Wareable examines Project Sansar

"Project Sansar" promotional image via linden Lab

Project Sansar promotional image via Linden Lab

In Virtual worlds reborn: Can Second Life’s second life democratise VR? Sophie Charara, features editor at Wareable, examines Project Sansar, using in part Ebbe’s comments from an on-stage discussion they had, together with Ken Bretschneider of The Void during the December 2015 Web Summit. I’ve embedded the video of that discussion at the end of this article.

While the piece in Wearable doesn’t offer much that’s new to those who have been following the Lab’s conversations to the press and SL users about their hopes for the new platform, the article does offer some interesting insights to what the Lab is doing and some of their thinking behind Sansar.

Sophie Charara

Sophie Charara

Starting out with what we already know – the Lab is pitching the platform as “WordPress for VR”: an environment where people can come in and create virtual environments without the need to be a software engineer, coder, etc. – the article covers a lot of ground, with comparisons to Second Life, references to other pioneers in VR (Chris Milk, Nonny de la Pena and Jeremy Bailenson) and a further look at hoped-for time frames with “Sansar”.

The Lab has, on numerous occasions, indicated that initially, Sansar is being targeted at some very specific verticals where immersive VR has practical application. Education, healthcare, simulation, business, design and architecture have all be very specifically mentioned in this regard. So a point of interest for me was reading the specific example cited by Ebbe as to how Sansar is already been used, albeit on a test basis, by an architect:

An architect named Diego, who works for a big firm that is completing a major medical centre project, built the entire building in Sansar as an experiment.

“When he experienced it in virtual reality for the first time, he walked into the lobby and said ‘Damn, it’s too big,'” said Altberg. “It took him one second to realise that something was off and he’d been working on this project for a long time. That had value instantly.”

In this instance, the power of virtual realisation is clear, and having a platform which allows companies and individuals easily leverage this kind of visualisation, connect with other and have them shared in such visualisations / experiences / models is clear. In the example above, it is only a short step from Diego witnessing the flaws in his design (and being able to correct them as a result) to him being able to invite his clients into the model, so they can witness first-hand what his company’s vision for the project is. It also potentially allows his company to retain the model as a part of a virtual portfolio of projects they can showcase to future clients.

That the Lab had identified architecture as a suitable environment where Sansar could offer significant value for clients can also be ssen in the fact that the first public demonstration of the new platform took place San Francisco’s month-long Architecture and the City Festival in September 2015.

VR capabilities have a huge potential for various vertical markets, such as architecture and design, and these are markets the Lab have indicated they are targeting (image archvertical.com)

In 2014, Jon Brouchoud demonstrated the potential of architectural visualisation using the Oculus Rift and Unity 3D (image archvertical.com)

Hence why “Sansar” could, potentially, be a very powerful platform with the sectors the Lab has identified, particularly if it really does allow clients the freedom to create environments which can be standalone or interconnected, and / or which can be accessed directly through a closed Intranet, or open to all via direct web portal, according to individual needs.

Picture, for example, a university using Sansar to build a virtual teaching environment, access through its own Intranet and using it’s exiting log-in and authentication process so students and staff can seamlessly move into and out of the virtual space. They could then open a public portal to elements of that space, and / or link-up with other education institutions, enabling students to share in their virtual learning spaces, building-up their own “world” of connected experiences.

Second Life has proven itself and the value of virtual environments in education. "Project Sansar" could present opportunities to significantly build on the foundations laid by SL

Second Life has proven itself and the value of virtual environments in education. “Project Sansar” could present opportunities to significantly build on the foundations laid by SL

Not that Sansar is purely about these niche environments. The potential social power of virtual spaces and virtual opportunities has long been established by Second Life, and the article does make it clear that as things progress, the Lab does see Sansar as potentially being able to replicate a lot of what Second Life can already do and offering it to an audience as a much more accessible medium.

This obviously is something of a worry for those of us deeply rooted in Second Life – much has already been made of the potential for the “cannibalisation effect” Sansar might have on the current Second Life user base. It’s actually a valid concern, and something we should perhaps be prepared for at some point down the road, if Sansar proves to be a success and starts to pull SL users away from this platform. But frankly, it’s not something which should be held up as a reason for the Lab not to press ahead with Project Sansar.

Ebbe Latberg (l) with Ken Bretschneider and Sophie Charara at the December 2015 Web Summit, Dublin

Ebbe Altberg (l) with Ken Bretschneider and Sophie Charara at the December 2015 Web Summit, Dublin

In terms of technologies and time frames, the article does offer some insights. With the former, we learn that facial tracking, mouth and lip syncing are already a focus in order to enhance the virtual experience, and that the company is looking to support the major VR players – Oculus, HTC, etc., – whilst seeming to play down the mobile VR market, somewhat. At the same time, the current cost of high-end hardware is acknowledged, as is the view that it is going to take time for the high-end market to grow, which could be taken as a further sign that the Lab sees Sansar as something that will take a fair while to mature, rather than simply being all there within weeks / months of the doors opening.

Where time scales are concerned, the article quotes Peter Gray, the Lab’s Director of Global Communications, as indicating the end of Q2 2016 as being the time when Sansar will be open to “hundreds” of beta testers (previously, it had been indicated by the Lab a more open beta would commence around the end of Q1, 2016), and the initial launch now slated for “late 2016 / early 2017”, rather than “the end” of 2016 as had previously been indicated.

While Virtual worlds reborn: Can Second Life’s second life democratise VR? doesn’t actually fully address the question it asks within the title, it does nevertheless stand as one of the most in-depth looks at Sansar to date, one which examines more of the Lab’s thinking around the platform than we’ve perhaps seen elsewhere. As such, whether you are sanguine or otherwise in your feelings towards the Lab’s new platform, it is a piece very much worth reading.

2 thoughts on “Wareable examines Project Sansar

  1. nalates

    Is this sentence correct? – “But frankly, it’s something which should be held up as a reason for the Lab not to press ahead with Project Sansar.”

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