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Introduction
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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?"
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| Exploring Nemo's Mind |
| Worlds
Within Worlds |
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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.
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Initial Description |
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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.
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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.
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Strategic Design Elements |
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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!
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Commercial Aims
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Advance the computer industry's interests by
pushing the need for successive levels of hardware and operating
systems
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To make Virtual worlds a genre accepted
at a global and mainstream level
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An eventual portal for future 3rd party
exploratory virtual worlds
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Humanistic
Elements
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Pure art - the direct result of the
advancing high tech
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Explore global humanistic architecture, art,
and symbols
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Advance social awareness
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Provide a concrete humanitarian organization associated
with the virtual world
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An arena for humanistic discussion
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Leaders into the latest virtual world genre |
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A
new genre and killer application |
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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.
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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".
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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.
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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.
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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
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| 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..
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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
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The current location the user leaves, becomes the
first person panning windows background, beckoning the user
to come back for more
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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.
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Humanity - an island for the planet |
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Besides sheer beauty, the attraction
of Nemo's Mind humanity is its global consciousness and
humanitarian cause.
Global consciousness:
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Citizens of the
globe participating in the same environment and discussing
the themes with or with out language translation
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Global architecture, symbols, and users
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The pure beauty of the natural world's
flora, fauna and terrain
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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:
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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
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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....
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Themes |
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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
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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
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?
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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..
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Sensory Descriptions
Snippets |
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Interaction for the video game
abhorrent |
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Examples of effortless, non-game
interaction:
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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
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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
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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 -
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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
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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
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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
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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
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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
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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
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Review of Strategic Design Elements |
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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):
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Designed to capture the non-gaming
public: ease of use, availability, pure art, taps into
basic need to adventure/explore
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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
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Global humanistic theme and associated
concrete humanitarian organization
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Unlimited growth for further user
exploration: surreal, JV, global
themes/symbols/architecture
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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)
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Exploring Onward! |
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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:
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"Proofs" will showcase
4 different environments to make the case for the interactive power of a
non-gaming terrain
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"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
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"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
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"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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Copyright
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