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Virtual-space gurus build final frontier

NASA collaborates with rocket enthusiasts on real-world applications

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Second Life / Linden Lab
A virtual space shuttle and international space station have been built to scale for Second Life avatars to explore in "low Earth orbit."
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Click through snapshots of virtual rockets and space destinations in Second Life
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By Alan Boyle
Science editor
msnbc.com
updated 1:04 p.m. ET March 30, 2007

Alan Boyle
Science editor

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Is there such a thing as virtual vertigo? If so, that must have been what I was feeling as I fell to Earth from the planet Pluto.

Yes, the synthetic world known as Second Life has things that are not of this world, including floating launch pads, mini-planets, space shuttles and an international space station. More is on the way: environments that look and feel like the moon, for instance, or simulated lava tubes that could help researchers build real-life bases on the moon or Mars.

The colonization of virtual outer space hints at the shape of things to come, for NASA as well as less traditional players on the final frontier. And along the way, the virtual-world pioneers are encountering some of the same technical and bureaucratic challenges they deal with in the real world.

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Science fiction is a huge draw in Second Life — an online environment where more than 5 million user-controlled characters, or "avatars," can interact with each other. There are virtual enclaves for fans of "Star Trek," "Battlestar Galactica," "Serenity" and other outer-space realms from films and TV shows. But what we're talking about here is a different level of virtual space, drawing upon real spacecraft and real-life organizations.

You can stroll (or fly) through the International Spaceflight Museum, where 52 virtual rockets from 12 countries are on display — including a mammoth Saturn 5, a fully loaded space shuttle and the SpaceShipOne rocket plane.

"I call it an art project that got out of hand," said the museum's founder, Katherine Prawl (who is known in Second Life as Kat Lemieux). She said the museum will soon unveil a virtual space shuttle with moving parts and a cockpit that avatars can sit in, crafted by rocket builder Jimbo Perhaps.

"It's too big to fly in Second Life, but it's just beautiful," she told MSNBC.com.

From the museum's grounds, you can fly (or teleport) straight up to what passes for low Earth orbit, where a shuttle can be seen closing in to dock with the space station. From there, you can teleport to floating displays of the planets — a solar system lineup that still includes Pluto. In virtual miles, the Pluto display isn't nearly as far from Earth's surface as the real thing (3 billion miles), but it's still quite a fall if you jump off the edge.

If you know the right people, you can launch your own model rockets, or ride skyward on the tip of a ballistic missile. "What's really fun is when you can go out and build your own rocket," said Robin Snelson (a.k.a. Rocket Sellers), who gave a presentation on Second Life rocketry at last week's Space Access '07 conference.

Serious benefit
Snelson and other space activists have set up virtual shop on (and above) Space CoLab Island, adjacent to the International Spaceflight Museum. The island, which serves as Second Life's nexus for NASA and allied space groups, boasts a high-tech headquarters building, a mountaintop meeting room and amphitheater, and three levels of "skypods" floating directly above the mountain.

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"Space CoLab Island is the community hub, if you will, for these efforts. It's where professional networkng and knowledge sharing happens," said MoonFront's Andrew Hoppin (a.k.a. Drew Frobozz), who is working with NASA's Ames Research Center to develop partnerships in the online and offline entrepreneurial worlds. A real-life CoLab center, corresponding to the Second Life presence, is under development in San Francisco.

NASA is serious about using Second Life as a frontier for collaboration and technology, said Jessy Cowan-Sharp (a.k.a. DragonFire Kelly) of Ames Research Center. "If you look at the functionality of Second Life, it's really just a set of tools that you can do whatever you want with," she told MSNBC.com. "There's so much more going on with Second Life than games."

Test bed for exploration
Cowan-Sharp sees Second Life as a natural test bed for building scientifically accurate representations of other worlds, based on data flowing in from interplanetary probes. "Imagine your online 'avatar' standing beside a rover as it makes its way across the Martian surface — in real time," she wrote in a briefing document.

Collaboration between Second Lifers could add another dimension to the test bed.

"Our avatars could be sitting next to each other in Second Life, and real-time data could be flowing in from a rover on Mars, and I could say, 'What if we combine that data with the data we brought in yesterday?'" she said.

Another scenario might call for a crew of avatars could test the virtual representation of a communications system on a virtual moon, to figure out which combination of radio or laser relays would be most efficient.


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