Re: [vos-d] Web3D 2006

2006-03-31 Thread Peter Amstutz

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I just talked to my boss and the company will pay for me to go, since it 
is actually relevant to our business (military simulation.)  I will be 
there!


On Fri, 31 Mar 2006, Benjamin Mesing wrote:


Hello,


I actually don't know too much about it.  Where is it happening?  Link?


Web3D 2006 Symposium
April 18-21, 2006 Columbia, Maryland, USA
http://www.web3d2006.org/

It has a strong focus on X3D/VRML (being organised among others by the
Web3D Consortium) but there are also many other technologies discussed.


Best regards

Ben


[   Peter Amstutz   ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED]  ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://interreality.org/~tetron ][ pgpkey:  pgpkeys.mit.edu  18C21DF7 ]
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Re: [vos-d] Web3D 2006

2006-03-31 Thread Benjamin Mesing
Hello,


> I actually don't know too much about it.  Where is it happening?  Link?

Web3D 2006 Symposium
April 18-21, 2006 Columbia, Maryland, USA
http://www.web3d2006.org/

It has a strong focus on X3D/VRML (being organised among others by the
Web3D Consortium) but there are also many other technologies discussed.



Best regards 

Ben


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[vos-d] Acquire more users and developers (Re: Second Life ?)

2006-03-31 Thread Lalo Martins
And so says Sergey Izvoztchikov on 31/03/06 23:12...
> I was talking more about difference in users base, actually.
> Any ideas why SL users base is growing much faster than
> VOS's ? My goal is more about finding out what VOS is missing
> at the moment compare to SL, to be able to acquire more users
> and developers. I'm not trying to play down importance and cool
> features of VOS or challenge you guys. Just trying to help with
> directions and find out what's missing in VOS now.

Well, now you're talking :-)

What follows is IMO, and you may feel free to weight it less than you
would weight something from Peter or Reed.  And of course it's not
really a comparison to SL, because I've never seen it, and I don't see
any reason to take a look (non-Free Software is not software, and a
single-purpose virtual world is not something that rings me as
interesting).  So this is my take:

- First of all, VOS has no marketing dept.  We place no ads.

- There are a few missing features that are important for us, but
overall, it's quite usable right now as a multi-user, virtual reality
chat environment.  This is mostly documented on
http://interreality.org/cgi-bin/moinwiki/moin.cgi/VosRoadMap and on
Bugzilla.  The main things I believe we need, technically:

  * building is troublesome.  Peter fixed this for VOS proper, but
Ter'angreal (vos-browser) still sucks; I believe he's still working on
it.  Much of the blame lies with CrystalSpace, and to a lesser extent,
wxWidgets.  Either building must be *much* easier, or we must have
binaries for every imaginable platform.  Or both.  (As a measure,
myself, an enthusiastic VOS developer, currently don't have a working
Ter'angreal.)

  * We need portals/hypercards/whatever to navigate between worlds.
This is the big differential that makes VOS a "3d web".  (From the
Roadmap, it seems there is a simple form of links working now?)

  * I believe we need a better persistence framework, so that people can
feel comfortable putting interesting, dynamic (mutable) content up
online.  I'll be tackling this one first thing after the .23 release.

  * there isn't anything that resembles bots.  A basic barkeeper, a
basic "npc" that roams around and does nothing useful (or maybe listens
to chat and responds to keyphrases) would be cool.

  * sound, absolutely, how could I forget that.  We need sound.

  * We need a way to display GUI elements and specially text, to enable
people to build more interesting content.

which brings us to...

- mostly, we need content, lots of content.  This falls into two
categories IMO:

  * nicer chatrooms (as in, nicer than a flat square floating in the
middle of nowhere with three coloured blocks on it), interlinked, so
that you'd actually feel compelled to chat from there; worlds that make
the best use of the features we already have.  (Rendering of places from
real life, history, or fiction would be specially cool.)

  * interesting dynamic worlds; if the previous item is "cool but static
websites", this one is the web applications that make the web really
useful.  Here, the content author will most likely stumble on missing
features (like there being no convenient way to display text right now),
but that is actually a good thing, because it would drive development
with real-life use cases.  Of course, in this stage, it would be better
if such content authors were also developers.

One possible, if "cheap", approach for interactive content, in the
initial stage, is to just bridge it from the web.  Wikipedia strikes me
as easy.  Another approach -- one I'm actually working on -- is go the
other way around; keep interesting data in a VOS database, and be able
to view it as a website.  The current interreality.org does that.  You
could write your blog as a 3d world, and have hypervos or a "dumper"
turn it into html.

Nice-to-haves:

- I'd be really happy about an XMPP (and maybe msn/icq) bridge; then I
could dump gaim for ter'angreal, which would probably mean running it
most of the time.

- I wrote some design for an email bridge, and got sidetracked into
other things (because it seemed to me email would be of limited use
without those).  I'll probably be going back to it once I have a
sufficiently good GUI viewer (and better persistence).

- Personally, if we had the manpower (which we don't), I'd be very happy
if we had a second browser, based on something other than CS (I'd go
with Ogre).  Maybe I just grew weary of CS constantly breaking and never
getting anywhere nearer 1.0 :-)


best,
   Lalo Martins
--
  So many of our dreams at first seem impossible,
   then they seem improbable, and then, when we
   summon the will, they soon become inevitable.
--
personal:  http://www.laranja.org/
technical:http://lalo.revisioncontrol.net/
GNU: never give up freedom http://www.gnu.org/


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Re: [vos-d] Second Life ?

2006-03-31 Thread Sergey Izvoztchikov
I was talking more about difference in users base, actually.
Any ideas why SL users base is growing much faster than
VOS's ? My goal is more about finding out what VOS is missing
at the moment compare to SL, to be able to acquire more users
and developers. I'm not trying to play down importance and cool
features of VOS or challenge you guys. Just trying to help with
directions and find out what's missing in VOS now.

On Fri, 2006-03-31 at 07:22 -0500, Reed Hedges wrote:
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> 
> Sergey Izvoztchikov wrote:
> > Don't you guys think
> > that VOS is kind of late ? 
> 
> Also, for the record, our project started in 1999 (Linden Lab apparently
> also started then, so we're tied I guess) and was first presented in an
> academic setting in 2000, we just don't have much time to work on it
> these days.
> 
> (http://interreality.org/about/history)
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Re: [vos-d] Web3D 2006

2006-03-31 Thread Peter Amstutz

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I actually don't know too much about it.  Where is it happening?  Link?

On Fri, 31 Mar 2006, Benjamin Mesing wrote:


Hello,

is anyone lurking around here (like me) going to the Web3D this year?
I've booked my trip and it would be nice to meet someone over there.

Best regards

Ben


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[   Peter Amstutz   ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED]  ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://interreality.org/~tetron ][ pgpkey:  pgpkeys.mit.edu  18C21DF7 ]
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[vos-d] Web3D 2006

2006-03-31 Thread Benjamin Mesing
Hello,

is anyone lurking around here (like me) going to the Web3D this year?
I've booked my trip and it would be nice to meet someone over there.

Best regards 

Ben


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Re: [vos-d] Second Life ?

2006-03-31 Thread Reed Hedges
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Sergey Izvoztchikov wrote:
> Don't you guys think
> that VOS is kind of late ? 

Also, for the record, our project started in 1999 (Linden Lab apparently
also started then, so we're tied I guess) and was first presented in an
academic setting in 2000, we just don't have much time to work on it
these days.

(http://interreality.org/about/history)
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