Improving Architecture and City Planning by Harnessing the Ideas behind ............................. Mass Collaboration, Social Networking, Wikis, Folksonomies, Open Source, Prosumers, Networked Intelligence, Crowd Sourcing, Crowd Wisdom, Smart Mobs, Peer Production, Lightweight Collaboration, Emergent Intelligence, Social Production, Self-Organized Communities, Collective Genius, Loose Networks of Peers, Collaborative Infrastructures, Open platforms, Wiki Workplace, Open Innovation, Horizontal Networks, Collective Intelligence, Global Innovation Networks, Swarm Intelligence, Decentralized Collaboration, Participatory Culture, Web 2.0...and the like.
We’ve moved the Wiki-tree containing the results of our 3rd experiment (the entry in the Open Architecture Challenge) to a new parcel on Architecture Island.
Since the project is completed, the tree is no longer accepting design contributions or votes, but you can still click the leaves to cycle through the leaves that weren’t pruned. As always, if you have any questions, or would like to hire Studio Wikitecture for your next project, please don’t hesitate to send an IM to Keystone Bouchard or Theory Shaw.
We couldn’t have said it better ourselves (though we’ve tried!) - the power and potential of mass collaboration and creativity is becoming increasingly evident, and this video outlining the ideas in Charles Leadbeater’s new book explains it incredibly well:
If you can’t tell, I was more than a little nervous, and couldn’t quite shake my midwestern accent! =)
Many thanks to Henrik Bennetsen, Stanford University and everyone who helped make Metaverse U so successful (see more videos HERE). We did receive a lot of positive feedback and made some great connections with several individuals and companies interested in the possibility of helping us advance the project.
We haven’t reached our sponsorship goals yet, so if you’re interested in helping us develop the next phase, there’s still time! We have a wide range of goals, but we’re primarily interested in simplifying the interface and making this collaboration technology available to communities throughout the Second Life grid and beyond.
As if that’s enough RL Keystone for one day, here’s my little blurb/interview about what excites and scares me about metaverse technology:
If you happen to be in the Chicago area, Ryan and I will be at the Illinois Institute of Technology on Tuesday, April 1st (6pm Central) talking about Wikitecture, and how virtual worlds and web 2.0 will revolutionize the architecture industry.
If you can’t make it to Chicago, you can attend our presentation from wherever you happen to live this Thursday, March 20th at 3pm PDT inside Second Life at the Life 2.0 summit (register HERE).
Both events are free and open to the public. Hope to see you there!
I just wanted to thank all the contributors on the OAN Nepal Challenge for all their hard work and dedication over the last couple months. The following images are of the final boards submitted to the OAN project site (larger images here). You can be your own judge, but I think they turned out great! What a far cry from Wikitecture 1.0. Looking forward to Wikitecture 4.0, whatever project that may be.
I also wanted to thank everyone for their patience and persistence in working through a very rough and rudimentary technology. Although the ‘Wiki-Tree’ and website have a long way to go to improve upon their usability, the final project is a major testament to the potential of what can result from a more open source approach to architecture.
It goes without saying we learned a lot from this last experiment and are excited to further refine the Wikitecture technology to allow for more seamless collaboration on future projects. In this regard, if you have a project you’d like to have designed and developed via this more open, Wikitecture way, please let us know. (ryan [dot] schultz [at] studiowikitecture [dot] com). Having been part of the Studio Wikitecture group for some time, I am confident that the group has enough skill and experience, architectural and otherwise, to tackle any size project that we would have the good fortune to be offered. I’m sure Wikitecture 4.0 will continue to demonstrate what can happen when a loose network of passionate individuals are given the tools to collaborate around an architectural project.
Hello everyone! As you may already know, the third Wikitecture experiment using our new 3D-Wiki technology will be wrapping up in the next few weeks, and we are already looking forward to the next experiment. If you are not already familiar, HERE is a demo of how the in-world interface works, and HERE is a link to the website.
Based on what we have learned from this experiment, we have developed a list of interface simplifications, features and most importantly, the ability to install the 3D Wiki on multiple sites throughout Second Life. In order to implement this phase of development, we are looking for sponsors who would be willing to provide much needed funding to carry this project forward.
In exchange for your sponsorship, you will be given liberal use of the newly developed 3D Wiki, and your logo will be prominently displayed at all in-world installations of the wiki, and on the Studio Wikitecture blog as well. We consider the current experiment to be a very valuable proof-of-concept, and will be giving lots of live demonstrations and presentations - further increasing the visibility of your sponsorship.
If you are interested, please contact us via email at theoryshaw (at) yahoo (dot) com.
With the network effects of the digital age, combined with the principles of non-exclusive, ‘copyleft’ licensing, the world is starting to see the beginnings of a more decentralized method of production—a method producing a surge in innovation and creativity not seen since the advent of the industrial revolution. Projects such as Wikipedia and open-source software are examples of how a loose and decentralized group of individuals can come together in a more bottom-up fashion and create something greater than the sum of its parts. Recently, it has been demonstrated through companies such as Crowdspirit (http://www.crowdspirit.com) that this more ‘open source’ method of production is not just limited to information goods, but can be applied to physical products as well.
How can these more decentralized approaches be harnessed to improve the quality of architecture and urban planning throughout the world?
Last month, Jon Brouchoud and myself (Ryan Schultz) gave a presentation at the annual convention of the American Institute of Architecture Students (AIAS), which tried in part, to shed some light on how virtual worlds might provide the platfrom for a more decentralized approach to architecture in the future.
The presentation was broken down into two sections. The first Slideshare gives a quick overview of some of the more significant architectural projects currently going on in the Second Life.
The second Slideshare outlines a broader perspective—trying to answer ‘why’ these virtual worlds will become more important for architects in the future.
As is always the case when trying to paint a picture of the future, there’s some level of speculation here, but as Jamais Cascio says “with enough minds, all tomorrows are visible.” So please, if you see another storyline emerging, let us know what you think.
I’ve been using Second Life for a number of years now to run experiments, through our ‘Studio Wikitecture’ group, to see if a Metaverse, such as SL might one day act as the platform for collective intelligence in architecture and urban planning. I’m also an active member of the ‘RL Architects in SL’ group. As you can imagine, most of the members that compose these two groups are architects. What I have found, participating in these groups over the last year or so is that new members are always excited about using Second Life as either a collaborative tool or as a platform to exhibit their work. Unfortunately, however, their interest soon wanes when they find out there’s no easy way to import in models from third party programs. I realize there’s a number of grass-roots initiatives out there that have developed rough and crude ways to import from the following:
Although, I give my utmost respect to the programmers that have developed these projects, to say they are crude, is to pay them a compliment. What invariably happens is that after sharing these links with the many people that ask, they come back (if they come back at all) even more confused and frustrated having labored through the elaborate and evolved process of copying and pasting pieces of code back and forth between one program and the other. The process is about as easy as painting with rice grains.
Having had a number of conversations over the year with people about this, I can say with confidence, that SL’s lack of portability is the number one hurdle for our demographic and the main reason why many people never come back. Although speculation, I would imagine this is a major hurdle for other groups as well.
What I don’t really understand is why this issue is not pushed more by the SL community at large. I have noticed there were a number of issues posted on SL’s Issue Tracker that call for portability of a number of various file types, such as .OBJ, .3DM, .3DS, .DXF, & .DAE.
What I don’t really understand is why, firstly, the overall SL community is not voting on this en masse and secondly, why have some of these grass-roots initiatives outlined above, just withered on the vine? Some of these projects are over two years old, with no sign of life or continued evolution since they were first posted.
Having been in the middle of this conversation for awhile, it seems the standard responses usually involve two factors: technology and/or SL’s economy—Technology, from the aspect that it’s currently still too difficult to do and economically, from the aspect that the sudden influx of new models would dilute the value of existing in-world creations, resulting in a negative impact on SL’s economy. Although I’m sure there are more reasons, these seem to be at the forefront of the discussion.
What confuses me, from my perspective anyways, is that these reasons still don’t seem plausible to me and I’m found wondering if I’m missing a valuable part of the equation.
First, although I have a limited background in programming, it appears from the existence of these grass roots projects, that portability is indeed obtainable. Having dabbled a little with each project above, I realize the process is laborious—cutting and pasting code from one program to the other.
I also realize that most of these conversion programs drastically simplify the form when imported into SL, such as textures being stripped off, and meshes and certain objects such as cylinders and sphere’s being simplified down to plain ‘box’ prims in SL. Although these are indeed hurdles, the technology is currently there to do this on a very limited basis.
What I don’t understand, is why these projects haven’t evolved into a more user-friendly format after the years they have been in place. This is just a lack of user-interface design verses a lack of back-end programming. Even though they are crude and might only import texture striped SL boxes in some cases, i know that I, as well has a horde of others, would still jump at the chance to have access to a tool like this and in most cases would actually pay good money for such a thing.
On to the economic end of the argument. I guess I can see on the surface, why a number of residences might be fearful of a world where seamless importing and exporting becomes the norm. I would imagine their argument springs from the fear that they either think their creations would be diluted by all these new models or that their creations could easily be exported and in turn imported, further diluting their value. I think these are legitimate concerns, but are there not ways of regulating this? Could you not add an additional layer of modifications rights that would give the owner of the in-world object the choice on whether they allowed subsequent owners to export out their creations?
From the importing perspective, yes, I’m sure such functionality would initially effect the market. The problem is however, that in the long run, the longer SL holds out on this functionality, the more negatively it will impact the economy, that is, when they finally do implement it. I’m not an economist, but I would imagine this is the same phenomenon you see when age old tariffs are removed and the economy in which they were trying to protect in the first place, finds itself unprepared to compete in the more innovative and efficient economy that was growing up all around them the whole time.
The assumption here, of course, is that they will do this eventually. The reason being, I believe, is that they will be forced to from market pressures from other virtual worlds offering portability as standard service and perhaps. In the end, perhaps this is exactly the reason why SL hasn’t offered this service yet. There’s no real viable competitor yet.
Although part of the reason for writing this post is to rant a little, my main objective is to start a conversation around why you don’t think portability has become common place for the end-user by now. I just wanted to share my confusion with everyone and see if there are others that are either just as confused, or perhaps have a more nuanced answer to this problem.
And by all means, if this too is a thorn in your side, please place your vote on Second Life’s Issue Tracker. Pick your poison. .OBJ, .3DM, .3DS, .DXF, & .DAE. Voting is easy, just login in first.
And if you’re a developer, just know that I’ll be the first to put my order in and I’m sure I wouldn’t be alone. The market seems to be begging for it.
If you have any questions on how to operate the ‘wiki-tree’ interface, we will be in-world at the following times to answer any questions you might have. We will be in voice, since it’s a little easier conveying the ins and outs of the system that way.
Thanks to all that have been so patient over the last couple weeks while we worked out some of the major kinks.
Can mass collaboration and collective intelligence improve the quality of architecture and urban planning?
We are happy to announce that, Studio Wikitecture will continue to try to tease out this question, via it’s 3rd Wikitecture experiment kicking off officially on Nov. 7th. To accommodate those in different time zones, there will be two different times: Wednesday, Nov. 7th @ 9:00am and 6:30pm PST/SLT.
(post Nov. 7th: Here’s a link to the transcript of that of kick-off meeting. It goes into a more extensive step by step on how to operate the in-world interface: http://studiowikitecture.wikidot.com/kickoffmeeting)
The project on which this experiment will center around will be the competition recently announced by the Open Architecture Network. Competition sites range from a medical facility in rural Nepal, a media lab and library in the slums of Nairobi, or a fair trade chocolate factory in Ecuadorian Amazon.
Since the OAN is an “open-source community dedicated to improving living conditions through innovative and sustainable design”, we thought it would be a perfect opportunity to submit an entry for this competition that is, in turn, designed and composed in the same collaborative and open-source fashion.
We would be happy for you to join the next experiment and help us design this collaborative competition entry. You don’t need any experience in architecture, engineering or construction to participate. We actually believe the more diverse the pool of contributors, the better. You will need, if you don’t already, a Second Life account. Registering is easy.
Once you have downloaded the Second Life application, registered an account and log in, press the ’search’ key on the bottom of your screen (it looks like this: ). Look for the group ‘Studio Wikitecture’ and click ‘join.’ Enrollment is open to all.
After you have joined, click the following link for a ‘teleport’ to the Wikitecture 3.0 Parcel (link), which was generously donated by arcspace.com. Once there, ‘touch’ the base of the ‘wiki-tree’ interface, which looks like the following:…
If you have an problems, don’t hesitate to IM either Keystone Bouchard or Theory Shaw in-world and we’ll come by and help you.
A Brief Overview of the evolving technology behind Wikitecture 1.0, 2.0, and 3.0
We are not only excited about the project, but the new website and in-world interface (not operational, until nov. 7th) that will allow everyone to better communicate and collaborate with each other over the duration of the project’s two month time frame. Along with the following description, this video, provides a nice overview of the technology behind Wikitecture 3.0 as well.
Over the last year, we have been using the virtual world of Second Life as a platform for conducting ‘Wikitecture’ experiments to work out the procedures and protocols necessary to harness a group’s collective intelligence in designing architecture. We have already conducted 2 experiments within Second Life to explore this idea of ‘open source architecture’. The videos of their final form can be found here: 1.0 & 2.0. The following gives a brief overview of the evolving functionality behind Wikitecture 1.0, 2.0, & 3.0.
1.0
Wikitecture 1.0 was not really a true Wiki in the sense that contributors could not modify or delete the contributions of others. What resulted, although interesting in its own right, was an amalgamation of ‘stuff’ with not no overall coherency or unity - a result we expected.
2.0
In the 2nd experiment, we asked contributing members to enable full-permissions on every object they added. This new protocol enabled designers to add/modify/delete each other’s designs. In addition, we set up a Flickr Account that allowed contributors to upload descriptive snapshots of their designs and leave feedback as well. With Wikitecture 2.0, we also introduced an archiving system, where members, through community consensus, were able to roll-back the ‘live’ design to previously saved iterations. Although this system was still rudimentary, the resultant design was far more unified and coherent than Wikitecture 1.0.
3.0
For our 3rd experiment, however, we have continued to try and improve upon this underlying technology. In teaming up with i3D inc., experts in creating virtual applications that cross the 2D/3D divide, we have developed both an in-world interface (’wiki-tree’) and external website that continually communicate with each other. From the in-world perspective, contributors are able to archive their particular design into an abstract ‘leaf’ within a 3-dimensional ‘tree canopy’. As this canopy grows, the branching network of ‘leaves’ communicates to other designers, how related all the different designs are to each other.
image of the ‘leaf canopy’. Although not always the case, the general rule will typically apply: one ‘archive leaf’ = one design iteration = one contributor.
In addition, to fully communicate their vision and rationale behind their designs, this interface will allow contributors to take snapshots of their designs and, combined with descriptive commentary, upload them to the external website.
Since there will be multiple designs iterations within the ‘tree canopy’ and only a limited amount of land, the ‘wiki-tree’ interface, by touching the leaves, will allow members to ‘rez’ out the designs, one by one, onto the viewing parcel. Once rezzed out, viewers are then able to immerse themselves, 3-dimensional, in the design. In addition, to augment the experience of actually occupying the space, the three screens in the viewing kiosk near the ‘wiki-tree’ will allow users to cycle through the snapshots and comments associated with the active design on the viewing parcel as well. This viewing kiosk will become especially helpful for those who want to communicate their designs informally with a smaller group of individuals.
The ‘wiki-tree’ allows the community, in turn, to vote and comment on their fellow contributor’s designs.
Other than cycling and rezzing out the individual designs from the ‘archiving leaves’, The website component will allow users all the same functionality as the in-world interface. In other words, through the website, members can vote and add comments, as well as upload images they would like to associate with their saved designs.
What if this collaboratively designed entry actually wins this OAN competition? How will the reward money actually be divvied up amongst the contributors? If you worked on the last Wikitecture experiment, we will be using the same system whereby we ask all the contributors to assess what percentage they feel they have contributed to the design as well as what percentage they feel others have contributed. The general idea being, that when everyone’s assessment of each other is averaged out, however subjective it may be, a pretty fair judgment is made to how much (compensation, ownership, IP rights, etc) should be dolled out to each contributor. If, in the event, Studio Wikitecture’s entry wins the competition, we will distribute the winnings in this manner.
Although this system of assessment is not perfect, we feel it’s a start. This is one component of the experiment we feel will need to be massaged here and there as we go forward and would love your input to help improve it. Throughout the next two months of designing and assessing, if you have an idea on how to improve either this contribution assessment procedure, or any other functionality for that matter, please let us know. We have set up a forum for such discussion: Feedback & F.A.Q.
Although, this collaborative platform is light years beyond what was used for the 2nd experiment, please be aware that it’s still somewhere between alpha and the prepubescence beta stage of development—we will most likely encounter our fair share of bugs.
Although running at a base level right now, certain features will not be available until Nov. 7th.
image of the ‘trunk’ of the ‘wiki-tree’ interface.
The Final Design for the Open Architecture Network Competition