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Quantum fluctuations in space, science, exploration and other cosmic fields... served up regularly by MSNBC.com science editor Alan Boyle since 2002.

Alan Boyle covers the physical sciences, anthropology, technological innovation and space science and exploration for MSNBC.com. He is a winner of the AAAS Science Journalism Award, the NASW Science-in-Society Award and other honors; a contributor to "A Field Guide for Science Writers"; and a member of the board of the Council for the Advancement of Science Writing.

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Space simulations galore

Posted: Monday, April 02, 2007 6:50 PM by Alan Boyle

There are plenty of ways to become a virtual traveler in outer space. Second Life may be the simulation flavor of the week, and NASA may be carving out its own space there, but there’s a long history of virtual worlds that give you the feel of the final frontier.

In the wake of last week's story about NASA's involvement in virtual worlds, I received several messages offering a second opinion about Second Life, and a sampling is provided below. Some correspondents rightly pointed out that online space simulations go back to an era when games were played with stolen mainframe moments.

Virtual space adventures have come a long way since Lunar Lander. You can't go wrong with Orbiter, a free sim program that's based on the real physics of spaceflight.

Among the more recent entrants in the field is Space Station Sim, which helps you build and populate a virtual space station. One reviewer called it "a rocket-boosted title that won't break the exploration budget," while another said that trying to build an orbital outpost that passed muster resulted in "more frustration than fun." I have the program at home but haven't yet tried it out myself - so I guess it's time to start launching and find out if I have the Right Stuff.

Another recently released program, Lunar Explorer, uses actual NASA data to create a virtual moon. And if it's interplanetary travel you're interested in, the NASA World Wind project virtually offers you the solar system (as well as Earth).

For an encyclopedic rundown of space simulators, check out the compendium at Clark Lindsey's HobbySpace Log.

Here's a sampling of the messages I've received about Second Life:

Don Mitchell: "Virtual reality is a success today, but I don't think Second Life has been an especially dramatic or innovative step.  Articles in The Register suggest that Second Life is greatly exaggerated (see: 'The phony economics of Second Life').  Personally I found it to be unattractive, and like most subscribers, I left after a couple hours and never returned.

"There have been many high-profile but unsuccessful approaches to Virtual
Reality: the VRML standard, head mounted displays, SIMNET, and a variety of failed 3-D social worlds before Second Life.  The true pioneers of Virtual Reality have been the inventors of computer games.

"Text-based multiplayer games (MUDs) showed that large communities could be built online, and that immersion in virtual reality is mostly a function of the user's mind.  Brilliant software developers like John Carmack ('Quake') and Tim Sweeney ('Unreal') developed efficient techniques for displaying complex 3-D worlds on the PC.  And products like Everquest and World of Warcraft were among the first really successful and compelling examples of multiuser 3-D virtual reality.

"Computer games have driven the high-speed computing and graphics technology of the PC and game consoles.  Along with motion-picture special effects, games are the most economically important application of 3D graphics thus far."

One correspondent dwelled on Second Life's dark side, which I admit I steered clear of during my SL sojourn as Boole Allen:

Tyrel (referring to Second Life and NASA): "Seeing those two phrases together bring tears to my eyes. Second Life is an abomination, explicitly showing all that is wrong with the Internet bundled into a package of pornography and sick fetishes. How the multitudes of reporters somehow don't see the sick sides of Second Life and see it worthy of any sort of reporting is beyond me. (If you want to be 'enlightened' to the true sickness of Second Life, visit somethingawful.com's Second Life Safari).

"What also makes me furious is that programs professionally written in lieu of space simulations barely get the gratification they deserve (such as this masterpiece of space flight simulation) ... while these poorly written, memory leak-ridden, crap programs with hardly enough physics actually programmed into the engine to make a ball bounce partially realistically get front-page articles on major Web sites. This shows that true journalistic research seems to be a thing of the past, or the highest bidder gets the front-page advertisement."

Another correspondent, however, saw a lot of things to praise in Second Life, and his reference to human modification reminded me of our series on the future of evolution

Maelstrom Baphomet: "...You are so fascinated with what we do with our environments in the virtual world that you haven't seen the most significant frontier; what we do with our bodies. If the avatars on this game are any hint at what is coming when men master genetics, I don't think the world will belong to what we constitute as humanity in about 1000 years. Instead, you will have a highly modified and modular intelligent life form. ...

"I'll show you places (PG) where dragons roam free and life cycles of their generations are determined by the sun. And we're not talking about human sized dragons.. we're talking about avatars 2-5 times the size of the default avatar in SL. They're built around primative objects that would normally be clothing for the body. Example, a hat is a head.

"Daryth Kennedy is the most dominant artist on the sims in question. She's a longtime friend. I came to her the first night I joined SL in 2005, and I wanted to bring one of my characters to life.  I provided her a picture and she helped me modify her other dragons to create a dragon we called the Maelstrom Dragon. It came packed in a nice little egg you can lay on the ground and grab the contents from. Now the eggs just pass you a pre-organized folder with your avatar and extras. The Maelstrom Dragon contributed to the later creation of the storm dragon, and the character is recognized as the grandfather of the species in a creative sense. The storm was redesigned to a far more aesthetic pure 3-D format with a much brawnier appearance. It now exists in three formats. Hatchling, Wyrmling, and Adult officially. Players, such as myself, have modified them to humanoid variants. I actually find it quite relieving to be something other than human when the opportunity presents itself - as that's what I do every day, be human. There's also a lot of gizmos and trinkets that can be collected and assembled through out SL that can lend an air of magic to the dragons, making them all the more fantasy come to life.

"What people fail to understand is that SL is not virtual reality. It is reality existing in a different state. It's still there, it's just comprised of electrons on a spinning disk, versus atoms on a spinning globe such as humanity is. The characters have souls, it's the souls of the players, giving the creatures on that world life and taking upon themselves a form reflective of their creativity. I am a Christian, and interestingly enough I find this a demonstration of a verse from Genesis where God creates man in his own image. But what is the image of God? God is all powerful, he can make himself whatever he pleases to be ... and true to the script, in this Second Life ... man makes himself in his own image, the manipulable one given by God."

For more about Second Life's religious angle, you'll want to check out today's story in USA Today about the virtual holy season. And if you want to weigh in with your own comments - about space simulations, or about good and evil in virtual worlds - feel free.

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Comments

How could you not mention Celestia? It's open source, free, and simulates the entire Solar system plus hundreds of thousands of nearby stars in the milky way. You can speed up time, view the universe from any angle, or even "fly" about as if you have a hyperdrive starship. It's like Google Earth for the Universe, with lots of community-created content.
What Earth really needs is Sims On The Moon, On Mars, whatever, governed by real world human existence parameters. Then the practical impossibilities of having a worthwhile life off this planet would clearly become apparent. Exploration for the sake of gaining scientific knowledge is wonderful, and should be done, but no human will ever wander an apple orchard on Mars or vacation at the seaside there, or even breathe the atmosphere. Let alone on the Moon. There is a fantasy avoidance of this reality behind the momentum for exploration, when exploration is sufficient in itself to justify the space program. Just ponder trying to raise a family, let alone a civilization, on Mars, and you'll get the message. This planet is not our best hope, it is our only hope. Virtual reality programs like those I posit would heighten our sense of responsibility for the planet on which we exist and highlight the doom implicit in over-breeding the animal that most threatens the planet's limited resources. Us.

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over 1.5 year ago I've suggested the (criticized) "VME", a low cost (alternative) "Vision" for Moon(rovers) Exploration":

http://www.gaetanomarano.it/
moonrovers/moonrovers.html


but now China has unveiled its plan to land soon (in 2012) on the moon the first "3-D view" moonrover:

http://news.xinhuanet.com/english/
2007-04/02/content_5923351.htm


http://hosted.ap.org/dynamic/stories/C/
CHINA_MOON_MISSION?SITE=AP&SECTION=HOME&TEMPLATE=DEFAULT


this is the image of the rover's prototype:

http://news.xinhuanet.com/english/2007-
04/02/xinsrc_0420404021118546135542.jpg


and, since China already IS (and will be more in future) the country able to mix high technology and low costs at their extreme level, we can expect to see HUNDREDS low cost "made in China" moonrovers landing and running around on the moon (exploring the ENTIRE moon surface, as suggested in my VME article)

maybe... the NASA/ESA/RSA/Japan/etc. manned-moon-missions' plans will just remain "virtual" ... ?

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Second Life does have a dark side, but so does first life. As far as space goes, you should check out the museum of space. There you can see life-sized rockets from NASA, as well as Russia, China, and others. There is an Apollo lunar lander and a wide variety of things to explore. Some new people only see the bright glare of casinos and strip clubs, but SL has a rich variety of offerings from a room that simulates schizophrenia to a building that lets you diagnose heart disease to a mock up of ancient Rome, Artificial Life simulators to giant ships and space craft. Saying SL is nothing but foul and horrid is like saying the library is nothing but romance novels. If you get your references from an adult humor site, somethingawful, chances are you will only find those things that are awful. Instead. look around a bit more. Use the search functionality, and you will be amazed!
I strongly recommend Orbiter - particularly to any flight simulator buff.  

Home Page:
http://orbit.medphys.ucl.ac.uk/orbit.html
I love outerspace, I would like to learn more.
From the perspective of artists, Second Life is a huge opportunity. The depositories of creative talent on that simulator are as vast as the imagination. I am not affiliated with Linden Labs, though amusingly as much as I push this game some might think I am. Any venue is what you make of it. People bashed video games, then found you could use them for education and that they actually heightened some senses such as with hand-eye co-ordination. I doubt anyone will have much trouble teaching their children to type in this day and age. In fact, I predict we will slowly see typing classes phased out of high schools because the students now teach themselves out of a different motivation.

It's easy to critique when you don't count the positives.  


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