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Showing posts with label Second Life. Show all posts
Showing posts with label Second Life. Show all posts


Second Life and Science Sim: Time to Head Back into Virtual Space(?)

Back in the heady days of 2008 when Neogeography was the 'in thing' we looked into importing geographic, urban and climate information within Second Life. Progress was swift and we demonstrated how output from ArcGIS could be not only imported but also manipulated on the fly, along with step inside panoramas and live data feeds:

That was 2008, since then our land with NATURE in Second Life has sadly timed out and nowadays its hard to justify resources to rent virtual space. As such our thoughts are tuning to OpenSim, nothing new there of course but the clip below from Intel has got us thinking.

The movie demonstrates the progress in scaling the capabilities of the ScienceSim virtual world and features a collection of projects aimed at expanding the web to include interactive 3D applications.

ScienceSim is interesting and with the possibility of running several 1000 avatars on a server brings about interesting possibilities for virtual simulations.

For more information, see


Digital Urban: Top Five Favourites

Summer seems to be a good time of year to dig out those movies that we have liked over our time on digital urban so far. First off we are going to look at our own movies (its slightly indulgent) that in the 1500 odd posts often get lost, we will run through why they were made, the software involved and their place in the bigger picture.

Full post with movies after the break below:


CG + Second Life Machinima

Below is a promotional movie of the activity for public industrial-academic complex of Tokyo Metropolitan University. The clip is composed of 2 elements, firstly 3D composite work using photographs of cities and campuses and secondly, machinima in Second Life using photographs of researchers and their work:

Normally we wouldn't cover promotional movies on digital urban, but this is one caught our eye, that said we can't personally see where Second Life was used in the clip, any ideas?

Thanks to Hidenori Watanave of for sending this in.


30 Days in ActiveWorlds: Community, Design and Terrorism in a Virtual World.

30 Days in ActiveWorlds was a project aimed at documenting the development of a virtual environment from the beginning to end, the point where a plot of virgin land would develop into a community with a urban layout.

In the days long before Second Life it provided an early look at life, love, architecture and the threats of Armageddon from a terrorist group in a virtual world. It remains one of our favorite pieces of work to date:

If you would like to read the paper offline your can download - 30 Days in ActiveWorlds - Community, Design and Terrorism in a Virtual World (pdf link)

The Renaissance of Geographic Information: Neogeography, Gaming and Second Life

Web 2.0, specifically The Cloud, GeoWeb and Wikitecture are revolutionising the way in which we present, share and analyse geographic data. In this paper we outline and provide working examples a suite of tools which are detailed below, aimed at developing new applications of GIS and related technologies. GeoVUE is one of seven nodes in the National Centre for e-Social Science whose mission it is to develop web-based technologies for the social and geographical sciences. The Node, based at the Centre for Advanced Spatial Analysis, University College London has developed a suite of free software allowing quick and easy visualisation of geographic data in systems such as Google Maps, Google Earth, Crysis and Second Life.

We are trying out the service by Issuu to share and view our documents online, if it works well then the digital urban booklet will go online next week (click the right button to turn the page):

These tools address two issues, firstly that spatial data is still inherently difficult to share and visualise for the non-GIS trained academic or professional and secondly that a geographic data social network has the potential to dramatically open up data sources for both the public and professional geographer. With our applications of GMap Creator, and MapTube to name but two, we detail ways to intelligently visualise and share spatial data. This paper concludes with detailing usage and outreach as well as an insight into how such tools are already providing a significant impact to the outreach of geographic information.

If you dont want to read it online you can download the full paper The Renaissance of Geographic Information: Neogeography, Gaming and Second Life in .pdf format (9.8Mb).

Thanks go to UrbanTick who pointed us to the service - you can see a preview of their book over at


Second Life: Agent Based Models Update

As part of joint work with we have just finished another part of Agent-Street where agents and avatars can interact with each other. The idea here is to merge iconic and symbolic urban models in a multi-user real time environment:

Agent-Based Modelling in Second Life from Andrew Crooks on Vimeo.

The movie below details Agent-Street and how one can download the models we have created by clicking on the model vending machines. Such vending machines are common features in Second Life and allow users to store objects and scripts in their personal inventory for later use such as rebuilding the models on their own Land or in free sand-boxes. We have been using the Mauve Land for this (SLURL).

In our previous models avatars could only visualise and initiate the models. For example, in the pedestrian evacuation model users could only observe how agents exited the building (in a similar way to professionally developed 3D pedestrian modelling software packages such as STEPS - more on STEPS in a future post.). In this new model, we extend the basic pedestrian evacuation model, so that agents not only consider their environments but also other avatars. In this sense we are not only incorporating iconic and symbolic modelling styles but also adding a further human dimension, moving towards an augmented reality (i.e. as if the agents and the humans were in the same crowd). The movie below details how pedestrian paths change when avoiding an avatar, note how an avatar stationed near the exit impacts on pedestrian egress as agents have to move around it.

We have also set up a website outlining the work in detail (click here) or alternatively if you have a Second Life account this SLurl will take you to the Land, once you teleport to the area, follow the red arrow (beam of red light) into the sky to find Agent-Street. If the models are running slow let us know as we having problems with fish entering our land from a neighbouring island.

Thanks as ever go to NATURE for allowing us use of Second Nature Island to set up the experiments.


Thoughts, Reports and Rambles from the AAG: Virtual Learning Environments and Geographic Education

Day 4 at the AAG and sitting in a session on Virtual Learning Environments and Geographic Education – its one of the best line ups of the conference so far.

First up is Michael N .DeMers of New Mexico State University with a talk entitled: Using Second Life to Augment an Online GIS Course..

The use of the virtual world called Second Life as a platform to enhance a traditional WebCT-based online GIS class is examined. Second Life provides an ability to enhance the social presence often lacking from typical discussion-based online classes. The ability of students to get together builds community and promotes collaboration.

More than just providing opportunities for traditional delivery methods like slides and discussions, Second Life provides a powerful set of 3-D building tools that allow tactile learners an ability to express their knowledge in ways that are difficult to reproduce outside of such an environment.

While some students find virtual worlds very difficult to negotiate others, particularly gamers adapt very quickly. For non-gamers the use of Second Life is best used to provide ways for students to get together for in-world discussions and study. Second Life then, when used properly, and with the student learning style kept in mind, provides something for every type of learner.

Michael makes the point that Second Life is not a game, it is a free form virtual world which takes time to create and build things. It also takes time to learn which creates the barriers that many put up upon first entry. He creates a ‘lab in a box’ using wrapped up course materials, directions, maps etc included in a box that can be rezzed. Finally Michael notes that the impact on the learning cycle is notable as it provides the students with the ability to visualize, for example ‘map projections’ in three dimensions – something that is not possible via text book. It also encourages active experimentation

A really well presented and interesting talk

Second up is Merril Johnson of the University of New Orleans talking about:

Virtual worlds such as Second Life are emerging as intriguing windows into the future of technology. According to the Gartner Group, 3-D Web will become mainstream in the next two-to-five years as Internet users construct 3-dimensional personas in new virtual geographies. Many of these geographies are being populated by residents with identities not at all like those in the real world, who come together in communities dedicated to the exploration and development of constructed identities. In other cases, residents create identities and communities that reflect and augment the real world. In either instance, opportunities become available for students interested in the study of places and their inhabitants. The purpose of this presentation is to examine identity creation in virtual worlds, focusing on Second Life; how this phenomenon affects the "cultural" geography of virtual worlds; and how this new geography can be put to the service of geographical education.
Third is L.Jesse Rouse and Susan J.Bergeron of West Virginia University with a talk on ‘Building and Experiencing Virtual Worlds.

Third up is L Jesse Rouse and Susan Bergeron – of West Virginia University, - also known as those nice people from Very Spatial, Jesse is presenting.

Technologies that drive videogames have been adopted to build educational tools from early 8-bit game platforms to today's high-end 3D graphics laden game environments. While videogames have been both lauded as the next step in education and condemned as frivolous, it is hard to argue against the prevalence of videogames in the lives of students outside of the classroom (or hidden out of sight of the teacher). In addition, there is a perceived disconnect between traditional teaching methods and those students, referred to as digital natives, who have grown up with access to digital technologies. It is important to look beyond VLE use, to all of the impacts that videogames can have in the classroom.

Staff and students in the Laboratory for Geographic Information Science and the Department of Geology and Geography at West Virginia University are involved in an ongoing project constructing a virtual world based on historic Morgantown, WV. The project began as a way to demonstrate the integration of GIS and Serious Games. The project became a way to not only create a reconstruction of an early 1900s town, but also to involve upper level students in GIS and Urban Geography in the construction of 2D and 3D data and learning about the historic development of the town. In addition, Computer Science student participants are able to apply their programming skills within a domain area. The creation of the virtual world supports not only outreach and introductory classes, but also provides technical experience for upper level students.

We are moving from the traditional classroom into the new digital classroom based on new media, serious games and virtual worlds etc. He uses a good term ‘Edutainment’ - a way to keep students interested and focused above and beyond the usual ‘powerpoint’ presentation.

Realworld data can be presented via ArcScene linked to SketchUp, the work has created over 400 buildings in which point ArcScene ‘falls over’. As such they have moved from ArcScene to create a ‘Spatial Experience Engine’ based on the XNA framework with a move away from polygons to represent architectural details towards textures to speed up the framerate. Information is embedded via the Census within the 3D space allowing the students to connect, learn and experience geographical information within the virtual space.

Again a really interesting and very well presented talk, the use of Second Life, games etc is starting to make notable inroads into geography and teaching. The game engine will be made available online soon as its complete.

Finally up Nicholas Hedley of Simon Fraser University, Spatial Interface Research Lab/Department of Geography.

Nick has another nice term – a ‘Geospatial Metaverse’, noting that T
there has been a quantum leap in the capabilities of MMORPG’s creating new spaces for social interaction and simulation. These virtual worlds are beginning to cross into the real world with financial trading etc.

Nicks abstract is as follows:

Over the past decade, major advances in distributed virtual environment architectures have resulted in a new generation of interactive, low-latency shared virtual spaces accessible by users with modest and high-specification systems alike. Increasingly, reality and virtuality are woven into our everyday lives. In only five years, Second Life has become one of the most widely-used 3D virtual spaces for mainstream collaborative social computing, and is used by over 15 million people. There has also been a quantum leap in the capabilities of MMOGs and MMORPGs, allowing real-time collaborative interaction with complex and dynamic 3D virtual spaces with real-time physics - resulting in physically persistent virtual spaces.

Second Life and contemporary MMORPGs have created new spaces for social interaction, revealing exciting new possibilities for geographic exploration, learning, and collaboration. These environments may be virtual, but are a very real part of the lives of their user networks. They allow ever more seamless movement between real and virtual spaces. The boundary between the real and virtual in everyday spaces is quickly fading. Mixed reality interfaces take this to another level entirely, making it possible to create a virtually-enhanced 3D physical reality. This paper explores how the technologies of Second Life, serious games and mixed reality redefine the relationship between real and virtual spaces, and are evidence that a geospatial metaverse has emerged. Research examples by the author using each of these technologies will be used to demonstrate their potential in geographic education.

On show are some neat outputs using the CryEngine 2 –Virtual Ucluelet noting the ability to simply ‘paint’ geography within the game engine. Virtual environments are becoming part of peoples real lives and is this disconnecting us with the real geographic landscape. The level of work on show is notable, again really refreshing to see Crysis used for geography...

The talk ends with research examples of on-site Augmented Reality – Geospatial ‘XRay vision’, really excellent work.

A series of excellent talks, perhaps representing the cutting edge in geospatial visualization within the geography community. Our 3D Agent Based modeling work – ie 3D Max, Second Life, NetLogo etc work is this afternoon, presented by Andrew Crooks of The main session on Mapping for the Masses is tomorrow at 8am in the main conference centre.

We have also had the pleasure to record a podcast with Very Spatial, it should be online some point soon, it was great to meet and chat with the people behind it…


INSILICO: Second Life Cyberpunk City

INSILICO is a 'cyberpunk' city constructed prim by prim in Second Life. In general the cityscape of Second Life has yet to grab us with only smaller architectural projects such as those focused on by The Arch being of note. However, the movie below providing a 9 minute flythrough of the INSILICO build within Second Life, thankfully free of dancing avatars and such like, is certainly impressive:

See for more details..


Augmented Reality in (outside) of Second Life

As we have pondered in various posts Augmented Reality is a quick win in terms of visualisation, it is realtivly easy to implement and has a high 'wow' factor. The concept is simple, a webcam is linked up via a toolkit that is able to identify printed tags, the system then superimposes and 3D model over the scene - thus augmenting reality.

Of course the printed tags dont have to be 'physical' they can be embedded into Virtual Worlds such as Second Life, creating a really unqiue concept of importing/moving and visualisation objects in a virtual environment.

Take a look at the video below from cristiancontini for a really interesting proof of concept:

Augmented Mixed Reality: Second Life pops out from the Screen from cristiancontini on Vimeo.

See for download and working examples.

See also our recent posts on Papervision Augmented Reality and Augmented Reality for Architecture using SketchUp.


Virtual Space, Wikitecture and Shaping Buildings: The View from The Arch

Winston Churchill stated that “We shape our buildings and afterwards, our buildings shape us” (House of Lords, 28 October 1943) but does that remain true in a virtual environment where the community of people who actually use the buildings are able to modify them at will? In the movie below Jon Brouchoud of 'The Arch' reviews some of the reasons why he remains so optimistic about the future of virtual worlds, and describe the fundamental characteristics he believes makes user-generated 3D worlds a game changing new standard every organization should be exploring - with or without a budget.

Jon kindly gave us permission to embed the movie above and as part of the team behind Wikitecture - possibly one of the most defining projects in the new age of collaborative virtual architecture - The Arch is always worth a look.

The discussion continues in a longer post on Jon's site.

Of course getting organisations, architectural schools, planners, urban designers, students and all the other players in the city design process to use these new worlds is a still an uphill struggle.

These are however early days....

Bartlett School of Architecture: Unit 13 Second Life

The video below was produced by UNIT 13, an informal unit of the Bartlett School of Architecture, University College London. It was organized to explore the capabilities of virtual worlds for architectural practice. Unit 13 is currently operated within Second Life.

It came to our attention after we gave a lecture in the Bartlett yesterday detailing some of our own virtual worlds work and it is indeed impressive. It is refreshing to see the mix of techniques to merge the real with the virtual to create a compelling look at alternative ways to visualise urban space.

Take a look at for more movies, such as The Bartlett digital mirror.

We will be featuring more work from the Bartlett over the coming months as CASA (home of digital urban) is indeed part of the Bartlett School here at University College London.


Cellular Automaton and Agents in Second Life: Game of Life, Segregation and Evacuation Simulation

The Game of Life is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is perhaps the best-known example of a cellular automaton and as such formed the perfect starting point for looking at running models in Second Life.

The Game of Life sits alongside Schelling's Segregation Model and a Pedestrian Evacuation Model developed as part of a series of agent based models for our paper entitled 'Agent Street: Agent Based Modelling in Second Life'. The paper is currently about to be submitted for peer review/publication and should be available, subject to acceptance, late 2008.

The movie below details our Game of Life model running in Second Life:

Game of Life from Andrew Crooks on Vimeo.

Sound track'A Lonely Place without You' by New Inception.

The universe of the Game of Life is an infinite two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, live or dead. Every cell interacts with its eight neighbours, which are the cells that are directly horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur:

1. Any live cell with fewer than two live neighbours dies, as if by loneliness.
2. Any live cell with more than three live neighbours dies, as if by overcrowding.
3. Any live cell with two or three live neighbours lives, unchanged, to the next generation.
4. Any dead cell with exactly three live neighbours comes to life.

The initial pattern constitutes the 'seed' of the system. The first generation is created by applying the above rules simultaneously to every cell in the seed — births and deaths happen simultaneously, and the discrete moment at which this happens is sometimes called a tick. (In other words, each generation is a pure function of the one before.) The rules continue to be applied repeatedly to create further generations (ref Wikipedia)

Moving up a level of sophistication is Schelling's Segregation Model. Schelling originally demonstrated the concept with coins on a chess board. Using Second Life we have transferred the ideas utilising coloured spheres inside a grid of houses, as the movie below illustrates:

Schelling's Segregation Model from Andrew Crooks on Vimeo.

Schelling demonstrated how through mild tastes and preferences to locate in areas with similar people, large scale patterns of segregation could arise.

Finally we have developed in Second Life a pedestrian evacuation model. This is a much more accurate simulation of real life than the previous two models (the Game of Life and Segregation Model) and the rules that govern the agents are notably more complicated.

Pedestrian Evacuation Model: Multi-floor layout from Andrew Crooks on Vimeo.

The clip above shows how agents exit a building once an alarm is sounded. Within the model, a model second is not the same as a real second so we have edited the clip so every model second is one real second just to give a sense of dynamics within the model.

Take a look at for more thoughts on agent based modelling within both 2D and 3D environments, written by Andrew Crooks of CASA. Crooks is lead author of the forthcoming paper, his blog is the first place to look for a more in depth analysis of agent based modelling.

These are perhaps early steps but the ability to integrate human controlled avatars into models of building/environment evacuation, via environments such as Second Life, presents an intriguing step forward. Indeed, one that has the potential to lead to a more comprehensive understanding of evacuation behavior and ultimately of course better architectural design.


Connecting the Real to the Virtual: Phone Calls from Second Life

Have you ever wanted to communicate with your friends in the first life while you’re living your Second Life (no neither have we)? BT has created AvaTalk that allows you to easily communicate with friends and family all over the world without leaving your Second Life.

BT AvaTalk is a trial service that allows user's of Second Life to connect a chosen real phone and another real phone free of charge. It also includes the ability to send free SMS to mobiles around the world from an Avatar while in Second Life.

The system can be used in two ways, either from BT AvaTalk Phone Boxes that you can find at specific locations or via BT AvaTalk Head Up Display that you can be attached to your Avatar

The movie below provides full details into a service that we cant quite understand - sure the main pull is that its free, but take away the free aspect and why would you ever want to call someone in the 'real world' from Second Life rather than just use a 'real' phone on your desk or a service such as Skype?

We tend to get a bit of flack at times for using Second Life in our research, but we fully believe that there is a strong argument for these collaborative environments in the realm of geographic and architectural visualisation. However, we still cant see why we would want to pick up the phone in Second Life to ring someone, as we obviously are not actually in the environment.

Perhaps we are missing something on this one...

See for more info.


Game of Life and Agents in Second Life

Agent-Based Modelling in Second Life from Andrew Crooks on Vimeo.

First off apologies for the distinct lack of posts - a thing called 'work' got in the way this week with various deadlines and conference presentations. We have given ourselves a suitable talking to for missing blog posts and now we are back...

First up is the movie above, which explains some of our downtime. At CASA we are using Second Life as a online urban laboratory to explore issues pertaining to urban planning and public debate in a visually 3D collaborative environment.

We have created three agent-based models ranging from Conways Game of Life, Schelling's segregation model and a pedestrian evacuation model. The models are proofs of concept to demonstrate how experts, model builders and the non specialist can view, interact and discuss agent-based models within Second Life.

The music was not our choice :) take a look at for the full story and more of a background on agents in Second Life.


The Renaissance of Geographic Information: Neogeography, Gaming and Second Life: Working Paper 142

The world of Geographic Information (GI) Science has changed. It has experienced expeditious growth over the last few years leading to fundamental changes to the field. Web 2.0, specifically The Cloud, GeoWeb and Wikitecture are revolutionising the way in which we present, share and analyse geographic data.

In this paper we outline and provide working examples a suite of tools which are detailed below, aimed at developing new applications of GIS and related technologies. GeoVUE is one of seven nodes in the National Centre for e-Social Science whose mission it is to develop web-based technologies for the social and geographical sciences. The Node, based at the Centre for Advanced Spatial Analysis, University College London has developed a suite of free software allowing quick and easy visualisation of geographic data in systems such as Google Maps, Google Earth, Crysis and Second Life.

These tools address two issues, firstly that spatial data is still inherently difficult to share and visualise for the non-GIS trained academic or professional and secondly that a geographic data social network has the potential to dramatically open up data sources for both the public and professional geographer.

With our applications of GMap Creator, and MapTube to name but two, we detail ways to intelligently visualise and share spatial data. This paper concludes with detailing usage and outreach as well as an insight into how such tools are already providing a significant impact to the outreach of geographic information.

Such tools open up a cornucopia of possibilities for the world of GI Science, especially for geovisualisation and it is high time to embrace the Neogeographer, the data and perhaps more importantly the services they are creating.

Welcome to the new world of geographic information.

Authored by Dr Andrew Hudson-Smith (Digital Urban) and Dr Andrew Crooks (

You can download the full paper The Renaissance of Geographic Information: Neogeography, Gaming and Second Life in .pdf format (9.8Mb).


Google Enters the Metaverse: Lively by Google Labs

We all knew it was coming but never the less the step by Google into the world currently dominated by Second Life is an intriguing move.

Known as 'Lively' the video below provides a way of introduction:

The system includes the ability to build your own rooms and places ready for customising via a range of 3d objects. At the moment there is no mention of importing your own objects but we would expect a link with Google SketchUp and the 3D Warehouse to be made opening up a wealth of possibilities for visualisation.

Our second movie provides more of an insight, illustrating the crew having their first meet up in Lively:

There is no word on a Mac friendly version yet, Lively requires Windows Vista/XP with Internet Explorer or Firefox. Available free of charge it has the potential to give other virtual world systems a run for their money. We expect a level of social flocking over the next few months over to Lively and it'll be interesting to see how it develops.

We will have more on Lively in future posts.

See for full details.


Google Maps, Imagery and 3D Cities in Second Life

Every now and again work comes to your attention that makes you think 'wow' - Daden Ltd have imported Google Maps into Second Life and it has just eaten up most of our morning.

The movie below illustrates the highlights of their work and our exploration:

Music by Destri.

Second Life is still a hard sell to local councils or local authorities, Daden's work with Birmingham City Council is certainly interesting and we applaud the progress so far.

As for issues of copyright with regards Google Maps/Imagery in Second Life, that raises a whole different issue between cross platform usage. We cant see Google sending a cease and desist unlike the Ordnance Survey with our Second Life work...

See Daden Ltd for more info, thanks to Mal Burns and his excellent Twitter feed for the heads up.


Wikitecture: Architecture in Second Life, Progress.

Wikitecture is a concept very much of the moment, after many years the technology is finally in place for Ryan Schultz and Jon Brouchoud to pose the question:

Can mass collaboration and collective intelligence improve the quality of architecture and urban planning?

Ryan and Jon are both architects exploring the potential of systems such as Second Life for collaborative design. In their own words, Wikitecture's central aim is to explore that question by applying an open-source paradigm to the design and poduction of architecture and urban planning.

In much the same way Wikipedia enables a loose, self-organizing network of contributors to collaborate on content creation, they have been experimenting with ways to bring together a diverse and geographically disperse community of individuals to create an architecturally noteworthy design that, in the end, is more than the sum of its parts. One of the single problems of collaborative design in virtual environments is often the interface itself. The key to mass participation is an easy to use menu system allowing designs to be submitted, edited and viewed.

Wikitecture uses a unique 'tree' display system linked to a central column, pictured below:

The best way to understand the interface is to sit back and watch the introductory movie, it all becomes clear when the leaves start appearing on the tree, inspiring work:

The project is now well underway, with over 40 contributers and 50 designs the concept is as intriguing as it is unique, the movie below provides a view of the work to date:

Studio Wikitecture assumes the principles of good design are universal enough that they can be learned in one discipline and applied in some fashion to another. Through Studio Wikitecture, Brouchoud and Schultz are trying to provide a channel where these individuals can apply their skills to the design of a building.

Take a look at The Arch and for full details and information on how to take part.


3D Agent Based Modelling in Second Life

Second Life is a natural home to agent based modelling, while not as graphically impressive as high end solutions such as 3D Studio Max, it does allow real-time data analysis and tracking.

The movie below shows our first tentative steps in CASA to setting up a agent based model in the Second Life environment:

Our next step is to look at examples such as evacuation analysis and pedestiran movement in the cityscape, the movie below issustrates our earlier example in 3D Studio Max - we should be able to port this into Second Life:

If you would like to know more about agent based modelling take a look at


Buy the Booklet: Digital Geography - Geographic Visualisation for Urban Environments


The Booklet is now Sold Out


We are pleased to announce the availability of our booklet: Digital Geography - Geographic Visualisation for Urban Environments. Printed in full colour the 10 x 8 inch booklet runs to 64 pages of insights and tutorials on Virtual Earth, Google Earth, Google Maps, Panoramas and Second Life.

With a focus on Neogeography, Web 2.0 and the various emerging techniques for urban visualisation the booklet has been written as a preview to the forthcoming Digital Urban 'recipe book' to be published fourth quarter of 2008.

The booklet is being sold at below cost price and is available now. For all those that have emailed to reserve copies, thank you, these are set aside and guaranteed for shipping soon as payment is received.

Priced at £9.99 (worldwide postage and packaging is free) it can be purchased direct via the Buy Now link using PayPal or any standard Credit/Debit card:

If you have any questions drop us a email or use the usual comment link.

We hope you enjoy the booklet.....