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1994-08-23
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From: info@virtual.cuc.ab.ca (Virtual Universe Product Information)
Subject: NEW-PROD: Multi-user VR
Newsgroups: sci.virtual-worlds
Organization: Virtual Universe Corp
*PRODUCT RELEASE*
THE PARALLEL UNIVERSE
IF YOU ARE DEVELOPING NETWORKED, REAL-TIME, INTERACTIVE
APPLICATIONS AND WANT YOUR PRODUCT TO REACH THE LARGEST
POSSIBILE USER BASE AT THE LOWEST POSSIBLE COST,
THE *PARALLEL UNIVERSE* IS FOR YOU.
NOW THERE IS A WAY TO SERVICE THE END USER WITH REAL-TIME, TRUE
MULTI-USER APPLICATIONS IN THE HOME OR BUSINESS USING STANDARD
TELEPHONE LINES.
FEATURED IN BUSINESSWEEK MAGAZINE'S "DEVELOPMENTS TO WATCH" SECTION.
WHAT IS THE PARALLEL UNIVERSE ?
The Parallel Universe is a real-time, many-user Shared Virtual Reality
(SVR) server designed to be accessed using standard dial-up telephone lines.
Applications do not run on the server itself. Rather, a user's application
runs on their local computer and communicates with other users sharing the
same virtual space(s) through The Parallel Universe. Users working within a
common virtual space do so interactively. Changes made by one user are
reflected in real-time in the displays of users sharing the workspace.
Multiple applications and virtual spaces can operate concurrently on the
system, to a practical maximum of 100 users at once (in a full commercial
system with all operating with spatially-relative voice communications.
Development platforms are 10-user only.). The Parallel Universe accepts
each user's data stream via conventional high-speed modem, processes it
using proprietary algorithms to determine relevance to other users, and
then directs all or part of the data stream to those relevant users.
User relevance is fundamental to system operation as it allows the user to
have the illusion of having all information available from all other users at
all times without the expensive communications bandwidth requirements normally
associated with this type of data availability. The Parallel Universe, in full
system form, is enhanced by spatially-relative audio teleconferencing. This
allows users to communicate with each other, speaking naturally while operating
within the same workspace. The audio teleconferencing features distance
attenuation designed to emulate "real world" behaviour, and stereo panning
using a proprietary system called "Steereo". The Parallel Universe has been
designed to operate using a single standard telephone line in order to access
the widest possible user base. This design allows developers to present real-
time, fully interactive applications to the end-user in the home and/or
workplace.
WHY USE THE PARALLEL UNIVERSE?
IF YOU ARE A TELEPHONE COMPANY:
COST and MARKET PENETRATION.
The Parallel Universe can deliver real-time interactive services over low
bandwidth media so current potential users are not forced to purchase high
bandwidth service, such as ISDN, in order to access this type of service. This
broadens the user base dramatically and acclimatizes the user to these types of
applications. Once the users are accustomed to using these type of services,
they are more likely to accept the cost of increased bandwidth for enhanced on-
line services. One of the big obstacles in the way commercialization of
interactive services is the lack of "content" on the real-time interactive
networks. Content providers are demanding a large customer base on the networks
prior to committing resources while the networks are insisting that they need
content before they can get customer base. The Parallel Universe breaks this
impasse by allowing the telephone companies an opportunity to provide a
substantial user base to the content providers and thereby facilitating the
creation of content for the network.
IF YOU ARE DEVELOPING CONCURRENT ENGINEERING APPLICATIONS:
COST and COMPETITIVE ADVANTAGE.
Each year greater than $750 million is spent in the U.S. alone for the sole
purpose of putting design engineers in the same room to collaborate on the
design phase of projects. To put people in the same room costs money in the
form of airline tickets, hotel rooms, rental cars, and lost time. Currently,
engineering companies are moving people carrying data rather than moving only
the data. The Parallel Universe allows engineers in many different locations
to "travel" to a common virtual "location" without the expense associated with
transport of the engineers themselves. This ability is particularly useful in
3-dimensional design tasks. Furthermore, because The Parallel Universe can use
a standard telephone line to accomplish this, costs are significantly reduced.
Companies using The Parallel Universe will enjoy a distinct competitive
advantage.
IF YOU ARE A VIDEOGAME DEVELOPER/PUBLISHER:
MARKET PENETRATION AND EXTENDED SHELF LIFE.
There is currently a shift occurring toward networked, many-player
videogames as an alternative to stand-alone videogames. This shift is
partially the result of games developers desire to extend the "shelf life"
of their products but there is also a consensus amongst games developers
that the stand-alone videogame market may have reached its peak. Many of
these same games developers believe that networked many-player games are
a growth market with little competition. A typical videogame will have a
shelf life of only 6-8 months where the majority of product sales will occur.
After this time the revenue stream decreases dramatically. This happens because
most people that are going to purchase a videogame do so within 6-8 months of
its release. Typical stand-alone videogames provide few incentives for users
to keep playing after having mastered the game and, as they move on to other
games, their word-of-mouth advertising shifts from "old" product to "new"
product. Word-of-mouth advertising is the prevalent reason why people buy
particular videogames. The main problem is that the user gets bored by the
game after he or she has mastered it; mastery of a game is usually a function
of memorizing the pre-programmed play of the game. In network play the user
never truly masters the game because the actions of other users are not
predictable and therefore not memorizable. Each session of a networked
many-player game is different than the one before so the user does not easily
get bored.
This extends the shelf life of the product in two ways:
1. The initial users continue their play and word-of-mouth advertising; and
2. New users are required to purchase the game in order to become part of the
networked experience.
Recognition of the advantages (i.e. increased shelf life) of networked many-
player games has created a need amongst the games developers for a development
platform upon which to develop these networked games. Until now there have been
no commonly available network development platforms and games developers have
been forced to use non-economical networking schemes, such as high bandwidth
ethernet, to provide networked play. Since virtually no-one has ethernet
bandwidth in their home, the market has been severely limited for these
products.
The Parallel Universe development platform addresses this bandwidth problem
and allows games developers to develop products for the networked, many-user,
in-home game market *NOW*.
IF YOU ARE A VIRTUAL REALITY DEVELOPER:
COST and MARKET PENETRATION
Get your application into the home NOW. With the availability of real-time
3D renderers such as Renderware and RealityLab, VR in the home can now be a
reality. With The Parallel Universe you can network these VR generators in
the home and have access to a larger market. And you don't have to wait for
fiber or ISDN! The Parallel Universe gets into the home now at a price that
the users have said they will pay.
The Parallel Universe is available now as a software only development
platform, complete with PC API, that is ideal for companies wishing to
capitalize on the increasing demand for true real-time many-player games
and concurrent CAD-type applications using PC's as the user node. The Parallel
Universe development software is expandable to a full voice-enabled commercial
system. Customers are advised that voice-capable systems require custom
hardware and are built when ordered. Pricing is quoted at time of order.
FEATURES
1. Data Filtering
This function substantially reduces network traffic by separating motion
packets (motion packets are the ones primarily responsible for network
saturation) from other types of packets and only sending the motion packets
where they are actually needed by a user at any specific point in time.
2. Internal Object and User Database
The server keeps lists of all "objects" and "users" within any number of
"universes". Objects may be points, vertices, animations, colours, textures,
or user defined. The server holds the current "state" of each universe for
updating users as they log on.
3. PC Application Programmers Interface
The PC is a large potential market due to the large installed base. Most
applications that run on a PC can be ported to The Parallel Universe. A
Silicon Graphics API is planned.
4. Low Latency
Typical system lags are less than 100 ms with system updates at 25hz.
5. Low/High Bandwidth Capability
If real-time interactive, multi-user applications are to reach users in
their homes, studies have shown that they must be at a very low cost. This
requirement rules out the expense of high bandwidth communications. Since
The Parallel Universe can use either low or high bandwidth, developers can
get their applications into the home or business without having to wait for
high bandwidth installation.
6. Spatially-relative Voice
Why bother with a second telephone line or separate teleconferencing service
to speak to other users in a multi-user session? The Parallel Universe features
fully integrated multi-source voice communications enhanced with distance
attenuation and left-right cuing. This is possibly the most advanced voice
conferencing bridge available today.
7. Commercialization Path
The Parallel Universe allows developers to create applications using a low cost
development platform that is the same underlying software as the commercial
systems use. This means that developers with market ready applications do not
need to wait for further development of The Parallel Universe to commercialize
their products. Full system R&D is already complete! If an application is ready
for commercialization, so is The Parallel Universe. Royalty rates are low and
vary dependant upon application.
PLATFORM REQUIREMENTS
SUN SPARC running SUNOS 4.1.3 with up to 10 serial ports with 9600bps or faster
modems to act as the central server. 80386-or-better-based PCs act as
application platforms.
PRICING
Pricing ranges from US$ 3,500 for a 10 user, software-only, development
platform up to US$ 250,000. for a full 100-user commercial system. Many
intermediate custom configurations are available. Customers will have a 30
day, full refund trial period on entry level software platforms. Royalty
rates on commercial systems are dependant on the application. Please contact
the Company for details.
Virtual Universe Corporation is a public company trading on The Alberta
Stock Exchange (symbol VRX).
Virtual Universe Corporation
Suite 510, 700-4th. Ave. SW
Calgary, Alberta, Canada
T2P 3J4
Voice: (403) 261-5652
Fax: (403) 237-0005
Internet: info@virtual.cuc.ab.ca
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