rise of the virtual-to-real labor force : from underwear to architecture jerry paffendorf
TRANSCRIPT
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Rise of the Virtual-to-Real Labor Force:From Underwear to Architecture
Jerry Paffendorf
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Cory Already Ate Much of This Talk’s Lunch in His Earlier Keynote So I Will
Keep This Short and Sweet
Jerry Paffendorf
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This is about
Designing things in the virtual world and making them in the real world
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Points from Cory’s talk
•Large-scale groups of people collaborating to make interesting things
•Significant maket in intangible goods (nearly $1 billion worldwide)
• Users consume content faster than designers can make it
• When creation is easy people will explore the design space
• Digital cool hunting and idea harvesting• Sending virtual content back out again
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VWs w/ 150,000+ subscribers, Sir Bruce, 2004 (approx. 8 mil.)
Lots of people spend lots of time in Virtual Worlds
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VW w/ 0-120,000 subscribers, Sir Bruce, 2004 (approx. 8 mil.)
Lots of people spend lots of time in Virtual Worlds
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…fantasy to representation (non-$ value stays in the VW)
Their primary direction of these worlds is virtual-to-virtual…
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…speaking the real world’s language through its signs
To a lesser extent there’s also real-to-virtual…
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Virtual-to-Real looks ripe to me if…
•$880 million world market for virtual goods•Players routinely spend upwards of 20 hours a
week in virtual worlds•Gaming rivals Hollywood and TV in time and
money•People have a passionate interest in doing
more than “crafting”•Virtual worlds are ideal spaces for “mass-
customization”
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What are you there for?
•Massively Multi-Player
•Massively Multi-User
•Massively Multi-Maker
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2 Mini Cases
Threadless (www.threadless.com)
•Open Call Fashion (2D)
Second Life (www.secondlife.com)
•COPS User-Created Digital World (3D)
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Open Call Model
Anyone can submit a digital proposal for something to be made in the real world, creating a large, nearly free work force where what doesn’t work is disregarded and what does work gets made
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COPS Productivity Backdrop
Creativity
Ownership
Persistence (memory)
Shared Space
(Not necessarily 3D or immersive)
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2 Umbrella Categories
•Pre-visualizing concepts (film, storyboarding, choreography)- to model after, to practice with, to demonstrate, etc.
•Prototyping objects (fashion, architecture, product design)- to print, build, or otherwise embody
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Threadless homepage www.threadless.com
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Threadless user community with shirts of their own design
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Accepted Threadless design
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Second Life’s Avalon fashion plazawww.spacethinkdream.com / www.riversrunred.com
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Mrs Jones’ Second Life fashion line
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Mrs Jones’ Second Life fashion line
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Second Life fashion show pic
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(Jeff)
ISACer Jeff Thompson in SL in AC2004 shirt
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Platforms everywhere
Breaking expectations
…and making things in virtual worlds for the real world
As video games and social software branch out…
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Any takers?
The “Digital Entrepreneur” Challenge
Reality TV show or documentary for G4techtv or other network that follows entrepreneurial attempts to start profitable businesses in Second Life
•Fashion •Pre-Vis (film) •Education •Game Design •In-World Services (custom avatars, etc.)
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3D print NOT from Second Life
Looking forward:How streamlined can virtual-to-real/open call become?
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QuickTime™ and aTIFF (Uncompressed) decompressor
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3D print NOT from Second Life
Looking forward:How streamlined can virtual-to-real/open call become?
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QuickTime™ and aTIFF (Uncompressed) decompressor
are needed to see this picture.
QuickTime™ and aTIFF (Uncompressed) decompressor
are needed to see this picture.
3D print NOT from Second Life
Looking forward:How streamlined can virtual-to-real/open call become?
![Page 28: Rise of the Virtual-to-Real Labor Force : From Underwear to Architecture Jerry Paffendorf](https://reader036.vdocuments.us/reader036/viewer/2022062404/5517be54550346892b8b48f9/html5/thumbnails/28.jpg)
•COPS (Creativity, Ownership, Pesistence)
•“Massively Multi-Maker”
•Open Call model
•“Digital Entrepreneur”
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I’m interested in experimenting with these models and services.
PLEASE TALK TO ME IF YOU ARE TOO!