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FutureSt |
Since I arrived in Australia in late 2003, I have been working with media and business professionals to integrate the lessons of the first decade of the web into 21st-century business practices. The web encourages participation (for instance, YouTube), peer-production (everyone making something and sharing what they've made, sites as Flickr) and collective activities such as Wikipedia. All of these explosive trends are combined with two others: the ability for audiences to distribute their own content (which I have termed "hyperdistribution"), and the emergence of digital social networks (such as MySpace and LinkedIn). That's a lot of change - and a lot of opportunity. I founded FutureSt (prounounced "Future Street") to help empower businesses to make the most of the transition to a connected, collaborative, and broadly networked world. |
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Television |
Since March of 2005, I've been a panelist on the hit series The New Inventors, showing at 8 PM Wednesday evenings thr onthe Australian Broadcasting Corporation (ABC-TV). It's a great opportunity to explore the intersection of invention, design and practice - we panelists have to ask the inventors probing questions; the best of the three inventions on each show wins "Invention of the Week", and enters the running for "Australian Invention of the Year". I've also been doing a fair bit of radio in Australia, mostly on the ABC, on their stations JJJ-FM and Radio National. |
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Teaching |
From 1995 through 2006 I taught at the graduate and post-graduate level at a number of well-respected universities in the United States and in Australia. In 1998 I was invited to found the program in Interactive Media at the world-famous USC School of Cinematic Arts; I chaired the program for two years, and established the standards of excellence which have made the program a continuing success. I enjoy teaching immensely; few things are more satisfying than challenging a student with a difficult problem, and helping them work to a solution. |
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VRML |
From mid 1990 through early 1994 I wrestled with the problem of visualizing arbitrary networks. Inspired by William Gibson's Neuromancer, and working with Tony Parisi, I implemented "Labyrinth", an interactive three-dimensional viewer as a helper application for the brand-new NCSA WWW browser Mosaic. Tim Berners-Lee invited us to present our work at CERN during the 1st WWW conference. During a birds-of-a-feather session, the name 'VRML' (for Virtual Reality Modeling Language) was suggested by HTML pioneer Dave Raggett. I quickly changed my presentation slides, and VRML was off and running... Over the next five years, I brought together a broad consortium of businesses, academics and governmental bodies, and VRML went from a bare-bones implementation to an international standard (ISO/IEC 14772). Today VRML
is available on millions of personal computers - and is the forerunner
of other, proprietary plugins by Adobe (Atmosphere) & Macromedia (Shockwave
3D). |
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Cyberspace Protocol |
VRML evolved from a longer-term project to develop a comprehensive system of servers which could "share" a consensual description of a unified 3D dataspace. This "cyberspace protocol" (CP) is described in detail in a paper presented during the first WWW conference in 1994. Utilizing an the phenomenon of "six degrees of separation" - which works in cyberspace as well - servers can make queries to each other, and discover the content of any volume of cyberspace. In 2007,
After a several years pursuing other projects, I have begun to implement CP using
Python 2.5. CP is an open source project. All source code will be made available to the public, free of charge, under the GPL. |
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Virtual Reality |
I have been interested in virtual reality since I heard of the Architecture Machine, a forerunner of modern VR systems developed by Nicholas Negroponte when in the early 1980s, when I was attending MIT. In 1991, I left my position at Shiva to found Ono-Sendai Corporation. I wanted to create consumer-level virtual reality products - fully immersive video games. By 1992, I had completed work on a key component, a low-cost orientation sensor for virtual reality head-mounted displays (HMDs). I was later granted a patent for that device. Throughout 1993 and 1994, I worked with Sega to incorporate technologies developed at Ono-Sendai (including the sensor) into the Virtua VR HMD. Although legal considerations prevented the device from reaching the market, we proved that consumer VR was economically feasible.
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WebEarth |
Among the long-term projects pursued using VRML, WebEarth is the most significant, and the closest to my heart. Inspired by Neal Stephenson's Snow Crash, WebEarth presents a real-time model of the Earth from space, using imagery gathered by the weather satellites which circle our planet. Webearth
has been available as a VRML resource for seven years. It is an open source
project; the code has been adopted for use in numerous other websites. |
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FireUp! |
In 2000 I realized that a digital camcorder could be used for high-density, high-speed data backup. By late 2001, after a few months of research and a few weeks of programming, I had created the first versions of FireUp!, software which allows as much as 18.5 GB of data to be recorded to and restored from a DVCAM, miniDV or Digital8 tape. In March 2002 I applied for a patent on my invention. Work on a shareware version of the software commenced in April 2003. I am actively seeking investors who want to work with me to take FireUp! to market. |
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Honors
& Awards |
Digital Coast
50, Silicon Alley Reporter, 1999 |