Tag Archives: VRML

The launch of the first product line for web authoring and serving

[20 Years Ago, Part 15. Other options: prior post or start at the beginning.]

Somehow, against the odds, it all came together. WebFORCE went from funded project to new product line, ready for launch in just 76 days. Twenty years ago today, January 26, 1995, the two hottest companies in Silicon Valley at the time, Silicon Graphics (SGI) and Netscape, came together to launch the first turnkey solution for web authoring and web serving — the very first products with “web” in their name.

WebFORCE_Commerce_Ad

My instincts on timing proved correct. By launching in January, we caught all of our competitors totally off guard. In fact, it would turn out to be many months before Sun Microsystems, Apple, and Microsoft would begin to address the hot growth market of the World Wide Web. That secured a significant first-mover advantage for us, and made SGI the second hottest product brand in all of the web (behind our white hot new partner, Netscape).

And we didn’t just win from great timing. We hit the market “guns a blazing” with the unbeatable combination of killer product, a high-profile press event, an historic demo, a big budget ad campaign, and awesome  collateral.

Killer Product (Even Microsoft Agreed!)

The WebMagic team burned the midnight oil and somehow managed to pull off the miracle of creating the first WYSIWYG HTML editor in under eight weeks. And under the technical leadership of David “Ciemo” Ciemiewicz and the product management leadership of Rob Lewis (one of my first hires), the WebFORCE software bundle expanded to include not just WebMagic and the Netscape server software, but many other essential tools for creating “media-rich web content”.  Among those were a video tool called MovieMaker (with support for MPEG-1, QuickTime, and Cinepack) and an audio tool called SoundEditor (with support for AIFF, Sun/NeXT, and MS RIFF WAVE).

In terms of  feature set, WebFORCE absolutely set the standard. Even five months later, it was referenced in a Microsoft internal exec team memo from Paul Maritz to Bill Gates, available online now because it was evidence in the U.S. Government’s anti-trust case against the company. In it, Maritz explains the gap between Unix and PCs in the web authoring space — and how it can’t be closed “until a suite similar to SGI’s WebFORCE is available on PC’s”:

Microsoft Memo

High-Profile Press Event

SGI’s PR team, one of the best in the industry, pulled out all the stops. This news was clearly big enough that there was no need for pre-briefing. Instead, we would host an invite-only press event on our campus in Mountain View. In addition to the newsworthiness of an SGI product launch, we also had the big draw of the announcement of a partnership with Netscape, with Marc Andreessen agreeing to speak and do interviews.

I think we drew well over a dozen technology and business reporters. Alas, very little of the coverage we got is findable today online. Carl Furry, who was the lead from the PR team for this launch, did find this scanned piece with ComputerWorld’s coverage of the news while we compared our memories in recent days.

Historic Demo

Of course, no SGI press event would be complete without a 3D demo. Fortunately, weeks earlier, Rikk Carey, a charismatic director of engineering from the Visual Magic Division, had reached out to get me excited about a futuristic project his team had just gotten involved with, something called Virtual Reality Modeling Language (“VRML” for short). Though it was a very early-stage, grass-roots, open standard effort, I immediately saw it as an important missing piece of the WebFORCE puzzle. With the promise of bringing 3D to the web, VRML was a natural technology for SGI, the pioneer and leader in 3D computing, to embrace.

The WebFORCE launch was the first day that VRML was demoed to the press. I’m not sure what we actually demoed, but it would have been using our Open Inventor toolkit. And even though neither Marc Andreessen nor I now remember it, the ComputerWorld article linked to above says that in addition to our demo, Marc announced that Netscape Navigator 1.1 would “support transmission of three-dimensional graphics”.

siggraph_sgi_booth

Example VRML demo from 1995 (not the one from the event). Image credit: David Frerichs

Hard to believe now, but that demo and the mutual endorsement of SGI and Netscape for VRML would kickoff an industry-wide, multi-year wrestling match for control of 3D on the web. The battle would feature intense competition, awkward alliances, and multiple acquisitions. Along with SGI and Netscape, tech stalwarts Microsoft, Apple, Sun, and Sony would all become swept up in the mania. (Much more on that in future posts!)

Big Budget Ad Campaign

The team at Poppe Tyson, SGI’s ad agency of record, who had already blown me away by creating a killer logo for WebFORCE, did it again with what may be the very first print ads for any web product. The flagship ad, that ran for many months in publications like Wired, ComputerWorld, and since forgotten places like Interactive Age and Interactive Week, still looks great to me:

Trick

Two elements that I really love about “One Stop Web Shop” are that the primary visual is content framed within a web browser, and that the team really made this an SGI-quality ad, with multiple nods to 3D.

The secondary launch ad (shown at the top of this post) is in some ways even more remarkable. Using the web to actual sell stuff  was unheard of at this point, with Amazon’s launch six months away. So for us to introduce WebFORCE as “the biggest revolution in commerce since the 800 number” was a pretty prescient claim! Readers of the Wall Street Journal got to see a full-page (but black & white) version of the ad within days of the announcement.

Over the first six months of 1995, we invested nearly $1 million to place these ads in the leading technology, business, and creative arts/new media publications. That, together with an amped up “Powered by Silicon Graphics” effort, made SGI appear to have already won the market, even before our first $10 million in sales.

Awesome Collateral

Amongst the earliest of hires to the WebFORCE team was Kris Hagerman, who like so many from the team would go on to found and lead other startups, including BigBook, the web’s first Yellow Pages, and Affinia, a Sequoia-backed e-commerce and digital advertising pioneer. If I were the “CEO” of WebFORCE (in practice, not actual title), Kris was my “COO”.

The very first thing Kris did after coming on board was take a project that was just a notion in my head, flesh it out, and see it to completion. The challenge was to create a brochure for the product line that looked and felt more like Wired magazine and less like a corporate data sheet. Here are some scans of this really beautiful “tri-fold”:

WebFORCE Brochure Cover

WebFORCE Brochure

And a Cringe-Worthy (But Highly Effective) Sales Tool

Many of you may have seen those digitized VHS tapes from the early days of the web. Well, here’s one more!

In early 1995, SGI had a 1,000-person global direct sales force. They were really awesome at selling high-performance workstations, and were becoming more comfortable selling high-performance servers and super-computers. But they did not have any experience selling software or turnkey hardware/software bundles. And, like all salespeople everywhere, they had no experience selling web authoring and serving solutions.

So, to jump start sales, we created a 10 minute sales training tape, starring me, Rob Lewis and Ciemo, along with Steffen Low, product manager for the WebFORCE servers, and Gene Trent, applied engineering for the server side of the line. In it, we explained why the web was a hot new opportunity perfectly suited to SGI (in other words, why a sales person should focus on it, or in other, other words: $). We showcased key features and key differentiators, and, given the audience, we opened and closed the narrative with references to 3D.

Like any tape from the mid-’90’s, there’s a lot to cringe at here, whether it’s the less-than-professional readings from teleprompter or the cheesy music throughout. That said, this tape was instrumental in selling tens of millions of dollars worth of workstations and servers. It turns out that though this was clearly made with the sales team as the intended audience, many sales offices would actually show this directly to prospects. But with each successive viewing, the sellers got more and more comfortable with how to pitch the WebFORCE line.

Without further ado, here for the first time on the web is “WebFORCE: To Author and To Serve”:

And that is how we launched WebFORCE!

To be continued…

 

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Virtual Reality: Then and Now

[Note: Though this post touches on events in the ’90’s, it is not part of my ongoing “20 Years Ago” series. I’ll return to that in due time, but, given how hot virtual reality has become (again), I felt compelled to interrupt my narrative to share some personal experiences and thoughts on the topic.]

I am honored to have recently had the chance to experience the second-generation Oculus Rift, the magical hardware/software combo that inspired first an Andreessen Horowitz Series B and then, within four months , a $2 billion acquisition by Facebook. As you can imagine, it was truly awesome. My deeply personal reaction can be summed up in four words, “Finally, it is here.”

You see, I got inspired by the concept of virtual reality nearly 25 years ago, when in 1990, the Wall Street Journal ran a piece on the technology, featuring Jaron Lanier, the dreadlocked visionary who coined the term “virtual reality” and who created the first VR startup, VPL. The article’s headline characterized the technology as no less than “electronic LSD,” giving virtual reality a forceful send off into Phase One of the hype cycle.

Less than a year later, when I arrived in Silicon Valley to go to Stanford Business School, I made getting over to VPL my top priority. Within weeks, I had successfully tapped my fledgling network to arrange a visit to VPL for me and a few classmates, hosted by George Zachary, VPL’s marketing director (and future colleague of mine at Silicon Graphics, who would go on to great success in the venture capital business at CRV). We got to put on the hardware (headgear and glove) and become among the first humans to explore immersion in an interactive virtual reality. I brought along my 35mm film camera and had someone take these pictures of me experiencing the demo. (That’s half of George on the right in the first image below.)

Autosave-File vom d-lab2/3 der AgfaPhoto GmbH

Autosave-File vom d-lab2/3 der AgfaPhoto GmbH

I remember being very excited by the experience. It helped ignite a passion for interactive 3D content that would become a major theme of my Silicon Valley career (from Silicon Graphics hardware, to trying to bring 3D to the web via VRML, and all the way to my current venture, MediaSpike, focused on the biggest 3D market so far, mobile gaming). But, in hindsight, VPL was a classic false start: a concept pursued before its time, and a company that would end in bankruptcy. VPL was not just a few years too early; it was decades before its time. That first encounter of mine with a VR headset was 23 years ago, and Oculus Rift DK2, as exciting as it is, is currently just a prototype of a developer release. The consumer version is not expected to ship until sometime next year. We are only just now truly on the cusp.

So, what did I see and experience through the VPL rig? Honestly, I don’t remember the details, just the hints of magic. Fortunately, I took a photo of a TV monitor during one of the other demos that day. Here’s what we saw:

Autosave-File vom d-lab2/3 der AgfaPhoto GmbH

And, yes, somehow, I walked away from that demo more confident that virtual reality had a bright future…

Fast forward to a few weeks ago, to the Silicon Valley Virtual Reality conference at the Computer History Museum in Mountain View. I had been fortunate enough to learn of the event via a Facebook post from an old friend, Tony Parisi, co-creator of VRML, who would be speaking on a panel at the conference. I tried to register, but a sign of how hot virtual reality had become (again) — it was completely sold out! Fortunately, Tony was willing to ask a favor on my behalf, and, as a result, I was able to buy a pass for Day 2 of the event.

I greatly enjoyed the first session I got into, one on game development for VR. The members of the panel were unknown to me, but not to each other – or to the crowd. There were lots of, “Your stuff inspired me” kinds of comments, along with thoughtful discussion about: the special challenges of how to develop VR content; UI paradigms; and most-needed enhancements to the current generation of development tools.

But what I was really excited about was the upcoming break at the end of the panel. When it came, I quickly exited the room and headed straight for my primary target: the expo room and the Oculus Rift booth. I don’t know if it was my speed or that fact that it was the second day of the conference, but somehow I managed to get there before anyone else. Soon, I was seated in a comfy living room chair and told I’d be competing against the guy who arrived just after me. I slipped on the “DK2” (developer kit 2). One of the demo guys put headphones on me, and through them I was barely able to hear some rapid-fire instructions, involving a sword, a shield, jumping, and the various game controller features. Suddenly, a game controller was thrust into my hands.

Path 2014-05-20 12_02

And then it happened. The world turned on, and I was in a virtual living room with a coffee table in front of me, atop which were two smallish 3D characters, each with a sword and a shield. My opponent sat in a chair to the right of the coffee table. I was temporarily overwhelmed with the joy of finally seeing true, high-quality VR, the compulsion to not suck at my virtual sword fight, and the strangeness of having my avatar controlling a virtual avatar. I smacked the various buttons, knocking my opponent off the table with my shield, and then knocking down a set of wooden blocks on the table with the swipe of my (my character’s?) sword. Within a minute, I was so engaged in the battle that I achieved full suspension of disbelief. I looked over at my opponent and saw his head move to; we were both exploring. I looked down at my hands, and saw (virtually) the controller in them. Then, my opponent upped the ante, and had his character change the target of its attack from my little character to me. His creature jumped in my lap and started swiping at me. And then, darkness. My heart was racing.

CouchKnight_1

That, and many other experiences that day, convinced me that we are now, finally, on the cusp of the virtual reality going mainstream. I thoroughly enjoyed my experiences at the conference and felt like I had a sort of homecoming. After the panel that Tony was on, a conversation on “building the metaverse,” I planned to head out and go back to the office. As I was thanking Tony, he asked, “Did you see the Kite and Lightning demo?” I had not. “You have to,” he said. “These guys are making some of the best VR content ever.”

And so, I ended a great day with a truly mind-blowing encounter with immersive 3D content. You must experience it yourself when it is finalized and the Oculus Rift is available to all, but in the meantime, I recommend reading this description of it, then watching the YouTube video:

Of course, the real experience is far more visceral. But I am convinced the dream that has inspired so many of us for so long is finally about to be achieved.

 

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