Real World Virtuality

Real World Virtuality

I started reading Spook Country last night before bed, the first chapter of which ends with a virtual world/real-world mashup that has the main character standing in front of the Viper Room in LA looking down at a dead River Phoenix on the sidewalk in front of her. Leaving aside a whole other post I could write about the significance of that particular moment to people born around when I was, it made me think about gaming and ubiquitous computing.

I suspect most of what I’m about to say is so passe to most people who think about gaming and the internet, but it was a fun revelation for me, at least.

When I first started talking outloud about ubiquitous computing in the library after the Copenhagen keynote about sentient cities, our chief librarian wilted a little. “We just built this place!” she said. But I think ubiquitous computing is not going to come from the walls at all; I think it’s just going to use the walls to interface with mobile computing.

Okay imagine it: you have VR goggles. You put on your goggles and you see the world around you, but also the game space. You have already entered in the usernames of your friends, who are also playing this game with you. You are synced up to GPS, so your goggles know where you are in relation to your environment. You have chosen a genre or theme, but the game is constructed on the fly by the system based on the environment you’ve chosen, the number of civilians in your view, weather information, and variables drawn from the user profiles of you and your friends.

So say you pick a large field by a river for your game space. Maybe you do a walkthrough it first with your goggles on so that the system can add more detail to the GPS and map data; that data would go into a central repository for geographical information. The system can then generate characters that wander past, hide behind bushes, sit in trees, etc. You and your friends can all see the generated characters because of the goggles, so you can all interact with them simulaneously. The characters might be generated by the game designers, or they might be created by users, like the Spore creature creator, with backstories and voices all supplied by fans, vetted by the designers. You and your friends can be costumed by the system; when you look down at your own (bare) hands, they might be wearing chain mail gloves and be carrying a sword.

Or say you pick a city block as your game space; the system connects to google map data, and then also takes in information about all the people around you, and uses them as part of the game. It could turn the city in a futuristic place, with flying cars and impossibly tall buildings. Running around the city, chasing aliens, avoiding civilians, being a big ole’ gaming geek in full view of the public. Awesome.

So now: the virtual library could come with a pair of goggles and a good series of fast databases.

That would be pretty cool. Just sayin’.

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