A European behind Meru, Second Life's alternative
By ely1984 on Wednesday, November 28 2007, 21:49 - Eurogeneration in America - Permalink
This post is also available in: German French ItalianWhen you’re 27, in Italy, if you're still doing a bachelor, all you can do is make a vow to the Virgin Mary. Vladlen Koltun, instead, got a PhD when he was 21 and has been teaching Computer Science for 3 years now. At Stanford, Silicon Valley’s backstage, where all the future founders of Google and You Tube studied.
Now Vladlen – that we meet in his own study in the Californian athenaeum in a beautiful autumn day – is working on a project that is expected to be revolutionary: he’s trying to create what I would define the Second Life-killer, the alternative to Second Life, the virtual community praised by the media and around which a real business is gradually growing. “Second Life has a problem of scalability [see Vladlen's comment below]. Moreover there’s a security deficit: anyone can easily listen to conversations and enter spaces he is not authorised in. With our project, these problems will just become memories”. The name itself is meant to underline this idea of stability: in the Buddhist religion Meru means spine of the world, something that keeps everything together.
All the work, guided by professor Koltun (in the picture on the left as he appears on the Stanford web site) and sponsored by the National Science Foundation and the Alfred P. Sloan Foundation, began in January 2007 and involves a multicultural team – the Virtual World Group – of 9 people altogether among whom Indians, Chinese and Americans.
And Vladlen? Where is he from? "I was born in what was then Soviet Union and is now Ukraine, in an country and a culture that are disappeared nowadays. It's for this reason that sometimes I say I feel more Soviet that Ukrainian...(he laughs). No, well, if I had to feel I’m something”, says Vladlen, Russian mother tongue and fluent in English and Hebrew, “I would say I feel European. I feel more at home in the Old Continent than here in the States where there’s no tradition of beauty production” [see Vladlen's comment below].
Yet, maybe also to fill this gap, Vladlen is modelling this “alternative space” that, for him, is virtual reality. The first version of Meru is due to arrive at the end of 2008. “But be careful. The things that mostly resemble Neal Stephenson’s novel Snow Crash are some computer games with which you can modify the world”. Meanwhile, real world is not interesting for Vladlen who says he hasn’t yet thought about starting a business: “At the beginning Internet itself wasn’t meant to be a business and it was started here in Stanford with the Arpanet project”. The rest of the story is renowned. Not bad for a Soviet.
Comments
Dear Adriano,
It was a pleasure to briefly chat with you last year. I just read your account of our meeting and I am quite surprised by it. Your report of our conversation contains significant errors. Perhaps I am partly responsible. I noticed that you did not carry a tape recorder and had no way of accurately remembering what I said. You were also accompanied by a translator. I take responsibility for not requesting that you run the story by me before posting so that errors can be pointed out in advance. Let me mention a few glaring ones post facto.
- We are not working "to create the 'Second Life – killer'". We are trying to figure out how scalable and secure virtual world platforms of the future should be built. This necessitates creating an experimental prototype, to ensure that we uncover the subtle issues in such systems. The goal of our research is to advance the state of the art in the field, not "kill" an existing product.
- You quote me saying: "Second Life has a problem of scalability, for it doesn't support more than a certain number of simultaneous connections. Moreover there's a security deficit: anyone can easily listen to conversations and enter spaces he is not authorised in. With our project, these problems will just become memories." This is wholly inaccurate. The scalability and security issues with existing virtual world systems are more subtle than you write. In Second Life, for example, it is the local density of participants (how many avatars can be in each other's immediate vicinity at the same time) that is limited by the system, not the overall number of participants.
- You also quote me saying "in the States where there's no tradition of beauty production. I look around and I can't see anything that I could love." I emphatically disagree! In our conversation you asked me to compare my experiences living in Europe and the US. As I explained, one thing I miss about Europe is its architecture and urban layout. Towns that gradually evolved over centuries have very different structure than the planned cities that are common in the US. I miss European towns, with winding alleys and century-old buildings, and find some features of American suburbia visually dissatisfying in comparison. As I mentioned in our conversation, the impact of such visual features on the formation of long-term emotional bonds has been widely discussed by urban planners. However, this is only a tiny part of my experience of America. I have found wonderful people and beautiful nature in this country. I love many things here, otherwise I wouldn't have stayed.
Best,
Prof. Vladlen Koltun
Computer Science Department
Stanford University
I apologize for not having precisely reported Vladlen's thoughts which I have correcte with the following precisions:
- "Second Life killer" is 100% my words, my interpretation
- Coming to technical analysis I am clearly not an expert of virtual worlds. Thank you Vladlen for your accurate comments
- Coming to esthetical comments, I have heard what I wrote. But, again, I thank Vladlen for what he added.