Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Communities
Virtual Local Manufacturing
Communities
Online Simulations of Future
Workshop Systems
10 9 8 7 6 5 4 3 2 1
Keywords
3-D printing; artificial intelligence; avatar; computer simulation; com-
munity; distributed manufacture; globalization; human–computer inter-
action; multiplayer games; rapid prototyping; role-playing; social media;
virtual world
Contents
Chapter 1 Virtual Exploration of Real Possibilities����������������������������1
Chapter 2 The Universe of Online Virtual Worlds���������������������������13
Chapter 3 Principles of Virtual Manufacturing��������������������������������41
Chapter 4 Modes of Work-Related Communication�����������������������67
Chapter 5 Socio-economic Structure and Dynamics������������������������95
Chapter 6 Artificial Intelligence in the Human–Technology
System��������������������������������������������������������������������������127
Chapter 7 Large-Scale Technical and Cultural Variation����������������159
Glossary���������������������������������������������������������������������������������������������195
About the Author��������������������������������������������������������������������������������199
Index�������������������������������������������������������������������������������������������������201
CHAPTER 1
1
en.wikipedia.org/wiki/Peter_Carl_Goldmark
2
Freeze, K.J., and P.C. Goldmark. 2001. “Technological Visionary.” Presented
at the IEEE Conference on the History of Telecommunications, Memorial
University, St. John’s, Newfoundland, p. 7, July 25–27. ethw.org/w/images/0/0d/
Freeze.pdf
3
Goldmark, P.C. September 1972. “Communication and the Community.”
Scientific American 227, no. 3, pp. 142–51.
4
“Dr. Goldmark on a New Rural Society.” July 8, 1974. Congressional Record—
Senate, pp. 22257–59.
Virtual Exploration of Real Possibilities 3
5
Bainbridge, W.S., ed. 2010. Online Worlds: Convergence of the Real and the
Virtual. London: Springer.
6
Lakkaraju, K., G. Sukthankar, and R.T. Wigand. 2018. Social Interaction in
Virtual Worlds. Cambridge University Press. Add more.
7
Wells, M. 2016. “Deliberate Constructions of the Mind: Simulation Games as
Fictional Models.” Games and Culture 11, no. 5, pp. 528–47.
4 Virtual Local Manufacturing Communities
A year earlier, an NSF news release titled “Engineering for All” praised
the contributions of professionals to the liberation of amateurs:
8
en.wikipedia.org/wiki/Maker_culture
9
en.wikipedia.org/wiki/DIY_ethic
10
www.nsf.gov/news/news_summ.jsp?cntn_id=135397
Virtual Exploration of Real Possibilities 5
11
www.nsf.gov/discoveries/disc_summ.jsp?cntn_id=131735
12
Weber, C., V. Peña, M. Micali, E. Yglesias, S. Rood, J.A. Scott, and B. Lal.
2013. The Role of the National Science Foundation in the Origin and Evolution of
Additive Manufacturing in the United States. Washington, DC: IDA Science &
Technology Policy Institute.
13
Buehler, E., S. Branham, A. Ali, J.J. Chang, M.K. Hofmann, A. Hurst, and
S.K. Kane. 2015.“ Sharing is Caring: Assistive Technology Designs on Thingi-
verse.” In Proceedings of CHI 2015, 525–34. New York, NY: ACM.
6 Virtual Local Manufacturing Communities
14
Livesay, H.C., and P.G. Porter. 1969. “Vertical Integration in American Man-
ufacturing, 1899-1948.” The Journal of Economic History 29, no. 3, pp. 494–500;
Lamoreaux, N.R., D.M. Raff, and P. Temin. 2003.“Beyond Markets and Hier-
archies: Toward a New Synthesis of American Business History.” The American
Historical Review 108, no. 2, pp. 404–33.
Virtual Exploration of Real Possibilities 7
drilling and milling machines have existed for decades, and Wikipedia
reports recent progress:
15
en.wikipedia.org/wiki/Milling_(machining)
16
en.wikipedia.org/wiki/Uber; en.wikipedia.org/wiki/Lyft
8 Virtual Local Manufacturing Communities
two or more lines of work and are attracted to projects that are personally
interesting precisely because they are not dumb, repetitive, assembly-line
labor. Serious research is only just beginning, but here are excerpts of
the online abstracts describing two grants from the NSF that suggest the
dynamic innovation taking place in the evolving gig economy:
17
nsf.gov/awardsearch/showAward?AWD_ID=1826545
Virtual Exploration of Real Possibilities 9
This book is not the place to outline the real-world technologies cur-
rently available for local manufacturing, or to predict their future devel-
opments, but to survey two decades of simulations that may suggest issues
and innovations that could be transferred from the virtual to the real.
Chapter 2 provides the necessary introduction by illustrating the expe-
riential realism of MMO social activities, starting with observation of
an online music festival in the fictional world called Middle-earth and
performing a census of the 487 participants to suggest how qualitative
and quantitative research can be combined. Serious research in a complex
virtual world requires a phase of open-ended exploration, involving in
one study of Lord of the Rings Online a total of 11 research avatars dis-
tributed across its 10 world-sized instances. An overview of all 30 MMOs
covered in this book prepares for brief statistical analysis of data avail-
able outside two of them, a dynamic online census of millions of World
of Warcraft avatars and a worldwide census of 27 substantial Facebook
groups devoted to Guild Wars 2 in English, Spanish, German, French,
Portuguese, Polish, Hungarian, Turkish, Filipino, Thai, and Vietnamese.
Chapter 3 surveys the principles of virtual manufacturing, as a
basis for understanding the social dynamics covered in later chapters.
Two MMOs based in the popular Conan mythos introduce in surpris-
ing detail the evolution of human technology, from the most primitive
manufacture of stone tools to the construction of physically large cities.
Lacking popularity but deserving respect for their intellectual quality, A
Tale in the D
esert simulates over a period of 2 years the reconstruction of
Ancient Egypt, in a context of human cooperation rather than conflict,
and Pirates of the Burning Sea builds sailing ships in the historical context
of the Caribbean in 1720. A sense of how complex simulated manufac-
ture can become is offered by two fantasy MMOs, Shroud of the Avatar
and EverQuest II.
18
nsf.gov/awardsearch/showAward?AWD_ID=1665386
10 Virtual Local Manufacturing Communities
After these introductory chapters come two that focus on the human
dynamics inside and around these virtual worlds, Chapter 4 on com-
munication channels and Chapter 5 on social structures. Teams in the
process of doing combat-oriented missions coordinate their actions in
real time, able to see a good deal of information about their fellows on
the computer interface, exchange durable information through text chat,
and talk quickly through telephone-like systems that may be either inside
or outside the MMO itself. In contrast, communications about manu-
facturing tend to be asynchronous and often outside the game software,
prominently through text-based forums and wikis that provide product
descriptions and instructions for making them, as well as taking place
implicitly through leaderboards and visually in videos posted at YouTube
or Twitch. Among the factors encouraging asynchronous communication
is the fact that virtual production is a part-time activity that requires being
at a series of specialized locations, thus not assembling all co-workers in
one factory over a standard workweek, and something similar may be true
for many forms of future local manufacture.
The social structures of MMOs balance dynamics with reliability,
reflected in the division of labor programmed into the particular game,
and through persistent player organizations that have their own commu-
nication channels and may even possess virtual headquarters and manu-
facturing facilities. The role and status of both a player and the player’s
avatar are significantly determined by the skills possessed, given that most
of the time most players are not functioning within a team composed
of real-world friends or family members. The skill systems give players
the opportunity to make some rational decisions, notably about which
skills to develop, but progress within a skill category requires consider-
able investment of time and effort, thus rewarding diligent workers with
practical benefits and social status. Researchers have begun studying cul-
tural variations in the organization of distributed manufacturing across
nations, so research on virtual production in MMOs can by analogy be a
valid way to achieve other valuable comparisons in distant virtual rather
than geographic regions.19
en.wikipedia.org/wiki/Artificial_intelligence_in_video_games
20
New Riders.
12 Virtual Local Manufacturing Communities
MMOs do not exactly mirror the geographic realities that will shape real
local manufacture, but there are significant similarities.
The past 500 years can be seen as a process of globalization of human
communities, beginning with the Age of Discovery and marked today
by many concerns about the possible harm caused to local communities
resulting from a global economy, notably the concentration of manu-
facturing industries in nations with strong governments but powerless
workers. Whereas computing and communication technologies have sup-
ported globalization, they also have the potential to carry us through a
transition period to a time when local communities are strong again.22
Human history does not simply follow a straight-line trajectory, but
has included periods in which some form of technology and associated
social structure dominated for a while before receding to only moderate
influence. Most obviously, tribalism built upon small prehistoric hunt-
er-gatherer families, expanded greatly then faded as agriculture came into
economic dominance, then became nearly obsolete during the industrial
age as families returned to their original small size.23 To prepare for the
best possible postglobal future, we need to conduct scientific research by
a variety of means to develop not only the necessary technology but also
appropriate forms of social organization and communication.24
22
Freiberger, P., and M. Swaine. 1999. Fire in the Valley: The Making of the
Personal Computer. New York, NY: McGraw-Hill; Berners-Lee, T., with Mark
Fischetti. 1999. Weaving the Web. San Francisco: HarperSanFrancisco; Gillies, J.,
and R. Cailliau. 2000. How the Web was Born. Oxford: Oxford University Press.
23
Childe, V.G. 1951. Man Makes Himself. New York, NY: New American
Library; Blumberg, R.L., and R.F. Winch. 1972. “Societal Complexity and
Familial Complexity: Evidence for the Curvilinear Hypothesis.” American Journal
of Sociology 77, no. 5, pp. 898–920.
24
Bainbridge, W.S. 2019. The Social Structure of Online Communities. New York,
NY: Cambridge University Press.
Index
Additive manufacture, 5, 6 Empire avatars (SWTOR),
Affection, SWTOR, 133–134 138–142
Age of Conan, 41 Republic avatars (SWTOR),
alternative past history, 47 135–138
architecture and weaponsmithing, forms of, 127–128
46 personified manufacturing
crafting system, 49 assistants
Crom, 46 gathering raw materials,
keep, center of the city, 49–50 142–143
Khitan, 47 Guild Wars, 144–147
vs. Lord of the Rings Online, 42 skill categories, 143–144
Saga of Zath, 46 Tabula Rasa, 147–152
Stygia, original ethnic region, 47 social system integrating human
valuable architecture and, 152–157
manufacturing, 47–49 Asynchronous communication, 10
Age of Discovery, 12 Avatars, 15–16
AI. See Artificial intelligence (AI) Andraeda, 21, 24
AI blurs, definition of, 152 Angusmcintosh, 21, 23
Alesia, 146 Bolivianita, 24–25
Allakhazam’s Magical Realm, 187 customization, 5
Anarchy Online (AO), 42–43, 159 Empire, 138–142
division of labor female, 35
anarchism, 102 Gimloing, 23–24
fractions of organization ranks, Ogburn, 21, 23–24
103–105 Republic, 135–138
improvement points, 101 research avatars, 21, 22
open-source software Rumilisoun, 21
communities, 103 secondary, 127, 132, 134
organizations, 102 skill level, 106, 107
periphery, 103
Rubi-Ka planet, 101, 103 BDO. See Black Desert Online
tradeskilling, 102 (BDO)
Angus McIntosh Centre for Historical “Beta level feedback,” 129
Linguistics, 21 Beta testing, 129
AO. See Anarchy Online (AO) Black Desert Online (BDO)
Aria of the Valar, 24 GameNet, 117
Ark Belt, 176 harvesting and crafting skills, guild
Artificial intelligence (AI), 11, rankings, 118, 119
127–131, 157–158 hunting, 120
artificial personalities companions, killing of simulated animals, 120
132–134 Pearl Abyss, 116–117
202 Index