Debunking the 3D Web
Will the future of integration between virtual worlds with the web involve browsing aisles in a virtual bookstore or punching numbers into a virtual ATM? I say no! The web has already evolved efficient and scalable interfaces for performing these kinds of tasks, so it would be idiotic to cripple them by cramming them into virtual spaces that undo those interfaces. Virtual worlds should be used to extend and expand the capabilities of the web – in ways that we are yet to even imagine.Let’s look at the types of tasks appropriate to each medium.
With its mixture of text, charts, images and video, the web allows users to quickly process large volumes of information, or to drill down into large data repositories. With the addition of aggregators, it lets people stay informed in near real-time about any subjects that they choose. The web is about information and convenience. Here are some characteristics of tasks suited to the web:
- Involve a single user at a time
- Content is customized for each user
- Rate of content consumption is different for each user
- Heavy use dense visual data (text, complex UIs, graphs, charts, video)
- Light use of interactive audio (voice chat, audio feedback, ambient sounds)
- Asynchronous / query – response
- Partial attention
On the other side, virtual worlds are about interactivity and communication. They allow people in different places to interact in ways that emulate real environments, and allow them to participate in group activities even if they are not physically together. Here are some characteristics of tasks suited to virtual worlds:
- Involve multiple users at the same time
- Users experience identical content from different perspectives
- Rate of content consumption is the same for each user at a micro level, but different at macro level
- Light use dense visual data
- Heavy use interactive audio
- Synchronous / real-time interactive
- Full attention
As an example of using the web, think of looking for a book on a shopping site such as Amazon. Here is how this task fulfills the web characteristics from above:
- Single user browsing the web site
- User submits custom searches and get customized pages in response
- Users read the returned pages at their own pace and decide when to click or submit new queries
- Pages contain lots of text and mini-charts
- No sound
- Users can resume sessions, browse away and back, save queries
As an example of using a virtual world, think of a party of players running through an instance in a MMO suchs a World of Warcraft. Here is how this task fulfills the virtual world characteristics from above:
- Multiple players in the party
- All players in the party fight the same monsters at the same time
- All players progress through the current instance at the same rate, but could be running the instance any number of times a day with different other players. Power players or twinked players complete instances more quickly
- Visual data is 3D with simple overlaying UI (NOTE: UI mods are 2d – so have web characteristics, see below)
- Complex audio feedback and voice interactions
- Players must complete the instance on the current run– they cannot return to it later, as it gets reset
- Requires full attention
The user interfaces for MMO games are very web-like. The complex UIs of games such as Eve Online or the user-created mods for World of Warcraft are essentially two-dimensional and have the characteristics of the web. As game interfaces evolve and integrate more with the web, this will bridge the gap between 2D and virtual worlds, allowing truly integrated environments. Eventually it could be unusual to NOT have a virtual space “behind” the 2D content currently being focused on.
So what tasks in the real world fit into the virtual world model?
- Business meetings
- Sports & games
- Socializing
- Sex
- Live concert events
- Collaborative art projects
- Teaching
These are the types of activities that will move online in the next phase of the internet. Most of them already exist online to varying degree, but the technology isn’t really available yet to make them all widely acceptable. The current level of fidelity and medium of each of these types of activities varies. Below are some examples of the capabilities that are currently being used in some of these activities. This shows these activities each use different capabilities – there is currently no platform for them beyond the basic internet, which for their purposes only provides basic networking.
Business meetings:
- audio (phone conferences)
- web cams (video conferences)
Sports:
- virtual worlds - console games (Madden NFL)
Games:
- virtual worlds - MMOs (World of Warcraft)
- virtual worlds - FPS (Team Fortess)
- text chat – casual / puzzle games
Socializing:
- text chat (AOL)
- virtual worlds (second life, club penguin)
- video streaming (YouTube)
Sex:
- web cams
- text chat
Live concert events:
- streaming video & audio
All of these activities could be put onto the same platform if that platform supported a full range of facilities related to interaction and communication. This list of facilities would include:
- Virtual environments
- Flexible, expressive avatars
- Text communications
- Voice communication
- Two-way streaming video
- Extensible behaviors
- Integration with two-dimensional web-like displays
Once all of these capabilities exist in a stable, accessible virtual world platform, more and more interactive activities will move online. The current trend in online socialization is already towards more real-time interactions. Removing the technological barriers to real-time, expressive communication between people will open the gates for this even more.
So, the future of virtual worlds is not browsing a virtual bookstore, it is interacting and communicating with other people in many different ways.
Sean "ninjainhibitor" Riley
Lead Programmer


