Home of Holocene Conversation Mode    

  Home arrow Summary
| Print |  E-mail

Executive Summary

Overview:

Holocene is a distinctively new - and now patented - approach to real-time online communications.

Initial versions will quickly replace the 30-year old "chat" standard of interrupted, upward-scrolling lines. No more crude-cartoony "speech balloons" that dumb-down conversation to the level of grunts! Instead, Holocene offers a graphical interface incorporating more than two dozen skills that people use in the real world, during natural speech.

These capabilities come along with the following attractive features:
  • Agile movement in virtual worlds. (3-D expansion built-in.)        
  • A multitude of conversation styles, from old-style scroll-chat to structured meetings, to vivid "cocktail party" formats.
  • Flexible interaction with other users. "Kiosk" services & advertising.
  • Host-definable functions: teleportation, keyword alert, syntax analysis, social nets, business meetings, file exchange etc.
  • Limitless scalability.
  • Rapid, convenient portability to remote or hand-held devices.
  • Users require no special downloads, only a modern browser.
  • Expansion opportunities into games, meetingware, virtual trade shows, behavior-based marketing, all using a core technology that is both unique and technologically straightforward.     
  • Robust personal contact, allowing self-organized meetings & communities at low bandwidth, even during partial service shutdowns.

The need and market for better interface grows evident as governments and corporations spend millions developing high bandwidth meetingware, to let executives face each other, swap data and make rapid decisions. Holocene v.2 will offer much the same variety of tools and services, only ingeniously at low-cost, low bandwidth, and high portability.

Beyond chat and meetingware, Holocene promises expansion into several complementary product lines that include hosting services, virtual world-building, augmented reality overlays and games.

The core element is strong proprietary IP covering several entire classes of possible interaction online. Methods that are as natural as face-to-face conversation, but that somehow never made it to any electronic interface, till now.  Applications may extend far beyond today's business model.

A functioning demo and online test communities have shown that no technical obstacles stand in the way of rapid deployment, sales, and return on investment over short time scales.

Principals of Holocene are David Brin, a scientist-engineer known worldwide for novels and nonfiction about the future, and Mark Burgess, CEO of Sandiego.com, a leader in web-hosting services. Their innovation leaps generations to modernize realtime, onscreen communications.

Background:

Millions depend on net services like email, file-transfer and web browsing, under the general category of asynchronous onscreen communications -- where the originator and recipient do not share the same area of cyberspace at the same time. These services have advanced tremendously, becoming essential tools of daily life.

But the other half - realtime or synchronous onscreen interaction - is largely undeveloped. Though some governments and corporations have invested in meetingware, these high-end, high-bandwidth systems are still raw and require capacious bandwidth. Most adult users simply dismiss the entire realm of synchronous interaction with a derisive word -- "chat."

Yes chat -- a crude jumble of upward-scrolling, alternating-interrupting lines in which nobody gets to finish a sentence or track a thought for more than seconds at a time.  To most of us, "chat" means shallow flippancy -- a way for teens to gush about rock stars.

The one major attempted upgrade -- cartoony avatar worlds -- consume bandwidth and millions in development without adding any significant utility or service to help customers get things done. (The interface in most synchronous "worlds" appears aimed at suppressing meaningful conversation to the level of flirtation, grunts and "ROFL!")

No wonder realtime interaction remains a backwater, avoided by grownups.  (Do you spend much time in chatrooms or in avatar worlds?)

Holocene proposes to change all that by focusing on fundamental skills that human brains naturally use in spoken conversation. Skills that have heretofore been ignored online. Leaping decades past the obsolete chat standard, HCM incorporates many of the subtle techniques people have long used to sift meaning out of crowded gatherings, e.g., our amazing skill at tracking the 'gist' of one person's statements while paying closer attention to another.

Having produced an 'alpha' demo that works via any web browser, we have found no intractable -- or even very difficult - technical issues to hinder rapid implementation of several commercial product lines -- once moderate development funding is secured.


Business Plan:

The principals have so far concentrated on acquiring a wide-ranging patent and developing a demo that can be used by anyone with a web browser. We can now report two major results.

1. No technical obstacles appear to stand in the way of full implementation. All promised services should be deliverable within about a year of full development funding.

2. A demo version, while lacking many planned features, already works on several online test communities, offering wide ranging collaborative interactions entirely within Holocene Virtual Space.

We are now ready to bring in partners who are experienced with company-building and prepared to help finance the step from demo to the first commercially viable products.


* Chat replacement, Instant-Messaging enhancement and improved avatar worlds.

Most full service ISP companies offer chat rooms and related free services to remain competitive. An ISP that adopts a better chat system - more useful and fun - will gain advantages worth some value in licensing fees, scaled to client base or usage. Old style chat persists because avatar-based alternatives hog bandwidth without offering any utility/services/incentive.

In contrast, Holocene is smooth, flexible, functional, low-bandwidth, easy-to-use and inherently inexpensive to license.

Beyond the limited ISP market, thousands of companies and individuals will want to offer fresh services at their web sites by becoming licensed Holocene hosts, allowing customers to roam and browse, converse or offer feedback using a comfortable virtual-world format. Purchasers of host licenses will not require 'shrink-wrap' overhead, though many may pay for modifications, to fit particular needs. (E.g. Legoland might want speech bubbles and kiosks formatted as Lego bricks.)

IM Enhancement would apply these general capabilities to one of the most lucrative "killer apps" around, finally empowering IM users to prioritize each other, apply tools of reputation, content, timing etc, to make this widely used channel more efficient and effective.

The chat-level product should be available for sale/license within one year of development funding. We estimate 2-4 programmers should suffice, transforming today's demo into a robust hosting system, offering dozens of features and services that clients find fun and useful... and that hosting sites of all sizes will want to license at reasonable rates.

Avatar worlds like "There" and "Second Life" illustrate a third realm where improved real-time conversation can be quickly - almost immediately - useful and profitable, even in a purely text mode.  A VR world that allowed people to express thoughts deeper than "ROFL" might have competitive advantages over one that did not.


* Meetingware.
Subsequent versions of HCM, offering inexpensive, low-bandwidth 'meeting-ware for everybody' will extend these advantages beyond hosted chat to general, real-time, onscreen interaction. Unlike other products that emphasize glossy surfaces and video, HCM starts by building up from basics. A text-based meeting room welcomes low-bandwidth users who are on the road, in the field, or even using an Iridium modem from the Arctic. Video, audio, voice-recognition, text analysis and file-swap are easy to add.

The meetingware product could be available for sale/license within eighteen months of development funding. We estimate 3-5 programmers should suffice to extend the chat system with services like white boards, meeting tables, collaborative tools etc., some now available off-the-shelf. Companies of all sizes will want to license such a system at reasonable rates.


* Games. The lucrative world of online gaming is crowded with mega-producers, capitalized at nine-figure levels. Entering this daunting market requires deep pockets... or an unexploited niche. Holocene's look-down VR protocol, with easy drag-and-drop capability, seems ready to exploit such a niche, long-abandoned but ripe for rediscovery. Even a small-scale "boutique" success - on the scale of 10,000 units sold - would more than pay for the 3-4 programmers that we estimate are needed for creating a first-level product.



* Augmented Reality overlays.
In today's demo version of HCM, the "bird's eye viewer" (BEV) is a small box offering a glimpse of a wider scale. This supplementary feature becomes star of the show when overlain upon a real locale, e.g. a Convention Center, hotel, or cityscape. Or else a virtual world, town or trade show might be constructed from scratch.

Taking the notion of a "virtual trade show", direct upgrades of inherent HCM capabilities will give every booth a clickable "kiosk" on your PDA, adaptably answering queries about products and services. WiFi-equipped visitors will see their symbolic presence move through a useful virtual landscape, correlating with the real world. Similarly-equipped users can find or message each other, sifting by name, interest or other factors. (There are dozens of hi-tech shows every year that might allow spectacular demonstrations of this capability.)

Augmented reality has long been promised by sci-fi tales and internet pundits, and yet, it always seems to be five years in the future. Holocene may help achieve AR now. In parallel with chat, meetingware and game endeavors, 3-5 programmers should suffice to map HCM onto real locales, offering pop-up information about, convention exhibitors, plus search/find, visitor messaging and other tools. First customers might be e-media trade shows. Later, convention bureaus, architects, and companies needing site-specific VR overlays will want this product, which is, after all, only what we were promised for cities of the 21st Century.

 Looking beyond, people will host 'Holocene presence spaces', with entry as open as a public park or as limited as corporate headquarters. These will go beyond synchronous communications, to mail-drops, project white-boards, team rooms, decision-support tools, resource kiosks... all new ways to deliver the asynchronous services we now require, in a convenient and useful settings.


* "Citizen empowering" software. Responding to interest from a federal agency following the September 11, 2001 tragedies, Holocene joined in a proposal to develop "citizen empowering" online networks, in the national interest. DARPA encouraged Holocene to look into promoting ad hoc self organization through internet-based meeting places that make very low bandwidth demands - in case of outages or system failures in a crisis. (Infrastructure damage- or takeover by emergency services - may limit citizens to low rates.)

Holocene may offer quality organizational services, even over constrained plumbing. Consider how the national interest will be served if inexpensive but high-service products can be offered to citizens, helping them to self-organize in times of trouble.


Potential Return On Investment

The principals avow that they have not yet conducted in depth market analyses. (One reason to seek experienced partners.) Still, back-of-the-envelope calculations suggest very rapid ROI at very low risk.

Limiting the potential downside are several key advantages:

  • Tractable technical milestones -1 year from salable product.
  • Initial customer base - upgraded chat - simple to evaluate.
  • Low capital needs. Rapid make-or break determination.

As for the upside potential, it is simply enormous. We have compared five business opportunities, identifying likely customers. Patent protection seems strong, with no sign of appreciable prior art. (Attested by audiences at ACM-CHI and the MIT Media Lab.) Many innovative aspects are already up and running in our demo. Above all, no competing products on the horizon even claim to be developing such a comprehensive range of new and unique services.

For these reasons, there would appear no visible obstacle to Holocene rising up to take an important place alongside web browsers and email clients, becoming viewed as an essential internet tool.

David Brin

Mark Burgess


Addendum