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Welcome to the Nemo's Mind Design Document!
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new.moon 

 

See something new every time you read the Overview

 

 

 

Introduction   

  Final character quote from manuscript version of "20,000 Leagues Under The Sea":

"Who has ever been able to sound the depths of the abyss?"

 

 

    Exploring Nemo's Mind
   Worlds Within Worlds
 

This site is UNEDITED!  It will be presentable Spring 2008.

 

 

A dreamscape for the global citizen.

The Virtual World will be the highest expression of art, self, and community - addressing the human condition and advancing positive global culture.

 

Welcome to the Nemo's Mind (development name) proof of concept.  This manuscript/design document has been waiting for years, till the state of 3D can match the (non-gaming) masses expectations for true art.

 

When the user evangelizes Nemo's Mind:

  • "Beautiful"
  • "Its a new Interactive art"
  • "I become a global citizen"
  • "It is simply beauty and humanity"
  • "Sharing of social consciousness"
  • "Long distance communication with business associates and relatives"

 

Nemo's Mind can become a part of the computer industry's identity.  A highly visible global organism needs all the good PR and connection it can get with the global citizen.  Information technology corporations are evolving into true global leadership with structures like social aware, virtual worlds.  Nemo's Mind provides a path for humanitarian art, and social conscience.

Nemo's Mind is a world revolving in the psyche, allowing any terrain to include global symbols and surreal dreamscapes, while the Nautilus and its inhabitants provide the perfect theme for social awareness and beautiful landscapes of land and water.  All together this virtual terrain provides a forum for humanity's art, technology, philosophy, the psychological wilderness, and the evolving scope of social awareness.

Nemo's Mind is the way of art, to expose the root weaknesses in the human character that abhors oppression and at the same time oppresses those next to them.

 

 

     Initial Description
 
  •  The Product:   The computer industry needs a new application to advance the next multimedia machine.  A machine that can render state of the art 3D, voice recognize, and language translate.  Nemo's Mind (project name) is an example of a psychological terrain designed specifically to seduce the (largely non-game playing) world citizen, to explore their way into 3D and a form of computer art that all can appreciate.  This is a better and more human approach to bringing 3D to the masses than Google Earth or other "real" geography simulations.  

  •  The Humanitarian Face:   This could be a corporations highly visible, social aware representation.  Nemo's Mind  is an example that can become a global citizen.   A complete global conscience within a virtual world communication platform and a possible accompanying concrete organization.  Nemo's Mind uses Jules Verne's anti-slavery and anti-oppression theme to advance consciousness and "new.moon" (the example associated humanitarian organization provided) to more concretely advance the cause.  The world wants this standard in art - this new genre of humanistic expression.

 

 

      Strategic Design Elements
 

There will be hundreds of mainstream virtual worlds in the genre Nemo's Mind will evolve.  There will be competitive room, just like books and movies, for many of these virtual worlds.  To insure Nemo's Mind leads the way to setting this standard, a deep strategy is woven into its future success.  The lists below are divided to emphasize how the commercial and humanistic elements are both required to insure Nemo's Mind can become a global symbol of the computer industry.  The ability for true humanistic pursuit in this medium is only possible by satisfying the commercial aims and vice versa.  One is as crucial as the other!

 

  Commercial Aims 

  • Advance the computer industry's interests by pushing the need for successive levels of hardware and operating systems

  • To make Virtual worlds  a genre accepted at a global and mainstream level 

  • An eventual portal for future 3rd party  exploratory virtual worlds

 

 

 

 Humanistic Elements 

  • Pure art - the direct result of the advancing high tech

  • Explore global humanistic architecture, art, and symbols

  • Advance social awareness

  • Provide a concrete  humanitarian organization associated with the virtual world

  • An arena for humanistic discussion

 

 

      Leaders into the latest virtual world genre
     A new genre and killer application
 
  • The Video game industry has proven the commercial model of a constant virtual world.  Now we must remove the game aspect and apply this technology in a design to enthrall the masses, who haven't needed the gifts of the 3D industry.

  • To the, non-video game playing masses, Nemo's Mind is a new and respectable form of  global consciousness, entertainment, and communication in a virtual "conversation piece".

  • Nemo's Mind (project name) will set the standard for what will become a mainstream genre.  These virtual worlds will be the highest expression of art, self, and community - addressing the human condition and advancing the global culture.  This design has the potential to be recognized as the first of hundreds.  

  • Nemo’s Mind can sell 3D (meaning new machines and OS) through interactive environments and social engineering.  Future installments can provide updates such as a portal for 3rd party virtual worlds that will hook into the software for voice recognition, language translation, camera relayed hand and facial expressions onto avatars, and companion A.I./interactive guides.

  • As the widespread standard,  will be the "go to" program for communication with relatives, business contacts, or random encounters with people of the world, as a conversation piece that can be wandered through.  Also hopefully evolve toward voice recognition and language translation.
  • Will be the leading software for bringing the world together simply as mutual exploration and discussion of the themes

  • These virtual worlds will be just another facet of the machines that will intrinsically hook into your future users.  Other industries will be hooking up their exercise equipment and bio feedback etc. to Nemo’s Mind
  • As a genre, Nemo's Mind fits the typical 3D and software industry strategy to have a strong initial product and keep reaping the rewards of continual updating through the years.  This is an attraction to the that part of our nature that wants to see the downloads to update the 3D materials in the constant move toward "perfection".
  • Auto-Scaling should be a known feature to the end user.  A better machine will have a better graphical output (pictures to compare difference in sharpness, distance to horizon, and smoothness of panning should be available...) - along side this is the inherent promise to keep updating the art of Nemo's Mind to keep up with the latest machines (more tree and vegetation spawning - more detailed models and art).  The best virtual worlds will be revisited as they improve. 
  • As a communication platform, Nemo's Mind will be a great way for the multi-tasking addict to communicate on the move in the mobile computer future of roll up lap screens and the come back of the tablet that will come with the trend toward table top screens
  • Nemo's Mind can always challenge to be the first of its kind since it has been in design since January 1999 and this can easily be proved in several public ways (for instance the copyright is only in place as one way to prove its first days of design).
  • Nemo's Mind fits perfectly into the game industry model of the returning investment.  A perpetual virtual world that can be built upon its base.  The models and art can be updated through the years to keep up with the standards and new areas added or features added to improve original areas
  • Want to expand the Nemo's Mind universe?  Have a cave in and open up the "Journey to the Center of the Earth" etc.
  • Huge market for custom avatars.  Many users will have multiple avatars for the various virtual worlds they use through the portal popularized by Nemo's Mind

 

 

   A 3D product for the non-gaming masses
 
  • The idea of a non-game, interactive virtual world has yet to be exploited.  Nemo’s Mind has many selling points but can stand on its own simply as a place to explore for the single user.  This strength as a solitary exploration is crucial to get the hesitant user into the the rest of the features
  • We have now arrived at the point where the power of today’s and tomorrow’s machines can easily keep up with the publics expectations (as seen through public consumption of digitally animated movies).   Especially in a non-gaming environment that moves at non-gamer speed versus the speed of the standard first person shooter.  No tracking of missiles flying overhead or the continually complicated art of game AI.
  • Must be accessible to the easily intimidated.  This is crucial to the success of a virtual world that hopes to be a house hold name. It is worth placing this high in the design document to ensure this is the true focus!  For instance a slower panning screen than the hyper speed of the first person shooter.  Once the timid explorer becomes used to the virtual world then they may have the motivation to delve into the options menus
  • There are more computers in the world's living room than video game machines.  The puppy is already in the door.  The computer is still the best step toward the living room's main stream 3D.
  • Constructed to give the video game avoidant the excuse to give it a try.  The "wallpaper" of the newly loaded OS beckons the video game avoidant user, to hit that prominent icon to start their adventure.  
  • The windows background is a very slowly panning beach and jungle scene (so the movement can't be seen as an excuse to set it to static) with weather and day/night cycles matching the local users area, wildlife and birds and could include sound effects (at least for 2 seconds whenever the user comes back to the machine) like surf and birds etc.  Upon clicking the icon, the screen clears of icons,  sound effects volume increases and an overlay instructs to use either mouse button for moving forward or to use arrow buttons.  The wave action and wind in the palms steps up to normal speed..
  • Within the "ESC" options the user can change the mouse to allow "look up" and "look down".  This allows the non-gaming public the initial access to a simpler navigation before adding interface options

  • The current location the user leaves, becomes the first person panning windows background, beckoning the user to come back for more

  • It is absolutely crucial that the non-gamer user have full control over the social aspect of Nemo's Mind.  Many will not want to use it as a communication platform until they have been completely sucked into the virtual world, and then they need a choice of local, special interest, and other filters to regulate who they share the environment with.
  • Not only is Nemo's Mind all about art and themes, it is an exploration of space.   If it becomes exploratory for the user and each location is burned into memory, then it has become an effective use of art/space.   This program will be, for many, the first hands on experience with 3D terrain.  We want to excite that audience, to further all development of virtual worlds.
  • The user that normally looks down upon any form of 3D interaction will have the excuse with features like the global conscious themes and anti-slavery/oppression theme.
  •  

 

 

     Humanity - an island for the planet
 

Besides sheer beauty, the attraction of Nemo's Mind humanity is its global consciousness and humanitarian cause.

 

 Global consciousness: 

  • Citizens of the globe participating in the same environment and discussing the themes with or with out language translation

  • Global architecture, symbols, and users

  • The pure beauty of the natural world's flora, fauna and terrain 

  • The Underground Sequence is an example of the universalism of symbols and is climaxed by the "super conscious" globe and at the same time the Underground Sequence ends with liberation (Airborne travel) as opposed to the following theme..

 

 Humanitarian cause: 

  • At its simplest level, Nemo's Mind is anti-slavery and anti-oppression with the Jules Verne characters Captain Nemo and the Nautilus submarine.  The oppression theme is developed through out this virtual world

  • Nemo’s Mind is the abstract side of its humanity and can have a concrete charitable organization associated with it.  The example given with this project is “new.moon” and is a semi fleshed out example attached to this document.  new.moon makes a duality and juxtaposition of Nemo's Mind.  new.moon makes it easier for the explorers to start seeing the experience in Nemo's Mind as an exposition on why oppression is inherent within humanity (and certainly not an example of how to overcome oppression) and the solutions start at....

 

 

    Themes
 

For  a more, in depth, look at the abyss of 

Nemo's Mind themes, dive in here..

 

This virtual world strives for the perfect balance to keep all the advantages of a tight theme versus a theme that is expandable.  The book "2,000 Leagues Under the Sea" gives us Nemo, the Nautilus, Exploration, exotic terrain, Atlantis.  

Being a terrain within the Captain's Mind gives us surreal, global symbols/art/architecture, voiceovers, and social aware issues.  Jules Verne as the real mind that seeks refuge in his fantasy gives us fantasy, psyche, dirigibles, and all of his other books such as the Journey to the "Center of the Earth" as possible expandability.

 

Exploration: 

  • Terrain - The primary element of every virtual world or massive multi-player online games - the user base is already established and all users that place the beauty, exploration, and social aspects above game play, will tout Nemo's Mind as the most beautiful virtual world.  These cross over users are also the diplomats for all their real world non-gamer relationships becoming users of this non-game virtual world
  • Terrain  - An exploration of space.   If it becomes exploratory for the user and each location is burned into memory, then it has become an effective use of art/space.   This program will be, for many, the first hands on experience with 3D 1st person terrain.  We want to excite that audience, to further all development of virtual worlds.
  • Global  - The island that is the mind has the environments of the world's biomes along with representations of global architecture in the Dream Sets
  • Social - Exploration enhanced by the ability to use as a communication platform and reach across borders by voice recognition to language translation
  • Terrain - Every exotic biome of the planet is represented along with natural transitions between the different terrain
  • Movement - Exploration is given by movement over land, through and under water, and in air.  The explorer will see dirigibles in the air and find out through others that there are modes of transportation for underwater (mini-sub Dolphin) and for air they can attain.  The exploration of the island is a mix of linear and non-linear progression and is explained on the Navigation page
  • Surreal, Fantastical, Exotic - Interactions with global architecture and art - the Nemo's "Mind" aspect lends to fantastical settings such as the underground sequence, Dream structures, Observatory etc.

 

The Symbols and Psyche of Humanity: 

  • Global Citizen - Conversations and social aware themes make the explorer feel they are a citizen of the globe.
  • Global Citizen - Social centers such as the Observatory and the Nautilus
  • Universal - A deep underlying theme is to stick to ideas and themes that have a universal resonance as descrbed below
  • Island -  (Nemo's Mind) represents the psyche with surface and subsurface/subconscious features.  This allows flexibility to touch on all the cultures of the world 
  • Psyche - A setting within a troubled mind lends meaningful surreal interactions and representations of layered consciousness. The emulation of global subconscious imagery - the things we dream.
  • Psyche - Surreal interactive elements
  • Humanity - Uses global imagery and symbols.  For example, the Dream Sets of separate, surreal, interactive, architectural collections of the world.  "Euro Subconscious" is a good example of the power of a virtual setting.
  • Humanity - global themes through art.  To match an ageless feel and a Nemo theme - the art and architecture will be restricted to any time before Nemo’s.   The themes include anti-slavery (still rampant in this world) and oppression
  • Humanity - social aware - follow Nemo's transition from aggressor to misgivings for his way of fighting oppression
  • New Moon - A tie in to the associated charity organization.  Each month at the beginning of the moon cycle the day and night sky turns to a purplish tint and the night sky does not completely darken.  The evening sunset will celebrate Nemo's Mind by participating in events at the Observatory that don't happen any other time

 

The Universe of Jules Verne: 

  • More understanding of the Jules Verne viability here!
  • Jules Verne - The greatest asset of the Jules Verne theme is how it ties every facet of this virtual world together - it gives us land and water, global collections of art, text, and architecture.  Nemo makes up only a part of the whole and the reader of this design should not be overly distracted by the Nemo theme - this introduction simply shows the richness of that part of the virtual world terrain
  • Jules Verne - Uses the Nautilus and Captain Nemo characters from Jules Verne's 2 books, "20,000 Leagues Under The Sea" and "Mysterious Island".  The characters carry the seriousness and psychological depth of the books. The  rich universe of Captain Nemo and Jules Verne (the "Father of Science Fiction's" universe has even expanded since his day through sheer popularity)
  • Jules Verne - Fittingly leads the way on such a future minded project.
  • Jules Verne - Using the mental terrain of Nemo allows an expanding  landscape that can encompass the rich universe of all Jules Verne (personal dirigible and "Journey to the Center of the Earth" for example). So a later discussion by explorers will look at whether this is Nemo's Mind or Jules Verne's Mind?
  • Jules Verne - Very popular through out Europe, even more so than his native France.  Attractive to the, “all things French” loving, Asian citizen.
  • 20,000 Leagues Under the Sea - The best excuse for exotic land, water, and architectural terrain
  • Nemo and Jules Verne - The world's best known author and character?
  • Nemo - self named Latin for "no one" is the captain's way of renouncing himself.  A part of the Captain's declaration that he is no longer of the society of Man.  He is a scientist, leader, artist, warrior.  The beauty of the character's depth is the basic question "Is he a murderer, soldier, or savior?"  The inability to come to consensus on this question is the root cause of the problem he addresses.  So can humanities root problems be solved?  Nemo is humanity, the perfect character.  The questions of Nemo's Mind for the social awareness facet.
  • Nemo - Voiceovers from the Captain to add and infuse the social awareness theme
  • Nemo - An island that is a refuge within the rich psychological depth of Jules Verne's most famous creation and comes with an anti-oppression social consciousness (fought India's enslavement and his quest is to stop that culture).   
  • Nautilus - The submarine's quest and collections are global in nature, for instance the library (by the novel) of the Nautilus contains the 12,000 best books in every language of the planet and global art and treasures fill the Nautilus .  Someday the participants in Nemo’s Mind will be able to read those books (pre 1860) in the original language by scanning their eyes over the lines - the camera sitting on your desk will track your eye movement, interpreting and reading out those languages into yours.
 

 

For  a more, in depth, look at the abyss of 

Nemo's Mind themes, dive in here..

 

 

    Sensory Descriptions Snippets
     Interaction for the video game abhorrent
 

       Examples of effortless, non-game interaction:

 

  • The dirigible buffets as the propeller holds into the breeze - you comment to a Japanese woman on the play of cloud shadows over the island, and discuss where to go next, as the view drops off the edge of the volcano crater - you  notice a feature only seen by the scale of a dirigible's view - the paths carved into the swamp look like a giant crab

  • On Genesis Beach you turn around to the sound, of Dolphin chatter and splashing, and then look down the beach stretching to the horizon on both sides

  • Continuing your weekly habit of yakking with your brother on Nemo’s Mind, you see dancing lights come down the underwater cave, and you both join in and become a pod - 6 mini-sub Dolphins racing through the underground river to the River of Life, a smile grows on your face as you taunt your brother and watch the lights bounce off the caves and the other mini-sub Dolphins.  and up the Water Shaft  - 

  • You listen to 3 women (not knowing they are all speaking a different language through voice recognition to language translation) inside the Dream/Condensation Sphere taking turns dropping found artifacts into dream animations - they talk of the significance of a bi-valve sea-shell found in the Lagoon creating a vision of 2 dancers, while a sea-shell from the beach creates a vision of the Lagoon - the women also discuss the rumor of a statue in the lagoon - which you saw yesterday and realize is a new addition to the latest version of Nemo's Mind

  • After passing through the Bonsai Enclosure and riding the track to the Dream sphere, you realize after visiting for more than 2 years - the giant bonsai is a captive to its artificial limb supports and reflect on the struggle within Nemo’s Mind between enslaving and giving freedom

  • The Nautilus has been set by an explorer to cruise at a fixed depth, touring the island reefs, while 20 explorers talk in the sub's museum lounge and the 2 huge flanking round windows serve as back drop - you and an old Turkish avatar leave the Nautilus  as it goes by the jungles of Genesis Beach, in separate mini-sub Dolphins, you want to show him a small half plateau extending out from the jungle slope, with a spring pooling at the top and flowing over the moss covered cliff - he wants to show you his favorite natural vista in the area - you both comment on every one having there own favorite spots on such a large terrain

  • As a lone explorer you visit a favorite Dream Structure in Memory Forest, and notice a far off dirigible rising, you wonder if it is a newly gained dirigible lifting off from the crater - and remember the surprise of discovering the inside of the hollow mountain - and remember the first time seeing a dirigible and wondering how to get one - while you muse on another's adventure you reach up with your real hand and finger paint the clouds by computer camera aid

  • You tag along from a distance watching a Russian and an African - overhearing the conversation, it is obvious the Russian has never been in the underground sequence and want to watch her discover the slow realization of how to interact with the Transforming Statue,  The African points out the the alternating suppressed human images versus the free images

  • As the sun sinks and the quarter new moon becomes more visible, more explorers gather at the Observatory - you watch the jungle below the Cliff Rift become darker and lose detail - and then you drift toward the classical music and light of the Observatory’s Bonfire Fountain

 

 

    Review of Strategic Design Elements
 

These are the elements that will make Nemo's Mind a household name and killer application - the first 3-D application to go mainstream (Next big OS and machine seller):

  • Designed to capture the non-gaming public:  ease of use, availability, pure art, taps into basic need to adventure/explore

  • A mainstream use for today's amazing 3-D capability.  Promotes the 3rd generation virtual worlds as communication platforms, with features like voice/language translation and camera relayed hand and facial expression

  • Global humanistic theme and associated concrete humanitarian organization

  • Unlimited growth for further user exploration:  surreal, JV, global themes/symbols/architecture

  • Copyright free use of a globally recognizable universe (20,000 Leagues Under The Sea and the rest of the Voyages Extraordinaire) - popular in Europe and Asia (as are all things "French" in Asia)

 

 

    Exploring Onward!

 

After reading this intro page it will be easiest to start exploring the island that is Nemo's Mind, by following the links in the left column from top to bottom:

  • "Proofs" will showcase 4 different environments to make the case for the interactive power of a non-gaming terrain

  • "Contents" is very useful to get an idea how the different areas of Nemo's Mind relate and, along with "Maps", to further read onward through the areas

  • "Maps" can access all the environments of Nemo's Mind just like "Contents" but is a more visual interface and more clearly shows the linear and nonlinear navigation through the island

  • "new.moon" is an example of the concrete social awareness structure that should be associated to a non-game virtual world

 

 

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         Proofs 
    Contents 
Welcome to the Nemo's Mind Design Document!
          Maps 
new.moon