Second Life: A Virtual Universe for Real Engineering
First there was the drafting table and the pencil. Then there was 2-D CAD; next came 3-D drafting utilities like SolidWorks and ProEngineer. Now, San Francisco-based Linden Lab
has evolved computer-aided design to its next plateau, offering free
access to a computer-generated alternative universe called Second Life (SL)
where users can build anything. Ironically, the SL developers did not
intend to design a solid modeling tool. SL was just another massive
multiplayer online experience until users spontaneously began utilizing
it for engineering design.
“Some people call Second Life a game while others think of it as
serious development tool,” says Assistant Professor Chang Liu (a.k.a.
Chang Tuxing in SL) of the Virtual Immersive Technologies and Arts for Learning (VITAL) Lab. at Ohio University (http://rbi.ims.ca/5407-591). “The fun is still there, but Second Life can also be applied for useful ends.”
This unrestricted metaverse started as a bare abyss, existing only
as lines of code on the Linden Lab servers. However, since its debut in
2003, SL has been populated and landscaped by its users who have
created a virtual world that is as rich as it is expansive.
Virtual People Building Virtually Anything
“Second Life is just emerging into the mainstream and a lot of
engineers are not there yet,” says Pam Broviak, PE, (a.k.a. Pam Renoir
in SL) public works director and city engineer for La Salle, IL.
“When I show engineers Second Life, their initial reaction is ‘it is
just a game’ because it looks like a game. They have to get beyond
that.”
In SL, virtual objects are created from scratch in-world using a
library of primitives, basic shapes such as cubes and spheres. By
manipulating these elemental objects, adding uploaded image textures
and combining components, anything that can be imagined can be
constructed: anvils, automobiles, airplanes and more. Completed objects
are bequeathed additional layers of sophistication by adding software
scripts, making them intelligent, responsive and interactive.
“Scripting is one of the many features that sets Second Life apart
from objects built with 3-D CAD software,” Broviak says. “In Second
Life, you can make a static 3-D object move and react as you make
changes to it in real time. Scripting allows you to link cause and
effect, which you cannot do with 2-D drawings or even CAD.”
Using her SL identity, “Pam Renoir,” Broviak manages the Second Life Public Works Resource Center,
one of the first destinations in the metaverse focused on applying SL
to real-world engineering. The Center serves as a clearing house for
information related to engineering and public works in SL. It also
functions as a meeting area for users affiliated with in-world
engineering organizations and it hosts a museum where engineering
information is exhibited for visitors. Broviak built the Center in her
spare time using the suite of SL building tools.
A Virtual Plunger for Real Stopped Drains
Broviak has also been using SL in her engineering practice to design
plumbing systems. She realized the utility of the metaverse for
engineering design while reconfiguring the piping in a residential
building to prevent sewage backup.
“I was working with the homeowner and I was trying to convey the
layout of the new system with 2-D drawings,” Broviak says. “It occurred
to me that it would be easier to use Second Life to make virtual copies
of the plumbing system before and after the proposed upgrade so (the
client) could actually walk through the piping with me and understand
the differences.”
Unlike real world piping, Broviak’s plumbing system now exists in
cyber space, where it can be used as a kind of 3-D wiki. Engineers,
plumbers and homeowners can use Broviak’s design as a template,
modifying it for their own applications. Broviak imagines that
eventually an entire 3-D library of plumbing solutions could be
accessible to engineers visiting Second Life.
“What takes it further than conventional 3-D drafting tools is the
level of interaction,” Broviak says. “Once you build something, you can
pick it up or walk through it; its immersive, like the object is really
there. You can’t do that with CAD.”
A Computer-Generated Computer Science Dept.
Ohio University has used SL to create a complete virtual engineering
college, including a building slated for future construction. At this
SL campus, engineering and computer science courses are taught in
parallel with real-world counterparts.
“One of our buildings won’t exist for another year, but my students
already had a class in it,” Liu says. “First we tried to replicate
buildings exactly, but then we learned it was better to modify them
from the original to make them more functional in Second Life.”
According to Liu, fruitful SL modifications to the virtual campus
included exposing portions of steel structures so students could get a
sense of the building’s internal framework and creating a huge
transparent opening in the back of the virtual student center to
showcase the building’s internal architecture. Conventional building
construction rules do not apply when creating structures in SL.
“We built the new building from the roof down because builders don’t
need to follow classical rules of physics — without walls to support
it, the roof just floated on its own,” Liu says. “In fact, since it
never rains, we really don’t even need a roof.”
Perhaps the best part about Ohio University’s virtual engineering
campus is that Liu can hold office hours in SL simultaneously with his
office hours in the real world.
Second Life’s Disruptive Potential for Real Engineering
For now, Broviak and Liu are engineering pioneers within SL; among
the first to embrace this immersive alternate reality as a serious tool
for real-world engineering design. Nonetheless, they share a vision for
how SL may soon be used once its capabilities and scope are discovered
and exploited by engineers.
“I see Second Life being used as the first step in the planning
process for many future engineering design projects,” Broviak says.
“Building something in there does not take a lot of time. Companies
will soon discover that much of their initial design work can be
accomplished in-world where everyone has a chance to use it and comment
on it before anything is actually built.”
Broviak also foresees manufacturers and suppliers setting up virtual
storefronts in SL where engineers can browse and specify parts for
their projects. Potential buyers will interact with 3-D
computer-generated components instead of thumbing through a 2-D
catalogue or Web browser. Companies could even build large versions of
their products embedded with interactive scripts to enable customers to
walk through and see how the internal components function.
Liu sees SL as a pathway to reduce production cycle time and increase user input earlier in the development process.
“Normally what designers are doing is not accessible to users,” he
says. “But, Second Life is different in the sense that products are
built in-world, which totally changes the dynamic. Creation is no
longer the work of a developer.”
It remains to be seen exactly how engineers will embrace and utilize
SL to improve design. However, if Broviak and Liu are correct, this
game-like, computer-generated virtual reality will soon become as
integral to engineering design as CAD is today. |