A 3D, immersive, online, massively multiplayer virtual recreation of the earth's moon. Implemented with:
NASA's CoLab project has been working on efforts to make space exploration more "participatory", more hands on, and more accessible (from the policy through to the technology and science). NASA CoLab island in Second Life was NASA's first foray into virtual environments, and has met with resounding support and enthusiasm. CoLab island has been highlighted on MSNBC, Wired, O'Reilly Radar, and has built a large community of active contributors -- people who build projects or content, or use the island to enhance collaboration on space-related projects. It has also been a suprising success with respect to inter-center collaboration. CoLab has participants from NASA Goddard, JSC, KSC, Ames, and JPL.
However, the excitement around CoLab island has largely been around the promise that virtual environments will allow people the opportunity to directly participate in space missions, and to make space more directly accessible to them. Second Life (the most widely adopted virtual environment today) doesnt (currently) provide sophisticated scientific data visualization tools, has poor dataset import/export capability, high overhead for working with remote datasets, a centralized and closed-source server architecture (thus limiting extensibility), and limited support for detailed terrain maps of the kind we would need for a virtual moon.
If NASA is to realize the sentiment that virtual worlds enable us to "all go to space", we need a virtual environment that will support all these capabilities, and that will at its core welcome and support participation from an unrestricted audience.
Assuming we start from an existing platform such as one of the ones below, the bulk of the work associated with this project would be expected to be
First Order Implementation
Later versions would include user-generated content, layers, an API, and more sophisticated mathematical operations and visualization capabilities.
if second life really does open source their server software, then we need to ask the question if it makes more sense to work with what we can within second life right now, with the expectation that once the server is open sourced, the key criteria of extensibiloity, distributed architecture, etc. will all be met-- and we'll still keep the user base and familiarity, and be able to add key capabilities we intend to add to any implementation.
the challenge is that there's truly no indication of WHEN this will happen. it's essentially a gamble about adoption and staying power, and what will become a standard. on the other hand, we need to expect that a project like this will go through many iterations, and cannot let ourselves be paralyzed by trying to guess the future.
give this, it might make more sense to just go ahead with a platform like croquet that is ready NOW for this kind of development, and port it if/when the time is right to other platforms.
thoughts?
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