Title: Rise of the VirtualtoReal Labor Force: From Underwear to Architecture
1Rise of the Virtual-to-Real Labor ForceFrom
Underwear to Architecture
2Cory Already Ate Much of This Talks Lunch in
His Earlier Keynote So I Will Keep This Short and
Sweet
3This is about
- Designing things in the virtual world and making
them in the real world
4Points from Corys talk
- Large-scale groups of people collaborating to
make interesting things - Significant maket in intangible goods (nearly 1
billion worldwide) - Users consume content faster than designers can
make it - When creation is easy people will explore the
design space - Digital cool hunting and idea harvesting
- Sending virtual content back out again
5Lots of people spend lots of time in Virtual
Worlds
VWs w/ 150,000 subscribers, Sir Bruce, 2004
(approx. 8 mil.)
6Lots of people spend lots of time in Virtual
Worlds
VW w/ 0-120,000 subscribers, Sir Bruce, 2004
(approx. 8 mil.)
7Their primary direction of these worlds is
virtual-to-virtual
fantasy to representation (non- value stays in
the VW)
8To a lesser extent theres also real-to-virtual
speaking the real worlds language through its
signs
9Virtual-to-Real looks ripe to me if
- 880 million world market for virtual goods
- Players routinely spend upwards of 20 hours a
week in virtual worlds - Gaming rivals Hollywood and TV in time and money
- People have a passionate interest in doing more
than crafting - Virtual worlds are ideal spaces for
mass-customization
10What are you there for?
- Massively Multi-Player
- Massively Multi-User
- Massively Multi-Maker
112 Mini Cases
- Threadless (www.threadless.com)
- Open Call Fashion (2D)
- Second Life (www.secondlife.com)
- COPS User-Created Digital World (3D)
12Open Call Model
- Anyone can submit a digital proposal for
something to be made in the real world, creating
a large, nearly free work force where what
doesnt work is disregarded and what does work
gets made
13COPS Productivity Backdrop
- Creativity
- Ownership
- Persistence (memory)
- Shared Space
- (Not necessarily 3D or immersive)
142 Umbrella Categories
- Pre-visualizing concepts (film, storyboarding,
choreography) - - to model after, to practice with, to
demonstrate, etc. - Prototyping objects (fashion, architecture,
product design) - - to print, build, or otherwise embody
15Threadless homepage www.threadless.com
16Threadless user community with shirts of their
own design
17Accepted Threadless design
18Second Lifes Avalon fashion plaza www.spacethinkd
ream.com / www.riversrunred.com
19Mrs Jones Second Life fashion line
20Mrs Jones Second Life fashion line
21Second Life fashion show pic
22ISACer Jeff Thompson in SL in AC2004 shirt
(Jeff)
23As video games and social software branch out
Platforms everywhere
Breaking expectations
and making things in virtual worlds for the real
world
24Any takers?
- The Digital Entrepreneur Challenge
- Reality TV show or documentary for G4techtv or
other network that follows entrepreneurial
attempts to start profitable businesses in Second
Life - Fashion Pre-Vis (film) Education Game Design
In-World Services (custom avatars, etc.)
25Looking forward How streamlined can
virtual-to-real/open call become?
3D print NOT from Second Life
26Looking forward How streamlined can
virtual-to-real/open call become?
3D print NOT from Second Life
27Looking forward How streamlined can
virtual-to-real/open call become?
3D print NOT from Second Life
28- COPS (Creativity, Ownership, Pesistence)
- Massively Multi-Maker
- Open Call model
- Digital Entrepreneur
29- Im interested in experimenting with these
models and services. - PLEASE TALK TO ME IF YOU ARE TOO!
- jerrypaffendorf_at_accelerating.org