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Concept outline




Click here to see a diagram to help explain.

Section 1 from pages 1 – 43


Section 1 / Pages 1 - 2

The first three sections of this ebook deal with the semi-positive aspects of VR / A.I. / computing and to some extent nanotechnology, the fourth section is included so as to show the negative and very worrying impact this technology could have on both society and the global free market economy. I have always been interested in the future and just like many other people, I looked forward to it. It was only after years of research that I realized the possible outcome that could come about, if certain technologies are introduced by market forces. The first three sections of this book are loosely based upon a business proposal that a top A.I. expert at Marconi described as an essay on the future of the communications industry that stands up, high praise indeed considering the source. The most famous computer hacker and the No 1 A.I. scientist in the world, also endorse this eBook.

If you are not I.T. literate, then don't be put off by any of the terminology used, because hopefully as you progress through this eBook, it will all become clear. There are over 1000 hyperlinks to the internet and enclosed material so as to help explain everything contained. So keep in mind that after this introduction, the book provides a step by step guide so as to explain itself in plain English, at least for the most part. If your reading this and you are thinking, I already know all this, then stop reading, because you are not the target audience. This eBook is written for all, but at the same time I do understand that the very I.T. literate will already know most of what is being said here, but in same vain, the vast majority of people are not very I.T. literate?

The masses have no real idea of the speed at which the I..T. sector is changing and how it will affect their lives, this eBook can be seen as a guide, to some of the questions, a lot of people are beginning to ask. Their is more than just tech in this eBook though, section 4 gets very philosophical and even some very technical people have gotten a lot out this eBook, see review.  Please also understand, that the big problem with writing about I.T. is this, it is almost impossible to stay current, it seems that as soon as you type something, the industry moves on, so making your words redundant. So please excuse any factual or what can be seen as old news issues, after all there is only one of me and only so much time to I can spend on this, I thank you in advance for your understanding in this matter, I hope?


The original business proposal was about virtual reality and its possible commercial uses along with some spin off applications. The current Internet e-commerce concepts are mostly about the selling of goods via the utilization of two dimensional images, the proposed system on the other hand described in some detail how to replace this mostly 2d net content with 3d or VR style content. The proposal was about virtualising any and every product and environment. Current and future technology will allow for very realistic computer generated images (CGI) to be produced, of just about anything that can be seen or imagined. This was at the heart of the proposal, i.e. the setting up of a large database containing 3D virtual models which could then be simultaneously accessed and interacted with by many online users, using multiple platforms, such as the X-Box 360 / PC / Playstation 3 etc.

This image and sound database (system), was to have been licensed out to any network or ASP (Application Service Provider) capable of using it. These systems were then to act as vessels containing and delivering content to a networks user base. Once a network operator and its user base started to use the system, then this should have in effect given the owner or operator of the system access to that networks user base and in real-time. This could have given the operators a toehold into any and every network globally without the expense of setting up those networks. The databases where then envisioned as being networked together thus allowing the operators access to a possible global audience, (this was the eventual goal, i.e. to set up a globally licensed image and sound database network). Advertisers would then have a single company in which to deal with, so as to reach a possible global user base... a bit like Google Universal.

The easiest explanation of this principal is Hollywood, they produce content (films/TV shows etc), this content is then distributed through many networks (TV networks / cinema / video distribution networks etc). So in effect giving them access to all of those networks and all of those end users. A similar principal applied to this concept, i.e. the content produced would have been held within a database that could be copied and installed on many different networks (AOL / MSN etc), so giving the operators access to all of those networks and users. The difference being, that it would have been an online system so giving the database owner, access to all of those end users and in real-time.

Another example, if Sky or some other satellite TV network offered you 500 TV channels and cable offered you only one and for the same price, then you would obviously choose satellite. This example is used to show that the content delivered through whichever network connection you may have, will become more important than the network supplying it.... think Sky vs Virgin. The virtual image and sound database was foreseen as being developed and introduced, so becoming a large contributor to the content supplied through whichever network connection, the end users maybe connected to.

All the databases would in effect be doing, is manipulating digital data, then sending and receiving that data to and from any connected net user. The proposal was based around the increasing capabilities in hardware and network speeds that are now becoming available. The proposal provided an outline view exampling a staged development plan allowing for an increasingly sophisticated network to be built, so making best use of these new capabilities. Owning the content within virtual space is increasingly being seen as more important than the hardware or network set-ups involved in supplying the data, so owning that data is sure to become the real future of e-business.

E.g. Second Life:-

Imagine the databases as nothing more than pieces of virtual real estate and just like normal real estate if the landlord or real estate owner rents it out, then it should make money. In this case the real estate owners or developers, in effect, would have been the database owners, but unlike normal real estate, virtual real estate can be rented out to an almost unlimited number of tenants or users and all at the same time. You can liken this to owning a room, in this case a virtual room, then renting it out to many people all at once.

Key to the concept was that the database owners and not the network operators were the ones in overall control of the systems content and therefore making the money. (I.e. the database owners, controlled and owned all the rooms). The database operator should have been able to reach more end users than any single network operator, that's if the company developing the concept had managed to push it into all of the foreseen markets and network set-ups. Telecommunications companies are feeling the pinch as new phone systems such as Skype are becoming the norm and if everybody gets online, then no one may ever have to pay for a telephone or video call again. This means that most telecommunications companies will have to deliver content or charge toll like entrance fees to their networks if they wish to survive. British Telecoms moves into the content delivery market show this to be true.

The databases in their simplest form were seen as being an independent application running on any network hardware capable of hosting them, so becoming a content provider for that network, just like installing a program or application onto a system. (E.g. just like installing a game on your home PC). Access to the databases, was to have been via a customised web browser interface installed on  whichever Internet enabled platform the user was using. The plugins required would have been written so as to allow the databases to be connected to as many network set-ups and net appliances as could be achieved. (E.g. like an MP3 or Flash plugin, so allowing you to access and use that particular type of software).

Smaller companies or individuals were to be used to create or capture most of the images and sounds. This should have given the systems operators access to a massive and growing image and sound collection. The concept of a globally franchised or licensed image and sound database network, was also seen as a centrally controlled outlet for any company working in the field of CG modeling or in the audio field. So allowing them to deliver their creations to a possible global audience. These modelers or companies were seen as being given a percentage of any money generated, so making this an attractive option for putting their creations into the database. The network operators were also seen as sharing in the revenue, by being given a cut of any profits generated, making this a good reason for installing the databases, onto their networks.

The virtual environments held could have been used for many purposes, virtual tourism, virtual shopping or virtual gaming environments etc. At the end of the day, the content contained was seen as a means to an end, it allowed the database owners (franchise operator) access to a lot of end users or should it be said, potential customers. An option was to have been built in, which would have allowed the databases to be customised by third parties, who may have had their own concepts for the databases VR style data.

The point was, if the developers provided or controlled part of the software architecture that the databases needed to operate, whilst also having the ability to market the databases to many network operators, then I still believe, that both the network operators and the users would want access to such a system. The simple logic behind this, was to give the end users the type of VR experience they wanted or liked within the confines of the content owned and controlled within the databases. This should have allowed the database operator to own and then control their own market or markets, that's if the databases were to be franchised and then networked together.

The virtual images and sounds contained in the databases could have represented anything, even things that do not exist. History would probably be a reasonable place to start i.e. the Seven Wonders of the Ancient World or some other famous places or even events from history, anything which would have attracted many users. E.g. imagine. a fully interactive computer generated model of ancient Egypt, this model could then be put into the databases, then imagine this VR experience became popular, i.e. it attracted a lot of online users. These users could then be charged for that experience along with any advertisers wishing to reach this audience. Just tenants paying rent to the landlord, (database owner).

The user interfaces were to have allowed for the sale of any products within any of the virtualised environments, being online would also have meant that both the products and advertising techniques could always be kept up to date. These ‘virtual markets’ could even have had, avatars or EVA's of famous people selling services or products etc. So imagine the users being able to go shopping in ancient Egypt with a virtualised Elvis Presley acting as their shopping guide. Also program content for any TV audience could have been generated, by the interactions of the online community, with any of the virtualised characters and environments held.

The more popular a VR environment became, the more advertisers could be charged for selling their goods within it, but being online would also mean, that the environments could have had as many advertisers as the network or system could handle. The franchise option was to have allowed the databases to be sold or licensed to any network supplier capable of software hosting the system, these network operators, would have then become the franchisees.

Each franchisee (network operator) and its end users, were eventually to be charged so as to access the database's content. The system was envisioned as being marketed as a new killer app for network operators. The clever part was, that once the end users became addicted, or used to using the type of VR content contained within the system, then the network operators would not have been able to replace or get rid of that content or database provider, for fear of upsetting their user base. This can be likened to teaching everybody to use Microsoft office and then asking them to use something else, most people wont, so they will stick to what they know. So the franchising out of the databases to many network operators, should have meant the users could always ditch any network not offering the database or content, in favor of another network that did.

The example above, highlights how the database owners could have established a toehold into any and possibly every network globally. This can be likened to owning a smash TV series or a film that everybody wants to see. Unlike TV or films though, this would have been an ongoing and interactive experience, that in some ways, would have always been slightly different for the user. The databases were to have allowed the users access to the type of data and visual eye candy they crave, so keeping the users coming back for more. The end users could eventually have the fastest network connection that can be imagined, but it’s the content delivered through these new networks that will count. The simple equation of ' give the end users what they want and they will come back for more', was seen as a key point, to the overall concept.

The end users only ever see the content produced, not the network supplying it.

 The networked franchised database concept, was envisioned as delivering to the end user what they wanted, when they wanted it and all within a totally interactive VR style environment.

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