character quote from manuscript version of "20,000 Leagues Under The
"Who has ever been able to sound the
depths of the abyss?"
intro page will try to give you an idea of what this project will
accomplish and why it stands apart from anything that exists at this
time. When you get tired of the preamble and what concrete
pictures in your mind of the landscape hit the "Contents" link in
the left column (top and bottom of the
| Exploring Nemo's Mind
How do we make a terrain worth exploring with out game elements?
Make a dream scape for the
Virtual World will be the highest expression of art, self, and
community while keeping a high sense of interactivity and influence on
the environment while addressing the human condition and advancing
positive global culture.
Welcome to the Nemo's Mind (development name) proof of concept.
manuscript/design document has been waiting for years, till the state of 3D and virtual reality can
match the (non-gaming) masses expectations for true art.
We chase these user reactions:
- "A new Interactive art"
- "We become global citizens"
- "It is simply beauty and humanity"
- "Shared social consciousness"
- "Relaxed communication with
business associates and relatives"
Some corporations are evolving into true global leadership
and a virtual world can become a well defined face with social aware themes. All together this landscape provides a forum for humanity's
art, technology, philosophy, the psychological wilderness, and the
evolving scope of social awareness.
Nemo's Mind is a world revolving in the psyche, allowing surreal terrain
to include global symbols and cultural based dreams capes, while the Nautilus and
inhabitants provide the perfect theme for social awareness and
beautiful landscapes of
land and water.
Nemo's Mind is the way
of art, and by the Jules Verne theme, to expose the root weaknesses in the human character that abhors
oppression and at the same time oppresses those next to them.
The industry needs a new application to advance the next
machine. Promoting the machine that will render state of the art 3D into VR,
and eventually the extra muscle to voice recognize, and language
translate. Nemo's Mind (project name) is an example of a
psychological terrain designed specifically to seduce the (largely
non-game playing) world citizen, to explore their way into 3D and a
form of computer art that all can appreciate. A more human
approach to bringing 3D to the masses.
This could be a corporation's highly visible, social aware
representation. Nemo's Mind is an example of VR terrain that can become a
global citizen. A complete global conscience within a
virtual world communication platform and a possible accompanying
concrete organization. Facets of Nemo's Mind such as Jules Verne's
anti-slavery/oppression theme to advance consciousness and "new.moon" (an
example humanitarian organization that could be associated with Nemo's Mind) to more
concretely advance the cause. The world wants this
standard in art - this new genre of humanistic expression.
Strategic Design Elements
There will be hundreds of mainstream virtual worlds in the genre Nemo's
Mind will help evolve. There will be competitive room, just like books
and movies, for many of these virtual worlds. To insure Nemo's
Mind leads the way to setting this standard, a deep strategy is woven
into its future success. The lists below are divided to emphasize
how the commercial and humanistic elements are both required to insure
Nemo's Mind can become a global symbol of virtual reality.
The ability for true humanistic pursuit in this medium is only possible
by satisfying the commercial aims and vice versa. One is as
crucial as the other!
Advance the industry interests by
pushing the need for successive levels of hardware and operating
systems to evolve VR art and communication.
make Virtual worlds a genre accepted at a global and mainstream
level . An island is the perfect environment for the easily
intimidated non-gamer who does not want unlimited terrain. Of
course anything can be inserted into surreal terrain to expand NM.
Everyone wants to Journey to the Center of the Earth.
An eventual portal for future 3rd party
exploratory virtual worlds.
Pure art - the direct result of the
advancing high tech
Explore global humanistic architecture, culture,
Advance social awareness
Provide a concrete humanitarian organization associated
with the virtual world, such as New Moon
An arena for humanistic discussion
Leaders into the latest virtual world genre
new genre and killer application
The Video game industry proves the
commercial model of a constant virtual world that is both game and social platform. Now we
must remove the game aspect and apply this technology in a design to enthrall the masses,
who haven't appreciated the gifts
of the 3D industry.
the, non-video game playing masses, Nemo's Mind is a new and
respectable form of entertainment and socializing because of the
relabel as art with global consciousness, and communication
in a virtual "conversation piece".
Nemo's Mind (project name) will set the
standard for what will become a mainstream genre. These virtual worlds
will be the highest expression of art, self, and community -
addressing the human condition and advancing the global
culture. This design has the potential to be recognized as the
first of hundreds.
Nemo’s Mind can sell 3D (meaning
new machines and OS) through interactive environments and
social engineering. Future installments can provide
updates such as a portal for 3rd party virtual worlds that will hook
into the software for voice recognition, language
translation, camera relayed hand and facial expressions onto
avatars, and companion A.I./interactive
- As the widespread
standard, will be the "go to" program for communication with
relatives, business contacts, or random encounters
with people of the world, as a conversation piece that can be
wandered through. Also
hopefully evolve toward voice recognition and language
Will be the leading software for
bringing the world together simply as mutual exploration and
discussion of the themes.
- These virtual worlds will be just another facet of
the machines that will intrinsically hook into your future
industries will be hooking their exercise equipment, virtual augmentation, VR headsets,
bio feedback etc. to Nemo’s Mind.
- As a genre, Nemo's Mind fits the typical 3D and software
industry strategy to have a strong initial product and keep reaping the rewards of
continual updates through the years. This is an
attraction to the part of our nature that wants to see
the downloads to update the 3D materials in the constant
move toward "perfection".
- Nemo's Mind can always challenge to be the first of its
kind since it has been in design since January 1999 and this
easily be proved in several public ways (for instance the
copyright is only in place as one way to prove its first
days of design and web archives).
- Nemo's Mind is an island but the surreal nature and being a symbol of the mind leaves unlimited expansion through the years .
- There will be a huge market for custom avatars. Many users will
have multiple avatars for the various virtual worlds they
use through the portal popularized by the first big VR world, hopefully that is Nemo's Mind.
| A 3D product for the non-gaming
- The idea of a non-game, interactive
virtual world has yet to be exploited.
Nemo’s Mind has many selling points but can stand
on its own simply as a place to explore for the single user.
This strength as a solitary exploration is crucial to get
the hesitant user into the the rest of the features.
- Must be accessible to the easily intimidated. This
is crucial to the success of a virtual world that hopes to
be a house hold name. It is worth placing this high in the
design document to ensure this is the true focus! Once the timid explorer becomes
used to the virtual world they are compelled to invest.
to give the video game avoidant the excuse to give it a try. The
"wallpaper" of future game/VR machines will be the start point of
the loaded virtual world (or last point of exploration). A slowly
panning beach and jungle scene (so the movement can't be seen as an
excuse to set it to static) with weather and day/night cycles matching
the local users area, wildlife and birds and could include sound
effects (at least for 2 seconds whenever the user comes back to the
machine) like surf and birds etc. Upon
clicking the icon, the screen clears of icons,
sound effects volume increases and an overlay instructs
to use either mouse button for moving forward or to use
arrow buttons. The wave action and wind in the palms
steps up to normal speed..
- The current location the user leaves, becomes the
first person panning background, beckoning the user
to come back for more.
is absolutely crucial that the non-gamer user have full control
over the social aspect of Nemo's Mind. Many will not
want to use it as a communication platform until they have
been completely sucked into the virtual world, and then they
need a choice of local, special interest, and other filters
to regulate who they share the environment with.
- Not only is Nemo's Mind all about art and themes, it is an
exploration of space. If it becomes exploratory
for the user and each location is burned into memory, then
it has become an effective use of art/space.
This program will be, for many, the first "hands on"
experience with 3D terrain. We want to excite that
audience, to further all development of virtual worlds.
- The user that normally looks down upon any form of 3D
interaction will have the excuse with features like the global
conscious themes and anti-slavery/oppression
Humanity - an island for the planet
Besides sheer beauty, the attraction
of Nemo's Mind is its global consciousness and
Citizens of the
globe participating in the same environment and discussing
the themes with or with out language translation
Global architecture, symbols, and users
The pure beauty of the natural world's
flora, fauna and terrain
Sequence is an example of
the universalism of symbols and is climaxed by the
"super conscious" globe and at the same time the
Underground Sequence ends with liberation (Airborne travel)
as opposed to the following theme..
At its simplest level, Nemo's Mind
is anti-slavery and anti-oppression by the Jules Verne characters Captain Nemo and the
Nautilus submarine. The oppression theme is developed
through out this virtual world
Nemo’s Mind is the abstract side of
its humanity and can have a concrete charitable organization
associated with it. The example given with this project is “new.moon” and is a semi fleshed out example attached
to this document. new.moon makes a duality and juxtaposition
of Nemo's Mind. new.moon makes it easier for the
explorers to start seeing the experience in Nemo's Mind as
an exposition on why oppression is inherent within humanity
(and certainly not an example of how to overcome oppression)
and the solutions start at....
For a more, in depth,
look at the abyss of
Nemo's Mind themes, dive in here..
This virtual world strives for the perfect balance to keep all the
advantages of a tight theme versus a theme that is expandable.
The book "2,000 Leagues
Under the Sea" gives us Nemo, the Nautilus, Exploration,
exotic terrain, Atlantis.
Being a terrain within the Captain's
Mind give us surreal, global symbols/art/architecture,
themed voice overs(option), and social aware issues. Jules
Verne as the real mind that seeks refuge in his fantasy gives
us dreamscape, psyche, dirigibles, and all of his other
books such as the Journey to the "Center of the Earth" as
- Terrain is the primary element of every virtual world or massive
multi-player on line games - the user base is already
established from several decades of online worlds. Many present users place the beauty,
exploration, and social aspects above game play, and will tout Nemo's
Mind as the most beautiful virtual world. These cross over users are also the
diplomats for all their real world non-gamer relationships
becoming users of this non-game virtual world.
- An exploration of space. If it
becomes exploratory for the user and each location is
burned into memory, then it has become an effective
use of art/space. This world will be,
for many, the first hands on experience with 3D 1st
person terrain. We want to excite that audience, to
further all development of virtual worlds.
- The island that is the mind has the exotic biomes and transitions of the planet along with representations of global
architecture in the Dream Scapes
- Social -
Exploration enhanced by the ability to use as a communication platform
and reach across borders by voice recognition to language
- Movement -
Exploration is given by movement over land, through and
under water, and in air. The explorer will see
dirigibles in the air and find out through others that there
are modes of transportation for underwater (mini-sub
Dolphin) and for air they can attain. The
exploration of the island is a mix of linear and non-linear
progression and is explained on the Navigation
- Surreal, Fantastical,
Exotic - Interactions with global architecture
and art - the Nemo's "Mind" aspect lends to
fantastical settings such as the underground sequence, Dream
structures, Observatory etc.
Symbols and Psyche of Humanity:
- Global Citizen
Social centers such as the Observatory
and the Nautilus
- A deep underlying theme is to stick to ideas and themes
that have a universal resonance as described below
- (Nemo's Mind) represents the psyche with surface
and subsurface/subconscious features.
This allows flexibility to touch on all the cultures
of the world the Nautilus has travelled
- Psyche -
A setting within a troubled mind lends meaningful surreal interactions and representations
of layered consciousness. The emulation of global subconscious
imagery - the things we dream.
- Surreal interactive elements
- Humanity - Uses global imagery and symbols.
For example, the Dream Sets of separate, surreal,
interactive, architectural collections of the world.
"Euro Subconscious" is a good example of
the power of a virtual setting.
- Humanity - global themes through art.
To match an ageless feel and a Nemo theme - the art and
architecture will be restricted to any time before Nemo’s.
The themes include anti-slavery (still
rampant in this world) and oppression
- Humanity -
social aware - follow Nemo's transition from aggressor to
misgivings for his way of fighting oppression
Universe of Jules Verne:
- More understanding of the Jules Verne viability here!
- Jules Verne
- The greatest asset of the Jules Verne theme is how it ties
every facet of this virtual world together - it gives us
land and water, global collections of art, text, and
architecture. Nemo makes up only a part of the whole
and the reader of this design should not be overly
distracted by the Nemo theme - this introduction simply
shows the richness of that part of this virtual world
- Jules Verne
- Uses the Nautilus and Captain Nemo characters from Jules
Verne's 2 books, "20,000 Leagues Under The Sea"
and "Mysterious ISLAND". The characters carry the seriousness
and psychological depth of the books. The rich universe of Captain Nemo and
Jules Verne. The "Father of Science Fiction's" universe has
even expanded since his day through sheer popularity from 50s movies with giant creatures...
- Jules Verne
- Fittingly leads the way on such a future
- Jules Verne
- Using the mental terrain of Nemo allows an expanding
landscape that can encompass the rich universe of all Jules Verne
(personal dirigible and "Journey to the Center of the
Earth" for example). So a later discussion by explorers
will look at whether this is Nemo's Mind or Jules Verne's
Jules Verne - Very popular through out Europe, even
more so than his native France. Attractive to the, “all things French” loving, Asian
- 20,000 Leagues Under the Sea
- The best excuse for exotic land, water, and architectural
- Nemo and Jules
Verne - The
world's best known author and character?
- Nemo - self
named Latin for "no one" is the captain's way of
renouncing himself. A part of the Captain's
declaration that he is no longer of the society of
Man. He is a scientist, leader, artist, warrior.
The beauty of the character's depth is the basic question
"Is he a murderer, soldier, or savior?" The
inability to come to consensus on this question is the root
cause of the problem he addresses. So can humanities
root problems be solved? Nemo is humanity, the perfect
character. The questions of Nemo's Mind
for the social awareness facet. This is presented by Nemo built architecture and optional voice overs.
- An island that is a refuge within the rich psychological depth of
Jules Verne's/Nemo - fought India's enslavement and his quest is to
stop that culture.
- Nautilus -
The submarine's quest and collections are global in nature, for instance the library (by the novel) of
the Nautilus contains the 12,000 best books in every language of the
planet and global art and treasures fill the
Nautilus . Someday the participants in Nemo’s Mind will
be able to read those books (pre 1860) in the original
language by scanning their eyes over the lines - the camera sitting on your desk will track your eye
movement, interpreting and reading out those languages into
For a more, in depth,
look at the abyss of
Nemo's Mind themes, dive in here..
Interaction for the video game
Examples of effortless, non-game
buffets as the propeller holds into the breeze -
you comment to a Japanese woman on the play of cloud
shadows over the island, and discuss where to go
next, as the view drops off the edge of the volcano
crater - you notice a feature
only seen by the scale of a dirigible's view -
the paths carved into the swamp look like a
Beach you turn around to the
sound, of Dolphin chatter and splashing, and
then look down the beach stretching to the
horizon on both sides
Continuing your weekly habit of yakking with your brother
on Nemo’s Mind, you see dancing lights come down
the underwater cave, and you both join in and become a pod -
Dolphins racing through the underground river
to the River of Life, a smile grows on your face as you
taunt your brother and watch the lights bounce off the caves
and the other mini-sub Dolphins. and up the Water
You listen to 3 women (not knowing they are all speaking
a different language through voice recognition to language
translation) inside the Dream/Condensation
Sphere taking turns dropping found artifacts into dream
animations - they talk of the significance of a bi-valve
sea-shell found in the Lagoon
creating a vision of 2 dancers, while a sea-shell from the
beach creates a vision of the Lagoon - the women also
discuss the rumor of a statue in the lagoon - which you saw
yesterday and know is a new addition to the latest
version of Nemo's Mind
After passing through the Bonsai
Enclosure and riding the track to the Dream
sphere, you realize after visiting for more than 2 years -
the giant bonsai is a captive to its artificial limb
supports and reflect on the struggle within Nemo’s Mind
between enslaving and giving freedom
has been set by an explorer to cruise at a fixed depth,
touring the island reefs, while 20 explorers talk in the
sub's museum lounge and the 2 huge flanking round windows
serve as back drop - you and an old Turkish avatar leave the
Nautilus as it goes by the jungles of Genesis Beach,
in separate mini-sub Dolphins, you want to show him a small
half plateau extending out from the jungle slope, with a
spring pooling at the top and flowing over the moss covered
cliff - he wants to show you his favorite natural vista in
the area - you both comment on every one having there own
favorite spots on such a large terrain
As a lone explorer you visit a favorite Dream
Structure in Memory Forest, and notice a far off
dirigible rising, you wonder if it is a newly gained
dirigible lifting off from the crater - and remember the
surprise of discovering the inside of the hollow mountain -
and remember the first time seeing a dirigible and wondering
how to get one - while you muse on another's adventure you
reach up with your real hand and finger paint the clouds by
computer camera aid
You tag along from a distance watching a Russian and an
African - overhearing the conversation, it is obvious the
Russian has never been in the underground sequence and want
to watch her discover the slow realization of how to
interact with the Transforming
Statue, The African points out the the
alternating suppressed human images versus the free images
As the sun sinks and the quarter new moon becomes more
visible, more explorers gather at the Observatory
- you watch the jungle below the Cliff Rift become darker
and lose detail - and then you drift toward the classical
music and light of the Observatory’s Bonfire Fountain
These are the strategic design elements that will make Nemo's Mind a household
name and killer application - the first VR application to go mainstream
(Next big OS, machine, VR goggle seller):
Designed to capture the non-gaming
public: ease of use, availability, pure art, taps into
basic need to adventure/explore
A mainstream use for today's amazing 3-D and arriving VR capability.
Promotes the next generation virtual worlds as
communication platforms, with features like voice/language
translation and camera relayed hand and facial expression
Global humanistic theme and associated
concrete humanitarian organization
Unlimited growth for further user
exploration: surreal, JV, global
recognized universe (20,000 Leagues Under The Sea and the
rest of the Voyages Extraordinaire) - popular in Europe and Asia.
After reading this intro page it will be
easiest to start exploring the island that is Nemo's Mind, by
following the links in the left column from top to bottom:
"Proofs" will showcase
4 different environments to make the case for the interactive power of a
"Contents" is very useful to get
an idea how the different areas of Nemo's Mind relate and link to further adventure reading.
can access all the environments of Nemo's Mind just like
"Contents" but is a more visual interface and more
clearly shows the linear and nonlinear navigation through the
"new.moon" is an example of the
concrete social awareness structure that should be associated with a world class non-game virtual world.