Domain: activeworlds.com
Stories and comments across the archive that link to activeworlds.com.
Comments · 44
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Re:First sentence of the first article
Actually, I think "Worlds, Inc" may have a valid complaint here. If I remember right, Alpha World became Active Worlds.
The previous owner of Alpha Worlds split off or something... There was some sort of drama, which created, I believe, Worlds inc.
For those of you who dont know, Alpha World was essentially a "Second Life" type adventure, where you can claim land a build your own house. Although it was mostly prefab type items, it did evolve to allow some modifications and customizations.
I was known on there as "theone" (this was before Matrix). -
SecondLife has been doing it since 2005
Microsoft has patented this in 2006.
Second Life has been doing this since March 2005.
There are also other, less known virtual worlds that have been doing it since prior to 2005.
(I think Active Worlds had this running in the same year or earlier? Needs to be checked.)I wonder if this patent would hold against this sort of a prior art?
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Re:Good idea, if you ask me.
As a Vet and a recovering addict, I think this is a great idea. I used to go to NA meetings on IRC back in the day and I used to have my own world in Activeworlds http://www.activeworlds.com/, where me and some friends would get together for a small meeting. It was great, especially when someone was out of town and couldn't make a meeting in meatspace. I'm surprised it's taken this long for the VA to figure this out. LD
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Prior Art?
Just some examples of people interacting as avatars in a virtual 3d environment.
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Re:Prior Art?
The only 3d world I knew about pre-2000 was alphaworld. Currently known as activeworlds http://www.activeworlds.com./ I remember tinkering around in that world around 1995 or so.
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Re:Do any of you actually use Second Life?
On balance I think it likely to be here to stay and evolve as the prime metaverse.
That's what I, and many thousands of others, thought about Alpha World lo these many years ago - but then the company made a few boneheaded decisions, and their lunch was eaten by Second Life and There. (Alpha World, at least currently, is the very definition of 'obscure and forgotten' - on the Wikipedia it's not redirected to the article about the parent company and it's barely mentioned in said article.) -
Re:Excellent? Maybe ...
They're not first - Activeworlds has been around for years (I first used it in 97 or so).
http://www.activeworlds.com/ -
Multiverse
Odd that the author didn't mention Active Worlds http://activeworlds.com/ that already has the features claimed for Multiverse. In fact, the two look remarkably alike. The only significant difference I see is that Multiverse http://multiverse.net/ seems to use higher-resolution graphics.
Active Worlds has one advantage in that you can download the client and visit all the worlds as a "tourist" without registering or paying any fees. This makes it more like the original Netscape than Metaverse, which requires registration and even then limits your travel to a "demo world".
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Old idea
http://www.activeworlds.com/
Done years ago. -
Re:Second Life has plenty of good uses
I never got a good feeling of community at Active Worlds, which Second Life has in spades. There's a huge academic community within Second Life as well who seem fairly convinced that the educational possibilities of Second Life are immense.
I joined Active Worlds years ago -- 1998, God, has it really been that long? -- and I got a terrific feeling of community. There were teachers to help you learn to build, storytelling groups, role-players, assorted card/board game worlds. There were thousands of users online at any given time back then. And there was a good deal of academic interest in it, too. Heck, I joined up because a guy in the dorm I was living in then asked for my help in figuring out an Active Worlds assignment in one of his business classes.
And all was great. For about a year. Then the company screwed up and pissed off the majority of their most loyal fans, with inflated rhetoric, poorly realized promises about the program's capabilities, and (the killer) rapidly inflating the price for a "full citizenship." The idea of making "virtual malls" fell through. "3D Homepages" fell through. The academic interest dissolved once they figured out that the thing AW was best suited to teaching was AW itself.
These days, the Active Worlds community consists of a fairly small group of extraordinarily dedicated users hanging on despite years of neglect and outright abuse by the company. I'm one; most of the others can be found a SW City.
So far, I've seen nothing to convince me that Second Life isn't going to follow the same trajectory as Active Worlds: start small, spark buzz, build up a decent user base ... and then fizzle. -
Re:3D not for Web but perhaps for file system
I would take the O.S System one step further. Forget the Desktop; it's an antiquated anology from the days when P.C.'s were mostly used in the office. I would like an enviorment that resembles http://activeworlds.com/ or the old VRML sites that would represent my virtual home with rooms that represent different applications or groups of applications. Suppose I wanted to record some music. I would enter a room that had icons of music apps on the wall or sitting on a desk. I click on the app I needed and start working. If I turned in another direction I would see other apps I might have open or click on another app to start it. Then to look at each open app I simply rotate or back up. Of course I will probably have an 'Office' which would hold my Open Office app and docs and other text related stuff. The system would most likely have a teleporter that would act as 'shortcuts' to fequently used rooms. Some ideas for rooms: - Movie room. When you leave the room the movie pauses. - Game Room. When you leave the room the game pauses. - Web Room. Get out of the house by going to a virtual mall. I'm not sure why someone's not doing this now. We certainly have the technology. R.H.
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What Active Worlds should have been
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Re:Sounds like multi player sim city to me.
I would like to see a big open ended Virtual world where killing each other off wasn't the goal.
http://secondlife.com/
http://www.there.com/
http://www.activeworlds.com/ -
Re:Been There
Nothing new.. activeworlds has had this for ~8 years
And you can modify the environment. -
ActiveWorldsThere has been a service, ActiveWorlds for years now.. I think it opened in 1996? Basically, it is a fully 3D environment that you would walk around in, interact with other people, build houses, etc.
I haven't logged on to it in years (read: since maybe 1999), but I always remember that I thought it was pretty cool given the 3D capabilities of x86 machines at the time (read: none), and it wasn't TOO bad for dialup. Even played MIDI tracks while you were walking around. I think they eventually went to a pay-for-service model, and hopefully they eventually adopted some kind of 3D acceleration technology (via ActiveX?)
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Nothing new here. :)
If I may point out, this isnt anything new. Blaxxun, Activeworlds, Secondlife are all similar 3D platforms, but have a great deal more experience & interactivity (having all existed for some years now). I posted some info on my favourite 3D platform at the moment (Secondlife) here
(Also check out Activeworlds & There (nb: there is more a social use, like the topic, rather than a 3D platform on it's own.)) -
Eh?
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Re:Even better how about a free 3D MUD client?
Activeworlds seems pretty cool
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Shared-world development?The article says:
GameGrid dynamically partitions areas of the game map, including players and objects, onto different servers. If a player or object, such as a rocket, moves from one server to another, the first server sends the player's state--the player's name, vector, velocity, and statistics--from one server to the next. [. .
Could this (or something like it) be used in a user-constructed world? I'm thinking of Active Worlds and similar sorts of software, where people log in, and can then alter the landscape or build things using pre-defined shapes and textures. Kind of like Legos, only you can't step on 'em in the dark. .] Even if a player isn't physically "on" a server, he must still be able to "see" objects stored on another. The Quake code determines the state of the world every tenth of a second, Bethencourt said.
Anyway, would it be feasible to run such a thing using a grid? Currently, the size of such a shared world is limited by the power of the server on which it is hosted. Alphaworld, the largest world in the Active Worlds universe, is only about the size of California. But if you were using a grid, you could then theoretically expand the world by adding more nodes to handle more real estate. (Or virtual estate, rather.)
If you could find a situation with low enough latency, individuals could even provide their own nodes, adding new territory to the fringes of an existing world. Neaaaat. -
Shared-world development?The article says:
GameGrid dynamically partitions areas of the game map, including players and objects, onto different servers. If a player or object, such as a rocket, moves from one server to another, the first server sends the player's state--the player's name, vector, velocity, and statistics--from one server to the next. [. .
Could this (or something like it) be used in a user-constructed world? I'm thinking of Active Worlds and similar sorts of software, where people log in, and can then alter the landscape or build things using pre-defined shapes and textures. Kind of like Legos, only you can't step on 'em in the dark. .] Even if a player isn't physically "on" a server, he must still be able to "see" objects stored on another. The Quake code determines the state of the world every tenth of a second, Bethencourt said.
Anyway, would it be feasible to run such a thing using a grid? Currently, the size of such a shared world is limited by the power of the server on which it is hosted. Alphaworld, the largest world in the Active Worlds universe, is only about the size of California. But if you were using a grid, you could then theoretically expand the world by adding more nodes to handle more real estate. (Or virtual estate, rather.)
If you could find a situation with low enough latency, individuals could even provide their own nodes, adding new territory to the fringes of an existing world. Neaaaat. -
Re:Snowcrash references
No, the first commercial implementation of the Snowcrash model was by Activeworlds, introduced in 1995. Blaxxun started in 1997. Activeworlds also just happens to be run by Uncle Enzo, who is the anti-competition mafia/family man leader in Snowcrash.
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Re:Hey I dig it
Active Worlds has one.
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Re:Gee
Is this the same as Activeworlds, which is like 10 years old yet has better graphics?
www.activeworlds.com -
CyberNation
Tom Clancy wrote a book about a virtual nation that existed entirely on the Internet of the future and demanded diplomatic recognition. The book was pretty bad, but the idea is an interesting one.
I remember reading an article about Everquest a while ago that said that the amount of trading in real money that went on within the EQ system made it a larger economy than that of several real-life nations. I can't remember the source of the article, unfortunately, so I can't check its accuracy. However, I think it is entirely possible when you consider that the number of players is certainly greater than the populations of some members of the UN (for example, Tuvalu, population approximately 5000).
I am sure that one day Internet societies will be demanding diplomatic recognition as states. Right now, you can already see some examples. Google for "micronations" and see what you get. The ones I've been involved with were all political simulations that did not claim any sovereignty or try to have any relationship with the real states, but there are some that do.
A virtual environment like the Sims is even closer to a virtual state than a micronation or EQ, because the Sims is all about simulating life. The title SimNation is relatively appropriate; you can think of it as a gigantic distributed simulation of a society. If there was a governmental structure, that would make it a distributed simulation of a nation.
Anyway, another site to check out is Active Worlds, a 3D virtual environment. It's not as good a simulation of human characteristics as The Sims, but it still is a good enough representation of real life that simulated virtual nations have been founded within it. -
Virtual Reality, Now and BeyondSo, obviously, this type of metaverse/consistant world/VR/shit isn't anything new. There's been many other attempts at the same thing.
There's even a language (VRML) for such virtual worlds.
And on the other hand, there's the oblivious massively multiplayer online RPGs - Asheron's Call, Ultima Online, Everquest..
However, it seems that they all seem to faltering, or not seeing any substantial growth. Possible reasons?
Noone else is using it, anyway
It maneuvers like crap
There's alternatives much simplier than virtual reality
Basically, people aren't using it because there's no advantage of doing so. Those that are using it are, from what I've seen, much more social than the typical geek.
When will we see a world that provides both quality, as well as a reason to stay? Only MMORPGs seem to be providing it today.
(Then again, I haven't stepped into a chat-oriented world in a few years, so I don't know of any particular trends.. YMMV.) -
Re:Is it or isn't it?
Activeworlds is the only one I know of. "> It's even free if you just want to walk around. Being able to build your own stuff costs 20 dollars a year, and I'd say it's worth it (although I haven't visited since 1999... all my stuff is still built though
:).Hosting your own world is almost prohibitively expensive, although I doubt anyone would want to bother, unless you REALLY want to build an entire world. The main world thing you start on is big enough for all your building desires.
Lordfly
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Um...
How is this relevant at all?
Don't want to be flamebait here or anything, but really... this stuff has been going on for years. Like Activeworlds has been doing since like 1997. You can even build your own stuff (landscaping, buildings, even entire cities -- I did so when I was 14) in real-time. Sure, you can't shoot people in the face, but do you really want to all the time?
I suppose this is News For Nerds because Counter-strike is l33t or something. Frankly, I wouldn't want to chat with most of the CS community... I might get accused of cheating using a Chatbot
:)But seriously, this has been around for years. I fail to see why this is important. Must be a slow news day.
Lordfly
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Already been done - Active Worlds
This has already been done... Active Worlds has been around since about 1996 doing this. You build your own "town", and people can come and talk to you, full 3D and everything.
Active Worlds -
Re:Winner: most boring use of "P2P"
I think you underestimate the effort that has to go into laying out even simplistic protocols for a server and a single client to chatter with each other. Much less creating one that's scalable and avoids looking like alphabet soup.
If this were "scalable," the developer wouldn't require users to register by email before downloading.
I have no argument with the amount of effort involved for the developer. My point is that it's not really that useful. Active Worlds already does this, in 3D and with better potential; The Palace has provided graphical avatar-based chat for quite some time now without the P2P aspect.
So it's neither scalable, nor novel, nor revolutionary. I'll pat the developer on the back for coming up with it on his own, but I'll not download it myself nor recommend it to my friends when other long-time applications already do the same job, and better. If someone wants to make a MMO game out of it, they'd be better off starting with one of those other apps instead. -
This is not new...
This is exactly what ActiveWorlds does. I played around with it a couple years ago. Last week, I looked it up to see if it is still there, and it's grown quite a bit.
The difference between ActiveWorlds and BrendanLand? ActiveWorlds is free to view and free to build things, but anything you build has public ownership, so anyone can modify it. If you subscribe (which I've never done), you can start your own world, and nothing built in it can be modified by anyone but you. Oh yeah, and ActiveWorlds is three-dimensional, first or third-person view :o). -
Active Worlds
Hasn't anyone ever heard of Ative Worlds? It used to be known as Alpha Worlds. This program was the sole reason I upgrade my 486DX2 33 to a PII 266, so I could "play" in alpha worlds. I didn't go for the big graphics card, so it wasn't that great, especially on my modem.
Active Worlds gives you everything this guy is trying to provide, except it isn't P2P, so you have to pay to build. The client is a free download, so you can walk and talk to your hearts content.
A paid account give you your own avatar. Worlds, as there are portals to other worlds, aren't restricted to "real" world environments. You can build whole worlds that are just matrices of connecting lines, etc. Every client then downloads different sound and graphics to represent the new world they came into.
It is essentially just a 3D chat program, but I like the fact that if you aren't in the vicinity, you don't "hear" the conversation. Check it out, the client is free to windows users. -
Re:FP version
Already been done. Except for the peer-to-peer bit. And the not-having-to-pay-an-inflated-price-for-an-accoun
t \server bit. -
AlphaWorld
This is sort of like the Active Worlds concept on drugs.
Active World has the same "build your own space" concept, but it is pay to play. You don't really play, it is just a 3D chat environment. Other than paying, the main difference is it is all based on really huge servers. There are huge clusters of teleport tubes to go to different servers. You can even pay for servers that are private, where you control the access to the world. -
Activeworlds
Well, ActiveWorlds is a 3D chat environment that allows user building, has hundreds of worlds, and allows any object to link to a web page that appears in the web pane of the Active Worlds browser. It's always free for "tourists" as well.
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Re:Already here.
Its been around for at least 4-5 years already.
Uh, yeah, look out Neal Stephenson, the metaverse has arrived.
Ugh, everyone's a wise ass. This is a more appropriate link. -
Re:Already here.
Its been around for at least 4-5 years already.
Uh, yeah, look out Neal Stephenson, the metaverse has arrived.
Ugh, everyone's a wise ass. This is a more appropriate link. -
Re:Already here.Its been around for at least 4-5 years already.
Uh, yeah, look out Neal Stephenson, the metaverse has arrived.
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Already here.What I'd really like to see is a goal-free 3D world like the Snowcrash Metaverse, but it will take games to get there
;) -
3D Chatrooms
Try Active Worlds . Not VRML (as far as I know), but some other custom protocol. Only Windows clients tough. It is fun, well *I* had lotsa fun hours on it.
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Activeworlds is better for this...
In my humble opinion, Activeworlds is alot better for this purpose, as it is actually designed to implement this kind of thing....using a game engine isnt exactly the answer....
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Are Avatars worth it?I've been working for two companies now that are in the 'vurtual world for chat' business, and I'm really questioning whether the idea of whether using avatar-based-chat (read: graphical MUDs) is worth the time and expense to write the software. For chat and collaberation, IRC or whiteboard software is fine. Want people to see a picture of you? Post a JPEG or use a webcam. Where I'm working now is a startup where avatar-chat is one of a list of 16 features (to be delivered December 15h, but that's another story), yet we're spending 3/4 of our time on it... and I can't see it as anything more than something pretty to help sell to investors. There've been a few companies that are already in the avatar-chat market, and as far as I can tell only two of them has had significant financial success:
- VZones, the inheritors of the Habitat legacy.
- ActiveWorlds aka Alphaworld, VRML-like without using VRML, the most impressive of the bunch.
- Blaxxun, actually does use VRML but looks like IRC with a VRML plug-in viewer tacked on top
- The Palace, made by the original Habitat authors, doesn't have any pretense of being 3D so it focuses more on chat.
- Rational Rose for yet another webbrowser with avatars built in.
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Sounds like...
This sounds a little bit like ActiveWorlds.
...phil -
Re:Is the Metaverse nearing practicality?There is a Metaverse: Active Worlds. It's a big VRML world; you can visit, buy property, build, hang out, shop, etc. It's been running since 1996. And nobody really cares.
Interest in VRML peaked in 1997. Even though browsers now come with VRML plug-ins, many machines have 3D graphics boards, and enough people have the CPU power and net bandwidth to use it effectively, VRML is going nowhere.
There's an attempt to resurrect VRML as Web3D, which is basically VRML97 represented in XML syntax. If you're really bored, you can try Excite's 3D shopping,a Web3D application. It's doing 3D rendering in Java, which is why it's so slow.
We have the technology. But we don't have the killer app.
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GELSpeaking of 3d stuff, check out GEL. It is an open source effort (BSD-like license) to develop a cooperative 3d world using much more modern technologies than Doom. Imagine realtime world creation in a cross between virtual reality and IRC. It is being developed by Real Programmers (the guy who created Active Worlds and a guy from the FreeBSD core team, plus some others with equally impressive resumes) so you know it is not just vaporware!
I'm not involved with this project, I just found it a few days ago and it looks cool. It's about time we start using 3D for things besides shoot-em-up games!