Alex
01-09-2010, 05:39 AM
If we say: “On Live is building the world’s first fully immersive switch.” The next question is: What’s that worth? How do we value it?
What Onlive is doing may be better thought of in terms of communication as opposed to content. Even if the end user is communicating with the minds of the developers through the channel of the past (and doing so in the present,) its still really better thought of as communication and not static content. Its not content that gets communicated, its communication itself, that’s the point and its always in flux. In the case of people playing a developers game in the future, with regard to the developer it may be abstract communication but is still communication. So what’s the cost of OnLive style communication per second of user attention? There is a practical limit on computational load, a certain amount of computational load can be stretched through refinement but there is still a practical limit to it. So what is the cost per second of user attention in running the first fully immersive communications switch. If this is known bandwidth and other considerations can be more readily converted into tangible goals.
Content is just communication, that’s all its ever been, and the cloud and cloud data centers are nothing new they are switch networks just like the old telecommunications infrastructure. They simply differ in dimension and magnitude. But the idea of paying for what you use when the cost is arbitrarily set by some telco like entity is completely unacceptable. It should be based on something so it can be bundled. Is there some psycho-physical constant at the interface of human perception, communication, satisfying stimulus and compute/energy load? I don’t’ think we should assume optimal human to human or human to group communication involves infinite computation and storage even if it does involve unyielding complexity.
There is a limit to stuff, there is a limit to how much caffeine people want in there coffee. If not a theoretical limit then a practical limit. Understanding the likely limits should be there from the start if possible. Is this bound or limit defined by a real time CGI rendered MMO that fully engages the body and the senses? Will that become the dominant form of communication or the generic commodity form?
We pretty much know what it takes on average to playback any given movie frame. The cost or bundle price of that can be predicted. We know that the energy cost is same at playback but some movies are extremely stimulating and some sleep inducing. There is a cost for quality, this isn’t reality TV or self automated Harlequin writing, but at some point the world becomes so well stocked and participatory that the quality is ingrained and more atmospheric than something that has to be coaxed and constantly paid for. Is quality a start up cost until communication increases upon what it feeds on?
How can we state the question?
Is there a generic content coming based on sensory capacities and the nature of communication/content? Is there a generic level of communication coming? What is the theoretical cost per second of that threshold content or communication? What is that cost in the green terms of ecological efficiency per unit of satisfaction (subjective? What is the resolution of a second of threshold human experience and what is the minimum energy that will effectively satisfy it? What is the cost per game second at the maximum resolution of fully involved human perception and interaction? How many of these instances or seconds can fit into the month of a human being acclimated to them? How much compute load/energy must be tied up to keep a human fully stimulated in the most satisfying way? A psycho-physical constant dictating a generic content (communication) & cost? What is the real cost per second of truly satisfying generic communication?
The telco was auditory input in one ear and vocal output, the cloud is everything we’ve got at 180 heart beats per minute.
What do we stock these worlds with? Pre-existing communication (content) and then its starts a fire and builds on its own, it’s the nature of communication. Web 3.0 seems to be about providing the starter content, so the cost of starter content may not be so large. Even approaching something like the Netflix catalog, there’s a practical limit on time were its too deep to explore it all and its pre-existing. People are talking about mashing up the Avatar movie culling out its props.
What Onlive is doing may be better thought of in terms of communication as opposed to content. Even if the end user is communicating with the minds of the developers through the channel of the past (and doing so in the present,) its still really better thought of as communication and not static content. Its not content that gets communicated, its communication itself, that’s the point and its always in flux. In the case of people playing a developers game in the future, with regard to the developer it may be abstract communication but is still communication. So what’s the cost of OnLive style communication per second of user attention? There is a practical limit on computational load, a certain amount of computational load can be stretched through refinement but there is still a practical limit to it. So what is the cost per second of user attention in running the first fully immersive communications switch. If this is known bandwidth and other considerations can be more readily converted into tangible goals.
Content is just communication, that’s all its ever been, and the cloud and cloud data centers are nothing new they are switch networks just like the old telecommunications infrastructure. They simply differ in dimension and magnitude. But the idea of paying for what you use when the cost is arbitrarily set by some telco like entity is completely unacceptable. It should be based on something so it can be bundled. Is there some psycho-physical constant at the interface of human perception, communication, satisfying stimulus and compute/energy load? I don’t’ think we should assume optimal human to human or human to group communication involves infinite computation and storage even if it does involve unyielding complexity.
There is a limit to stuff, there is a limit to how much caffeine people want in there coffee. If not a theoretical limit then a practical limit. Understanding the likely limits should be there from the start if possible. Is this bound or limit defined by a real time CGI rendered MMO that fully engages the body and the senses? Will that become the dominant form of communication or the generic commodity form?
We pretty much know what it takes on average to playback any given movie frame. The cost or bundle price of that can be predicted. We know that the energy cost is same at playback but some movies are extremely stimulating and some sleep inducing. There is a cost for quality, this isn’t reality TV or self automated Harlequin writing, but at some point the world becomes so well stocked and participatory that the quality is ingrained and more atmospheric than something that has to be coaxed and constantly paid for. Is quality a start up cost until communication increases upon what it feeds on?
How can we state the question?
Is there a generic content coming based on sensory capacities and the nature of communication/content? Is there a generic level of communication coming? What is the theoretical cost per second of that threshold content or communication? What is that cost in the green terms of ecological efficiency per unit of satisfaction (subjective? What is the resolution of a second of threshold human experience and what is the minimum energy that will effectively satisfy it? What is the cost per game second at the maximum resolution of fully involved human perception and interaction? How many of these instances or seconds can fit into the month of a human being acclimated to them? How much compute load/energy must be tied up to keep a human fully stimulated in the most satisfying way? A psycho-physical constant dictating a generic content (communication) & cost? What is the real cost per second of truly satisfying generic communication?
The telco was auditory input in one ear and vocal output, the cloud is everything we’ve got at 180 heart beats per minute.
What do we stock these worlds with? Pre-existing communication (content) and then its starts a fire and builds on its own, it’s the nature of communication. Web 3.0 seems to be about providing the starter content, so the cost of starter content may not be so large. Even approaching something like the Netflix catalog, there’s a practical limit on time were its too deep to explore it all and its pre-existing. People are talking about mashing up the Avatar movie culling out its props.