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AECbytes "Building the Future"
Article (February 28, 2007)
Exploring Second Life and its Potential
in Real Life AEC
Lately, I have found that barely a week
goes by without some new reference to Second
Life, the online virtual reality "alternate"
world, in the newspaper. As someone who
has never been into online gaming, I must
admit to initially being somewhat bemused
when I read about people making real money
selling goods and services to users in Second
Life. I could comprehend people visiting
online worlds for entertainment and social
networking, but couldn't grasp why anyone
would pay real money for virtual land, virtual
clothing, virtual accessories, and so on.
But this is exactly what is happening. A
recent
article on Entrepreneur.com explores
the many entrepreneurial opportunities the
virtual world of Second Life has to offer,
and cites several examples of entrepreneurs
who are quitting their day jobs to devote
themselves full-time to their Second Life
businesses, which are proving to be financially
viable.
Businesses are also starting to explore
the use of Second Life as an alternate medium
to make their presence felt and market their
real-life products. Many companies such
as Toyota, General Motors, Adidas, Reuters,
IBM, Dell, Intel, and Microsoft, among others,
have already established their presence
there, as reported in this recent article:
Companies
build their brands in `Second Life' virtual
world. The real life business opportunities
afforded by a medium such as Second Life
can be even more compelling for an industry
like AEC that deals directly with buildings
and physical infrastructure. In my December
article on Autodesk University 2006,
I briefly described a presentation from
the opening general session by Crescendo
Design, an architectural firm that had started
using Second Life to present its building
designs to clients. It was also setting
up a virtual office in Second Life for conducting
its business. Even Autodesk has established
an online community there, and was inviting
conference attendees to visit it during
Autodesk University.
Given all these amazing and somewhat unbelievable
developments surrounding Second Life, I
decided to create an account myself and
check it out. My experience with it, along
with additional research on Second Life
from an AEC perspective, is presented in
this AECbytes "Building the Future"
article.
The Second Life Experience
Second Life is the creation of Linden Lab,
a privately held company based in San Francisco.
It was launched in 2003, but took a few
years to gain popularity. Users can sign
up for free to establish an account. After
installing a downloadable client program,
you can access Second Life and select an
"avatar" to represent your virtual
persona. While the initial avatar selection
is somewhat limited, its appearance can
subsequently be customized by using a tool
that allows editing of different body parts
and items of clothing, allowing potentially
infinite variations of avatars for representing
different people. A single user can have
multiple avatars by creating multiple accounts
in Second Life. In addition to the appearance,
you can also select a name for your avatar.
Second Life gives you a selected list of
last names to choose from; the first name,
however, is fully open to the user. The
real-world identity of an avatar remains
hidden unless the user has chosen to make
that information public, in which case it
can be viewed in the avatar's profile. For
the purpose of exploring Second Life and
researching this article, I registered on
Second Life and assumed the basic avatar
named "Lata Nishi" shown in Figure
1. The location shown is the Reuters Atrium,
to which I "teleported" using
the SLurl (Second Life URL) listed on Reuter's
Second Life website.

Figure 1. Visiting the Reuters
Atrium in Second Life.
While the graphics in Second Life are still
quite rudimentary and do not convey a very
real-world feel, I found the overall technology
very sophisticated. As an avatar, you can
choose to walk or fly to get around, and
can also instantaneously teleport to a specific
location by searching for it or clicking
it on a map. For instance, I was aware from
my research that there was an "Architecture
Island" established in Second Life,
and I was able to find and move to that
location (shown in Figure 6 later on in
this article) through the Search interface.
A mini-map showing the area around you can
be displayed in the regular 3D view, as
shown in Figure 1; you can also choose to
see a bigger screen-size map showing a larger
area. When moving, the interface is smart
enough to detect matter, so that your avatar
cannot, for example, walk through walls.
The interface also has understanding of
terrain, steps, and so on, to accurately
simulate the experience of climbing up a
flight of stairs or walking down a hill.
Communication in Second Life is through
local chat with the surrounding avatars,
with three choices based on the range of
audibility: whisper, talk, or shout. It
is also possible to have private conversations
with other avatars through instant messaging
(IM)this does not require the avatars
to be within a certain distance of each
other. Integrated voice capabilities are
expected to be launched in Second Life by
June, according to a new
report by Reuters, which has assigned
a dedicated journalist to be a bureau chief
in Second Life.
The almost seamless online navigation experience
in Second Life, enabled just by an Internet
connection, is made possible by only displaying
objects that are within a certain range.
Thus, as you walk or fly around, buildings
and terrain in the distance start becoming
visible and get more detailed as you approach
closer. This visibility range can be modified,
based on the user's connection speed and
computing power. I found some parts of the
world amazingly well detailed, not just
physical structures, but also landscaping
elements such as trees, foliage, and water.
See, for example, the scene in Figure 2,
of a location in Second Life designed to
simulate Hawaii.
Figure 2. The location of "Hawaii"
in Second Life.
Now comes the part that seems straight
out of science fiction, but is actually
realSecond Life has its own economy
and a currency referred to as Linden Dollars
(L$), which has an exchange rate that fluctuates
just like real currency. At the time of
writing this article, the rate was close
to L$266 to US$1.00. Money is required to
buy land in Second Life for building, displaying,
and storing avatars' virtual creations,
as well as hosting events and businesses.
The Second
Life website displays a running tab
of the amount of US$ spent in Second Life
in the last 24 hours. As shown in Figure
3, this amount, at the time of writing this
article, was a mind-boggling $1,675,827!
The running tab also shows other interesting
statistics about Second Life such as the
total number of residents and the number
online at the moment. When I wrote about
Second Life in the context of Autodesk University
in December, the total number of residents
was close to 2 million. With a count of
over 4 million now, the population has doubled
in the course of just 3 months. With a growth
rate like this, it is small wonder that
businesses are starting to take Second Life
so seriously.
Figure 3. The running tab on the
Second Life website shows current vital
statistics such as resident count and the
amount of real money spent.
Creating Content in Second Life
Second Life provides a built-in editor
for creating a variety of objects ranging
from fashion accessories to buildings to
spaceships. As shown in Figure 4, the interface
allows geometric primitivescalled
"prims"to be created and
subsequently manipulated by modifying their
shape, texture, and other attributes. By
linking prims to other prims, more complex
objects can be created. The editor also
provides dedicated options for creating
landscaping elements, as well as for terrain
modeling, provided the land belongs to you.
For avatars who don't own any land, Second
Life provides several "sandbox"
areas for them to try out the building capabilities,
which is where the image shown in Figure
4 was generated. Second Life also allows
"collaborative creation," where
the same set of objects can be constructed
with several other users, at different times
or simultaneously. The building tools are
accompanied by a scripting capability with
a C/Java-style language, which allows object
and avatar behavior to be programmed and
controlled.
Figure 4. Creating content in Second
Life using the built-in editor. The creations
of some other users can be seen in the foreground.
Some aspects of the building capabilities
within Second Life as quite sophisticated.
For example, objects can be imbued with
physical properties so they respond to gravity,
inertia, propulsion, and wind from the weather
system in Second Life. Objects cast shadows
and are illuminated by the sun. It is possible
to import standard graphic files into Second
Life for texturing objects as desired. However,
compared to the powerful yet easy-to-use
3D modeling tools that AEC professionals
are accustomed to using, the basic modeling
interface of Second Life seems quite primitive.
It would take a lot longer to model a building
design in Second Life compared to SketchUp,
form.Z, Revit Architecture, and so on. Second
Life does not yet provide any import capabilities
for 3D models created in other applications;
however, there seems to be some independent
activity in this area, as evidenced by this
blog
posting about a tool for converting
SketchUp models to Second Life.
Potential of Second Life in Real Life
AEC
The fact that it takes some level of skill
and sophistication to create anything but
the most basic content in Second Life is
what accounts for most of its virtual business
and economy. Those who create content retain
the rights to that content and can sell
them to other residents. Thus, it is hardly
surprising to find "Architecture"
listed
as one of the key businesses in Second Life,
and there are digital design companies that
have been started just to cater to this
demand. For instance, an article
referenced earlier on talks about the firm,
Millions of Us, which was launched in July
2006 and has created a virtual dealership
for Toyota in Second Life as well as executed
virtual projects and events for other well-known
companies such as General Motors, Sun Microsystems,
Warner Bros. Records, Microsoft, 20th Century
Fox, and Intel. Another leading company
in the business of creating virtual content
is Electric Sheep Company, which has executed
projects for AOL, Reuters (shown earlier
in Figure 1), NBC, and Starwood Hotels.
These virtual design services are not inexpensivethe
average cost of a project in Second Life
for a major company runs in the low six-figure
range, and there are recurring costs for
hosting events and monthly support as well.
Some of these virtual design services are
being used to assist in real-world projects.
For example, last year, Electric Sheep Company
worked with Starwood Hotels to bring their
new "aloft" hotel line into Second
Life (see Figure 4). While the real aloft
hotels will not be ready until later this
year, the Second Life project allowed Starwood
to give customers a tangible look at how
the hotel was going to be and get their
feedback early in their design process.
More details about this project and its
current status can be seen at http://www.virtualaloft.com/.
Figure 5. An image showing the
virtual Starwood aloft hotel project created
in Second Life by the virtual design firm,
Electric Sheep Company.
Real life architectural firms are also
starting to explore the use of Second Life
to enhance their real-world business. In
the presentation at Autodesk University,
Crescendo Design showed how it uses its
virtual land in Second Life to build virtual
models of its design concepts and redesigns
the virtual site so that it is similar to
the actual site. It then lets clients access
this virtual model in Second Life and spend
as much time in it as they want, get a sense
of the design, and provide their feedback.
It conducts meetings in virtual "real
time" where both the architect and
client meet in the form of their respective
avatars at the virtual site and tour it
together. It also uses its virtual studio
as an educational model which describes
the value of several green design features.
In addition to enhancing its real-world
architectural practice, Crescendo Design
is starting to compete with digital design
firms like Electric Sheep Company and Millions
of Us to help companies build virtual architecture
in Second Life. In exploring "Architecture
Island" in Second Life, I came across
the virtual office of Crescendo Design,
as shown in Figure 6.
Figure 6. The virtual office of
Crescendo Design in Second Life.
In addition to being an alternate design
and presentation medium for architects,
Second Life can also emerge as a useful
educational tool. I already found some examples
of classic architecture recreated in Second
Lifefor example, see the model of
the Farnsworth House, built by Ludwig Mies
van der Rohe in 1951 and located in real
life near Plano, Illinois. As shown in Figure
7, the model also includes landscaping;
in addition, butterflies and sounds are
incorporated to create a relaxed and peaceful
environment. Additional architectural activity
in Second Life is being reported on this
blog, The
Arch, which is dedicated to exploring
the convergence of virtual architecture
with real-world architectural practice.
It describes other examples of classic works
being recreated in Second Life, including
Palladio's Villa Venete. One can imagine
a whole industry evolving to recreate architectural
masterpieces online, which can allow them
to be experienced in a far more interactive
manner than photographs or videos alone.
Figure 7. The famous Farnsworth
House by Mies van der Rohe, recreated in
Second Life.
As with any new technology, it is invariably
accompanied by a certain amount of hype,
and Second Life is no different in that
respect. Going by the recent news reports,
you would be led to believe that sooner
or later, a presence in Second Life would
be critical for any business to succeed.
But for an industry like AEC that has spent
over two decades relying on 2D CAD tools
to simply replicate the manual hand-drafting
process, making the leap into virtual reality
seems like a long shotafter all, we
have barely just embarked on the BIM revolution.
Also, with no easy way to transfer building
models created in real-world practice into
the virtual world of Second Life, it seems
likely that in most cases, the business
of creating virtual architecture in online
communities will be taken over by dedicated
digital design firms rather than by those
dealing with real world design and construction.
This might not be seen as a big loss by
those who prefer to be working with real
buildings rather than virtual ones. Yet,
virtual worlds can be a powerful and exciting
new medium for design review as well as
for collaboration. It would be terrific
if the vendors of modeling tools used in
AEC can work with the creators of virtual
worlds like Second Life to ensure that building
models created in professional practice
can be seamlessly published in the virtual
world, complete with all details and textures.
When that happens, Second Life can really
take off in AEC.
In any case, Second Life more than deserves
credit for being an unparalleled pioneer
in the virtual world. It opens up endless
possibilities and provides a terrific platform
for envisioning and realizing new businesses
unimaginable in the past. As a close observer
of technology in the AEC world, I was fascinated
at what Second Life had to offer, even in
its present form. With the rapid advancement
of web based technologies, this is merely
a glimpse of what is possible in the years
ahead.
Other Relevant Links
All about Second Life on Wikipedia: http://en.wikipedia.org/wiki/Second_Life#Software
Virtual Suburbia blog, devoted to reviewing
the Architecture of Second Life: http://virtualsuburbia.blogspot.com/
Some YouTube videos showing the use of
Second Life in Architecture:
http://www.youtube.com/watch?v=R7bXu2ozXo0
http://www.youtube.com/watch?v=KruzH82Z2qQ
http://www.youtube.com/watch?v=awNEd-5ngKA
Geoffrey Moore Langdon's Virtual Architectural
Association in Second Life: http://slurl.com/secondlife/nantucket/53/35/22
(You will need a Second Life Account to
teleport to this location.)
About the Author
Lachmi Khemlani is founder and editor of
AECbytes. She has a Ph.D. in Architecture
from UC Berkeley, specializing in intelligent
building modeling, and consults
and writes on AEC technology. She can be
reached at lachmi@aecbytes.com.
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