Others Have Suggested the way Before:
Zanpo | Martin Dodge in 1997 |
Martin's Atlas of Cyberspace | Rutger's Virtual Cities
| Microsoft's Work | UiTM | GEOconnection International Magazine
Top Ten Reasons To Build Virtual Cities:
- Electrons are recyclable - we don't waste materials spending our creative energy on virtual models
- We need to document our changing cities - many are evolving quickly as energy costs drive suburban costs of living upwards and global warming begs us to introduce efficiencies in our energy use
- Virtual walkthroughs let others see the places where we live
- Virtual cities can be used in useful simulation visualizations - of traffic patterns, flooding risks, walking routes, fiber optic cable utilization, sewer line capacity, etc.
- We come together as a community through the effort - if each person modeled just one structure...
- The Web needs a pro-society reason to invest in 3-D interfaces and virtual cities are it.
- Virtual cities help people get around in real cities - nice augmentation to maps which can be displayed for reference.
- We can document our history in virtual cities and pay homage to our ancestors - on this spot in 1889...
- We can embody avatars and meet each other in virtual cities to organize and discuss community events
- Modeling in 3-D is as fun and engaging as playing with modeling clay or finger paints - we all need interactive creative outlets to learn who we are
Virtual Cities should be iterative, perpetual, and revisionist:
We don't need any deadlines for building of our virtual cities. Never. We can just keep building them. Make them better. Iterate. Go back in time to model structures from times gone by. Move forward in time and model new structures we dream about having some day. Professional architects can supply their models for us to admire. The rest of us can do our best and fill in missing structures as we ramp the effort up. The tools are already there for us to do it quickly. But, we don't need to do it quickly if its for community education and alliance purposes. Those who prefer can savor the process and build beautiful versions of buildings. Every effort can be saved in a database and referenced when we want them. Database storage is ridiculously cheap at long last. There are proper ways to save all our attempts. We can use tags to identify the different versions and walk through cities with explore of our favorite versions: Photorealistic precise models; artistically rendered models; Graffiti tagged models. They can all co-exist for all to share. We build community pride by participating in a shared model for the world to see. We foster a shared vision of where we want to be. We come to understand the reasons our cities are what they are. We educate ourselves as to what they need to become to support quality of life for all world citizens.
Virtual Cities should be open source content
We should build our virtual cities first and foremost to promote our community to ourselves. We want to feel good about where we live. No one should own our virtual city content. Sure, if we get good at the process, we can create models for hire that interested clients can use for whatever purpose. They can pay us to do that work. But, we retain the content for the benefit of all. There is a marketplace in there somewhere, but it isn't the top reason we will start the effort. We want to represent our collective to ourselves. Along the way we can experience the joy of building and the reflection of how much satisfaction we can gain from participating in a citywide effort with our neighbors. We can walk through town and tell our stories. The process is fun like building with Lincoln Logs, Tinker Toys, and Legos. Or like building a train set. But, our results are more accessible and available to everyone through digital content.
How Do you convince yourself that Virtual Cities are Coming Soon?
Have you seen Activeworlds? It's over a decade old. Have you seen There.com? It's been around for five years. Have you seen Second Life? It's got millions of residents. Our virtual cities can exist in all these platforms once we've built them. They will be portable. This site aims to help you understand how it can happen and how you can start to participate. You'll learn a little computer science, a little geospatial geography, and a little 3-D modeling format structure. There is a history of virtual cities already. Virtual Kobe was built to live inside a Silicon Graphics high-end workstation in order to help visualize its rebuilding after a devistating earthquake in January of 1995.
Dive into some supporting links:
3-D Web History
How To Build Virtual Cities
How to View Virtual Cities
Cartona Client
Flux Player Client
The History of Virtual Cities
Historical Preservation
More Links to follow...