Technology Review - Published By MIT
Advertisement
« Back 1 [2]

Tuesday, April 08, 2008

One Avatar, Many Worlds

Continued from page 1

By Erica Naone

smaller text tool iconmedium text tool iconlarger text tool icon
Designing your avatar: DAZ 3D’s MogBox will allow users to design an avatar inside 3-D modeling software and then transfer the character to virtual worlds. In part, the technology relies on controlling the avatar’s level of detail, which can go from textured high resolution all the way back to the wire frame, shown above, that underlies the character’s structure. As a result, the MogBox can adjust an image for the resolution requirements of different virtual worlds.
Credit: DAZ 3D

Efforts to carry avatars from one world to another or out onto the Web are still plagued by the lack of interoperability among virtual worlds and inconsistent standards for graphics. Though more than 20 companies announced last fall their intention to develop standards for virtual worlds, those standards are yet to come. Patrick O'Shaughnessey, vice president of software development for the Electric Sheep Company, which makes content for virtual worlds and works with many different platforms, said at a panel during the conference that the interoperability forum is still "talking about how they want to talk about" standards. In the meantime, companies have gone ahead with their own efforts to connect worlds, supporting standards to whatever degree they now exist (for example, DAZ 3D supports COLLADA and FBX, two popular formats for 3-D images).

Robin Harper, vice president of marketing and community development for Linden Lab, maker of Second Life, says that one problem with handling avatars is that people have different needs for their online identities. "In an enterprise situation, you are most likely to want to use your real name, like people on Facebook use their real names," she says. Harper says that virtual worlds can serve a similar role to that of social networks in business, with the added benefit that they make it easy to interact in real time, instead of limiting users to asynchronous communications. When people use avatars for business purposes, they often want to be easily recognized through their avatars and want to keep those avatars in place wherever they go.

However, Harper notes, not everyone wants that kind of locked-in identity. Though she gets many requests from people wanting to use their real names in Second Life (which makes users choose from a list of possible last names), she says she also hears from people who are very attached to the anonymity their avatar allows. Harper says virtual-world providers and users will need to think more about these questions as more users carry real-world identities into their avatars, or try to bring their avatars out into the larger Web.

« Back 1 [2]

Comments

  • [no subject]
    whoisvaibhav on 04/08/2008 at 3:09 PM
    Posts:
    2
    Avg Rating:
    5/5
    Looks like Gravatar's idea translated into 3D :)
    Rate this comment: 12345
  • Other games?
    Shiladie on 04/08/2008 at 3:14 PM
    Posts:
    37
    Avg Rating:
    4/5
    With the majority of virtual worlds currently being games, where you have limitations on how you can look depending on how advanced you are in the game.
    (better armour in WoW, interesting outfits in SL, A Cape in CoH) I'm dubious how widespread this will be.  Essentially I don't see most game based virtual worlds hopping on this, at least for a while.

    Also the issue of anonymity, Personally I would probably have 3-4 different avatars, each which I would use in different sets of virtual worlds, hardly the unified image that is being attempted, but still usefull.

    Dubious as I am on it's application I really hope this pulls through, as VW standardization is a big step towards the Virtual reality we see and strive for in Sci-fi.
    Rate this comment: 12345
    • Re: Other games?
      Erica Naone on 04/09/2008 at 8:37 AM
      Technology Review TR Staff
      Assistant Editor
      Posts:
      28
      Avg Rating:
      4/5
      I agree that avatar portability is very problematic for games. Aside from the strange idea of taking a character from the fantasy world of Azeroth into a science fiction setting, there is the problem of how the items in the avatar's inventory would be translated, and the question of why this would be done in the first place. However, for those using avatars for business purposes, the effort makes much more sense. Business people (who don't work in the field of virtual worlds) probably don't want to put a lot of time into avatar creation, and are likely to want to get it done once and maintain the same avatar, connected to their real names, from there on out. Finally, I envisioned DAZ 3D's MogBox as being particularly well-suited for people who want to take a character into several more socially-oriented virtual worlds, such as a Multiverse world and There (this is just an example, since they haven't announced support for There). Then, a person could use 3D modeling tools to design the very cool avatar they really want, and show it off in multiple locations. DAZ 3D's tool only handles avatar appearance, so it would only grant a consistent look -- it doesn't address the question of how to transport the character's inventory.

      -- Erica Naone
      Rate this comment: 12345
      • Re: Other games?
        Shiladie on 04/09/2008 at 12:27 PM
        Posts:
        37
        Avg Rating:
        4/5
        I don't know if they ever will get to the point of a transitional inventory.  This is definitely a step towards having business meetings and conferences in these VW's

        I for one will probably snatch this up and probably make 2 different avatars that I'd use if the need ever arose
        Rate this comment: 12345
  • Artwork not credited properly?
    KarmaInferno on 04/10/2008 at 2:03 AM
    Posts:
    1
    The art showing the superheroine is by Doug Shuler, based off of a screenshot from the game City of Heroes.

    http://www.douglasshuler.com/Gallery_firelily.htm#

    Proper credit might be nice.
    Rate this comment: 12345
  • portability is inconsistent with innovation
    bsenftner on 04/17/2008 at 12:22 PM
    Posts:
    1
    How is a committee of companies going to create a standard that allows and enables innovation in the avatar design and capabilities? Even keeping the forms as human-like, the range of issues involved when adding features such as complex animations, physics based secondary motion, advanced facial animation, and so forth... these are all characteristics that impact how the base geometry is constructed, the data structures and organization of this information is impacted, and these additional characteristics should also be included in the portable data set... yet they are dependent upon the specific implementation of the animation system, the physics system, the means of user interface (VR style gloves vs. keys vs. Wii style controllers...) Efforts such as this are premature, and short sighted, IMHO.
    Rate this comment: 12345
  • Attached
    desolation0 on 04/21/2008 at 7:26 AM
    Posts:
    13
    Avg Rating:
    4/5
    This lets you set up your basic Avatar to import into each of many worlds. It would be the job of the online worlds who want to use this system to tailor the input they get to their environment. When an avatar gets put into the world they get automatically converted to work in that world.

    Certain aspects of the Avatar would obviously be tied into the environment it's currently in. Once the avatar has been imported into world A, it has an inventory for world A, follows the physics for world A, gains experience in world A, and likely doesn't get taken back out from world A to be put into world B. Instead a fresh copy of the avatar gets put into world B.

    The question for online videogames is a bit different. For instance, your social networking avatar likely wouldn't pass as an orc in WoW. This takes art design away from the creators of the game, and likely wouldn't happen except on a few games specifically designed for it.
    Rate this comment: 12345
Advertisement

Current Issue

Technology Review November/December 2008
Sun + Water = Fuel
An MIT chemist has opened the way to making hydrogen fuel from water using sunlight.
•  Subscribe
Save 41%
•  Table of Contents
•  MIT News

Magazine Services

Career Resources

MIT Technology Insider

Stories and breaking news from inside MIT about the latest research, innovations, and startups--in a convenient monthly e-newsletter. Subscribe today

Follow us on Twitter

Twitter

Get Technology Review updates via the web, cellphone, or Instant Messager – Follow techreview on Twitter!

Advertisement

More Technology News from Forbes

Advertisement
Advertisement
TECHNOLOGY RESOURCES
Advertisement
MIT Massachusetts Institute of Technology