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New York City, known to be a media,
publishing and advertising capital is also a harsh environment
for young technology startups. For the most part, New York's
established computing community's attention is focused away
from new media in the direction of lucrative business in the
financial district. Technology startups that have put down roots
have done so mostly without the help of local government or
large corporate sponsors. However, it is certain that new media
will impact every large city on the globe and in a city that
has a grittier business culture than California's very supportive
'Valley,' changes are slowly taking hold that will make New
York a unique new media hub. This article compares aspects of
the new media market in the "Alley" and the "Valley,"
explores an emerging new technology infrastructure in New York's
Silicon Alley and takes a close-up look at a few of the City's
brightest technical superstars.
The 1997 Coopers & Lybrand
New
York Media Industry Survey gave high scores to New
York's editorial and artistic talent but a low/marginal score
to the city's software talent and technology infrastructure.
When comparing New York Silicon Alley startups to Valley startups,
Business Week's 1997 New York's Silicon
Alley: A Steep Road Ahead article called New York
technology-related companies "less geeky."
New York's "Silicon Alley"
is New York's new media hub that once spanned 3 blocks East
and West of Broadway from 28th Street to Spring Street.
The Alley is now a much bigger sprawl that includes all of Manhattan,
South of 41st Street. The new media wave that includes
the Internet and anything digital took root quicker in California's
established, 30-year-old computing community. Many feel this
is due to the differences in how the California computing industry
nurtures its young. On both coasts, the new media "bug"
has infected mostly young talent who behave differently on both
coasts. Digerati on the West coast show signs of environmental
benefits that have molded their behavior, their view of risk-taking
and their approach to business deal-making.
Growing Up Digital in California
California's "venture game" or "venture capital
dance" as it has been called, refers to the flow of venture
capital money that constantly funds new business in Silicon
Valley. Many young "techies" learn the "venture
capital dance" in their early twenties. They know how to
write business plans, talk equity deals and start new businesses.
They also collaborate, help each other and when startups fail,
they move on. In California, failure is considered helpful for
learning.
In 1968, when Robert Noyce and
Gordon Moore were ready to form Intel, it was East coast investment
banker Arthur Rock who raised over 2 million for the Intel Corporation
in an afternoon. It was Rock who coined the phrase "venture
capital." To this day, there is more venture capital interest
in California's startups than there is in other newly formed
digital hubs such as New York, Austin, Boston and Cambridge.
Jerry Colonna
a partner in New York's venture capital firm, Flatiron
Partners, explains, "there are cultural differences
that explain why there is more venture capital interest in California
startups. One huge difference is the way California firms share
equity. In New York, companies reward employees with cash. In
California, equity is perceived as "current compensation
for deferred compensation."" At a deal-making session,
venture capitalists like to see equity 'all around the table.'
As Jerry Colonna explains, "shared equity makes miracles
happen." If sharing equity challenges New York thinking,
taking risks and viewing failure as a positive is an even bigger
challenge. Equally foreign are fast-moving companies that emphasize
teamwork and coordination instead of a management hierarchy.
Trying new ideas, embracing change and tolerating failure are
all firmly embedded in California's computer culture.
Mark
Friedler is President of VCast,
a New York-based digital startup that has recently opened an
office in San Francisco. Mark describes a West Coast support
"infrastructure" that's missing in New York. Incubator
firms are an example. Incubators are large sponsors who rent
inexpensive cubicles to young startups and also staff the same
premises with business experts to assist young entrepreneurs
with things such as legal, tax and business consulting. At present,
there are no incubators in New York.
New York Is Known For New Media
Creative Talent But Not Advanced Programming
New York's large, existing "technical base" serves
New York's financial community. Technical base refers to programmers
and many of New York's programmers have comfortable careers
providing mostly database-enabled "enterprise" and
"middleware" solutions to Wall Street giants.
In 1998, Silicon Alley learned
a technical expertise factor attracts venture capital. As Anna
Wheatley, publisher of New York's Alley
Cat News explains, "New York City has been called a
creative capital and there's a lot of creative talent in New
York. However, creative projects are hard to fund. It's easier
to raise money for pipes than it is for creative content."
Anna cites the MTV story as a classic example. "MTV was
a money pit for seven years before it became a global brand.
Content represents the highest form of risk. Hollywood is used
to funding risky ventures, Wall Street is not."
New York's Growing New Media
Infrastructure
A new media infrastructure is thought to be a multi-faceted
support system that provides a strong foundation for emerging
new businesses. In the Silicon Valley model, an infrastructure
includes a university with ties to the business community (Stanford
and/or Berkeley), corporate support in the form of incubators,
venture capital money and collaboration among startups for information
and resource sharing. Of these, all but the incubators have
appeared in New York. NYU's revered Media Research Lab is a
four-year-old component of the University's Computer Science
Department positioned to become a significant resource for New
York new media firms. The Media Lab staffs full-time research
scientists and a "technology transfer officer" who
is a liaison between NYU's scientists and industry. The outcome
is patent development, resource sharing and on-going relationships.
New York University's Stern Business
School has also created a program to help startups. Professor
Dan Nathanson understands
the kind of business assistance startups need and has formed
a BusinessLink program. Dan explains that many startups
"don't know what they need." Dan's program enlists
first and second year Stern Business School graduate students
who all have approximately 4 years of work experience. He matches
them with New York City startups that require business assistance.
Because startups may not know what they need, the graduate students
often begin by explaining market research or strategic
planning. The graduate students are billed out to startups
at $25/hour. In contrast to the $200/hour fees charged by large
consulting firms, BusinessLink is an economical solution for
young companies. Dan has also organized an internship program
and an Entrepreneurial Consulting Practicum for startups to
be held in the Spring of 1999. Privately, apart from his work
at the Stern Business School, Dan has also set up an Angel Fund
called the Washington Square Capital Fund, LLC. Washington Square
Capital provides $100,000-500,000 in startup capital to promising
New York City startups.
Education in the form of business
advice for new media startups is so hard to find in New York,
the New York's New Media Association ran a Fall, 1998 Building
A Successful New Media Business seminar and had to turn
away applicants. NYNMA will hold a similar seminar event in
1999.
According to Charles Millard, President
of New York's Economic Development
Corporation, venture capital in New York has quadrupled
in the last few years. A survey conducted by Price Waterhouse
found that New York City companies attracted more than $1 billion
from investors in 1997 and Charles Millard reports there are
thirty firms that have gone public indicating a "strong
interest in New York new media." City government is seeking
to develop a "New York package" attractive to both
startups and investors including a Discovery Fund, a public-private
equity investment fund that makes investments of $1 - 9 million
in New York City-based businesses, a Venture Capital Conference
designed to introduce New York City startups to many of the
country's leading investors, the Alley-to-the-Valley Conference,
a New York City road show co-sponsored by Alley Cat News
and Plug-n-Go space
coordinated by the Alliance for Downtown New York.
The Alley-to-the-Valley Conference,
now in its second year, is organized around a "Call for
Entrants" or startups interested in traveling West to make
30-minute presentations to California venture capital firms.
The companies selected pay their own travel expenses and a $250
fee to a business coach selected by Alley Cat News. Plug-n-Go
space is a program designed to help startups find inexpensive
($15/square foot) space in Manhattan. Spaces are small footprints
(1,000-5,000 square feet) with short or long-term leases.
When New York City-based VCast
opened an office in San Francisco this year, CEO Mark Friedler
discovered a very social "Valley" culture consisting
of hangouts where people meet to exchange information or make
deals. Legend has it that the 1968 Silicon Valley Intel deal
was sealed at what is now Buck's
in Woodside, a café Silicon Valley's Geek
Week magazine called a popular spot for "power breakfasts."
C/NET's Dan Shafer, who
created a Web site for Buck's, explains that the restaurant
was once known as the Stagecoach Inn at the time Intel was formed.
Although there are no similar "hangouts" for New York's
new media computing community, there are socials over beer at
NYNMA's Cybersuds
and Super Cybersuds gatherings. The New York VRMLSIG
also meets for late night dinners at Mustang Sally's after monthly
meetings and a newly formed group of new media CEOs meets at
restaurants all over New York. Although there's no name for
the CEO dinners, Mark Friedler of VCast has said the dinners
originated at the conclusion of the 1998 "Alley
to the Valley Conference" sponsored by Alley Cat News
and the Economic Development Corporation.
New York's Big Fish
Although New York's new media technology pool in is not as dense
as California's, there are remarkable local technology superstars
who would be equally impressive anywhere on the globe. Here
are a few of New York's most talented technologists:
IMPROV
"Sid
and the Penguins" is an interactive animation
developed with the IMPROV animation engine. The engine uses
artificial intelligence that allows a choreographer or director
to write "rules" making each scene unique. This image
shows Sid stepping outside his igloo just as the penguins finish
a humorous choreographed dance number. Sid and the Penguins
is a little hefty for most PCs. Although the animation is a
small file, the animation includes a 26Mb sound file recording
of Smash Mouth's "Walking on the Sun."
NYU's Ken Perlin (web)
is a brilliant inventor who won an Academy Award in 1997 for
his Perlin Noise, a technique widely used in Hollywood to produce
natural appearing textures on computer generated surfaces. Ken
is Director of NYU's Media Research Lab within the University's
Computer Science Department and he's also the Director of the
Center for Advanced Technology at NYU. CAT is one of 13 centers
set up by the New York State Science Foundation to promote the
New York State as a technology center. There's enough advanced
technology in Ken's biography to make 1000 of California's "tech
elite" feel shy about their accomplishments. Ken has an
undergraduate degree in Theoretical Mathematics from Harvard
and a Masters Degree in Computer Science from the Courant Institute
of Mathematical Sciences at NYU where he also received his Ph.D.
In 1998, Ken presented Sid
and the Penguins at SIGGRAPH's national conference in Orlando,
Florida. The interactive animation is one of several dozen advanced
technical projects Ken has initiated in the past two decades.
Based on an IMPROV
animation engine that's been in development at NYU's Media Research
Lab for four years, Sid and the Penguins demonstrates
a "distributed responsive virtual environment in which
human-directed avatars and computer-controlled agents interact
with each other in real time." Procedural animation and
behavioral scripting bring Sid, and penguins Sexy, Seventies,
Shy, Spastic and the Chorus penguins to life through the IMPROV
authoring environment. The API allows authors to communicate
with 2D and 3D environments over a distributed network including
the Web. IMPROV's unique tools provide motion blending that
automatically generates smooth transitions between isolated
animations and a facility for creating layers of animation.
Layers may be combined and composited on-the-fly to extend believability
during user interaction. Additive and multiplicative compositing
of animations make actions such as head and body movements appear
natural and realistic.
In 1994, Ken hired research scientists
Athomas Goldberg to
work on the IMPROV engine full-time. Ken had built IMPROV using
KPL; a little-known computing language that's been nicknamed
"Ken's Computing Language." The more features that
were added to IMPROV, the more it became apparent that the engine
needed to be re-built. For example, in 1996, when Ken and Athomas
presented their "Botannica Virtual" at SIGGRAPH's
Digital Bayou in New Orleans, a million-dollar Onyx running
sixteen processors couldn't keep IMPROV running fast enough.
Athomas, who has an MFA in Film from NYU's Tisch School of the
Arts, learned Java to rebuild IMPROV. His re-design pushes animation
beyond the boundaries of traditional character animation and
adds behavioral characteristics to other elements in a scene
such as the camera, lights and even the credits.
IMPROV's most powerful but least
understood feature is an artificial intelligence layer created
in Java. Although Java is not a fifth generation "natural
language," there's a scene description layer that allows
an author to define any number of criteria that effect decisions
in a scene. In Sid and the Penguins, examples of such criteria
include what a penguin likes, how far they like to move, their
mood, the last time they ate, etc. Rule-driven criteria set
up a context that drives decisions and because any action may
be triggered randomly or semi-randomly, every performance is
different.
Early in 1998, Ken Perlin, who
teaches computer programming and Peter Weisner who teaches animation,
team taught a class that put the Sid and the Penguins project
into the hands of students who had no programming or animation
background. The resulting class project from that semester is
the Sid and the Penguins animation in its present form. The
project became proof that authors do not need to be animators
or programmers. It's also proof that random or semi-random context-driven
criteria make characters behave unpredictably-- adding an interesting
new dimension to story telling.
According to Ken, IMPROV represents
a new way of interacting with characters in real time that the
school hopes will be used in New York. The goal for NYU's CAT
is to become what Stanford University is to San Francisco and
develop on-going relationships with the new media business community.
NYU's Jimm Burris has
been hired to work with the professors within the CAT organization
and develop strategies to form licensing agreements with existing
corporations or new startups. CAT has produced thirty-three
patents in one year and fifteen of the technologies are already
through a licensing process that takes two years. Both Ken and
Jim see a larger vision for CAT as an organization that synthesizes
technology and content. As Ken explains, "Silicon Valley
is not about content but enabling technology. Although it's
still 'up-for-grabs' where creative content for the Internet
will originate, New York has a firm grasp on story-telling."
MEXICO
Mexico
is Cicada Interactive's 3D production tool for creating long-form
3D character animation for distribution over Web, video and
convergent solutions. This image shows a character rendered
in a non-photorealistic style suggesting comic-book style pen
and ink.
Dan
and Matt
O'Donnell are two of New York's most interesting "tech"
celebrities who are widely admired on both coasts. They're identical
twins who studied at Cooper Union's engineering school but their
range of art and creative skills are so vast, they seem to also
possess advanced degrees in computer graphics. After graduating
from Cooper Union, they earned electrical engineering masters
degrees at Brooklyn's Polytechnic University. This year and
last year, they've applied all their skills, including programming
and 3D animation, to the development of Mexico, a 3D production
tool that makes traditional keyframe animation seem archaic.
Mexico is a Java-based animation tool that uses a natural language
parsing technology called Pidgin English to animate scenes for
the Web or for video.
Re-usable modular components and scripted behaviors are just
two of several dozen features Mexico brings to the electronic
entertainment market. Mexico ships with dozens of built-in behaviors
and the resulting library may be expanded using the software's
Behavior Editor. Custom parameters and arbitrary functionality
may be added to Behaviors through an integrated programming
environment which permits unrestricted access to the Mexico
API as far down as the underlying operating system. Characters
may be modeled directly in Mexico or imported and edited with
up to three orthographic viewpoints and one fully-rendered "player"
viewport. Mexico's rendering technology makes every animation
a morph allowing "continuous mesh" characters whose
clothing stretches and wrinkles as joints bend.
The
O'Donnells have positioned Mexico as a tool that is well suited
for "cartoonified animation" for broadcast television
or high-bandwidth Web entertainment. Scenes are composed along
a timeline similar to those used in video-editing tools. Complicated
single and multi-path narratives are driven using modular timelines
composed along a 'Master Timeline." Completed scenes are
exported to a variety of Web-streaming formats and the resulting
animation may be viewed through a Mexico Player window that
supports real-time streaming using RealAudio, Microsoft NetShow
streaming servers or straight http. The Mexico Behavior Animation
Studio software and the Mexico Player for viewing real-time
Mexico movies will be available in late 1998 from Cicada
Interactive, the O'Donnell's New York-based software and
animation studio.
COSPACE
Cospace
is a new 3D chat technology developed at AT & T Labs. This
image shows a 3D multi-user Cospace environment with 3D portals
connecting to other virtual worlds. Portals are a distinguishing
feature of the Cospace system that automatically generates 3D
multi-user spaces in concert with Web browsing.
Live 3D interaction is cyberspace
is one of the most fascinating and addicting of the new media
technologies. Admittedly, much of the world's addiction to chat
is based on an attraction between the sexes in AOL's chat rooms,
but a very large population of chat participants enjoy "virtual
role playing" in worlds all over the Internet. Virtual
world chat got its start in text-based "MOOs" on college
campuses in 1989 and evolved into graphical 2D and 3D chat in
the mid-90s. For Internet 3D veterans familiar with chat, Worlds
Inc, VChat, Pueblo, VNet and Blaxxun are all 3D clients that
have been built with a similar theme -- a 3D world for meeting
and greeting fellow-avatars and a text window to enable chat.
In 1996, Thomas
Kirk, a technical staff member at AT & T Labs, began
creating 3D spaces using hand-written VRML and authoring tools.
After concluding both methods are difficult and time consuming,
he hit upon an alternative idea: why not create a system that
generates 3D multi-user spaces automatically in concert with
Web browsing? At that moment Cospace
was born!
Thomas's invention allows cospaced-enabled
users (a fairly simple process) to visit Web pages
where multi-user 3D spaces appear in an extra window on the
desktop. This extra room contains avatars of other Cospace-enabled
visitors who are also simultaneously visiting a Web site. Visitors
can chat with other visitors and interact with the 3D environment
that may contain sounds and interactive objects of many kinds.
Travel to another "Cospaced" Web site creates a portal
that connects virtual worlds. 3D Web portals are Cospace's most
distinguished feature. Private portals that are created as a
result of Web browsing are only visible to the Web visitor who
created them. Other, public portals, visible to all who share
Cospaces, can also be created.
It was no coincidence that Thomas
hit on a creative new "3D chat idea." His talents
as a software developer showed up early when he joined AT &
T. Kirk was hired as a developer in Bell Labs Federal Systems
Division, designing and building a programming environment and
tools for a dataflow signal processor that Bell Labs was building.
His talents with software were so apparent; he was soon transferred
to the research division to develop a variety of experimental
systems using knowledge representation technology. Experience
with a variety of computer languages and an interest in exploring
whatever is new and exciting led him to 3D on the Web.
Kirk refers to two close colleagues
at AT & T as "Cospace enablers." Gregg Vesonder,
Thomas Kirk's boss, is a William Gibson fan who saw the Cospace
vision from the beginning and Peter
Selfridge, a fellow-researcher, helped move the project
along until it became a reality. After working on Cospace for
several months, Kirk went camping with Selfridge and during
their 3-days away from phones, faxes and computers, they substantially
refined the Cospace idea and a partnership was formed. When
they returned to what is now AT & T Labs, Cospace was no
longer an idea -- it was a project.
During 1997, Thomas and Peter applied
for a comprehensive patent, they developed a prototype using
Gamma technology from Worlds, Inc., created an AT & T demo
space, started business and marketing activities and created
a multi-user server from scratch. In February 1998, an official
presentation was made to management at AT & T's Information
Services Research Center in Florham Park, NJ (close enough to
New York to be considered part of New York's digital hub). Funding
was obtained, energies are now focused on how to create a revenue-producing
Internet service for AT &T and Thomas Kirk has the potential
to experience the most rewarding feeling of all for an inventor:
the feeling of satisfaction when your idea becomes a product.
COSMO
CosmoPlayer
2.1 is a VRML plug-in that's used to view 3D spaces on the
Web. This neurosurgery
simulator created at the University of Manchester and Leeds
General Infirmary, illustrates a highly interactive 3D environment
used to train neurosurgeons how to do a complex procedure without
putting patients at risk.
Advanced technical skill as a programmer
combined with artistic talent cultivated in an art school is
an unusual and scarce mix of talent that new media software
companies search for in all large cities of the world. The largest
companies have been successful with such searches -- Murat
Aktihanoglu, a Turkish programmer who studied computer animation
and rendering in a computer graphics graduate program found
himself hired by Cosmo Software in 1996 to work on the Cosmo
browser. Known more as a browser than a plug-in, Cosmo became
the most popular window to view and navigate VRML worlds on
the Web.
By 1996, VRML had already been
a reality for two years. By the time Murat joined Cosmo, the
language that describes 3D on the Internet had evolved into
version 2.0 and the Cosmo browser enabled Java in 3D worlds
through an external authoring interface (EAI).
With his background in computer
graphics and programming, Murat epitomizes the artist/programmer
who build areas of the Internet that are more dynamic than static.
For example, in January 1998, Murat designed and implemented
the COM/ActiveX External Authoring Interface for the Cosmo browser.
His repertoire of skills include C++, Java, COM, ActiveX, MFC,
ATL, Windows, CORBA, JavaBeans, 3D graphics, DHTML, HTML 4.0,
XML, DOM, XSL, XLink, Perl, UML, Object Oriented Analysis, BHTML
and MPEG.
When SGI folded Cosmo Software
in June 1998, Murat moved to New York and found work as an Internet
consultant in New York's financial district. Within weeks, and
much to the delight of the VRML community in New York, Murat
was hired by Platinum technology, inc. to resume work on the
Cosmo browser purchased by Platinum in August.
Murat loves New York and he's a
New York new media telecommuter as his "Platinum lab"
is located in California. In a relatively small VRML community
where just about everyone knows everyone else, Murat is well
known for what he contributes to the next wave in the development
of VRML.
About the Author

Mary Jo Fahey is author of computer books including Web Advertising
and Marketing By Design by Microsoft Press. Her acticles have
appeared in HOW Magazine, PC Computing, HomePC, Web Techniques,
Marketing Tools and Marketing News. She can be reached by email
here
and found on her web site here.
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