Is NeuroNet, a potential Internet for VR, a scam?

This article from Yahoo Biz talks about the creation of a global network dedicated to virtual worlds.

Today, virtual worlds such as Second Life, The Sims, Everquest, and World of Warcraft continue to attract legions of followers while new game systems from Sony, Nintendo and Microsoft offer near life-like character renditions. In business, companies like IBM and Sun Microsystems are investing heavily in v-business applications. The Neuronet’s communication bandwidth and real-time VR and gaming data transfer protocols will enable these VR trailblazers to reach their full potential.

(…)

Competing networks have the potential to destabilize evolving virtual worlds and potentially compromise consumer safety. To that end, IAVRT was formed as an international not-for-profit organization that will, through its members, govern the Neuronet, foster its growth and ensure its safety, reliability, and functionality.

Mark Wallace, a journalist who edits the 3PointD blog, thinks “it’s an interesting [idea]: to create a separate Internet-like network devoted to virtual worlds, virtual reality and gaming. But is this really something we need?

This article at C|Net has more information :

“The first-generation network is strictly an R&D network and will function as a sort of sandbox for virtual reality and gaming innovators around the world to develop new applications for a second generation network,” IAVRT co-founder Chistopher Scully said in an e-mail. No services yet are signed up to use the network, he added.

Sven Johnson, who is working on “real product development and virtual development – including things such as experience design, market research and branding”, even thinks this is a scam.

[Update: Removed quotes from this blog as I didn’t verify its information. And my apologies to Susan Simmons and Eiler Pedersen, see comment below]

The C|Net article states that

Scully [co-founder] didn’t name any of the organization’s backers or members in his e-mail, but said Mychilo Cline, author of a virtual reality book, is on the group’s advisory board.

Scully denied that position: “I can assure you the network is not a scam. Funds raised from the sale of network domain names will offset the considerable costs associated with the creation of the network.”

There sure ain’t much information about this, so let’s be patient and see where this is going!

Here’s the Press Release :

Next generation network announced for virtual reality and gaming data – IAVRT launches “the Neuronet”
Thursday December 28, 1:00 pm ET

VANCOUVER, Dec. 28 /PRNewswire/ – The International Association of Virtual Reality Technologies (IAVRT) today announced the formation of a first generation network created specifically for the transmission of real-time, virtual reality (VR) and gaming data. The network, called the Neuronet, will evolve into the world’s first public network capable of meeting the data transmission requirements of emerging cinematic and immersive VR technologies. The Neuronet will be used for everything from gaming to entertainment to ‘v-business’, or virtual business

Much of the infrastructure and programming utilized to facilitate the Neuronet will be outsourced to telecommunications and virtual reality innovators, but a private sector monopoly on the Neuronet itself will not serve the greater good of the global community. Competing networks have the potential to destabilize evolving virtual worlds and potentially compromise consumer safety. To that end, IAVRT was formed as an international not-for-profit organization that will, through its members, govern the Neuronet, foster its growth and ensure its safety, reliability, and functionality.

Today, virtual worlds such as Second Life, The Sims, Everquest, and World of Warcraft continue to attract legions of followers while new game systems from Sony, Nintendo and Microsoft offer near life-like character renditions. In business, companies like IBM and Sun Microsystems are investing heavily in v-business applications. The Neuronet’s communication bandwidth and real-time VR and gaming data transfer protocols will enable these VR trailblazers to reach their full potential.

The first generation Neuronet network is slated to go live in 2007 through the interconnection of regional VR and gaming R&D consortiums being formed under the IAVRT umbrella in metro markets worldwide. Consumer-accessible applications will follow as early as 2009. IAVRT is initiating the pre-registration of Neuronet domain names. A Sunrise period for holders of trademarks and other prior rights is being offered from February 5, 2007 to June 1, 2007 and domain name registration is open to everyone June 4, 2007. Neuronet domains are not compatible with the Internet, nor will Internet domains be compatible with the Neuronet. The Internet was not designed to support the data transmission requirements of real-time VR data so the Neuronet is being created as a separate and distinct network.

IAVRT is an international not-for-profit organization dedicated to fostering scientific research and business development in the area of Virtual Reality (VR) technology for the benefit of society. For further details, please visit: www.iavrt.org.

CONTACT: press@iavrt.org

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3 Comments

  1. You might want to follow my blog entry on this. After getting slashdotted, a number of commenters have provided additional information – some of it looking especially damning.

  2. For the record Stay Sane Communications and its owners Susan Simmons and Eiler Pedersen are not the International Association of Virtual Reality Technologies (IAVRT).

    In the future, kindly make contact with the people you are making comment about to confirm information rather than post speculative and as csven points out about the information posted on his website, comments that are “especially damning.”

    Stay Sane Communications’ email and telephone number have always been available on our website to those of you making the posts. We encourage you to contact us directly in order to check facts. A little courtesy goes a long way.

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