies. Test marketing of the packages through classified ads and other
marketing outlets can be ready as the E-book is completed. Depending on response
we will prepare and launch an infomercial/intermercial marketing
campaign.
Our Awe Video Business Opportunity packages
selling for $49.95 or more will have a commission per sale paid to re-marketers
included. Re-marketers include ezines publishers, other web site owners and
local advertisers. Directors will be given a sub domain such as
johnsmith.awe-video.com. This is their storage account and for their local
marketing. We will be creating a two-stage affiliate program. The first stage is
a straightforward down level approach for all referral to the program. The
second level is our original MD..XL.., Multi-dimensional Exchange Link
structure. This is a cooperative decentralized format.
We will be supplying the portal for our
directors network composed of local agents who want an informationally rich
turnkey opportunity without the problems on the processing side of a business
coupled with the value of labeling. Our
viral marketing strategies include the Directors as our forward agents to push
this program and opportunity into the mass consciousness. We will compensate
them using a straightforward referral downline. On a $70 sale we can give the
affiliate $5 first level $5 second level and $10 third level commissions leaving
Awe Video on those sales with a $50 net with close to zero marketing and
distribution costs for the sale.
Processing fees for Awe Video VIPcards will
be an expected average fee of $0.25 to $.50 per VIPcard sold by our sales
director network on a prepaid basis. The other option we are exploring is the
subscription model where they pay so much a month to have access to our
technology and system and storage and delivery. If sales directors receive an
average of $10 per clip this would amount to 2.5% of the income.
Reasonable. A million processed VIPcards creates a gross revenue of
$250,000 to $500,000 to us with a projected gross revenue at $10 per clip price
of $10,000.000 to the directors giving them another powerful incentive to make
this a success for them and for us.
We will offer the option of Awe Video taking
the credit cards for an additional % of the total sale.
We will make our service what the Director's
Network want to use. Excellence is the key to our long-term success. The more
they use us the deeper becomes their loyalty. With our mass-market approach, no
director should account for more than a tiny percentage of Awe Video's total
sales income.
5 major portals spaces will be
opened.
.com is the business opportunity module. Focused, no
outside links. Take prospective directors deep to the E-Book sale and them as
our agents where they are. More serious.
.net is the direct consumer VIPcard portal. Contact
rich. Low-key advertising, High traffic. Fun and experiencely interesting.
Clickthrough Advertising at web site is projected to average $.08 per hit per
banner.
.org is our service portal, providing a pathway to us
through our outreach into the communities. Through this portal we can provide
a forum for the sharing of activist ideas and other communications such direct
video to policy-makers.
.tv infomercial/intermercial marketing
campaign.
.biz are designated for the commercial users such as boat
brokers and real estate agents
Projected gross revenues for
Awe Video for first year is expected to top $1,000,000. Monthly growth is
projected to average at least 20% per month. We feel that within 1 year Awe
Video will be in a suitable position for possible profitable acquisition with a
projected minimum sale price of $20,000,000. If we reach all of our goals the
business could be worth in the 9 figures.
We will use the latest in
promotion technology and marketing methods to reach millions of persons to
interest them in this business opportunity awhile making it easy for them to
become involved and successful.
Income streams include:
1.Sale of business opportunity
packages.
2.Banner advertising on the web
site
3.Processing of the
VIPcards
4.Creation of automated marketing
and delivery outlets
5.Businesses using our services
for sales, marketing and promotion purposes
6.Launching our own marketing
campaigns
7.Long term storage of
clips
The value of branding Awe
Video and products
Acceptance of Credit Cards
for the Directors
Use of The Holo'Script
modules
Components of The
Business
1.Educational E-Book
a.Delivery of the VIPClips
b.Equipment
c.Specific Video Problem
solving
d.Local Marketing
i.All The Forms Needed
ii.Specimen Contracts needed
iii.Marketing Materials for filling out
of forms and then printing out or ordering from Awe Video
e.Awe Video Marketing
Program
f.Glossary
g.How The Script and Tell a
Story
h.Lighting
i.Props
j.Lens
k.The 30 second message
2.Director's Interface
a.V-Chat (Video Chat)
b.Simplified interface with Awe
Video
3.Holo'Script - Data Management
for The Media Production
4.Marketing Machine
a.Telemarketing
b.Email Campaigns
c.Press Campaigns
d.Affiliate Programs including
MD..XL
e.Auto-responders
f.Chat feedback
g.Customer Service
Department
5.Peer-to-Peer Network
Structure
Delivery of The
VIPClips
Email is falling out of favor
as Internet users return to face-to-face meetings, according to an annual
survey. More than 16 million Britons now use the Internet - an increase of nine
per cent in the past year - but the number of people who prefer email to any
other method of communication has dropped by two thirds in the same period. Paul
Kitchen, the author of the Which? Online Internet survey, said: "Internet users
are increasingly rejecting both the telephone and email in favor a more personal
approach."
IV. Background
For many years people have
shared their experience of vacations and travels have via postal service using
postcards and through home movies or videos and more recently email.
The "state of the art" of this converging
service industry is such that anyone with basic equipment can become a director
and marketer of Awe Video. Included also will be automated kiosks and photo
booth type outlets. For these outlets we
will use a VIPcard system with time encoded into it.
Completing the design and development of our
product and experience service line -- a novel and proprietary information
distribution system through the Internet is our next step.
Now, Awe Video is at the point where we must
integrate the elements of the business model and create the marketing package
with our unique look and feel. We have at this time little direct competition.
The success of this venture will be through a massive communication thrust for
the enlistment of directors as a business opportunity through all possible
channels, public relations, press releases, interviews for radio and TV,
classified ads, ezines, co-op advertising, emails, "viral marketing", referrals
and so on.
The main thing to keep in mind is to find or
create a product or service where a MARKET and a DEMAND for it already exists.
This reduces risk tremendously ... and there is less effort and money
spent.
We will focus on our core competencies and
the kernel of our business.
Customer Service
We will be setting up an operation both
localized and decentralized to handle directors or future directors with their
questions and concerns. A local service agency charges approximately $1 a minute
to handle customer service functions. We can internally handle this for a third
of this cost. Additionally, we will explore the option of having an inexpensive
1 900-type number for questions and for training over the phone.
What Does Awe Video mean?
Awe Video can be understood as a play on
words and has multiple connotations.
1."Awe" Video - Has the communication
of amazing and also spiritual.
2."A We" Video - We interactive as in
sharing together an experience
3."A Wee" Video - Little video short,
a video clip that has a beginning, middle and an end or solution.
4."Oui" Video - French for
"Yes".
5."All" Video - That's all we do or we
feature ultimately all levels of video
6."AU" Video - 1. Au for audio.
Multimedia. Sound bite clips with our visual background 2. Chemical and
alchemical term for Gold
7.I do WEAVE - Re-arranging the letter
spell this out, weaving us together.
V. What We Need To Do Next?
Funding is our first priority. Awe Video will
issue LLC memberships. The membership will have a re-purchase clause for
$10 a share by the LLC out of a percentage of gross revenues giving the investor
a minimum 1000% return on the redeemed memberships. Our start-up costs to get to market are between $50,000
and $75,000.
Integrated Intellectual Audit
1.Copyrights
2.Trademark Names
3.Service Mark Names
4.Slogans
5.Logos
6.Object Patents
7.Design Patents
8.Process Patents
9.Public Domain
Names to reserve include for the Internet and
for trademarking.
Awevideo.com
Awevideo.net
Awevideo.org
awevideo.tv
Awe-video.com
Awe-video.net
Awe-video.org
Awe-video. TV
Awenet.com
Awenet.net
Awe-net.org
Awe-net. TV
Awe-net.com
Awe-net.net
Awe-net.org
Awe-net. TV
Weevideo.com
Weevideo.net
Weevideo.org
Weevideo.tv
Awe-network.com
Awe-network.net
Awe-network.org
Awe-network. TV
Au-video.com
Au-video.net
Au-video.org
Au-video. TV
Vip-card.com
Vip-card.net
Vip-card.org
Vip-card.tv
Weevideo.com
Weevideo.net
Weevideo.org
Weevideo.tv
vipcardibook.com
Vipcardibook.net
Vipcardibook.org
Vipcardibook.tv
These are not all the variations of the name. The cost for the names should
no more than $400 a year and the trademarks several thousand dollars more.
First Stage Development
Costs
Legal
Incorportion
Trademark
Domain name
registerations
Equipment
Computer
Scanner
Monitor
Camera
Office
Chairs, Desks, File
DSL Connedtivity
Space
Software
Press Release
E-book Compiler
E-book Research
information
Office Supplies
Mock-up of Web front
end
Logo Designs
Serverside design and
scripting
Deposit on the server
side
Phone Calls for research
etc.
Office set-up help
Writing copy for ads
Writing copy for the E-book
VI. Management Team and Staffing
Attracting Committed
Top Talent
Ownership!!!
Upfront Security
Creative Supportive
Workplace
Exciting
Making A Difference
Intelligent
Model of Decentralized
Empowered Management
Technology and
Science and Art are in constant evolutionary upheaval. We must structure our
network of locations to accommodate and use these changes to our
advantage.
In-house Management
Marketing and Sales
Finance
R&D
Operations
Controller
Board of
Directors
This will come from qualified
members of the LLC.
Staff
Awe Video is projected to employ up to 10
employees by six months from launch. Critical skills required by our business
include:
Bookkeeping
Computer
programming
Operations
management
Writing
Sales and Marketing
Outside Team Support
Additionally, our outside advisors will
provide support for management strategy, decisions and creativity. These
include:
Key alliances and joint ventures are planned
with the following types of companies:
Video equipment manufacturers
Activist groups
Companies with already existing networks of
outlets
Photo booth manufacturers
Barter Organizations
Publishers
Marketers
Webmasters
ISPs
VII. Product
Strategy
Current Product / Service
Status
Awe Video our principal product, consists of
the on-site local creation of short videos that are compressed, tagged and
uploaded to our web site for viewing by interested and/or authorized parties.
The URLs of the videos are linked to their site or are emailed forwarded to
parties the originator wishes to have see them.
Our business model is based on creating a large
base of local directors who offer our product and service line to local parties
for their own profit. Awe Video receives a small processing or storage fee for
each VIPcard sold. Our server network will be optimized to provide the video at
near real time speeds.
Our service includes the streamlining and
simplifying of the entire procedure from upload to removal from our server. We
are using all reading existing solutions to the various problems in providing
this product and service to the public.
A further market would be in third world
countries where we would through our Director's Network agencies allow them to
offer to the public a means to deliver video messages to other areas of the
country of around the world to family members and others. School kids could
offer this as a service at the schools. Countries and other geographical areas
could offer their communication interests to the world at large.
Conference organizers will offer this service
as a bonding and communication tool at the conferences or other similar events.
VIII. Future Product and Service
Plans
In response to demonstrated interest our
products and services will be expanded to include all types of experience
venues, kiosks and all types of businesses.
Holo'Script
The Holo'Script is a comprehensive web-based
turnkey data management system for the directors. Our format is extremely simple
to use and understand being completely intuitive for the tying together of all
factors necessary in producing high quality productions in the most cost
effective manner.
Holo'Script will provide a multimedia
interactive cascading communication and tracking interface with complete
software support. Included also will be a comprehensive and evolving database of
information, tricks of the trade, feedback and contacts. We will explore
creating pre-formatted projects and the possibility of creating a network of
decentralized peer-to-peer script generating teams. We will provide the literary
material. They will use our templates break the material into "holographically"
organized scenes we can further digest. The scripting teams will share in any
royalties the program generates.
The Holo'Script is a design system for the
automation of the media production especially for the individual to have the
tools. The Holo'Script is a fully integrated system using the script as the
organizing document for the entire cycle from concept to scripting to budgeting
to videoing to editing and distribution by linking together all areas allowing
the information generated in the creative process and decisions to collate into
logistic modules.
Benefits for the various production
functions
Scripting
Bridge the gap between literary and cinematic
forms using logistic modules for the pre-production, production and
post-production stages.
Directing
Total flexibility as to organization on the
shot and scene level. Assists in the creative decisions seeing how these
decisions affect the logistic parameters of production. Can continue to modify
creative plans on the set while generating communication as to the changes to
all involved parties.
Allows more informed choices using the
production of breakdown sheets automatically generated following the preset
guidelines provided by production necessities. Allows dynamic tracking of all
changes, revisions and decisions in creative and logistical areas.
A rate book assigns a cost to every required
item that flows to the budget spreadsheet and invoices and to a graphic
financial trend analysis tool. This tool will allow the small director to create
a cost generation analysis with the capacity to explore multiple options in
relationship to creative input.
The Holo'Script is an information bridge to
post-production eliminating redundant activities. The Holo'Script also
facilitates complex processes such as digital sound and electronic compositing
of special effects.
Provides:
1.Cast and crew updates
2.Element updates
3.Conflict identification
4.Real-time budget
adjustments
5.Electronic logs linked with a master
clock. Invoice summaries for client billing Invoicing document is generated as
the results going through the Holo'Script steps.
"Free The People" - As an expansion f the infrastructure we are
designing a new certification label, analogous to "The Good Housekeeping Seal of
Approval" for consumer items of all sort and types certifying that the items
with this label have been produced under sweatshop and slavery-free conditions
and as much as possible under co-operative conditions.
It has been estimated that over 500,000,000
persons live in slavery or near-slavery conditions. This is an opportunity for
socially conscious companies and individuals to support the liberation of Earth
from the bondage of slavery.
Barter Opportunities
Organizations partner
1.Bartertrust.com
2.Bigvine.com
3.Lassobucks.com
4.Ubarter.com
IX. Production and Delivery
The key factors in our delivery of Awe Video
Network include:
1.We are developing a peer-to-peer
model of decentralized storage and delivery of the VIPClips
2.Firm processing
capability
3.Clear presentation
modules
4.No significant materials and
supplies are needed in the delivery of our product and service.
5.Our current product and service
will be produced local locations where they are uploaded to our site and then
moved to peer computers for the more rapid and secure delivery to other
interested parties for focused distribution.
6.Because of expected high volume
interest our operational facilities will need to expand.
7.Our biggest advantage is lack of
direct competition coupled with our clear marketing and delivery
strategy.
8.Secure Video Delivery Services -
This certified that this is non-tampered video information
X. Market
Analysis
Projected
Marketplace
Our marketplace is completely unlimited. There
are millions of potential customers and hundreds of thousands of potential
outlets limited only by our imagination and our ability to implement our
plans.
1.Malls
2.Hotels and motels
3.Real estate offices
4.Fairs and carnivals
5.Weddings
6.Stores
7.Activists campaigns
8.Tourist attractions
9.Political campaigns
10.Events
11.Special sales
12.Fundraisers
13.Events promotion
14.Kiosks and photo booth
outlets
15.New music groups
16.ISPs
17.Webmasters
Market
Description
The tourist market alone is a
trillion dollar a year industry. The market for the delivery of customized and
mass market video information amounts to nearly a billion dollars daily.
The overall worldwide market for Awe Video is
projected to be over $1.5 billion over a ten-year period.
In the next 10 years our goal is to
distribute over 300 million Awe Video, Video VIPcards. The retail market
potential for Video VIPcards with a current retail price of $10 per unit is
approximately $3 billion! This translates to Awe Video's projected market share
of 20% of the market by 2004. Our projected revenues of $0.25 per Video Postcard
would amount to $150 million with a projected 50% profit margin.
We intend to reach the disenfranchised, the
dissatisfied, those yearning for a change.
XI. Competitive Position
Currently, this specific market is shared by
0 participants, with NO market leader. There are no other companies that compete
directly in this market.
The key factor of newness of this technology
for the mass market has resulted in the present competitive advantaged
position.
Compared to competitive products such as
postcards and videotaping our Awe Video Network will provide a personalization
coupled with immediacy and the ability to freely replicate the product through
email distribution and still shot printouts. This faculty to provide a product
where the consumer is located for an inexpensive cost will make this items a
popular item. The additional exceptional business opportunity with extremely low
entry to participate makes this an item for nearly instantaneous
distribution.
Our strategy for meeting the new competition
is to be the first, to aggressively lower prices to process, to give excellent
support to the director network and to provide an easy seamless internet
experience coupled with a first rate ebook opportunity package.
We will create the demand for local customers
by providing good promotional materials, training and strategies to the director
agents.
XII. Customer Profile
Awe Video's target market includes many and
diverse types of customers. The typical customer is anyone who wants to
communication via video and Internet at a distance easily and
inexpensively.
A partial list of major end user customers with
% of sales
Tourists
20%
Conventions and
Conferences
20%
Fundraisers
10%
Business
Outlets
20%
Activists and
Politicians
10%
Other
20%
XIII. Risk
The top business risks that Awe Video faces as
it begins to enter and expand into the global market are:
1.Capitalization and adequate
funding for hyper growth.
2.Reaching the public in a way
that will create a favorable response
3.Jumping in of competitors that
are well positioned and/or well capitalized or many smaller
competitors
4.The business has not been
prototyped and tested extensively.
XIV. Marketing Plan
Responses from customers indicate that our
product and service will enjoy an excellent reputation and demand and we fully
intend to amplify this perception. Relationships with leading companies and
directors will substantiate the fitness of Awe Video for considerable growth and
accomplishment.
Awe Video's marketing strategy is to
aggressively promote and support the marketing of Awe Video's presence
through
1.Unique, attractive and simple
features, look and feel
2.Benefits clearly
communicated
3.Establishing a strong or
dominant market position
Joint Ventures with all sort
of allies
THE POWER OF BRANDING
AWE VIDEO
It has been said that if
you systematically dismantled the entire operation of Coca-Cola Co. and left
them with only their brand name, management could rebuild the company within
five years. Remove the brand name, and the enterprise would likewise die within
five years.
That's the mark of a
brand-first enterprise. More than a framework for marketing and communications
efforts, the brand is the emotional source of the organization itself. People
are guided and inspired by the company's purpose, expressed in the brand, which
generates energy, personality, and order. All of the company's actions -- from
advertising and collateral to customer service calls to operations practices to
employees' interactions -- express the same message.
The reason: In the
brand-first enterprise, everything about the company is derived from an
emotional blueprint, a central organizing principle, a compelling essence, the
Brand DNA. Virgin calls it Virginity. Disney calls it Magic. Nickelodeon calls
it Kid Power. It's the yin that balances the yang of the business plan; the
mantra against which every consumer-facing move the organization makes is
evaluated.
The challenge of modern
business, and the real job for marketing-driven organizations, is the creation
of a true brand-first enterprise. To some, this sounds obvious-yet few have
achieved it. To others, it sounds simple-yet it requires a degree of
self-examination that proves a true test of corporate resolve.
The Age Of The
Brand
The creation of the
brand-first enterprise is nothing short of essential today, in an age where
consumers have increasingly less time and more options; and where every contact
with a company represents a brand-defining experience. Either you create a
brand-first enterprise, or you are vulnerable to myriad threats stemming from
consumers' reactions to an increasing array of lifestyle options pursued "at
Internet speed."
Today's consumers are
increasingly self-actualized. They have full bellies, warm clothing, reasonable
accommodation and a passable mode of transportation. They aren't looking to buy
things that simply do something anymore - that was the age of the product.
They're looking for things that help them be something, express something, or
fill some unmet higher need state - and that is the age of the
brand.
People drink coffee in
Starbucks partly because on an emotional level it represents the new village
green, the third space between work and home that has disappeared in modern
culture. They tap away on their iMacs because they fancy themselves lateral
thinkers, mavericks, iconoclasts.
Brands aren't so much
products to hawk anymore; they're vehicles to an emotional connection people
want to make. Success looks like this - either there's chemistry, or there's
not. That small, incredibly valuable piece of emotional real estate in these
consumers' hearts and minds is the one territory that marketers can meaningfully
own.
So let's just forget
rational product differentiation. Today's technology creates parity in
everything from distribution to the aroma of a product, before the ink on the
packaging has dried. Something, though, has to remain fixed as a foundation for
organizations that morph constantly to meet changing demands. Something has to
serve as the center from which every point of contact that forms a customer
experience springs. That something is the brand, which must act as the central
organizing principle in this "New Economy."
The Brand-First
Test
The first step to
brand-first enterprise is knowing your starting point. Are you brand-first? If
not, what specific elements can you build into the organization to get there?
The following is a simple test that has paid off in powerful brand turnarounds
for companies such as Winstar and Motorola.
1.If you had to
give up one and start from scratch, would you give up your brand or the entirety
of your business operations? In a brand-first enterprise, the brand is the
source of the organization, and all you need to rebuild it.
2.Does your brand
report to one person who has authority over individual functions and final say
over all communications and operations decisions that affect the brand? One
final authority and a single chain of messaging are critical to achieving a
brand-first enterprise.
3.Ask a random
sampling of 25 employees to articulate your brand in five words. If your total
list of words is longer than 10, your Brand DNA is not established.
4.Can you clearly
articulate your brand vision without mentioning the advertising? There's no
backing into brand generation through advertising.
5.How do your
building, office lobby and business card communicate your brand? These are two
of the most visceral, frequent brand impressions your company makes, and they
should follow through on a specific purpose.
6.What do your
core loyalists think of your website? If dedicated brand champions don't get an
enriching brand experience online, you don't have a brand site.
7.Name three major
on-going societal trends that confirm the need for your brand?
8.If your brand
were a perfume, what would it smell like?
9.Name five things
your brand would/should never ever do. It's impossible to screen all
organizational actions against a principle you can't articulate.
Our brand is the heartbeat
of our business.
In light of the U.S. economy
deceleration that has sent multinationals scrambling for operational
streamlining and other cost-cutting measures, brand-first reorientation is a
critical need. Rarely have companies cost-cut their way to greatness; they need
some solid center from which to expand, predictably and profitably. The place to
start? Shift brand thinking from the tunnel vision of advertising and promotion,
and move on to how the company operates in its entirety.
MD..XL.. -The Anti-MLM movement
Holomid
XV. Sales
Strategy
There is no upper limit as
to Awe Video's potential sales volume
We will be reaching a
Global market
Non seasonal
No geographical
limitations
Non economically limited
as to the location
Not limited as to creative
opportunities to promote and distribute
Ease of enlisting a
virtual army of salespeople and promoters
Opportunity for a lot of
free publicity
Our sales strategy will
address specific market and environmental conditions in the following
ways.
Press Releases
Articles,
Sophisticated and state of
art internet networking
Email
Classified
advertising
Business Opportunity
Packaging
Ezines
800, Fax and email
delivery on information and opportunity to become a director
Tracking of The Advertising and Promotion
Once we've designed the site, integrated
the order processing system, etc. and everything is working properly, we then
prepare to start advertising (the marketing campaign). No matter how we promote
(free or paid sources), the MOST IMPORTANT factor is we make sure we have our
tracking systems in place so we know what's going on once the promotions begin
and the traffic hits. We are spending valuable time and money on this and we do
not want to do any guesswork. We want SCIENTIFIC numbers telling us what's going
on, what's happened and what we need to do to increase sales and profits. We
want to know which of your ads and promotions are generating the most traffic,
and even more importantly, the most sales (what's making you money - plain and
simple). These are just a few that come to mind, but without this information
you're really just flying blind and wasting your time and money.
In
order to maximize our return on our investments (ROI) in advertising, we will
carefully monitor:
1.Unique visitors generated by
each ad or promotion
2.Number of sales generated by
each ad or promotion
3.Which ads are generating the
most traffic and sales
4.Cost-per-click, cost-per-sale,
and clicks-to-sales ratios for each ad or promotion
5.Return on investment, or ROI,
for each ad or promotion
6.Those are the most important
bits of information that we will monitor on a minute-by-minute basis. Aside from
ROI, our most valuable stat is the clicks-to-sales ratio because it gives a
great indication of the "quality" of traffic that is being generated by each ad
or promotion. For example, we run the same ad in 2 different but supposedly
"targeted" e-zines. One of the ads is resulting in an average of 1 sale per
every 36 visitors, and the other ad is only generating 1 sale out of every 152
visitors. This tells us, which of these e-zines we prefer to advertise
in.
7.We can make just as much money
off of our "free" promotion tactics as we do with our paid (maybe more). It's
not just about saving money, it's about saving time as well. That's why we will
track every and any type of promotion. For example, let's say we have a
newsletter or e-zine and in it, you have links for various affiliate programs or
articles at your own site that sell something indirectly. You can track to see
which TYPE of article or promotion did the best. If an article about e-zine
advertising was 3 times more effective at bringing traffic BACK to your site
then an article on banner advertising, you will know to spend the majority of
your time posting and distributing the e-zine article.
Once we have the tracking
system setup, it will only take minutes to analyze the results and know what's
working, what isn't and WHY.
Some Services Awe Video will use and make available to the entire network
XVI. Distribution
Channels
Awe Video's marketing
strategy incorporates plans to sell our Video Products through multiple channels
using multiple types of directors. Includes:
Public Outlets
Conferences
Businesses
The determining factors in
choosing these channels are the interests and location of the director. Our mix
of distribution channels will give the directors and us the advantages of
multiple income sources.
XVII. Advertising and
Promotion
Our advertising and promotion strategy is to
position Awe Video as the leading provider of local Internet videos.
We will utilize a full array of media and
methods using all kinds of creative positioning of the name in the marketplace
and to reach our director customer base: During launch phase Awe Video will
focus on these publicity strategies:
Press Releases
Co-op advertising
Per inquiry
advertising
Over the next year
advertising, promotion and publicity will require 30% or more of cash
flow.
On an ongoing basis we will budget our
advertising, promotion and publicity investment as a % of total sales.
Marketing Campaign
Scripting
Simple ad campaigns,
not just simple messages. Pick something that works and
stick with it. Each time an ad runs, it builds on the time it ran before that.
The secret to
becoming a household name is simple -- repetition, repetition,
repetition.
It is better to
advertise with simple messages and have everyone understand you, than to advertise with complex
messages and have only 20% of viewers understand you. When considering how we
want to phrase our advertising copy, don't tailor the message to what would
impress YOU. Tailor the message to what would sell to everyone.
The fact is, most people
only read, listen, and watch advertising with a tiny percentage of their brain.
When I'm watching TV and it comes time for the advertisements, I usually head to
the kitchen for a handful of M & M's -- but I can still hear the TV.
The human brain takes in
everything that goes on -- sights, sounds, feelings -- so whether your viewer is
consciously paying attention to your message or not, some level of their psyche
is taking it in. But whether your message is stored away in the long-term
memory depends on the clarity of your ad. I don't remember things I don't
understand. No one does. So your advertising will only make a long-term
impact if the message is clear. Otherwise, it will be forgotten within
minutes. That is why it is important to keep your advertising copy as simple
as possible. One of the top two reasons marketing fails is because the ad
isn't clear.
Here are some imperative
tips to keep in mind when we write and design our ads:
No
jargon. Many
advertisers make the mistake of using their own industry jargon and buzz words
when writing their ads. As much sense as they make to themselves, they may not
be making a bit of sense to the common consumer. Remember, our advertising
isn't just targeted at our fellow video friend. We are talking to
administrative assistants, mechanics, artists, hair stylists and teachers.
If we want their attention, speak the same language they do.
Smaller words, bigger
impact. In an
effort to look smart, we sometimes try to flex our vocabulary muscles too hard
in advertising. But advertising speaks to people the same way you speak to a
friend. You want to be on the same level, so don't use five syllable words in
your copy. It will only come off as condescending and confusing. After we
write something, try speaking it out loud. If you sound like you are reading
an excerpt from a literary essay, change it to sound more natural, like
your normal style of speech. Remember, as Stephen King advises, "Never say
emolument when you mean tip."
Don't lose your message in
overly complicated copy. Searching for the message in
some advertisements can be like separating sand from sugar -- you really have
to work to find the good stuff. Only say what you need to say. Keep your
message concise. You don't need to tout every magnificent quality of your
product or service. Pick one or two of the best features and focus on
those.
Use
phrases that sell. These are familiar phrases
that don't make people think hard about the implications. When they hear them,
they know exactly what is being said and how to respond. These are just a few of the
simple, yet effective phrases that spark a listener's interest in your
message. Notice that they are all under five words.
The Power of
Headlines
To maximize our sales, then our ad copy must
open up with a GREAT headline that declares:
"Here's The **BIG** Benefit You'll Get When
You Read What's Below!"
It must GRAB our prospect's
attention!
But it shouldn't sound the same as your
competitors' ads. On the contrary, it should:
1.Distinguish us from our
competition...
2.Be specific, not
vague....
3.Be believable
In short, your headline is the
"advertisement" for everything that follows. If it doesn't tell your
prospects WHY they should keep reading... THEY WON'T!
In other words, many of the prospects who might
have bought from you will move on, leaving you with
JUST A FRACTION OF THE RESPONSE WE SHOULD BE
GETTING!
According to a well-known study, 5 times as
many people read the headline of a typical newspaper ad as the body of that same
ad. This is why some copywriters spend as much time perfecting an ad's headline
as they spend on the entire body of that ad. By simply improving your headline,
you can:
INCREASE OUR RESPONSE BY UP TO 500%
According to a well-known study, 5
times as many people read the headline of a typical newspaper ad as the body of
that same ad.
A full-page
newspaper ad with the headline "2/3 Bank Financing On Silver And Gold"
was generating $50,000 in revenue for its advertiser. However, when one of my
colleagues re-wrote the headline (leaving the body intact), revenue from this
same ad exploded to $250,000! That's a 500% increase! The new headline
read:
"If Gold Is
Selling For $300 An Ounce, Send Us Just $100 An Ounce, And We'll Send You All
The Gold You Want. If Silver Is Selling For $100 An Ounce, Send Us Just $33 An
Ounce, And We'll Send You All The Silver You Want."
THE INCREASE WAS ENTIRELY BECAUSE OF THE
HEADLINE!
When your headlines and offers are truly
compelling, they can open our doors to a WINDFALL of new business. There's no
sense in settling for a lower response from our advertising dollars than we
should be getting.
XVIII. Operations of Command
Central
Facilities Needs
Includes:
Office Space
Furniture
Equipment
Communications
XIX. Awe Video's Business
Agreements
Non-exclusive Directors
Agreement
Exclusive Directors
Agreement
Agreements for the
Directors
NCND
XX. Financial
Plan
Pro forma (projected)
balance sheet
Cash flow by month for
twelve months and proforma and loss statements for the next three years
Outstanding debt or other
agreements
Management salaries and
benefits proposed
XXI.
References
XXII. The VIP Business
Opportunity I-book/CD Package
Table of Contents
Disclaimers
XXIII. Investor Offer
Summary
Director's Network
Awe Video Director's Production and Training
Studio
Directors will be able to make a "Wee Video" and
share it with the world through the Awe Video Network. We will have a Story
Department, a Camera Department and an Editing Room. The Studio will be equipped
with a special area for teachers, complete with teaching resources, and a chat
room for teacher discussions and support. There will be information about
grants, festivals and training seminars.
Director's Email Marketing
Campaign
Every emailed forward and vipclip has
a link coded with the director's account crediting him or her with a proposed
amount of. This is a key component in our viral marketing campaign.
·$5 first level,
·$5 second level
·$10 third level
If each one sends out 1000 forwards and has a 1% sales that make
another $100 plus $500 plus $2500
Directors can charge to commercial clients a per forwarded
vipclip charge maybe $.25 to $1 each.
Setting up Accounts
Who to contact
1.Commercial
2.Social
3.Consumer to consumer
How To Contact
1)Your Demo Clips
2)Emails
3)Telemarketing Methods
a)Our WAV-System
4)Putting It Out there
a)Do You Need
Courage-Enhancement?
b)How To Begin Something New
c)Who Are You?
5)Freebies
a)Primping The Pump
b)Experience Teaches us
c)Never Can Tell
6)Making a Deal
a)Barter Can Be Great
Certification program
Testing to be
certified
1.A series of question using standard web form testing as to
understanding of the business and the basic principles of directing, editing,
etc.
2.They are issued a code to use with the site to
upload.
3.Allowed to put Certified Director on Promotional
material
Training via The E-book gives them special codes to access the VIPclip
Series of Trainings. These are adjuncts to the E-Book Training
Modules
How To Be A Complete Director
1.Being A Director
2.The Environment
3.The Cast
a.Instructions for the Actors
b.Getting the Point across in 30
seconds
4.Give The Audience Their
dream
5.Support Crew
6.Creating The Story
7.Allowing The Spark
8.What is The Script - The Best
Scripts Evolve in The Moment of Production
9.Handling The Production
10.Awe Video Distribution - You Keep
The Profits
Mastering The Tools
Simple Interfaces to More Complex, You Pick
Your Level.
Pre-Designed for Download Java-configured
Software and for the Instant Ordering of our rock bottom price system with Awe
Video Label. What you need
1.Camera
2.Computer
3.Software
"Your Way"
Interfacing that is OK and not OK
Some E-Book Chapters
Introduction
Story and Screenplay
Preproduction
Directing
Camera
Lighting
Sound
Editing
Editing Video on the
Home Computer
Support, Distribution,
and the Future
INTRODUCTION
We are created this training program because
many persons wish to obtain basic mastery of the Digital Video field. Recent
breakthroughs in video and computer technology allow any student to make a movie
that tells a story, complete with dialogue, sound effects, music and titles for,
literally, the cost of the DV. With each video the director learns what works
and what doesn't work. That director's knowledge of movie making could be light
years ahead of where it was when they started. This program gives the director
the opportunity to gain real experience, and that experience is pure
gold--because experience is the true teacher.The promise of
this book, video and training program is to teach you how to make a video is
attractive and tells a story. This program is meant to be democratic, available
to all persons.
STORY AND
SCREENPLAY
There are rules to help you build a story, the
same way there are rules to help you build a house. After writing several
stories, and embodying those rules, you are free to forget them. But, for now,
you are learning. Anyone learning to play the guitar, without learning the
chords, would be taking the long way around. Likewise, if you grab a note pad
and feverishly begin to write a screenplay, you will soon be lost, wandering in
the wilderness. Follow these lessons. They will lead you through the
wilderness.You know more than you think you know. Deep
inside, you understand movie stories because you've seen so many of them. When I
describe, for example, the end of act one, you'll probably know what I'm talking
about. You may not have known what to call it, but you'll recognize that beat,
or that movement, in a movie story. The same will probably be true for the end
of act two, for the climactic scene and for story elements like main character,
problem, decision, goal and obstacles.
The story begins when the problem begins. The
story ends when the problem is solved.Drama is
conflict, and conflict is drama. If you don't have a problem, you don't have a
story. The audience will allow you a reasonable amount of time to introduce your
location and your characters. Soon though, they want to see the main character
meet the problem. That is the point where the story, the drama, begins. The
climax, where that problem is resolved, one way or the other, is where the story
ends.
PREPRODUCTION
The key to good production is good
pre-production. A simple way to define pre-production is "planning." When
building a house, the materials, crew and schedule are based upon the blueprint.
When building a movie, the equipment, crew and schedule are based upon the
script. Hollywood has, over the years, developed time-honored Systems for
planning, or "prepping," a movie. We'll cover the basics.
The Shooting Schedule: Your shooting schedule is
determined by many variables. There are days an actor is available and days that
same actor is not available. You may also have to schedule around the
availability of locations. Let's say that you have a scene inside a drugstore.
The owner might be happy to let you shoot in his store, but not during business
hours. There are scenes that require night shooting and scenes that require day
shooting. There may be a scene that is written for night, but if it's an
interior that scene can be scheduled anytime.Common
sense prevails when it comes to scheduling. If you're using an actor who works a
full-time job, schedule her scenes on her day off. If you're shooting the
interior of a store, schedule all those interiors at once. You don't want to
shoot at a location, move to another location, and then come back to the first
location unless there is a reason to do so. Most students will be aware that we
do not shoot scenes in the order that they come in the script. We shoot scenes
out of sequence to keep production time and costs to a minimum.
DIRECTING
A movie director is a storyteller. He creates an
experience. A writer tells stories with words. A director tells stories with
images, sound, music and actors. If you want me to tell you how to be a good
director, we teach you the things a good director has to know:
Preparation
Master shots
Coverage
Matching action
Continuity
Cutting on the action
Clean entrances and exits
Crossing the line
Working with actors
Knowing these basics will not guarantee you'll
be a good director, but they will guarantee you a great start.The thing audiences care about most is the story. So, the most important
thing for a director to do is tell a good story. Actually, the director re-tells
a story. Has anyone ever told you a joke? And you walked down the hall and
re-told the joke? Did you tell it exactly the way it was told to you? No way!
You spiced it up with your own style, right? That's what a director does. He
re-tells a story, using his own style. To do that, he needs to know how to work
with actors and how to choose the "shots" that add up to make a
movie.The Shot List: To make a shot-list, the director
closes her eyes and sees the movie in her mind. As she watches the movie on this
wonderful internal movie screen, she writes down the shots that she sees, the
shots she needs to tell her story.In order to make a
shot-list and ensure that these shots will cut together properly, there are
rules every director needs to know. These rules deal with screen direction,
matching action, continuity, cutting on the action and clean entrances and
exits.
Digital Video CAMERA
Let The Camera Move. Don't make the camcorder
stay locked to a tripod for the sake of being "correct." It can make your movie
lifeless. Let your camera live. If that means having a shaky shot every now and
then, so what? Given the freedom to move the camera, than they will try to be
"correct" on a tripod. If your students want to do the master shot hand-held,
then hurry in for coverage, also hand-held, let them! The production will move
along faster, and-as long as the story is engaging-the audience won't care about
a slightly shaky camera. Use the tripod, but feel free to go hand-held wherever
and whenever you want.
LIGHTING:
Lighting Interiors: Lighting inside is the same
concept as lighting outside. Outside, our key light (the main source of light)
is the sun. Inside, we make our key light, using electricity. Then, we make
another light to fill the shadows created by the key light.Where do we begin?We begin with the script and
the actors. Watch the actors rehearse the scene with the director. The director
decides upon the camera position for the first shot. Once we know the camera
position and where the actors will sit, stand and move in the scene, we're ready
to light.The first thing we do is put up a key light,
the main source of light in the scene. One promise of this training program is
to teach you to make a movie, using equipment you already own. You already own
reading lamps, floodlights, etc. These lights can help you achieve dramatic
lighting. The "scoop" light that comes with a "scissors" clamp attached works
well. Every household has one or two in the basement or garage. If not, you can
get them at your local hardware store for a few dollars. They hold different
size floodlamps and can clamp to things like a door, an overhead beam, a
stepladder or to a 2x4 board your crew might rig as a "light stand." Be aware
that when you buy flood lamps, they come in "flood", "spot", and "narrow spot."
You might need a "flood" for your fill light, a "spot" for your key light and a
"narrow spot" for your rim light. Experiment to see which lamp gives you the
lighting pattern that you need.
SOUND
Let's Record Location Sound: The camera is
loaded. We have our script. The actors are prepared. We're ready to record
location sound. The first thing we do is look at the needs of the
scene.On the set, the director rehearses the actors.
During the rehearsal, the sound person should observe where the actors sit,
stand, move-and in which direction they speak when delivering lines. Once the
sound person knows this information (and where the camera will be placed), she
is ready to choose which microphone she will use and where that microphone will
be placed. Only by knowing what the camera will "see" in the scene, can the
sound person choose the proper microphone placement. Remember that the camera
should not see the microphone, or even a shadow of the microphone. When the
actor speaks, the voice waves move out from the face and instantly spread upward
and downward. Because of the direction voice waves leave the face, optimum
microphone placement is two to three feet in front of the actor and slightly
above or slightly below the actors' face.If the actor is
walking and you're picking up footsteps, mike the actor from below to avoid
picking up those loud footsteps. Watch the rehearsal and ask yourself, how can I
get a pickup pattern close to the actor's voice waves without the camera seeing
the microphone, or a microphone shadow?This is where the fun
starts.
EDITING
Editing, Where Do We Begin?We begin where everything begins, with the script.The editor gets the revised final draft of the script, and all the
footage that has been shot, then sits down to edit the movie. The script is a
guide for the editor. The editor does not have to stay, precisely, with the
script. Editing is a creative process, too. The editor should ask himself, what
is the purpose of the scene? If he sees a way to edit the scene that delivers
the purpose of the scene in a more interesting manner than the one described in
the script, then he should give it a try. The editor should keep in mind,
though, that movie making is a collaborative effort. He might want to edit the
"first cut" by himself, but after that he should be open to suggestions from the
other members of the team. The "final cut" should include input from, at least,
the writer and the director.
For most your Clips the editing is
simple.
DIGITAL EDITING
Before you begin this chapter, I want you to
make a promise-that you will finish this chapter. I say that because some
information in the early part of this chapter can be a little intimidating,
especially to a director new to computers. The chapter ends, though, with a
simple, workable, affordable solution. My goal is to lead you through the
technical forest and onto a clear, doable path. If you read this entire chapter,
you'll find that path. A simple way to describe non-linear is to make an analogy
to a word processor. The word processor works with word processing software to
create letters, words and paragraphs. As you know, because you've done it, those
words, letters and paragraphs can be moved anywhere you want. You can cut a
sentence from one paragraph and paste it into another paragraph. You can delete
a word and add another word. Writing on a word processor gives you the freedom
to add, delete or change words anywhere you want. A non-linear editing system
(NLE) gives you the freedom to make those same kinds of changes with audio and
video.
QUICK FLICKS
In this chapter, we're going to show you how to
come up with a story idea, throw up one light, grab your camcorder (forget the
tripod for Quick Flicks), plug a microphone into your camcorder and be in
business-the movie business, that is.In Quick Flicks,
we're going to show you, step by step, how to start a movie and finish that
movie on the same day.
SUPPORT, DISTRIBUTION, AND
THE FUTURE
By the time your finish our tutorials, you will
know 90% of the rules of filmmaking that Spielberg knows. I didn't say you know
90% of what Spielberg knows. His experience has taught him vast amounts more
than you know. But you know 90% of the basic rules of movie making, plenty
enough to get started. Getting started is the most important thing you can do
right now. If you wait until you know more, so you can be perfect, you'll never
start. It's time to get into action. Getting into action leads you to
experience, and experience is the best teacher.The first
movies you make may be just for fun. You won't want anybody to see them but your
support group. You'll laugh at the mistakes, and you'll learn.
Marketing
Tools
Of Special Interest to Webmasters
1.Supercharge your site
2.Charging a premium
3.How to Interface with Awe
Video
4.Codes You will Need
5.Link Exchange
Opportunities
Work as Theateryou will never see work the same again
The Experience Economy
Work as Play
Preparing for success
1.Being
professional
2.Sell Their
dream
3.Everyone's a
star
4.Success Sites
5.Team Building-
a.We Help Each Other
b.Director's Support
Groups
What equipment do you need?
Templates
Staging for Public environments with
lighting, bluescreen Software
needs
Editing
software Compression
1.Marketing set-ups
2.Marketing
material
a.Banners
b.Business Cards
c.Pitches
d.Classified Advertising
e.Email copy
Trade and barter opportunities Getting paid Holo'Script Invoices Your different markets
Awe Video procedures and
agreements Credit cards,
paypal checks by email Prepaid
clips
Set-up of the equipment As The Director
Director's Code of Conduct
The Negatives
NO SPAMMING, NO SCAMMING, NO SLAMMING
The Positives
·Honesty in Forwardings
·Integrity of Image
·Professional
·Give Little More than Asked
·Tell The Truth
·Stand for Integrity
·We Are Responsible Together
Director's Sub-Domains
Software Design Needs
Front end for the Director to process the
clips
Total tracking of the sales and marketing
program and multiply the investment in those channels and methods
The email marketing
Campaigns
Viral Marketing
Layout of Ave Video VIPclip link
1.Addressed as from Sender and CC: Awe Video and Director
2.Subject: Selected by Sender or Defaults to From Awe Video
3.Has Logo of Awe Video
4.Link Description that is imputed by the Director
5.Advertisement space for the Sender
6.The Link to the VIPcard with the directors sub-domain and the
Title clearly readable
7.Slogan of Awe Video such as "Weave The We"
8.Link directly to Awe Video with Director's Code Embedded so they
can be awarded commissions
Allied Market Agents
Surround Awe
Video as the infrastructure for the market outreach. Operate through channels
that are already open
1)Press Release Agents
2)Broadcasters
3)Speakers and communicators
4)Internet Technologies
i)Autoresponders
ii)WAV file telemarketing
iii)KC Kakuo
iv)Search Engines The Best coaching. This is part of our core
competencies. The more we are linked through the VIP card deliveries the higher
will be our ranking automatically.
Our philosophy is to work with the best it's not much more
and the results are nearly guaranteed.
Focused marketing
campaigns
Marketing person assigned to each sector
COPY
An Awe Video Internet Video Postcard, Awe
VIPcard is an extremely attractive product and can be sold just about
anywhere.
Selling, creating and sending VIPcards
couldn't be simpler.
1.Show
some samples. Give them some information. Provided in your E-Book
Cookbook
2.Create
the VIPCARDS for the customer
3.Get
Paid You can you accept credit cards if you don't have a merchant
account
4.Upload
the Video immediately or later at home or office
You
can run your business with minimal effort.
Your income potential
can be $500.00 to $5000.00 weekly full or part time. You control your time.
Imagine going to the
beach setting up and making $300 for the day while entertaining others and
having fun.
Going around and
talking to people while camping at a campsite. Make a few hundred dollars even
while you are enjoying nature.
Setting up at a
festival or street fair and making $500 or more for the day. Charge $20 easy per
VIPCard. Do 25 clips and you've made $500! Hand out information for help
businesses and get big clients that will pay you $100 to $300 to come out to
help them.
Where ever groups
gather
Charge for Awe
VIPcards as little as you want or as much as $1000.00 from each customer.
Use our simple
easy-to-use software and post them at your AWE Video Custom Site
yourname.awevideo.net/org/biz.
Each person is forwarded their VIPCard link
in their email and forwards it to whomever they wish to it.
Any business can profit from Video Postcards
with a minimal amount of work.
1.Sell
AWE VIDEO VIPcards from your location.
2.Take
Video VIPcards during your tour.
3.Advertise with the power of video
and direct mailings.
4.Awe
Video can even help you find you customers who want your emails
5.Show
off rental and for-sale properties.
6.Make
fast cash at conventions.
Fill out our easy contact us form and we'll
be with you shortly to talk about customizing VIPcards to your business model.
We can help with all kinds of ideas and suggestions on our 1 900
line.
The basic evolutionary-systemic and
constructive principles that have been discussed in my two previous
contributions to this
volume can be directly applied to the design
of a computer support system that would help Principia Cybernetica
collaborators
to develop a coherent system of
philosophical thought. In fact the same type of support system might be applied
to any
complex problem domains where on the basis
of a lot of ill-structured, ambiguous and sometimes inconsistent data a more
or
less simple and reliable model is to be
built. The problem we are speaking about is one of applied epistemology. A
good
epistemology, offering a concrete and
general theory of how knowledge develops during individual or cultural
evolution, should
also be useful as a guide when a new model
is practically to be developed.
Network representations of
knowledge
I start from the assumption that a lot of
knowledge is already available, in literature and in the heads of different
(potential)
contributors to the project, but that that
knowledge must be integrated into a coherent and transparent model. The
knowledge
will be assumed to be written down in the
form of "chunks", containing text, formulas, drawings, sound, ..., whatever
media are
most appropriate to express the underlying
ideas. I further suppose these chunks to be split up into distinct "ideas"
or
"concepts", such that one chunk should
define not more than one concept.
Of course, these different concepts will be
related and one chunk will in general contain references to several other
chunks. For
example, the chunk denoting the concept
"dog" might contain the following sentence: a dog is a carnivorous mammal, with
a
protruding snout. This means that the
concept dog has associations with a least the concepts mammal, carnivorous and
snout.
If these concepts are also available as
chunks, then we might create a link from the dog chunk to the mammal chunk and
so on.
Computer applications that allow such an
easy representation and manipulation of chunks connected by links are
called
hypermedia systems. The chunk with its text
and graphics can be shown in a window on the screen, and it suffices to click
on
one of the links to show the next chunk to
which the link is pointing (Heylighen, 1991).
Hypermedia system are useful for storing a
large amount of complex, interrelated information (e.g. an encyclopedia) in a
easy to
handle way. However, there is an inherent
ambiguity involved, since it is not a priori clear what a link is supposed to
mean: any
kind of association, as well causal, as
logical, as intuitive as spatial, ..., might be represented by a link. Therefore
we need a
better structured system if we want our
networks of concepts to support us more efficiently. By introducing different
types of
chunks (nodes) and links we may turn our
hypermedia system into a semantic network: the different types of links
will
determine (part of) the meaning of the
concept to which they are attached. The problem with semantic networks for
knowledge
representation is still that of ambiguity:
there is an unlimited number of link and node types that may seem appropriate,
and their
interrelationships will in general be very
unclear. In order to limit the set of types, we need an unambiguous,
fundamental
interpretation of what concepts and links in
our network really stand for. I will now propose such an interpretation with
the
corresponding types, and show how it can be
applied to the structuring of knowledge.
Distinction and entailment types
A concept (node) is supposed to represent a
distinction: a way to separate phenomena denoted by the concept (belonging
to
its class or extension), from phenomena that
do not belong to its extension. Defining a concept means proposing a
procedure
for explicitly carrying out that
distinction. Definition will be assumed to be a bootstrapping operation: a
concept is always
defined in terms of other concepts, that are
themselves defined in terms of other concepts, and so on. In general there is
no
primitive level of meaningful concepts in
terms of which all other concepts can be defined. This is in accordance with
my
constructive philosophy, stating that any
foundations of a conceptual system must be empty of meaning in order to be
acceptable as basis for a complete
philosophical explanation (Heylighen, 1990b).
One way to define a concept is by listing
the set of concepts that it entails together with the set of concepts entailed
by it. By entailment I mean an
"if...then" relation, which is more general than the logical (material)
implication. For example, if a phenomenon is a dog, then it is also a mammal: dog ->
mammal. It means that a phenomenon denoted by the first concept
cannot be present or actual, without a
phenomenon denoted by the second one being (simultaneously) or
becoming
(afterwards) actual.
In order to derive fundamental types of
distinctions (concepts, nodes) and links (entailments), we will posit two
basic
dimensions of distinction: stability (or
time) and generality, with the corresponding values of instantaneous - temporary
- stable,
and of specific - general. The combination
of these 3 x 2 values leads to 6 types of distinction (see table).
time\generalitygeneralspecific
stableclassobject
temporarypropertysituation
instantaneouschangeevent
For example, an object is a distinction that
is stable (it is not supposed to appear or disappear while we are considering
it), and
specific (it is concrete, there is only of
it). A property is a distinction that is general (several phenomena may be
denoted by it, it
represents a common feature), and temporary
(it may appear or disappear, but normally it remains present during a finite
time
interval). An event is instantaneous (it
appears and disappears within one moment), and specific (it does not denote a
class of
similar phenomena, but a particular
instance).
With these node types we can now derive the
corresponding link types by considering all possible combinations of two
node
types. There is one constraint, however: we
assume that a more invariant (stable or general) distinction can never entail a
less
invariant one. Otherwise, the second would
be present each type the first one is, contradicting the hypothesis that it is
less
invariant than the first one. For example, a
class cannot entail an object, a situation cannot entail an event. Yet it is
possible that
concepts with the same type of invariance,
(e.g. two objects) might be connected by an entailment relation. All
remaining
possible combinations can now be summarized
by the following scheme (the straight arrows represent entailment from one
type
to another (more invariant) one, the
circular arrows entailment from a concept of a type to a concept of the same
type)
For example when an object A entails a class
B, A -> B, then A is an Instance_of B. When an object A always entails
the
presence of another object B, then B must
belong to or be a part of A. When a change A entails another change B, then A
and
B "covary" and hence A can be interpreted as
the cause of B. When an event A entails a situation B, then A must
be
simultaneous with or preceding B in time.
The advantage of this scheme is that most of
the intuitive and often used semantic categories (objects, classes,
causality,
whole-part relations, temporal precedence,
etc.) can be directly constructed from it, in a simple and uniform
format.
Complementarily, given some of those
everyday categories, we can use the scheme to reduce them to simple entailment
links
between nodes of specific types. In fact the
types themselves can be represented as nodes, and each node of a particular
type
will have an entailment link to that
'type'-node. This allows us to reduce a complicated set of semantic categories
to an
extremely simple formal
strcuture.
Knowledge structuring
Given that structure, consisting of a list
of nodes and entailment links between them, we can now start to formally analyse
the
network. Define the input and output sets of
a node:
Input: I(x) = { y | y -> x} = "extension"
of concept x
Output : O(x) = { y | x -> y } =
"intension" of concept x
The meaning (definition, distinction) of x
can be interpreted as determined by the disjunction of its input elements, and
the
conjunction of its output elements. Our
previous remark about definitions can now be reformulated as the
following
bootstrapping axiom (Heylighen, 1990ab):
two nodes are distinct if and only if their
input and output sets are distinct:
x != y <=> I(x) != I (y), O(x)
!= O(y)
("!=" stands here for "is not equal to")
However, such a complete definition assumes
that all concepts allowing to distinguish between x and y are present in
the
network. In practice, the network of
concepts we are building by writing down our knowledge in the form of
connected
chunks, will be incomplete in some respects,
redundant in other respects. Instead of using the axiom as a static description
of
how a complete network should be structured,
we can use it as a procedure to find ways to make the network more
adequate,
by adding missing concepts, or by deleting
redundant ones. We can distinguish the following two main techniques
(cf.
Heylighen, 1991; Bakker, 1987; Stokman &
de Vries, 1988):
Node identification
When input and output sets of two nodes x
and y are identic or similar, the computer support system may propose the user
to
either identify (merge) the two nodes, and
replace them by one single node, or to add new nodes or links that would
more
clearly differentiate between x and y. An
algorithm may test the identity or inclusion of the input and output sets, and
according
to the results, propose the following
possibilities to the user:
1) I (x) = I (y):
a) O (x) = O (y) => Identify (or
distinguish) x and y
b) O (x) c O (y) => Identify x and y, or
distinguish I (x) from I (y)
2) I(x) c I(y):
a) O(x) = O(y) => Identify x and y, or
distinguish O(x) from O(y)
b) O(x) c O(y) => Identify x and y
c) O(y) c O(x) => Connect x to y,
x->y
(" c " stands here for "subset
of")
Node integration
When a cluster of nodes have a common set of
"external" input or output nodes (that is to say nodes that do not belong to the
cluster), then from the point of view of those external nodes, the nodes inside
the cluster are indistinguishable. Hence the nodes,
though not strictly indistinguishable
according to the bootstrapping axiom, behave indistinguishably from a certain
viewpoint.
From that point of view, the cluster may be
called closed (Heylighen, 1990a) and it might therefore be replaced by a
single
"integrated" node. The integrated node
"summarizes" the cluster nodes on a more abstract level, and may hence simplify
the
conceptual model. Similar to the case of
node identification, the external indistinguishability of clustered nodes may be
spurious,
and this should prompt the user to add
additional distinguishing links and nodes.
There are different types of closure, with
different meanings and formal properties, depending upon which sets of external
input
or output nodes are common among the
cluster, for example: transitive closure, equivalence, cyclical closure, ... If
the closure is
only approximative (the cluster nodes have
several external neighbours in common, but these do not form a complete set of
any
specific type), then this method is similar
to the one called "conceptual clustering" in machine learning, where the
boundaries
between clustered and non-clustered nodes
become fuzzy, and depend on the treshold chosen for the number of common
neighbours.
In conclusion, the present set of concepts
and techniques, when implemented on a computer through a suitable
intuitive
interface, should enable an individual or
group of users to elicit and structure their knowledge about a domain under the
form of
a network of concepts connected by
entailment links, and support them to minimize the redundancy, complexity
and
incompleteness of their
model.
The introduction of new nodes and links by
the user corresponds to a form of variation by recombination of concepts.
The
recognition of a closed cluster of nodes by
the system corresponds to the selection of a distinction that is more stable
or
invariant than the distinctions between the
internal concepts of the cluster (Heylighen, 1990a), with closure as
fundamental
selection criterion. The elicitation and
structuring of concepts in this manner hence follows the general evolutionary
mechanism
that was postulated in my previous papers
about evolutionary philosophy.
References
Bakker R.R. (1987): Knowledge Graphs:
representation and structuring of scientific knowledge, (Ph.D. Thesis, Dep.
of
Applied Mathematics, University of Twente,
Netherlands).
Heylighen F. (1990): "A Structural Language
for the Foundations of Physics", International Journal of General Systems
18,
p. 93-112.
Heylighen F. (1990): "Relational Closure: a
mathematical concept for distinction-making and complexity analysis",
in:
Cybernetics and Systems '90, R. Trappl
(ed.), (World Science, Singapore), p. 335-342.
Heylighen F. (1991): "Design of a Hypermedia
Interface Translating between Associative and Formal
Representations",
International Journal of Man-Machine
Studies.
Stokman F.N. & de Vries P.H. (1988):
"Structuring Knowledge in a Graph", in: Human-Computer
Interaction,
Psychonomic Aspects, G.C. van der Veer &
G.J. Mulder (eds.), (Springer, Berlin).
1 CsÝnyi defines function as "the ability of
components to influence the
probability of genesis or survival of the
system's other components due to
their relationships with the
component-producing or component-decaying
processes" (p. 19) [1989].
2 As viability we mean the set of modalities
under which a network of
circular causality keeps its organization or
changes it into another
organization endowed with a circular
causality loop of a bigger or
equivalent degree of complexity. That is to
say, replacing an identity (a
kind of circular organization) with another
bigger or equivalent in its
degree of complexity (another kind of
circular organization with the same
or bigger amount of relations and/or
components).
If a picture is worth a thousand words, then a moving
picture is invaluable for explaining the complicated content on today's
professional world. Share your recordings on a Web site, distribute them via
e-mail, an Intranet or CD. The Awe Video suite of tools makes it easy to record,
edit and publish high fidelity, compressed videos for training, technical
support solutions, product demonstrations, sales presentations and more.
Awe Video is perfect for:
·Training, Education and Distance
Learning -- Capture, share and manage knowledge. Make and share how-to
videos.
·Help Desk, Online Help, Help Systems
-- Handle error recording and reporting.
·Desktop Monitoring -- Monitor
desktop activities, process control and live content.
·Video and Voice Annotation --
Annotate documents with voice and video for applications like CAD designs,
medical images and web sites.
·Documentation -- Preserve and
archive desktop activities.
·Conferencing -- Record, share and
archive conference content.
·CAD and Simulation -- Record and
share animation, CAD designs, and annotation.
Use ScreenDraw to draw on your
desktop while you record a movie -- just like television sportscasters! Use Awe
Video's powerful ScreenPad annotation feature to add callouts, logos and
graphics as you record your video. Apply real-time effects like object
highlighting, graphic and image annotations, watermarks, time stamps, captioning
and audible mouse clicks. Move in for a closer look with Zoom. Pan the capture
frame across the screen to show more detail.
Awe Video Producer
Awe Video's non-linear editor
quickly edits, trims and joins AVI clips. Easily add transition and watermark
effects to any video.
Include AVI's you have created
with Awe Video Recorder or incorporate an AVI file from another source. Produce
industry-standard movie files, Microsoft Windows Media, RealNetworks RealMedia,
Apple QuickTime streaming formats, Awe Video for Real Player Plug-In videos, or
Animated GIFs with Awe Video Producer. Compress your videos into an e-mail
format friendly executable using Pack and Show upload.
Add Audio
Narrate your Awe Video while
you record your movie. Or, use DubIt (included free of charge with Awe Video) to
add narration and sound effects to any AVI movie while you view it.
Awe Video Live
Broadcast
Live Output broadcasts your
screen over the Internet in real-time. Our screencam simulates a hardware PC
camera and works with streaming media encoders, video conferencing and webcam
applications. All of Camtasia's special effects such as annotations, watermarks
and cursor highlighting are available using this feature.
Industry Standard
Awe Video supports the AVI
format and standard video for Windows audio and video codecs. Modify videos
created with other AVI editors and use AVI files from any source in the Awe
Video Producer. From the vendor neutral AVI format, you can produce Microsoft or
RealNetworks streaming media files. Then explore Awe Video Player - an easy to
use, standalone movie player that guarantees high quality playback of your AVI
movies. Or play your Awe Video with Windows Media Player and RealNetworks
RealPlayer.
Several videos created with Awe
Video are available for viewing by clicking here.
Awe Video offers exact video
renderings of and superior file compression in industry standard formats.
TechSmith accomplished this by developing the TechSmith Screen Capture Codec
(TSCC) expressly for screen recording. Unlike lossy video codecs designed for
movies, the TSCC codec provides exact video renderings coupled with excellent
compression ratios and performance. Clips encoded by TSCC preserve image quality
through multiple decompression / recompression cycles. We recommend always using
the TSCC Codec for screen recording and editing -- no other codec can give its
results. Of course, Awe Video is fully compliant with the Video for Windows
specification, so you can choose the TechSmith codec or any other video codec
for final distribution. Awe Video also allows you to use the audio codec of your
choice.
Purchase our Comprehensive E-Book
today!
Prototype Phase
The Prototype Model -
Multi-prototype
through Multi-campaign Testing using specified marketing Channels and Sectors.
These are the Functional Storyboards upon which we compose the Storylines. We
Amplify "What is working". This Strategy allows us the benefits of both
prototyping along with the speed of Direct-to-Market.
Prototype Design
Parameters
·Testable
·Elegant
·Fully Functional
·Fully Reconfigurable.Mutable
Architecture
·Trackable
·Viral
What will the "Prototype" look
like?
·Mapping of Complexity Space
Through Form
·Downloadable E-Book with all
communication functions operative
·Director's Interface Face
Software - Java Enabled
·Server Software Installed and in
testing mode
·Delivery Systems Installed and
Operative
What Are The Uses of The
"Prototype"
·Proof of Concept
·Debugging
·Coordination of The
Components
·Testing of Parameters
What Are Key Features for The "Prototype" to
Demonstrate?
·Workability
·Smooth Delivery
·Spirit of Cooperation
Benefits of Prototype Process
·Work out relationships
·Develop the Tue Team
·Prove the Commitment
·Strengthen The Field
Production of Prototype
·Fusion of Function
·Simplicity of Design
·Intelligence Increase
Applications
Prototype Specifications
Timeline Development
Design of the Directors Front End
As the basic
tool we optimize a Templated interface with an established and proven editing
package most likely either
·Cinematics
·Or Studio 7
The Java Script directly interfaces with the
Director video processing interface software to create a unified interface. We
make available access to the Software for cost. This is a Market driver, the
application of the interface, so as a principle we want to minimize the entry
costs for our Awe Video Directors to maximize the Director Network
Growth.
Developmental Process
Consultation and conceptualization
Information Architecture
The workhorse behind any Web-based project is the structure
of the information. Information architecture makes a Web site navigable and
useful for an end user.
Structure the materials gathered from both the company
andresearch. We then organize a unique system for the
company to use and manage Information architecture is often the first thing
forgotten when designing Web sites, making the Web the cumbersome beast that it
is today. However, as the Third Wave of Web sites begin appearing, information
architecture is receiving the respect it demands.
Creation of graphics and development of form
we bring shape and form to the information architecture
created in the architecture phase. This involves visualization meetings with
other designers, working with pencil and paper drafts, developing graphics on
high-end computer graphics programs, and, crafting general visual standards for
the Web site project.
Graphics designed will be Web-friendly: they are small in
byte-size which means they load quickly on any browser, they are focused on a
central visual standard that reflects the company, and they are inherently
useful to the site.
Alignment and implementation
Team implements.
Marketing
Online marketing and use of other media of Web sites is the ways a Web site
is located in the vast realm of cyberspace. Knowledgeable experts will be on the
team to market the site on the Web and elsewhere.
Objectives For The
Sites
Totally Unique Look and
Feel
Typeface
Logos
Distinct Image
Qualities to Express
Nurturing
Easy and simple to Navigate
Easy Sale
Methods
Go Cart Service
Credit Card Service
Secure Site
Multi-million Dollar
Look
Sense of Credibility
Done fast
Complete source for the
database management of the company
Stay in Touch with
Customers
Easy place for email
contacts to know everything about the company, people and products.
Encourage timely
purchases
Cultivate referral
Sources
Strong, Cohesive and
Creative Team
Site actively attracts
opportunities
Attractive to Businesses
and Users
Features
Benefits
Uniqueness
Performance
Distribution of
information via multiple channels
Email
Fax
Print
Audio and Video
Conferencing
Commercial Bulletin Boards
Marketing
Audiences
Governmental
Agencies
Consumers
Philanthropic
Organizations
Industrial Buyers (SIC
Codes)
Site
Components
Image Maps of
Site
Streaming
Audio
Streaming
Video
Images
Photos
Principals
Product
Comparisons with non-use of products
Manufacturing Plant
Design Graphics
Charts
Data Base Management for
Company
Cookies
Referral Program
Links Page - Strategic
Partnerships
Latest Agricultural Findings
Environmental Sites
Testimonials
Research
Documents
Graphs and Charts
Firewalls
Search Engine
Software
Awards and
Contests
Fax link through
site
Internet
Telephony
Forms
Price sheet
Order Sheets
Capture of Information of Prospects
Credit and Banking
Money Transfer Procedures
Bios
Written
Audio
Video
Creating entry
portals
Mauitopia
Strategic Exchanges
Bulletin Boards
Tracking of contacts and
sales against forecasts
Chat Room
Strategic
Tasks
Design Look
Email Marketing
Program
Posting on the Trade
Boards
Research
Cross-linking
Search Engine
Defining Target
Markets
Positive Customer
Perception Factors
Product/Service Features
Quality
Image/Style
Social image
Print ads to point to
site
Promotion
Kits
Information for
background knowledge
Competition
Strength and Weaknesses
Market size and
segments
Costs and prices
breakdown
What is new
What is
better
Underserved and new
markets
Integration
General Trends in
industry
Strategic Opportunities
in industry
Technological Changes in
Industry
Regulations and
Certification
Barriers to
Entry
Trends
Product
Advantages
Price
Volume Discounts
Seasonal rates
Value-added Special Services
Optimal Internet Price Structure
Bundling
Right Rate of Growth
Procedures to Create
Site
Design
Intensives
Server
Information
Search Engine
Information
Opportunities in
industry
Technological Changes in
Industry
Regulations and Certifications
Information for background knowledge
Costs and prices
breakdown
Underserved and new
markets
Integration
General Trends
Strategic Opportunities in
industry
Technological Changes in
Industry
Regulations and
Certification
Trends
Product Advantages
Price
Volume Discounts
Value-added Special Services
Optimal Internet Price Structure
Bundling
Right Rate of Growth
Procedures to Create Site
Design Intensives
Some of the areas we will need to develop detailed plans
around during this phase include the following:
Evaluating your existing image in themarketplace
Defining your desired image for the marketplace
Identifying the goals and objectives of our Internet
efforts
Defining our intended audience(s)
Determining strategies and tactics to achieve our online
goals
Evaluating the business opportunity
Identifying sources of information and content
Determining messages for your audience(s)
Defining criteria and methods for evaluating your
effectiveness
Identifying risks
Identifying the contacts of authority and an approval
process how to handle uncertainty and how to prioritize our requirements
System requirements -- what the Web site should offer and
do
Interface requirements -- how it should look
Data requirements -- databases your Web site might use,
registration or authentication it might require
Support requirements and content schedule-- what's needed to operate, maintain, and update the site
Business processes and workflow -- procedures for
productively using or maintaining the site
Risk analysis -- risk areas worthy of close attention
Outsourcing -- how and where hiring out can help
Effort estimate, including dependencies and tradeoffs --
our time-to-market, factors that affect it, and resources we will need to meet
it.
Website Marketing and Promotion Basic
Tasks
Develop an On-going Internet Marketing Action Plan
Search Engines
Announcements to targeted e-mail lists and newsgroups
Include your website address in all communications with
customers and prospects.
Internet marketing plan should be totally integrated with
other marketing efforts.
Business cards
Advertising
Billboards
Storefront signs
Your web site address should be on every piece of paper that your
customers see.
Include a signature file on all your e-mail messages.
Be sure to use your full website address
(http://www.awevideo.net, not www.awevideo.net).Some e-mail
programs will hypertext your website address allowing the user to click on it
and go right to our website.
· Researching the WWW for strategic sites to place your
links, including: specialty directories, malls, bulletin boards, yellow pages,
classifieds and complementary sites.
· Press releases into the 1200 national news mediums
detailing the web site.
· Establishment of the LinkExchange (LE) program. Visitor
tracking service detailed on a daily basis. Co-op advertising throughout the LE
network (100,000 web sites)
· Newsgroup Posting - There are over 15,000 USENET Newsgroups
and many are comprised of people who would like to hear about your product or
service. Researching the Newsgroup universe and identifying those that are
relevant to your site.
· Research and recommendation of targeted e-mail lists to
purchase
· 25,000 (additional 25,000 blocks are $300) banner
advertisements placed throughout the LE network for a one month period
· E-mail Discussion List Participation - There are thousands
of e-mail discussion lists discussing thousands of topics. Participation in
discussions on these lists provides exposure for you and your web site to a
well-defined and highly targeted community.
Criteria
·User-friendly - Common template appearance making display of products
user-friendly.
·Products sorted by category - Product specific categories can be listed
as line-by-line, single item search, or browser method display.
·Search feature - Search by product code, category description, like-name
user search, etc.
·Database driven - Product descriptions are maintained in an individual
customer database with pointers to specific, changeable image files.
·Easily updateable - Easy to use online edit function displays each item
with description
and image.
Descriptions can be changed instantly online and images can be FTP
uploaded for an
immediate change. Client can make changes or add or
deleteproducts
online and real
time.
·Secure Socket Layers (SSL) encryption for sensitive credit card
information.
·Automation - Automatically figures taxes, shipping, and discounts, if
applicable.
·Email notification - Orders are automatically emailed to selected
address.
·Order numbers - Assigns a unique order number for ease of tracking.
·Payment options - Customer may choose payment options.
Local-based currency - Issued on
the local resources - The local set-up kit and manual.
MD..XL..
Holomids - Design of a structure
to contain the path of humanity. Diamond Rings. Begin with a ring of four. Four
that agree to
share energies and resources with
the whole. Join with 12 more for 16. U&! instant re-emergence ofLaborization of 400 trillion.
Seed Matrix. - From this create
the superstructure. It does not matter if this is completely rendered
obsolete.
Imagine each of these are huge
gateways into another way of life, another seed of organization.
We must think in another way to understand this new type of
form. You can convert any kind of resource you want into an holo, holoing. We
then liquadate the currency by returning it.....we then issue holos with a fair
Whole-Basket market value. Webegin where we are. As we
initiate others we will unite with other rings. Join together. Inititate an
alignment with each other. Every
time you do that your personal power and our collective power will increase.
Holomid is a healing works.
MD..XL.. Movement Generating the
Motion
Multi'Dimensional XChange Link
Holo'Midal Energies
Revenue Sharing Gift Pools -
Dimensional Rings -
Diamonds and Rings
Structural Transmutation
Royalty Notes
Free Marketers
Membership Unit Warrants
Key-Holders
Pre-Launch Notes
Key-Holder Positions
World Servers Group of Freentrepreneurs
Mutual Exchange Network Gift
Club
www.muten.net
Muten Gift Club
What is a Gift Club?
Copy for The Site
Your Videos of ___________________ for sale Through
Our Awe Video Network.
We will put your ________
video on the net, for viewing by thousands of prospective customers all over the
country and the world, 24 hours a day! It couldn't be easier. And we have so
many other benefits!
Beat your competition for
the attention of the serious prospective ____________ buyers and owners out
there! While the customers are waiting for the competition's regular videotapes
to land in their mailboxes, they can view YOURS immediately, any time of day,
from any computer with Internet access!
Google Wealth Pyramid
The fortunate thing about the
Internet is that you can guarantee yourself a certain level of traffic, and
certain profitability. This is usually impossible with many other businesses -
but not the Internet. Here, is one sure-fire way of not only guaranteeing your
profits, but pyramiding them, starting right now.
We shall proceed step-by-step.
1. Monthly unique users: Analyze your server
log files using a good server log analysis software package that can tell you
how many unique users come to your web site every month. Some web hosting
service providers already give you log file analysis. Ask your web hosting
provider whether they do. If your provider does not, download one from
Download.com. For our example here, let us assume that you get 1,000 unique
users a month.
2. Number of sales per month: Next, you need to
find out how many sales you make per month on average. This is the number of
units that you sell, not the sales value in dollar terms. For our example here,
let us assume that you sell 50 units per month of whatever product or service it
is that you sell.
3. Conversion ratio Calculate your conversion
ratio by dividing your monthly unique users by your monthly sales units and
converting that into a percentage. In our example, that is 50 divide by 1000
multiplied by 100 which is equal to 5%.
4. Next, write down your gross profit on sales
units. For example, if you sell downloadable software for $80 per unit, and your
per unit costs are $15, then your gross profit per unit of sales is $65.
5. Now you know that for every 100 people that
visit your web site, five percent of them by something on your web site that has
an average value of $65 and that brings you a gross profit of $65 x 5 = $325.
This means that you can afford to spend a maximum of $3.25 per visitor if you
were to pay someone to bring you visitors to your web site ($325 divided by
100).
6. Find out what keywords people used to search
for your web site. Again, analyze your server log files to find out what
keywords were used to find you. That kind of information is there. Also, go to
http://inventory.overture.com and see what keywords related to your web site are
popular.
7. Go to Google.com and click on the Ad Words
Select link. More than 150 million times a day, people use Google to find what
they're looking for. You can buy adverts on Google that appear whenever your
chosen keywords are searched for. You pay only when a customer clicks on your
ad, regardless of how many times it's shown. And from our research above, you
know the maximum you can afford to pay and remain profitable. In our example,
that was $3.25 per click (per visitor). Google's system is very easy. Set up
your ads, select the keywords you wish to have them appear, and select the
maximum amount you are willing to pay per click. Often, you will discover that
you need far less than your maximum amount - perhaps just $0.07 to $0.80 per
click, meaning your profitability is high. To increase your ads effectiveness,
make an ad for each keyword and place that keyword in the title of your ad. For
example, if you are buying an ad for the keyword 'wedding gowns' make a specific
ad for that keyword and make sure that your ad title contains the words 'wedding
gowns' so that the user mentally associates it with a good find.
8. As soon as you are all set up, your ads
start running within minutes! You can do this in the next 30 minutes! And your
card is only charged after you reach your pre-selected daily limit, so you
actually get started without having to place any money up front. A true no cash
down start!
9. You are guaranteed profits if you did your
calculations correctly in the steps above. And as your money rolls in, increase
your daily limit on Google until you reach the maximum point for your keyword.
For example, you may find that your keywords are being searched for 9,000 times
a day but initially you can only afford to pay for 500 clicks a day. As your
profits roll in, increase your daily spending on the ads until you reach the
9,000 a day limit. Then, increase your keywords to cover other related areas.
For example, if you are selling wedding gowns, the keywords 'bridal registry'
may also be good for you. When you have fully exhausted Google, move to the
other big fish of the pay-per-click game: Overture.com (formerly GoTo.com).
Repeat the same process there. You may also do well to look at services such as
www.keyword-bid-optimizer.com and www.gotoast.com. These services will save you
considerable time and money and point you to may good pay per click
engines.
10. As the money rolls in and you keep
pyramiding the advertising as we have seen above, it will be time to move on to
ezine ads. Find newsletters and ezines that run articles related to your site's
topic. Contact their owner and see whether you can run advertising on these
newsletters. Ads in ezines usually have a very good return because they are
targeted at people with a keen interest in the subject, people who have gone as
far as to subscribe to the ezine. Pennmedia.com lists all newsletters that
accept advertising and also places ads in them for you. Other similar services
and sites include Postmaster Direct, e-zinez.com, liszt.com, ezinestoday.com,
ezine-universe.com, and topezineads.com.
There you have it - a way to start from nothing
and pyramid your wealth by pyramiding advertising that can be specifically
calculated. If you would like to know more, see The Complete Internet Marketing
Outline and other titles at http://www.ImagesOfOne.com.
SEARCH ENGINE OPTIMIZING
The Food Script
The Food Script has well over 8000 different IP
addresses that exhibit crawling behavior in their database. Other software
ARE two or three times more expensive than the Food Script and do exactly the
same thing.
The biggest factor in using The Food Script is
that John Heard is a well-known public figure. He writes for the Planet Ocean
Newsletter. He regularly speaks around the globe at search engine
conferences in support of cloaking. He's one of the premier people in the
business. There are also many fortune 500 companies that rely on his software
and expertise. So you can't go wrong when you're in the company of genius.
John's company has also given great customer support in the past. I
tested the waters with some search engine related questions, and I received
detailed answers explaining why something was happening. Not simple yes and no
answers.
To me, a very good indication of what customer
service is going to be like is in the treatment of a stranger asking questions
by e-mail. A couple of the other companies didn't even respond to my e-mail. I
certainly wouldn't give them my business in the future.
The Main Reasons to use The Food
Script
People steal pages and
entire sites.
We also want to have an
optimized home page for each search engine. With so much emphasis on the home page these days,
it's almost impossible to have one design that works well in all
engines.
We can give the customer a
very design friendly site and optimize it for ease of use. We can increase
the sales message in our ad copy and focus on the conversion ratios, not
worry about how the wording will affect the search engines. We could even move
to a frame based site for what the visitor sees and feed the search engine
something totally different, without sacrificing either keyword placement or
design elements.
Bottom line is that we no
longer have to write our HTML to the constraints of the search engines. As
technology has progressed to active server pages, dynamic content, JavaScript,
PDF and Flash, the engines have done little in their efforts to spider and
index such content. Now we can give the search engines the basic HTML they
want, and give our customers the rich interactive experience they want,
without sacrificing either.
We are really limited in what
you can do in terms of design, if we DON'T have the Food Script.
Setting Up The Software
The actual script is easy. John Heard has a really easy set up guide. Basically
it's like a quick guide. It takes you through it step by step. It tells you what
lines of code in the script that you need to modify and what each modification
does. I read the guide and had a complete understanding of how the software
worked in about 20 minutes. To make the changes to the script took only a couple
more minutes. Safe to say that most people could read the guide, install the
script, and double check that everything is working properly in under an
hour.
The only legwork we have to do is contact
our hosting company. We'll need to
answer a couple of questions on how their server is configured before you can
get the software up and running properly. If your host provider is any good,
they'll get back to us within the hour, or at least that same business
day.
Setting up the software is actually the easy
part. Once the script is installed the real work begins. For every page you want
to run the script on, you'll need to copy and paste that page ten times, then
modify each of the ten pages for ten different search engine technologies. So
you'll need 10 versions of your home page and any other page that you want to
run the Food Script on. Your five-page web site becomes a 50-page web site, and
so on.
It is a time consuming task for a big web site,
but it's relatively easy to throw manpower at it considering the many benefits.
It's easy to create a batch file those copies and renames all the pages and
directories for you. Then you can optimize and tweak individual pages as time
and priority permits. But at least your publicly accessible code gets
protected immediately. It is a very basic script and once you read the quick
guide, it's fairly easy to install.
We also get a one-year free subscription to
the IP Alert when we purchase the Food Script. It's not like a newsletter;
it's a file containing a list of all the spiders that are crawling the web. In
my opinion, the IP Alert is one of the greatest benefits of owning the Food
Script instead of other cloaking software. They have a huge network of spider
traps. The moment any IP address exhibits a crawling behavior, it is identified,
the crawler list gets updated, and out comes the Alert. Usually it all happens
within 24 hours.
Other owners of the script also gave good
tips and advice. It's quite a good
community.
The Food Script allows us to optimize our pages for the search engines,
while at the same time not limiting your customers to the design constraints of
search engine technology. It is definitely the way to go. We can do a much
better job of site navigation using visual symbols, colors and graphics. We
no longer have to be stuck in text link land because that's all the engines
reward you for. When I can stop worrying about the search engines and design for
the human experience, the Internet becomes a friendlier and more engaging place.
I can focus more on the message and make people feel more comfortable about
making a purchase, not about keyword densities and search engine
limitations.
Our HTML code is protected. $995 allows us to
protect $8,000 or more worth of investment in optimization secrets. Without the
Food Script, somebody can just come along, copy and paste our top scoring HTML
code, cloak it, shove it into a 48 hour spider, or paid spidering system, and
start kicking our butt in the search engines using your very own
page.
Serving up pages without protection these
days is just plain dumb. I won't take
on any client that won't protect themselves. It's like not locking the door to
your home. But the Food Script is far more than just a lock; it's like having a
mansion of rooms (one for each search engine), a big nasty dog, a metal safe, an
alarm system and an insurance policy too.
Here's what the Food Script can do
1.Protect your html code from
theft
2.Stop competitors from using your
code against you
3.Serve keyword pages optimized to
each search engine technology
4.Serve graphically rich "common"
pages to the public
5.Update information on your pages
without affecting positioning
6.Increase your conversion ratios
through better communication
7.Increase your sell through
ratios through better human experience
8.Break yourself free from search
engine design limitations
How
Does The FoodScript Work?
Every computer connected to the Internet has
a unique number that identifies it from all the other computers connected to
the Internet. It's known as an IP address.
It's similar to the address where you live,
it's unique. It makes sure postal mail gets to you instead of someone else. The
search engines also have IP addresses that they operate from, just like
any machine with a dedicated Internet connection.
When a spider, crawler or browser requests an
HTML page from a server, It announces itself and makes a request. The
machine making the request states, "I'm IP address 123.456.789.123 and I'm
requesting your index.html page." On a normal web site the request is
granted and the index page is served. What happens on a cloaked site is
very different.
The cloaking software doesn't just serve up a
page with no questions asked. It quickly looks into a list of IP addresses to
find out if the IP address of the machine making the request is a known search
engine spider or not.
If the requesting IP address does NOT appear in
the list of known search engines, the request is considered to be a human just
like you or me, sitting in front of our computer, innocently surfing the web
with a normal browser.
If the IP address IS a known search engine, the
cloaking software quickly identifies which one and serves it a custom
designed web page. The spider gets fed a web page that was optimized
specifically for it.
This means when a Hotbot IP address makes a
request, it gets shown the Hotbot page. When an AltaVista spider makes a
request, it gets shown the AltaVista page. When you or I, or anyone else makes a
request, we get shown the "common" page.
This "common" page does not need to be
optimized for the search engines. It is free from any design constraints and if
someone steals the HTML code from your common page, they are getting what you
have chosen to serve and show the public. They do not get the HTML code that got
you to the top of the search engines.
My Conversation With Paul
Edwardson
The first thing that I needed to do was to be
sure that cloaking software would be ok with several hosting companies. I
checked various hosting agreements and didn't see any reference to cloaking or
IP delivery software.
I asked Paul if his company supports cloaking
and he maintains an attitude of ambivalence, neither liking or disliking the
idea. Paul said, "Cloaking software is no different in nature than bulk
e-mailer software. You can either use it to spam people or send a monthly
newsletter to your permission based opt-in subscribers. Cloaking and bulk
mailers are both very powerful tools, it all depends on how they are
used."
Although Paul does not have an official policy
posted on his site at the time of this writing, he says, "So long as the
software is being used in an ethical manner, delivering relevant content, he
doesn't have a problem with people using IP Delivery software on his servers,
neither should any webmaster. If it helps optimize your pages while protecting
the HTML code that's fine. Just so long as the person is not spamming or
delivering unrelated content."
I uploaded the Food Script for Paul to look at,
and he said the software will work fine on his servers. He said, "It
would be easy to install, any 'tech head' could do it."
On most servers, "Any hosting account from a
Basic Version on up will work, so long as you have your own cgi area. You
should be able to get the software running on your own, if not, it looks like
there's extensive help from Beyond Engineering."
- Paul Edwardson is a webmaster, self
proclaimed CGI guru, and owns a privately held hosting company in San Francisco,
California.
My Conversation With John
Heard
My first mission with John was to find out
how easy the software would be to use and what kind of help was
available. After all, tech stuff and servers are not my forte.
John explained, "There are detailed step
by step instructions and screen snap shots to assist you in
installing the software. If you try installing it and can't get it going, my
people will go so far as to FTP into your server to see what you've done."
They'll do everything they can to get you up and running.
Whether you need help or not, depends on your
area of expertise. If you run the server and are comfortable installing scripts,
you are the type of person that his tech support people usually deal
with.
If you are a business owner, a designer or
writer (like me), your web master - the person that looks after your servers -
should be able to install the script for you.
(By the way, the documentation was good. I
didn't mind reading it. It was a very good experience. It gave me a clear
idea on how to name my files and where to store them on the server to make the
Food Script work. But when it came time to install and edit the actual CGI code,
I slipped my webmaster a few bucks and let him do it. :)
John strongly suggests that you try and
install the software yourself, and only if you run into a stumbling block to
ask for assistance. If they install it for you, you won't understand how the
software works. If you install it yourself, even though you might run into a few
snags, at least you'll fully understand it.
John will answer your support questions either
over the phone or in the support forums. They deal with all sorts of people at
various technical levels. At the very least you'll need to read the
documentation so you'll know how to name your web pages and where to store
them.
Once you have the software installed, that's
when the real work begins. Think of cloaking as a multidimensional web site.
You'll eventually have ten different versions of the same site. So where you
once had a 5-page web site, you'll now have a 50-page site. 10 different
versions of the same 5-page site. One cloaked site for each major search engine
technology.
I asked John about public statements by
companies like Google, that say cloaking is spamming. John said, "It's the
word 'cloaking' they are equating with the word 'spam'. Even though the pages
that are being shown to the search engines and the pages that are being shown to
the humans are NOT spam, they are still saying that the word 'cloaking' is
synonymous with spam."
Sure enough, if you mention cloaking to a
search engine technician, the hair on their neck stands up, they stomp their
feet and fling dust into the air. If you say, "I provide highly relevant
content delivery specific to a particular browser's interest." Well
alrighty, that's ok then. They'll nod their heads in agreement. They like it.
It's not even an issue then.
What about my favorite shareware download site?
It knows I'm on a Mac and only shows me Mac stuff. Windows users get a VERY
different page. Is this cloaking or spam? Yes, according to their
definition, any time two people - or human and spider - see the same page a
different way, it's spam.
This brings up the issue of personalization
software that remembers what you purchased on your last visit to a web site. It
might say, "Hi Michael, last month you bought these books, might we suggest
these? " This page - when spidered - will look different to a search
engine, so technically it's spam.
Where are the lines drawn? It's a very hard to determine thing. Is it spam or not?
The search engine company might think so. And its difficult to know where all
this is going to lead.
John told me, "There are so many things you
can do that are spam free. For example, a lot of people use a left hand menu
with images, which is great for people, but lousy for search engines. On the
search engine page you can replace that imagemap with text links that contain
keyword data. It's a little thing that can make a big difference in
search engine positioning."
So you could feed the search engines very
basic HTML, like nothing more than page title, headline tags and paragraphs
of text. No graphics or font tags or style sheets, just real basic stuff, so
they index every single word on the page. Every single word on the page has a
specific purpose of building just the right theme and keyword
density.
John says, "The real issue or question
for the search engine companies is, 'How far can we deviate from the
human content versus the search engine content?' That's the big question. Google
and Inktomi are discussing the issue right now. Exactly how much difference can
there be between what their spider sees and what a human sees?"
I agree with John that these things should be
posted as a matter of policy. Surely a search engine company should be able to
make an official post on their web site as to what constitutes
spam.
But that's the major issue, mostsearch engines don't have a policy. It's being determined by the search
engineers on a case-by-case basis, whenever they have a need to review a site.
It's vigilante vengeance at its finest.
John has been trying to get definitions from
them, since instances of what the human sees and what the spider sees are all
over the place. "What about sites that have dynamically generated news and
weather information. If a spider comes and indexes the page, then comes back 10
minutes later, the page will be different." How true indeed.
So if the search engines do make a
filter that compares content, there will be all sorts of legitimate pages
getting caught in it and filtered out. A narrow filter would catch any site with
active content, a broad filter would catch heavy spammers only. It all depends
on how they are going to approach the issue of what is spam and what
isn't.
Bottom line, should you cloak or not? IP
Delivery is a controversial and very powerful tool. You have to be very careful
how you use it. My personal opinion regarding cloaking? Be fair, honest and
ethical. Do not spam. Do not steal pages from other web sites. Cloaking can be a
good or evil. It all depends on how you use it.
Like I said in one of my earlier rants, one of
my so called friends noticed I was high in the search engines for a particular
product. Being too lazy to write his own ad copy, he copy and pasted my web
page into his and is now competing with me to sell the same product, using
my very own words! But what's surprising is how many people are taking it a
step further.
Not only do they steal your page, they
then cloak it, so you don't know they've stolen it. Then they compete against
you in the search engines using your very own page. When you click on their link
in the search engine, you're directed to the thief's "common" page. But in
reality the search engine - through cloaking - is being fed what used to be
your top scoring page. Yes, be concerned... this is happening every
day!
Now what if they subscribe to one of those
services where the search engine will come and re-spider their page every 48
hours? They steal your page, cloak it, tweak it slightly and come out ahead
of you in the search engine, within 48 hours. Pretty sickening I agree, but
that's just a sampler of what's going on out there.
John tells me the number one reason people are
calling him is that they are tired of people ripping off their code.
There's a lot of page theft going on. There's even reports of search engine
optimization firms and pay per click companies engaging in this stealing and
cloaking of pages.
So is it safe to use cloaking software? John
says, "I've used the Food Script Software as a webmaster since 1995 and have
never had a single one of my domains banned." John further suggests you can
stay out of trouble by following these two simple rules:
1)
"If you go down the wrong end of IP Delivery and try to mislead
somebody, or get irrelevant, or if you use content that is not your own,
then you're just asking for trouble. If you use cloaking software to
protect stolen pages, it's not going to help you either. Sooner or later you
will get caught."
2)
"If you use your own original content, that is totally relevant to the
search phrase, and you're giving the user of the search engine exactly what
they're looking for, without misleading them or taking them down the
wrong path in any way, then you're helping the search engine, the user of the
search engine, and your company." -- John Heard is the president of
Beyond Engineering, creator and maintainer of the Food Script IP delivery
software.
The Building Blocks of an Internet
Publishing System
An Internet Publishing System has at least four
major components: the Information System, the Maintenance System , the Ordering
System, and the Monitoring System.
The Information System is the set of Internet
server applications that serves information to potential customers across the
Internet, track individual usage of the publication, and provides the additional
support for transaction processing
The Maintenance System is the set of tools and
processes that translate information from internal corporate information
databases to the Internet on a continual basis.
The Ordering System takes requests for product
orders from customers on the Internet and inserts them into internal corporate
order processing systems.
The Monitoring System provides feedback to the
corporation on the usage of the Internet Information System, the demographics of
its users, and the desirable directions for enhancements to the Internet
publication.
Internet Publishing System
Architecture
Requests for information (user input) flows
from the Internet customer to the Internet Information System. If that request
is a product order that information is passed onto the Internet Ordering System
and eventually to the Order Processing department.
The usage of the Information System (and the
Ordering System) are passed to the Internet Monitoring System. This system
generates reports that are passed on to Marketing and Sales. New information is
constantly being uploaded from Production through the Internet Maintenance
System to the Internet Information System so the latest information can always
be provided to the Internet customer. Understanding the details of this
architecture requires a quick review of how the Internet is used. Implementing
this architecture also requires a brief overview of the physical components of
Internet connection.
Our
Design Philosophy
Information - Innovation - Investment -
Velocity
Bottom Line: Different people see the world
differently. Some people are more visual, others need to hear it, and others
need a lot of analysis. In working with clients, we strive to create web
presentations that give your customers what they want. If they want a lot of
text: we make it easy for them to find it. If they want pictures, we'll give them that too. The bottom line is, put
people first. Technology second. That's our philosophy in a nutshell. Details,
for those who choose to read, follow:
Information:
Once the world's information truly is
at everybody's fingertips, the only thing that will distinguish the rich and
powerful from the merely struggling is what's in their heads - the knowledge of
what information to call for and how to put it to work. Knowledge is what makes
mere information valuable. When we talk about the new economy, we're talking
about a world in which people work with their brains instead of their hands. As
a result, people and business increasingly demand immediate access to, secure
storage and flexible delivery of information to effectively communicate and
compete in the new world order. Information, however trivial and exchanged, not
only gives us knowledge, but also affects our beliefs about the
world. Innovation:
The only source of sustainable growth.
Constant innovation has long been recognized as vital to healthy economies,
somewhat less so for individual companies, whose success has often depended on
making one great innovation and then milking it. Milking the status quo has
little application in the New Economy. In a world in which innovation has become
more important than mass production, innovation is the lifeblood pumping through
the New Economy.
Investment: In
the New Economy, investment buys new concepts or the means to create them,
rather than new machines. It takes R&D investment to successfully establish
digital ventures to compete effectively in the New Economy. Microsoft, Cisco,
Adobe Systems, Intel, and AT&T together commit about $1 billion to online
ventures outside their companies. They invest not only to secure their future
but also to learn from startups, online marketplaces and new technologies. More
succinctly stated: "What's my ROI on e-commerce? Are you crazy? This is Columbus
in the New World. What was his ROI?" - Andy Grove, chairman and former CEO of
Intel. Velocity: Velocity to achieve results in a
timely and prudent manner. The Internet has narrowed the communication distance
gap. In fact, it has vanished. The world is now everyone's customer and
competitor. The opportunity -and threat- has never been greater. As time zones
are collapsing, the notion of time also is being fundamentally altered. Instant
interactivity is critical, and is breeding accelerated change. In a world of
instantaneous connection, there is a huge premium on instant response and the
ability to learn and adapt to the marketplace in real-time. The Internet has
redefined the equation d = vt.
THE E-BUSINESS OPPORTUNITY
Commerce among businesses on the Internet could grow to more than $300
billion by 2002. Traffic on the Internet is doubling every 100 days.
Innovative enterprises are using the Internet, electronic commerce, and
other emerging technologies to build new business models, access new markets,
and re-configure the balance of power in entire industries. Someone in your
industry is going to profit from e-business. The big question is, will it be
you?
Electronic business - using technology to build relationships and
commerce globally - is the greatest opportunity for developing new business
models for the New Economy, and challenge to existing business models since the
industrial revolution. E-business or E-commerce is driving a fundamental
reconfiguration of every industry. Customers have more choice than ever before.
Relationships are being changed, distribution channels exploded, and channel
conflict is increasing. The survivors of the evolution of the industrial
revolution will be those that leverage technology and innovative digital
solutions to increase the value of their customer, partner, and supplier
relationships.
We are an Internet system integration
specialist, which focuses its high-level consulting services to help innovative
organizations identify and implement digital initiatives to enhance top line
revenue growth. We focus exclusively on Internet and electronic commerce
technologies and services, which include determining how businesses can best use
the Internet to reach customers and personnel, creating back-end systems that
connect a client's legacy applications to the Internet, authoring new
applications to enable online sales, and designing attractive and functional Web
sites. Our intelligent service model pilots clients through a collaborative,
iterative process that encourages big ideas while mitigating the risk in
developing, testing and implementing those ideas. Our unique professional
services approach intricately fuses business strategy, interactive design and
technology implementation to quickly move clients from insight to action.
DIGITAL DESIGN STUDIO
We define "good design" as the
effective visual communication of an intended message to a target
audience.
We excels at identifying target audiences, helping clients
focus on their intended message and developing conceptual & engaging
creative visuals.
At the core of our competency is our creative ability
to foster and generate interaction between a piece of visual communication and
its intended audience.
We craft visual imagery that strategically SELL
messages, ideas, products, services & brands using fundamental design
principles & the inherent technological attributes of the communication
medium - print | CD-ROM | web.
BUSINESS ADVISORY SERVICES
Risk and reward aren't so simple anymore. Old methods of
modeling business opportunity have been re-worked to apply to the New Economy.
Leading businesses of today are following new rules of the New Economy: lifetime
customer value; laws of increasing return, value chain disintermediation and
other dynamic models which are driving fundamental change. Accordingly, creating
business models for the emergent digital world requires a complex set of
disciplines that includes business strategy, interactive design and technology
implementation. Our professionals collectively draw on a diverse wealth of
experiences and skills to efficiently and effectively provide value to our
clientele by developing interactive digital solutions that may include or
strategically relate to:
Developing business
plans
Modeling of pro-forma
financials
Planning of operations
facilities and personnel resources
Researching optimal
practices and benchmarks
Writing and presenting case
studies
Analyzing competitors,
industries and market trends
VALUE DESIGN COMPONENTS We are builders of digital businesses. The digital
businesses we build together add value to our client's organization by
helping our clients make their mark by creating their digital brand or by
extending their existing brand into the digital world. The successful
implementation of a digital business model also allows our clients to develop
stronger relationships with their customers, partners, and suppliers.
We
create a customized work architecture for each engagement that weaves three
distinct competencies together to frame and drive toward a creative and
business-centered solution. The success of strategy, design, and technology
fusion is demonstrated through our value design component-based and field-proven
service model. Our value design components are targeted to the client's agenda
and the pressing questions each face. We seek to develop long-term digital
solutions that will enhance our client's organization and overall market
position by employing the strategic evaluation of the following digital design
components in the development of each client's digital business
model:
IDENTITY DESIGN
INTERFACE DESIGN
WEB DESIGN
DIGITAL COMMUNICATIONS
DESIGN
PRODUCT DESIGN
RETURN ON INVESTMENT
DESIGN
PROCESS Virtually every business is struggling with
e-business and looking for experienced talent to help them more effectively
compete in the New Economy. Our hands-on an interactive process has been
developed to:
Collectively define with our
client their e-business strategy
Implement e-business systems
and digital technology solutions
Mitigate the risk of
deploying emerging technologies
Continually enhance and
extend their tailor-made digital solutions
Phase 1: Clarification Together with the Client, we clearly define the Project
and collectively establish digital communications objectives relating to same.
Phase 1 will focus on a rigorous process of inquiry and analysis resulting in a
comprehensive needs assessment, including identifying challenges facing the
Client and its customers. At the end of this phase, we will prepare clearly
stated objectives, a strategy by which to achieve them, and a high-level Project
plan.
Phase 2: Architecture During Phase 2, we define the
solution in terms of functions, features, technologies, branding, and design. In
doing such, there will be a collective exploration of ideas, options, and
concepts. Thereafter, we test and refine the concept and overall structure of
the solution. At the end of this phase, we will present its creative and
technical directions, along with a functional requirement
document.
Phase 3: Design Based on Client participation and
feedback, we design and adjust the entire solution. This process includes
content development, user interface design, technology design, and marketing
plan. At the end of this phase, we deliver a functional system prototype. We
also conduct usability and/or market tests and make necessary adjustments during
this phase.
Phase 4: Implementation During Phase 4, we build
the system identified under Phase 3. Critical quality assurance and beta testing
also are conducted during this phase to ensure the integrity of the system
design. Prior to launch we se proven methods to test the code that is developed
and the user interface. Beyond the implementation of the Client's solution, we
perform supporting online and/or off-line marketing, client staff training, and
develop maintenance documentation.
Phase 5:
Enhancement Following the system launch under Phase 4, we are committed
to working with the Client to continue to analyze and monitor the performance of
the Project system against the Client's objectives as defined at the onset of
the Project. ensure that focus is maintained on increasing the value of the
Client's digital solutions, including providing recommendations on third-party
technologies that may effectively augment the digital solutions and overall
Project system. It is understood that should the Client wish to employ any such
third-party technologies that the cost of implementation, including applicable
licensing fees, is the sole responsibility of the Client.
ISSUES AND
CHALLENGES
With the explosive growth of the Internet and the
potential of media channels such as digital television, digital cable,
IP-satellite, and other distribution modality, content is rapidly becoming the
principle currency of global business and media. Moreover, the forces of
convergence melding together digital distribution mechanisms, businesses and
consumers, will benefit from greater choice, richer interaction, new commerce
opportunities, and new forms of communication and entertainment. Now more than
ever, convergence is forcing content management to be the watchword for the new
millennium, and the corresponding financial stakes are huge.
The ability to repurpose
content for delivery over multiple distribution channels with optimization for
different bandwidth limitations.
Scalability will be a
crucial factor in tomorrow's multimedia applications. The networks of tomorrow
will be composed of many different distribution channels, from high-speed
satellite links to low-bandwidth modem connections. In addition, people will
use a much wider range of devises to connect to distributed applications,
including PCs, digital televisions, online kiosks and numerous mobile devices.
Each will have varying display capabilities. Effectively managed convergence
applications will need to be transparently scalable and capable of delivering
content in the right resolution and in the proper format.
Appropriate levels of
security and scalable quality of service.
Most business critical
applications like e-commerce and online transaction processing are affected by
issues of access, confidentiality and integrity. As such, four major security
requirements need be addressed:
Data
Confidentiality - ensures that the
contents of sensitive programs, files and transactions are disclosed only to
authorized personnel;
User
Authentication - computer systems
rely on user authentication to verify the identity of a user requesting
access;
Non-repudiation - ensures that personnel does not have the ability
to deny having sent a message, or a written document, particularly when it
relates to a business transaction with high associated financial value or to
competitive confidentiality; and
Data
Integrity - prevents anyone from
changing the contents of a program, file or transaction.
Convenient and intuitive
access to personalized content.
Convergence is bringing new
media and services to customers who have little or no experience with
computers or the Internet. New devices with embedded microprocessors promise
to bring intelligent functionality to a wide range of home and office
appliances. As computing becomes increasingly pervasive, access to content
must become more specialized and transparent to the end users.
A means to track usage of
content for billing and research.
Billing must become an
integral part of the process of distribution, and not just an administrative
afterthought. In addition, since a variety of businesses may play a role in
the distribution of content over public networks, new schemes will have to be
devised for compensating both content providers and the companies that provide
the infrastructure. Today's billing systems also must be flexible enough to
handle real-time, online transactions and must take into account new
technologies, some of which have not yet been developed. The billing system
must therefore be planned, managed and implemented extremely carefully.
Robust interoperability
across diverse systems and networks.
Today's Internet is
already plagued by enormous integration challenges. The entry of
broadcasters and telecommunications companies into the mix will only add to
the complexity and variety of the electronic marketplace. Object Oriented
software environments, advance directory services and/or active networks
will likely ameliorate current integration problems.
The ability to provide links
across the content lifecycle, from creation to management to
distribution.
Ultimately, no multimedia or
digital distribution solution will be effective unless it includes the ability
to create vital links between media production tools, content management
solutions and digital distribution channels.
Streaming audio and video to
facilitate video conferencing, distance learning, Electronic Downloading
Software or other Web-based media delivery services.
Streaming media is data that
can be distributed and processed as a steady and continuous stream. This
technology has been very useful for transmitting media over the Internet,
where bandwidth limitations prevent users from downloading files quickly.
Applications that understand the streaming format can start to display the
data before the entire file has been downloaded. There are many competing
formats for handling streaming media, but they fall essentially into two main
caps: formats optimized for the Web and formats used by enterprise
videoconferencing applications.
Intranets to extranets:
Linking the enterprise to partners, customers and suppliers.
Extranets and other
network-centric business models link a businesses intranet with those of its
partners and suppliers to create new, highly efficient virtual supply and
distribution chains. As the Internet forces markets to become increasingly
global, competitive and dynamic, companies are undergoing fundamental changes,
becoming more information-driven an