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Preston, United Kingdom

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MellaniuM and the CaveUT Project.

MellaniuM and the CAVEUT tele-immersion project Mellanium has started to port its 3D environment Virtual Real World products into the CAVEUT . CAVEUT is an open source freeware project to make tele-immersive projection-based virtual reality affordable and accessible. CAVEUT is available in various versions from simple home made to advanced real-time spatial tracking and stereo graphic imaging. By employing a commercially available 3D engine (UE2-3) richly detailed graphics, high-speed performance, in-built physics/sound engine, a scripting language interpreter, with very robust networking system for shared environments. CAVEUT modifies the 3D engine to enable multi-screen displays in an enclosure creating a visually surroundings immersive virtual reality application. Applications developed inherit all UE capabilities along with authoring support, open source code, content library, and the large user community (tutorials, forums, etc.). CAVEUT also supports stereographic imaging using a stereographic projector for active stereo and when used in combination with a head tracker, active stereo allows unrestricted viewing angles. When a CAVEUT installation is used with the Virtual Real World 3D environments from MellaniuM the tele-immersive experience is truly awesome. Only imagination and budget limits the possibilities. See http://mellanium.com and SKYPE joe on http://skype:joe133952 for a demonstration. Ken Rigby © Copyright 2008, Tele3DWorld and MellaniuM Design All Rights Reserved. http://www.youtube.com/watch?v=c8wD2nZdGQQ

Forward to Tele3DWorld Immersion.

Forward to Tele3DWorld Immersion. As prices of computing hardware falls and software standardization and reusability becomes common place, like the computers of yesterday, the tele-immersive systems of today will also become available to the general public. Along with this is expected to become a powerful drive into tele-immersive application development in all applicable areas. There also exists the possibility for future application of tele-immersion in some new areas like Music Synthesis, Psychotherapy, Mass Communications, Social care, and Politics, etc. Ubiquitous computing is a technology that emphasizes seamless integration of Computers into Human Lives. Using technologies like smart spaces, Miniaturization, etc., it aims at pushing computers into the background so much so that while using them at all points of time, the user will still be unconscious of their presence. True Tele-Immersion will allow users to forget terminals and PCs and focus on their work without thinking of the background jobs. Hence from one point of view tele-immersion is also a step towards the true ubiquitous computing vision. In the end it can be said that although tele-immersion has come a long way from the inception of the concept in the 1990’s, it is still a fledgling field with a huge scope for further research and development. A lot of exciting new possibilities and vistas are opening up as both our hardware and software technology races ahead. The CAVEUT project which boasts of an active participating population has a commercial value projected to spiral up into the billions of Dollars is a standing testament to the potential of Tele-immersion technology and its immense power to satisfy the growing demand. See http://mellanium.com and SKYPE joe on http://skype:joe133952 for a demonstration. Ken Rigby © Copyright 2008, Tele3DWorld and MellaniuM Design All Rights Reserved. http://www.youtube.com/watch?v=c8wD2nZdGQQ

New Media: are the Virtual Real Worlds the New Media?

What is the definition of New Media. Surely Web2.0 is now old media. The new media will be immersive 3D environments; using the technology developed by the CGI, gaming, and film industries will be the future media. We need to start preparing for this rather than the 2D text, images and flashy flashy web sites with no content; just a front office metaphor. I believe we should start planning now for the future revolution; we are at the beginning of a wave of change that will completely change communication. MellaniuM

Relive Rome™: Walk in the footsteps of Marcus Vitruvius.

Until now, you could visit Rome and “do as the Romans do”, with Relive Rome™ you will also be able to “do what the Romans did and experience in a virtual environment what Romans experienced in 200AD”. What was it really like to live in the ancient Rome; Caput Mundi was the center of the world, with its mad emperors, brutal entertainment and its seductive lifestyles? Through Relive Rome™, it is expected that 10 million people a year worldwide will experience the city’s past, tele-immersed in the experience of a 3D first person perspective environment containing monumental sights and sounds of the time, where they will take part in history and historical events with other people as it unfolds from the comfort of their homes anywhere the world with a broadband connection. Relive Rome™ places the visitors inside ancient Rome, as if they are actors on the stage of history. This is being achieved using the latest 3D technologies and digital animation from the gaming and film industries. The setting for this experience will be based on the “Rome Reborn” reconstruction of the entire ancient city. 10s of 1000s of characters (some with AI capabilities), digitally created, will populate the city - its streets, housing, the Forum, Pompey Theatre, Senate House and Coliseum, breathing life into the experience. In order to provide visitors to Relive Rome™ with an experience as close to life as it was almost 2,000 years ago, the principal characters with which they will interact have been reconstructed using skeletal remains found at various archaeological sites throughout Italy. Although entertaining, the content of Relive Rome™ respects the same high level of historical accuracy used in the “Rome Reborn” reconstruction. Relive Rome™ is a response to a problem common to cultural sites around the world. That is, while walking around such sites it is very difficult for the visitor to visualize and interpret their surroundings, which frequently appear to them to be just a pile of ancient stones. Relive Rome™ gives the user the visual context, sense of community, and tele-immersive experience that assists them to better understand the magnificent archaeological sites of the Coliseum, Theater of Pompey, Roman and Imperial Forums and other sites, as they explore around the city of Rome. The Relive Rome™ concept fully embraces the Edutainment approach to communication, that is, “educational entertainment”. The user learns about history and culture in a highly entertaining manner, stimulating their interest through emotional involvement in a tele-immersive experience where they can find themselves as leading actors. Relive Rome™ is a strong step in the direction of providing more exciting and attractive forms of conveying global identity to both visitors and the public in general. Relive Rome™, is an interactive and tele-immersive edutainment software package for PC, MAC, and Linux and will be readily available from good stores from autumn 2008. The package contains the 3D engine software and maps to enter the Relive Rome™ Virtual Real World; additional maps, and other "Relive" in the 'InterVerzaL' brand products of historical interest will be made available in the form of downloads from the web-site. It is not a coincidence that the Relive Rome™ concept was developed about Rome. This city, with its immense wealth of cultural heritage, inspired the creators of the project to develop a new concept for communicating and learning about history and culture - an opportunity to experience history first hand rather than learn passively using 2D texts and images. Relive Rome™ will be the first in a series of MMO Virtual Real World interactive edutainment packages to be developed in cities worldwide, on other cultural and historical themes. Relive Rome™ and the concept is owned and managed by MellaniuM Ltd. Relive Rome™ will available in the autumn of 2008. For further information please contact: skype: id joe133952 See http://mellanium.com Copyright©Ken Rigby for Tele3DWorld and MellaniuM 2008

Titanic Virtually Unreal

Titanic Virtually Unreal I’ve just been given a demo of a Virtual Space by Joe Rigby of Mellanium Studios, where they’ve created a live scale replica of the Titanic using the Unreal 2 engine and roughly 850,000 polygons. It’s quite impressive. Check it out, more info after the Video. Mellanium looks to be creating Serious games, and focused on education based games, and their work seems to be really good. They claim to be able to put roughly 40 avatars on a private server or up to hundreds on a global server. For more video’s of Mellaniums work, go to their YouTube Channel, located here. Thanks for the tour Joe. ~ by Chadrick on April 9, 2008.

MellaniuM to create Virtual Real Worlds for Autistic Research.

MellaniuM to create Virtual Real Worlds for Autistic Research. Virtual Real Worlds are to be used to simulate new 3D environments for people in the autistic spectrum. For people with autism, VRWs are way of setting up realistic social situations that might be encountered in their everyday lives. For people who have social, emotional, communicational problems VRWs can enable them to familiarise with a simulated situational environment before actually experiencing in real life. MellaniuM design and develop 3D FPP Environments for private, secure, and global applications. VRWs are highly realistic 3D environments that can be used peer to peer, peer to internet, MMO, LAN, WAN, etc. This research is seen as a major stepping stone to its' use in the much wider general education sector. see www.mellanium.com for details. copyright(c)Ken Rigby for MellaniuM

MellaniuM to conduct feasibility on 5 Axis Hand-Held Controller.

MellaniuM to conduct feasibility on 5 Axis Hand-Held Controller. Any computer user will tell you just how important it is to use a good controller while experiencing Virtual Real Worlds. While keyboards or two-button mice are sufficient for environments that contain minimal control options, the advent of first-person perspective environments has forced users to look for user friendly options. The 5 Axis controller is the solution to all such problems. Initially it doesn't look very different from a normal mouse, until you realise that it's fixed to a base. With no need for a mouse mat, the 5 Axis controller has been designed to be used with one hand. Although it is comfortable to hold, the control system needs practice to master. This is mainly due to the difficulty of controlling five axes of movement (up/down, left/right, rotate left/right, tilt forward/back and roll left/right) with one hand, which requires a great deal of concentration. However, each of the buttons and scroll wheel can be configured to suit you and with enough practice, things will improve. One area in which the 5 Axis controller does excel is massive multi-player online Virtual Real Worlds . By controlling all movement with one hand, you can use the other to type messages to other members. Installation is painless, thanks to its USB connection, and set-up is easy. See http://mellanium.com Skype id joe133952 for live demonstration. Copyright©Ken Rigby for Tele3DWorld and MellaniuM Design. 2008 All Rights Reserved.

MELLANIUM: VIRTUAL ARCHITECTURE

Architecture, in the main, is a collaborative process where engaged people need to share principles, concepts, impressions, designs and commitment. Architects have toiled relentlessly to render their vision to meld form and function but drawings, models and blueprints are poor substitutes for a real sense of "being there". Do you think they have ever dreamt that they could project themselves and their clients, builders, developers and inspirational colleagues into a replica of a “virtually perfect” construct? Well now it is possible!

Mellanium brings the emerging capabilities of immersion, visualization, rich media and personal navigation to the individual and shared experience of the architect and stakeholders in the realization of designs. We have technologies that can now be married to elevate the experience to serve all parties in visualizing, communicating and responding.

MellaniuM was originally conceived to complement the technique of the architectural design process by reproducing and importing AUTOCAD 3D renderings into the MMO UNREAL 2 engine. It is ,therefore, quite feasible to render the overall architectural concept and privately import into the MMO platform for easy access by up to 32 participants. The two unique attributes of the technology are both the ability to produce exact dimensional representations of the buildings and objects within them and, in addition, texture them with scaled high resolution surfaces. So now it is technologically possible to reproduce any city, terrain and/or landscape to a high degree of detail and enter it through a dedicated server running the UNREAL 2 platform. With the topographical digital maps which are now available it will be simple to render the exact configuration of most of the Earth's surface and place on it the relevant buildings and natural features. The furnishings and decorative artifacts are equally reproduced in the minutest detail and can sport hyper-realistic surfaces polished or burnished to a high gloss or rendered with a soft matte finish.



video


In this movie of a MellaniuM concept apartment building the final shot within one of the furnished units shows a female model sat adjacent to a coffee table upon which are placed an odd assortment of artifacts. These consist of a large ultramarine marble bust of what appears to be an African inspired art exhibit and a rather macabre polished skull with turquoise teeth. Closer to the door are a couple of potted plants. In some circles this scene would be considered a rather particular example of "conceptual art"




To highlight the viability of the technique the following movie shows the detail achievable using the MellaniuM concept. The shine on the polished marble items is somewhat hypnotic and the imperfections on the potted plants illustrate the breathtaking exactness of the textures. The free ranging camera movement gives some subtle hints to the potential for exquisite machinima
productions in the future.


video

The “Holy Grail” for architects has been realised, the passive becomes interactive, the limited 2D experience becomes the rich 3D experience. Indeed with a simple extrapolation it is no dificult task to expect that this concept will be rapidly accepted by manufacturing. Virtual manufacturing is expanding daily and porting AUTOCAD 3D files into an effective interactive environment will be the key to increased productivity.

Spread the Good News!

If you wish to engage in a demonstration over SKYPE please do not hesitate to call me at joe133952

For more information please read these GO articles

Tuesday, January 29, 2008

MellaniuM: The Virtual New World Order

I have presented through SKYPE over a hundred live videostreaming demonstrations of the MellaniuM VRW's (Virtual Real Worlds) . The MellaniuM concept avoids all the pitfalls of the 3D web based creations presently available to be experienced on the Internet. The UNREAL engine and the data required to produce the realistic environments are administered off the hard drive of your computer. An Internet connection is necessary only to show the positional and directional information of the several avatars (up to 32 ) participating in the self-server hosted environment. There is,therefore, no rezzing effect or lag as seen in Second Life as the "prims" are downloaded and assembled continuously as you walk or fly around the Sims. Huge hard drive capacity is commonplace on all computers now and at 20 cents a gigabyte it is not unusual to have a terabyte of hard disk space. The permanent storage of required data is hardly a barrier to the implementation of these 3D environments. The video card demands of these virtual worlds are also non-existant since a standard 3D card with 256 M ram will suffice to produce lag-free experiences.
It is fascinating to consider the reactions illicited by this concept of producing interactive MMO style realistic environments in an online server platform(UNREAL 2). To be honest during the presentations we were almost expecting a barrage of criticism directed at our MellaniuM flagship aimed at sinking it without a trace. Well at least some indication as to where was the fatal flaw in our virtual construct.

FROM THE VIRTUAL NEW WORLD


video


The reactions to the SKYPE demonstrations would certainly be worthy of study by a team of psychology graduates from an eminent faculty of higher learning. Initially we encountered a entirely justifiable lack of interest since our contacts either had little or no experience with participating in an MMORPG style online game. As our circle of contact grew and we intersected with the NING "SERIOUS GAMES" and "VIRTUAL WORLDS CONNECT" networks it was obvious that we had hit the motherlode. These networks consist of a comprehensive list of who's who in the world of 3D virtual environment platform developers, marketing gurus,vendors,bloggers,machinima savants and WEB 2.0 pundits of every technical stripe and complexion.

So far as I can discern one can group the 3D community in three vague classifications when one presents the MellaniuM concept over SKYPE. One group offers a singular lack of any agenda and they approach the presentation with no prejudice or malice aforethought. In nearly every case they express an unalloyed joy at the potential prospect of a virtually realistic world to explore and with which to interact and help to create. This group comprises a healthy mix of educators,bloggers and machinima creators who both have a simple objective view that the future is bright and are open to any and all considerations in the 3D world.

A second group appear to be tainted whether justifiably or not with the notion that the MellaniuM concept is simply another fringe player which can only confuse more the chaotic status of the 3D community and germinating WEB3D. There are always some glimmers of encouragement as the most insightful and more intelligent observers do vouch for the possibility of "horses for courses" and that one single platform will not be able to encompass the needs of all the 3D potentialities in the fields of education,engineering and social interaction.There seems to be a semi-conscious, gnawing fear that because Second Life is the only "game" in town we had better all shore up the edifice and trump any good news as loud and as often as possible. I can understand this quiet desperation of SL Island/SIM developers and the marketing gurus who have committed so much of their time and finances. In essence this group finds no serious flaw in the potential to use high polygon models and rich textures to create realistic environments but have only modest praise since there is no existing MellaniuM based world in which to build a viable business (can't fault 'em for that).

A final small group approach the MellaniuM demonstration with a stubborn determination to undermine any notion of the capability of any non internet/browswer based client arrangement.They must relent somewhat when they see the detail and effect of light sourcing of the MellaniuM technology but they have committed themselves and are irretrievably entrenched in believing that some form of interoperability within clients running off a browser will be the final outcome for the all-encompassing 3D WEB.

Please call me on SKYPE at joe133952 for your own personal view of the Virtual New World.

Monday, January 21, 2008

MellaniuM: The New Radical Approach

From what I have gleaned whilst eavesdropping on the technical group here at MellaniuM there are a few unique twists required to develop truly realistic 3D environments. The first, and likely most important technique, is the generation of dimensionally accurate models produced in AUTOCAD. The surfaces of these models, which are referred to as static meshes, are rendered with textures which are faithfully reproduced from the actual object and subsequently scaled back onto the model to recreate a close copy in the virtual world.


For example, on close examination of the above image, one can see the leather strap suspension on this stagecoach along with the complex linkages to the horses' harnesses and the brake mechanism connected to both of the front wheels.

In another screenshot of the copper anode refining furnace the clean lines of the steel shell, the steel beams supporting the endplates and the definition of the two mouth openings could not be produced in such minute detail with tools as 3D Studio Max or similar rendering software. During a presentation over SKYPE I have had shocked individuals admit candidly that this must have been created by importing AUTOCAD generated models into the platform.



Inside the vessel the coloured zones are used to represent different areas of the lining which are subjected to more or less severe corrosive and/or physical abuse during operation. This zoning mitigates the effects of the molten metal and dynamic action of solid scrap impacting the lining of the furnace. Thus the lining wear is designed to be balanced and will hopefully occur in a relatively even overall fashion.



From a practical standpoint the improved realism generated by the use of higher polygon models faithfully rendered to recreate any detailed environment is a proven (and now patented) technique. With respect to the commercial aspect of the concept it is hardly difficult to imagine, in the near future, downloading the UNREAL platform and personally relevant customized environments off the global MellaniuM server and with consummate ease hosting a private server off your own computer.

If you are interested in learning more about the MellaniuM VRW's please allow me to present to you a live videostreaming demonstration over SKYPE at joe133952.

Sunday, January 20, 2008

MellaniuM: The Virtual Event Horizon Approaches

In this first blog I will try to explain the unique features of the MellaniuM concept of developing 3D environments using the UNREAL 2 platform. I do not expect to receive any withering criticism since it is likely this blog will be unread or ignored but I feel like I need to get something down on a blog.
I have in the past been thoroughly addicted to Everquest and WoW and about three years ago while still somewhat possessed by Pontefract my level 48 dwarf cleric I had a somewhat shocking experience with Mark Melaney. He had just finished his architecture degree at Ryerson University where he had imported his final year thesis into the UNREAL 2 platform. I was completely stunned by this feat and asked if he thought he could make a dimensionally accurate anode refining vessel. I am the market manager for RHI a company which sells, services and installs high temperature linings in the non-ferrous metals industry. So after some discussions with upper management in RHI we got a budget to proceed and he produced an excellent 3D rendering of the AUTOCAD files which are normally used to design and illustrate the lining concept. In the mean time my brother, Ken, did a rigorous survey of the Internet to divine if there were any similar, if not identical, virtual worlds being produced with the same degree of realism. He found nothing.
Together with Mark we pondered and debated that if you can do that…….

The Spitfire Vb WW2 fighter plane seemed to be an excellent choice to test Mark’s ability to produce a realistic complex textured model. This study was expected to be an environment with more emotional appeal and envelope pushing potential. He, we think, succeeded admirably and it is now a staple in a few of our environments as case examples of the potential for the MellaniuM concept.

After this project was completed we had more discussions along the line of “If you can do that………….”

In joint projects Ken and Mark collaborated to produce a series of environments with a conference area which includes a rather remarkable virtual mirror on one wall, an art gallery with the work of Johannes Vermeer and an Egyptian museum. In all the environments we had no hint of difficulty importing avatars from our disparate locations in the UK and Canada over the Unreal server network. We produced several YOUTUBE movies to celebrate the environments.

In addition during our early days of development we realized that we had to engineer a way to present our customized environments to a wider audience. After months of work and several futile attempts we developed TELE3DWORLD, leveraged through SKYPE to videostream live walkthroughs of our work. We can now provide for these demonstrations through my SKYPE contact at joe133952.

After recreating the “Whitecroft” residence we festooned the area around the house with a Corvette with an eye-popping polished finish, a Mustang and the Spitfire to showcase the lighting in the platform and a rather impressively detailed Kawasaki dirt bike. This we felt was a milestone but together we sang the chorus “ If we can do that…………”



The next step was to extend to a macro environment dimensioned in miles rather than yards ( I know I am 56 years old what do you expect?) and a suitable scenario was composed of a island 4 miles square with some relatively enormous models to prove the flexibility and scope of the concept. A pirate ship was modelled and imported to push the rendering complexity as much as possible. Soon after the WW2 battleship King George V and the Titanic were both modelled with our AUTOCAD pipelining methods.

So I implore you to imagine if MellaniuM can do that..........

I have contacted numerous interested individuals and presented these environments over TELE3DWORLD and have many scheduled presentations in the near future. In all of these presentations there has been, to date, no serious stumbling blocks indicated that this MellaniuM method will not be capable of producing extensive, realistic 3D environments for use in education , engineering or a plethora of artistic creations.

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www.mellanium.com

What MellaniuM and the 3D MMO Virtual Real Worlds can do for you,

MMO Virtual Real Worlds (VRWs) are a breakthrough technology that will forever reshape learning, entertainment, and business. You'd have to try very hard to avoid exposure to the virtual real world phenomenon these days. Virtual Real Worlds are going to be the new-big thing. VRW enthusiasts spend many hours a day surrounded by 0's and 1's. It's not out of bounds to ask how much of this virtual stuff is real. After all, we don't want to find ourselves in the position of the chairman of the company who passed up the option to buy Alexander Graham Bell's telephone, saying, "Who wants to hear people talk?".

VRWs have too much potential to ignore. But Virtual Real Worlds should not be used to just automate existing learning approaches and models: A virtual classroom with virtual students and a virtual PowerPoint presentation for learning in VRWs is not the answer. To avoid these pitfalls, let's explore how VRWs work, how they are being used in education and learning, the major players, and what the future holds.

What do people do in VRWs?

First, VRWs will replace other forms of learning. We believe the thoughtful application of VRW technology will significantly enhance the experience and transfer of knowledge, learning, education, training, etc. We encourage you to examine this technology with fresh eyes and begin by asking what sensibilities it can bring to the learner that aren't found in traditional educational technology. So instead of asking "How do I build a virtual classroom?" we might ask, "What can this technology do that will enhance the experience that my current learning technology portfolio cannot?".

Here are the VRW salient points that have been identified so far:

  • * The Sense of Self. First, a bit of terminology. Your virtual representation is called an avatar.Your avatar is your persona, totally under your control and with preprogrammed body language.As opposed to games or simulations where people have limited freedom to set their own course,your avatar can walk, run, swim, drive wherever he or she chooses within the 3D environment.This experience occurs in a real time 3D environment with true perspective. More importantly, the more you experience a VRWs the more you and your will avatar bond. In short, you are youravatar when in a VRW, and your emotional attachment to that avatar will surprise you!
  • * The Death of Distance. Avatars reside in a boundless virtual 3D landscape in which they can teleport through cyberspace from one place (VRW) to another. There is no absolute distance in VRWs except when necessary to enhance the experience. VRWs 3D landscape can be home to stores, museums, businesses, shops, houses, office buildings, campuses, playing fields, etc. all constructed using high resolution textures and constructional detail. The 3D landscape in a VRWis persistent; shut down your computer and the VRW will be there when you return.
  • * The Power of Presence, Sense of Space. Avatars interact with one another through the actions of their real-life masters. Avatars converse, collaborate, attend concerts, and meetings, listen to presentations, explore, visit virtual buildings, museums, art galleries, or sculptures, VRWsencourage social groups to form. People often treat computers as they would other people. They like a computer that praises them. If humans treat beige boxes as kin, surely they can identify with animated humanoids in a VRW.
  • * The Pervasiveness of Practice. Walk around a VRW for a while and you'll come to the conclusion that it's not only a virtual social world, but a world that fosters a culture of collaborative learning through experience;
  • * The Enrichment of Experience. Another sensibility VRWs provide is the enrichment of experience. In saying this we don't just mean that VRWs are better. We are saying that it is possible to have experiences in these spaces that are just not possible in the real world. VRWs provide the ability to exist in an augmented reality or dream like state. Maybe you are confined to a wheelchair, or bedridden and bored and suddenly you can virtually dance the night away or re-visit memorable places, or perhaps you want to interact with your design colleagues around the world to check out a virtual prototype of a car, a new chip design layout, a battlefield situation, or a crystal molecule structure. This platform enables people to experience life in new and engaging ways irrespective of their location, creed, color, age, ability, etc. The possibilities are endless and only limited by your imagination.
Major corporations are creating a lot of buzz around VRWs. It's new, and compared to the alternatives, it's cheap. However, VRWs answers our initial questions about how to improve learning and education in general using VRWs.

How are corporations using VRWs for learning?

Corporations are actively exploring virtual real worlds, drawing on the VRW capabilities for:
  • • A new level of always-on 24/7, real time connectivity for collaboration and social purpose;
  • • Empowering both customer and employee groups;
  • • Making informal viral learning a core mechanism of transformation.
A few organizations are betting VRWs will evolve to enable for much broader change by experimenting with training, media communication, conferencing, medicine, and specialist education.
As with most breakthrough/pioneering technologies, VRWs are somewhat a solution looking for a problem. VRWs provide a platform for collaboration, community, education, and e-commerce. Aside from the obvious entertainment appeal, what's new here?

The most powerful learning technology ever invented is conversation, VRWs entice people to converse naturally using surround sound and a simulated atmosphere. Time has brought EAX voice, more expressive avatars, and even higher texture and mesh resolution, AI, and physics to the VRWs. At the end of the day, VRWs will afford more freedom as we think about how to apply them to make learning more engaging and memorable. Much more than training, VRWs enable self learning. They are learning/working ecosystems that by their very nature embrace:
  • • Flow, balancing inactivity and challenge in just the right proportions to keep people moving through the experience;
  • • Repetition, which allows learners to try-and-try again as many times as they choose;
  • • Experimentation, encouraging learners to try new things and learn in the process;
  • • Experience that is much more engaging in many ways than other digitally mediated technologies;
  • • Doing, because practice makes perfect and VRWs are the big practice fields;
  • • Observing, because if you're not ready to act now, you have plenty of opportunities to observe others and learn from them;
  • • Motivation, because all of these factors culminate in an environment that cultivates teachable moments at every turn. Motivation is built into the context as people want to learn within it.
Where are we headed?

Humans evolved to pick nuts and berries and hunt (hunter gatherers), not to strain reality through text, words, concepts, and computers. In many ways, knowledge workers already live in a fantasy world. VRWs herald a more intuitive metaphor for communication and interpretation of our real world.

The industrial-revolution approach to learning put a wall around schools and training departments (remember another brick in the wall). This "protected" the learners from outside interference and distraction. Children were kept at school rather than sent out into the community to communicate and discover 'why' thing are as they are. Workers left work for training and instilled with a strict work ethic to enhance productivity. Talk about artificial life! It's so much more effective to learn from the real thing (3D), and VRWs are the closest we have got for practicing without any customer consequences.

Next step.

It's neither expensive nor difficult, and it will give you an appreciation for the fresh viewpoints and concepts that are emanating out of VRW innovations. It will change your perspective on what is possible today in informal and generative learning. By using a pre-programmed data base of 3D objects or artefacts and textures we can greatly reduce costs and project time-scales by reusing items once created.

Imagination and novelty will be at a premium when creating these VRWs. The new teachers will be able to manipulate VRWs into icons of learning using the 3D to 3D paradigm.

The 3D MMO Revolution.

The magic behind this effect is a series of 3D libraries. Computers have had some of these routines in their architecture years ago, but never made much use of them. The interesting application of 3D acceleration technology is to produce real-time Virtual Real Worlds. The OS has the ability to back up the 3D libraries with lightning-fast power.

Well, if you look at the specifications for the video cards included with most Computers today, you'll notice that they too have 3D acceleration in hardware and controlled by a programmable graphics processor. Remember also that CPU manufacturers have been producing them with an enhanced set of MMX extensions. So it's not just the video technology that they have been upping the graphics power available on a PC.

Windows doesn't provide a true set of GDI-like extensions for 3D effects. Instead, DirectX (basically a games API) and Open GL are supported. Open GL is the cross-platform 3D API.
The interesting thing is that all this 3D power has quietly infiltrated the installed base of PCs over the last few years with nary a notice from anyone but 3D Game addicts. The fact is that very powerful 3D cards can be had at your local computer store, so there is no reason every user can't have a 3D-enabled box on their desk in no time. All that's holding things back is a killer 3D application.

Maybe the video card companies ought to be out there seeding a few start-ups. They have done a great job getting a critical mass of 3D hardware in the boxes being shipped today. What remains is to have that killer 3D application appear, which will prompt the installed base of hundreds of millions of PCs to upgrade their systems. This 3D revolution could be good for everyone. So, who out there has that killer idea?

Tele3DWorld and MellaniuM Design have a patented technique which creates a 'Virtual Real World'. Virtual Real World (VRW) environments can be persistent or semi-persistent. What you create, leave, or place somewhere remains there unless moved or destroyed as in the physical world. Tele3DWorlds-Immersive virtual real worlds are inhabited by so-called avatars (manifestations of the user), that is the virtual representations of a human or other artefact that can act in six degrees of freedom inside the digitized virtual real world. Avatars can be created to emulate persons and as good or bad looking as you desire them, they can be neat, shaved, and
alert; no matter what happened the previous night. Vehicles can be driven on virtual roads and in virtual environments that are realistically the same as the real world. VRWs can be created for any application; Architecture, Education, Entertainment, GIS, Medical, Engineering Simulations, Social Networking, Virtual Conference, etc.

Learning experiences within a 3D virtual environment can be organized around a script themed to promote understanding. ("The ultimate goal of the educational system is to shift to the individual the burden of pursuing his or her education". Each virtual environment can be designed to fit a specific task or learning process with flexibility and immediacy impossible in real life. You can set the optimum and most appropriate setting for each activity that you want to perform. Environments, scenes, and objects can be resized, moved, and placed virtually anywhere you like. VRW Environments can ported to and from enabling virtual travel to anywhere in the simulated real world planet earth or moon.

Exploration and discovery are enabled and encouraged as in the real world. Ideas, prototypes, simulated interactions can be explored and tested with much greater confidence; as the possible damage, risks, costs, and time required are truly non-existent. A digital world can be used over and over again; the environment and artifacts always remains constant or return to their initial condition. Risk can be the guide. Dangerous and unorthodox exploration of new environments, approaches, methods, processes, and tools can be given maximum support in a virtual environment where everything can be tried and no-one gets hurt. Physical attributes such as friction, gravity, buoyancy, mass, etc., can be applied to the 3D Models and materials. Although we are not used to thinking in these terms, think of applied arts, technology, electricity, physics, biology, and even sports training. Realize the benefits?

Fantasy, and imagination can be unleashed. Could you do so in your traditional classroom? How much opportunity has today's students got to venture into real imaginative environments to explore, and prototype new ideas, tools, processes, artifacts, and architectures? Intelligent design can be realized and tested. Virtual Real World 3D environments allow the potential for full recording of any activity, interaction, or exchange whether they are verbal, physical, or implied.

As a result, such recordings enable the ability to re-experience or re-use past events for many different purposes. Recorded artifacts and the ability to manage them at a fine, granular level will greatly expand our abilities to learn from other peoples experiences, and to re-use them effectively to achieve our aims, goals, and aspirations more rapidly. Time navigation is now possible due the fact that the virtual world environment keeps track of people, events, objects, and relationships between them. Creed, age, skin color, and sex orientation will not be a factor in these virtual real world environments as they allow individuals to be credited for their true value or input and not for the dress, bearing, or how they look.

People who carry major physical handicaps or disabilities will appear as capable and normal as everyone else. Bed-ridden and infirm people will be able to explore past experiences and join in tele-immersive groups. The ability to select any type of body and to customize your own appearance gives many people the opportunity to express themselves as they truly feel and not as society forces them to. From past experience the best learning environment is to visualize the world as it is or create 3D metaphors (3D artefacts) to explain non-tangible activities and processes. By using precise and realistic 3D Models and animations; learning becomes much easier and less stressful. The three-dimensional virtual real worlds are the first to educate, inspire, entertain, and inform, in a world where the students can learn in a 3D environment.

The emerging Virtual Real World global economy will have to include resources, products, and services managed through 2D and 3D virtual reality environments. The 'Global warming' crisis requires that we stop producing heat trapping gases. So we must reduce travel to essential journeys using more emission efficient transport and electricity generation systems. The digital and physical environments are becoming increasingly intelligent, automated, networked, and transparent, major new developmental emergences or the fabled 'concept crisis' will occur if nobody promotes and manages these virtual real Worlds now. Emergence of the fabled Ouslem bird will return if no one sets the rules.

We are in the early years of an unprecedented transformation in our relationship to 3D virtual real world information technology and the applications. As we are predominantly visual-spatial and linguistic (right brain and left brain) creatures, we use the complex visual-spatial and language interfaces to communicate with each other. Our 2D+ (geo-spatial, augmented reality (video, etc., etc.) and 3D online virtual real worlds are as visually, sound, materially, and data rich just as in the real physical world, this now makes virtual worlds virtually indistinguishable from the real world. We have also gained the ability to talk to our computers and their AI helpers, and for them to talk back in increasingly natural human language with unnerving reality.

These developments have now produced profound new individual, social, and collective abilities, as well as new challenges and risks that need be mitigated. The task of producing Virtual Real Worlds is an enormous challenge but the products will be persistent and easily accessed by all; they will be used in the future to record history, define the planet, and the sum knowledge of human beings. However, the process must be standardized to realize a cost effective method from the start. Standardized 3D metaphors will be a task that needs addressing.

Economic theory, charts development from resources, to products, and services sectors over time. Structural change occurs when GDP (or for the world, GWP) or employment in one sector grows to exceed another. Use of these Virtual Real Worlds will greatly increase the global productivity and awareness not just of industry but the social interaction between people, politics, education, and their aspirations.

Although expensive to generate and potentially very valuable in many product related activities, 3D models are now being exploited to support product management, documentation, collaborative review, and promotion, because they are accessible to trained designers equipped with graphics workstations. Intra-net access, popular 3D exchange formats, and affordable 3D graphics hardware permit the download and view 3D environments and models using a personal computer. Although these basic capabilities are revolutionizing the entertainment and marketing industry and have reduced the cost of a design station, they are of enormous help to non-designers in the creative design and manufacturing industries. We can now visualize where 3D data is available and exploited at all phases of a product or service life cycle. The current technology, identifies the fundamental research issues, and reviews recent advances in 3D data compression, in the automatic generation of levels-of-detail for 3D interactive rendering, and in the innovative exploitation of 3D input devices for an intuitive and effective navigation of the real-time Virtual Real Worlds environments.

See http://mellanium.com for detailed information and supporting articles for additional
anecdotes.

Skype id joe133952 for live demonstration.

Copyright © Ken Rigby for Tele3DWorld and MellaniuM Design. 2008


The 3D MMO Internet is the Future

The 3D MMO internet is evolving very fast. About 14 years ago the World Wide Web started and now it is the biggest information network world wide. In 2003 new technologies came like web videos (YouTube), video/voice conferencing (Skype/Messenger) and the Web 2.0 applications like Google Earth / Second Life changed the content of the internet.

Myspace and facebook the new web 2.0 applications have become some of the most popular internet sites with > 40 million users.

I predict that in less than one year there will be another big change of tsunami proportions. Many applications will be using the 3D Internet VRW environments instead of the 2D wwweb. Instead of a 2D internet browser like Firefox and Navigator people will using new browser style programs to surf the 3D Internet (WW3D).

In 2010 it is estimated that over 60 million users will be surfing, shopping, learning, working, designing,and creating new Virtual Real Worlds in the 3D MMO environment internet space. Already now over one million people use the 3D MMO internet in one form or another and it's growing rapidly every day.

Companies and Organizations will have to set up in the virtual real world, selling shoes, cars, and clothing, teaching to the residents. Film Companies will preview their new movies 3D online. Reuters and the BBC will open an office in the 3D internet to report live news.

By the end of 2008 Tele3dworld will start their 3D Virtual Real World globally. By the end of 2010 it is estimated there will be over >20 million users.

MellaniuM will make the next step of the MMO 3D internet and extend it to an amazing and awesome Virtual Real World platform with amazing graphics and physics.

Contact us skype id joe133952 and we show you live what possibilities there are for you and your company.

See http://mellanium.com for detailed information and supporting articles for additional anecdotes.

Skype id joe133952 for live demonstration.

Copyright © Ken Rigby for Tele3DWorld and MellaniuM Design.

All Rights Reserved. 2008

See below also for confirmation.

http://elianealhadeff.blogspot.com/2008/01/mellanium-when-reality-feels-like.htm

The Latest from Mellanium

The Latest from Mellanium

Filed under: Animation, Machinima — overman @ 11:07 am

Joe Rigby of Mellanium (previously talked about here) gave me a guided tour of their product recently. There are many things to be excited about with this technology, but one of the most significant breakthroughs is with regard to the quality of 3d models. Since its inception, real-time 3d rendering’s trade-off has been low poly models - a necessary evil which is ever so slowly becoming less of an issue. (See Mass Effect, UT3). Finding ways around this limitation has been a bit of a holy grail for machinima in some circles.

Mellanium’s modification of the game environment allows the introduction of Autocad-quality (very high detail) 3d models into the UT2004 engine, while still keeping performance speeds / client machine specs very reasonable (i.e. close to the specs already required to run that game).

During the walkthrough, I got to see highly detailed player models, exquisite Autocad props, and all within the kind of large open environments Unreal has always been so good at rendering; I noticed no lag. The video below shows the kind of detail I’m talking about. If they can do this in UT2004… imagine what they’ll be able to do in UT3 if they port their tools over there?


MellaniuM: When Reality Feels Like a Serious Game

Thursday, January 17, 2008

MellaniuM: When Reality Feels Like a Serious Game

Serious Games on the verge of becoming valuable work tools



Sources: Overman's Blog - The Latest From MellaniuM

ReadWriteWeb - Virtual Worlds Poised to Become Valuable Work Tools

Wired Magazine - When Reality Feels Like Playing a Game, a New Era Has Begun

Forrester Report - Getting Real Work Done In Virtual Worlds

The revelation that games could be serious has now become conventional wisdom: "we've gone from games representing life to becoming life".

Of course, the basics of gameplay — competing against opponents, setting records, winning prizes — are as old as human civilization. But the gaming mindset has now become pervasive. We use game models to motivate ourselves, to answer questions, to find creative solutions.

And the gaming mentality continues right into the real world.

Forrester has released a new report into the use of virtual worlds in the workplace. The report makes the big claim that "within five years, the 3-D Internet will be as important for work as the Web is today".

But before we get too carried away, the report also notes that right now virtual worlds are not user friendly to the enterprise crowd - "you’ve practically got to be a gamer to use most of these tools", Forrester notes.

The report, entitled 'Getting Real Work Done In Virtual Worlds', states that Virtual worlds like Second Life, There.com, and "more business-focused offerings" are on the verge of becoming valuable work tools.

Forrester cites investments in this area by big organizations like BP, IBM, Intel, and the US Army. The use cases include:

"Information and knowledge management professionals should begin to investigate and experiment with virtual worlds. Use them to try to replicate the experience of working physically alongside others; allow people to work with and share digital 3-D models of physical or theoretical objects; and make remote training and counseling more realistic by incorporating nonverbal communication into same-time, different-place interactions."


The report goes into great depth on this trend, but the best way to illustrate it is to see what some forward-looking organizations are doing.

On the front of real world/virtual world integration is MellaniuM which is focused on very high-resolution virtual environments for business, educational and metaversal types of applications (please find my prior post MellaniuM: Serious Games Widening Your Horizons By Simulating The World ).

There are many things to be excited about with this technology, but one of the most significant breakthroughs is with regard to the quality of 3d models.




MellaniuM’s modification of the game environment allows the introduction of Autocad-quality (very high detail) 3d models into the UT2004 engine, while still keeping performance speeds / client machine specs very reasonable (i.e. close to the specs already required to run that game).



Another thing to be excited about MellaniuM's technology, as opposed to Forrester's statement that set-up and actually using Virtual World software is difficult, is that MellaniuM envisions a future where models can be easily downloaded and imported.

As a result, the downside for some users interested in content creation who see virtual worlds as too complex, has become the upside for building up MellaniuM's business model.


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A New Age of Machinima Has Begun.

A New Age of Machinima Has Begun The cinematic design using machinima in UT3 makes cinema so compelling and crosses it with the interactivity of Virtual Real Worlds with unprecedented success. This marks the death of Linear storytelling; interactivity makes linear storytelling feel quaint by comparison.

People interested in machinima know what this means. Unreal 3D engine is a pillar in the history of machinima for the unreal engine it's built upon and its modding capabilities. Right from the days of Doom, and Quake, Unreal Tournament was there with its own set of community based Machinima tools.

With the release of UT 2003/2004 a new generation of machinima came with it. And now with Unreal Tournament 3 for the PC, built with the Unreal 3 engine, the next generation of tools for hardcore machinima making has arrived.

We know this because we built on top of the Unreal 3 engine, which is why a large portion of the cinematic design team are now utilizing the amazing functions.

Kismet, Matinee, FaceFX, Speedtree, everything you need. All the base tools and technology is there.

The Virtual Real Worlds being released with these tools brings amazing power to the hands of machinima makers. Yes, you will have a learning curve to overcome. Yes, there will be a lot of technology to digest. And yes, there is lots of tutorials and documentation right now out there to help you through. But master this engine and tools, and the medium is yours.

Get on the on the crest of the next generation of Machinima.

See http://mellanium.com for detailed information and supporting articles for additional anecdotes.

Skype id joe133952 for live demonstration.

Copyright © Ken Rigby for Tele3DWorld and MellaniuM Design.

All Rights Reserved. 2008

The 3D Web is the Future

The internet is evolving very fast. About 14 years ago the World Wide Web started and now it is the biggest information network world wide. In 2003 new technologies came like web videos (YouTube), video/voice conferencing (Skype/Messenger) and the Web 2.0 applications like Google Earth changed the content of the internet.

Myspace and facebook the new web 2.0 applications have become some of the most popular internet sites with > 40 million users.

I predict that in less than one year there will be another big change of tsunami proportions. Many applications will be using the 3D VRW environments instead of the 2D web. Instead of a 2D internet browser like Firefox and Navigator people will using new browser programs to surf the 3D web.

In 2010 it is estimated that over 60 million users will be browsing, shopping, and creating new Virtual Real Worlds in 3D environment web space. Already now over one million people use the 3D internet in one form or another and it’s growing every day.

Companies have set up in the virtual world, selling shoes, cars and clothing to the residents. 20th Century Fox previews their new movies 3D online. Reuters and the BBC have opened an office in the 3D internet to report live news. There are live interviews in the virtual studios of Reuters.

By the end of 2008 Tele3dworld will start their 3D Virtual Real World globally. By the end of 2009 there will be over >20 million users.

MellaniuM will make the next step of the 3D internet and extend it to an amazing Virtual Real World platform.

Contact us skype id joe133952 and we show you what possibilities there are for you and your company.

See http://mellanium.com for detailed information and supporting articles for additional anecdotes.

Skype id joe133952 for live demonstration.

Copyright © Ken Rigby for Tele3DWorld and MellaniuM Design.

All Rights Reserved. 2008

Forrester has released a report, Getting Real Work Done In Virtual Worlds, that reports that virtual…

Forrester has released a report, Getting Real Work Done In Virtual Worlds, that reports that virtual worlds show stroing promise to become valuable work tools; and that the 3D Internet will be as critical for business in five years as the Web is today:

"Use them to try to replicate the experience of working physically alongside others; allow people to work with and share digital 3-D models of physical or theoretical objects; and make remote training and counseling more realistic by incorporating nonverbal communication into same-time, different-place interactions."

Meanwhile, on the front of realworld/virtual world integration, I just came across an interesting little 2-man firm called Mellanium.

Interesting to me at least because it is focused on very high-resolution virtual environments for business, educational and metaversal types of applications. Here's a video and a fun little image from the MellaniuM crew.






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VIRTUAL REAL WORLDS from TELE3DWORLD


Most Internet users do not exploit the possibilities to interact online with other persons using virtual 3D environments that offer not only voice functions but complete visual worlds with rooms, places, and objects. Virtual communities provide a perfect platform for cooperative work, social interaction, distributed learning, and for new forms of online shopping, learning, and trading. Virtual 3D environments offer new and exciting opportunities not only for experienced web users but for the public at large. Current virtual world environments from Tele3DWorld exhibit a unique seamless user interface.

There are many applications which require a 3D multi-user environment with avatars (i.e. a user's virtual representation or manifestation), robots, (bots) and shared events.

The main components of current 3D multi user worlds are:

o Voice/chat functionalities;
o Handling of avatars and gestures;
o Graphical user interface controls;

Gestures and actions are interpreted by head movements of the avatar. User ratings indicate a high degree of acceptance in the 3D virtual worlds.
Most users have now experienced the 3D virtual worlds with voice and vision that perform seamlessly. This has attracted many user groups for the exploitation of the commercial and social potentials of virtual 3D real world environments.

Our current focus at 'Tele3DWorld' is to provide a complete, comprehensive resource of hi-resolution 3D objects, real-time environments, 3D models, and sounds - the virtual 3D equivalent of a Film set prop department, enabling our customer's to quickly and easily build Virtual Real Worlds (WWW 3D) for the web, visualizations, and simulations.


We are committed to producing the most realistic virtual 3D environments, actors, models, and life forms that will walk, swim, run, crawl, slither, and fly through the Virtual World environments.

Access to these virtual worlds will be the same as web pages, i.e., URL IP address. Facilities to teleport in cyberspace to other virtual real worlds have been built in.
In less than 2 years, on-line distributed 3D virtual environments will rival TV and Cinema. This is inevitable. Multi-User 3D environments of the future will enable access for the community, education, and communication all over the real world.


o Imagine your favourite book as a living 3D world with real human inhabitants as well as AI bots pre-programmed to act out a role;
o Multi-User, Virtual Soap Operas - with one-line access and spectator facilities!;
o Remote Distant Learning in 3D - children, standing right on the edge of an erupting volcano while I tell you all about lava;
o Live theatrical and musical performances in distributed 3D virtual environment - world-wide audience;
o Groups, communities and societies with their own on-line worlds;
o Corporate worlds;
o Hospitals - providing health care via virtual doctor/nurse;
o Restricted Adult Worlds - Gambling, and Sex;
o 3D Chat Worlds - Dating, romance, friendship;
o Public 3D Spaces; shopping, museums, libraries, etc;
o Cartoon Worlds - 3D worlds for children;
o Surreal artistic worlds;
o Private Clubs - Bars, music, etc.
o Games - Last but not least, gigantic persistent 3D virtual worlds (Virtual planet Earth with simulated GPS) - the whole real world to explore;

The first phase of 3D Virtual Real World, over the next few years will be to duplicate reality - the good and the bad, the healthy, and the unhealthy. It will be dangerous and difficult, it will be a learning experience, it will be compelling - it will be just like the real world and more, much more. And let's not forget Haptic feedback devices, gyroscopic, inertial, head mounted 3D displays, compass, rumblepads, laser retinal injection systems, telescopes, etc., to really get that 'being present' there feeling.


In the future 'Tele3DWorld' 3D Virtual Worlds be sold like cinema films - 'A Branded Product'. The film will just be an advert for the 3D Virtual Worlds - Go there, live it, and buy the t-shirt before it's to late.


The great migration from 2D to 3D is now taking place - the migration from 2D text and keyboard chat to full-blown Multi-User 3D virtual worlds with voice and 3D vision is here!

See http://MellaniuM.com Design or http://SKYPE:joe133952 for more information.

Copyright (c) Ken Rigby for MellaniuM design and Tele3DWorld All Rights Reserved.


About the Author

Ken spent most of his previous life defining systems engineering processes within the aerospace industry. He now spends most of his time researching and establishing 3D techniques to aid learning and communication. Having seen the problems first hand of introducing new concepts and ideas via the standard 2D techniques (classroom, paper, presentations, etc.)a better way must be possible. See http://www.mellanium.com/ for more information.

Virtual Real World Physics.


Physics in a Virtual World is all about how objects move and react. It's not just how things look, but how they behave and interact. In many of today's Virtual Real World environments, objects just don't seem to act the way you'd want or expect. Most of the action is limited to pre-scripted or ˜canned' animations.

VRWs have a good visual environment, but one with a missing sense of dynamic realism to make the experience truly immersive. Until now, only limited software physics has been integrated into 3D environments. That means physics computation has been handled by the general purpose CPU which is already burdened with the ever increasing demands of today's advanced systems including the VRW environment logic and AI.

Meanwhile, the highly specialized graphics processor is fully engaged with handling the rendering requirements of the pipeline visuals at interactive frame rates. As a result, physics in has been limited to a few objects in a scene, one-off "effects", or visual trickery that just mimics real physics. Now for the first time, a dedicated physics processor can deliver the computing horsepower necessary to enable true, advanced physics in the VRW.

Delivering physics in a 3D environment is no easy task. It's an extremely computer-intensive environment based on a unique set of physics algorithms that require enormous amounts of mathematical and logical calculations supported by massive memory bandwidth. Simply put, it requires a dedicated processor: a specialized accelerator dedicated solely to delivering rich immersive dynamic physical 3D environments with features such as:

o Effects that cause dust and collateral debris, e.g., tornados, explosions, etc;

o Characters with complex, jointed geometries for more life-like motion and interaction;

o Spectacular new artifacts/objects with incredible dynamic effects;

o Cloth that drapes and tears the way you would expect it to;

o Dense smoke & fog that billow around objects in motion.

The only way to get real physics with the scale, sophistication, fidelity and level of interactivity that dramatically alters your entertainment experience is with a dedicated processor, which was developed to accelerate the highly specialized physically based simulations. These processors are available and can be utilized in the future VRW worlds from MellaniuM Design.

MellaniuM Design are starting to integrate the use of these processors into the new 3D environments to provide even higher detail and size with dynamic immersive experiences.

See http://mellanium.com for detailed information and supporting articles for additional anecdotes.

Skype id joe133952 for live demonstration.

Copyright © Ken Rigby for Tele3DWorld and MellaniuM Design.

All Rights Reserved. 2007

 

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Profile

Where You Live:
England (Land of Angels)
Job Title:
CEO, MD, Technical Director
Company or Firm Affiliation:
MellaniuM, Tele3DWorld, and InterVerzaL.
About Me:
www.mellanium.com and www.tele3dworld.com
Website:
http://www.mellanium.com
What type of Connections are you looking for?
Developer, research, client
If you use virtual worlds in your business, what is your primary use or intended use:
Design, Review, Marketing, Sales, Education, Architecture, Social networking, Interior design, medicine, Health Care, Engineering, etc.
Which virtual worlds