Google Lively – be excited?

I try to avoid hyperbole with new product announcements but it’s hard to avoid at least some excitement over today’s Google announcement of Lively, its virtual worlds product.

A Second Life killer it’s not, but at the very least Lively is likely to be a key driving force towards mainstreaming virtual worlds. You can view the demo here:

Is it original? No – there’s dozens of similar worlds out there. Does it have a superior feature set? Not likely. All that said, its key value proposition will be its integration with web pages, the overwhelming market dominance of Google itself (chances of a Lively demo on Google’s home page anyone?) and the likely blitz of mainstream media coverage not seen since Second Life’s golden media era of late 2006.

Dynamo colleague Feldspar Epstein will have a more detailed walk through Lively in the next 24 hours. In the meantime, what are your thoughts? Will Lively break some ground or be yet another cartoon teen hangout?

IBM and Linden Lab take the next big step for (virtual) mankind

As announced on the Linden Lab blog today, IBM and Linden Lab have successfully teleported avatars from the Second Life preview grid to an OpenSim virtual world.

Some video of the event below or read the FAQ for future plans:

It’s another noteworthy step toward the holy grail of virtual world interoperability. Linden Lab state they’ll have their own Open Grid beta this month. It’s all very cutting edge for most of us but an echo of a very interesting future in virtual worlds.

The Watch – virtual worlds in the news

1. Linux Insider – Virtual Worlds: An Untapped Healthcare Marketing Resource. “Second Life is part of a new media category known as “virtual worlds,” an area that has been receiving a lot of attention recently. The channel’s ascension begs the question: What possibilities exist for SL’s use in pharma healthcare marketing and sales? To better answer this, I recently went on an expedition to see what SL applications presently exist and which are being talked about, both in-world and out.”

2. Kotaku – From the Margins to the Mainland: the Future of Virtual Worlds? “Those concerned with ‘virtual worlds’ — as opposed to ‘games’ — spend a lot of time contemplating the role of virtual worlds in a wider market; over at Terra Nova, Bruce Damer looks at the potential future of virtual worlds, which could be a lot bigger than most people imagine. Some potential answers to keep the industry growing?”

3. Los Angeles Times – In virtual worlds, child avatars need protecting — from each other. “On the playground, kids pilfer lunch money and push each other around. But in the cyber clubhouses they’re filling by the millions, kids rig elections, sell fake products and scam each other out of every virtual-worldly possession. Sophia Stebbins recently joined one such online community, Webkinz, which lets its young members create avatars, play games and hang out. The 9-year-old from Irvine worked in a virtual hamburger shop, earned virtual cash and bought a virtual bed, couch and TV for her virtual house.”

4. The Boston Globe – New breed of armchair tourists explore fantastic virtual worlds. “I finally visited Stormwind Keep. I strolled the streets of Darnassus, another place I had wanted to see, and gazed from The Warrior’s Terrace. After a time, I found my way to the rolling prairies and floating islands of Nagrand, which soothed me after my long flight.
Hours or weeks later, I left footprints in the Abyssal Sands as I walked across Tanaris. I entered the vast Caverns of Time. The tunnel spiraled down to a network of caves, some filled with sand, some lush with vegetation. Huge statues loomed, meteors streamed by, and purplish cosmic mist shrouded the scene.”

5. Arizona Daily Star – Autism and virtual reality. “It used to be if you wanted to be someone else for a while, you’d wear a mask and go to a costume party. If no one knew who you were, there was no need to be self conscious. Now there’s a costume party 24 hours a day on Second Life,
a virtual-reality world where users create avatars, or character representations for themselves, with clever names that tell a little more about how they want to be perceived than the names their parents gave them at birth.”

6. GovernmentExecutive.com – Virtual Connections. “After a long search and quite a bit of wandering around, you finally find yourself at your destination:the Centers for Disease Control and Prevention. After checking out the building’s modern glass exterior, you are greeted by a friendly red-haired woman at the entrance. Then you walk inside, and an interactive billboard offers you information on smallpox. You climb the stairs to the second floor, where you can find the address of the closest lab that offers HIV tests or flu vaccinations. You turn right and come upon a desk where you pick up a dark-blue CDC rubber bracelet similar to the yellow Live Strong band that Lance Armstrong made popular years ago while promoting cancer research.”

7. Christian Science Monitor – Study abroad through Second Life. “When a group at Ohio University in Athens created a video tour of the school’s virtual Second Life campus, Christopher Keesey expected that it would be, by and large, for the OU community. Yet while browsing YouTube, he found a copy of that same video tour translated into what he thinks was a Nordic language, possibly Danish. “We didn’t know the person. The person, as far as we know, wasn’t even here, they were in Europe,” recounts Mr. Keesey, project manager of Ohio University Without Boundaries. Now the OU virtual campus receives visitors from around the world who regularly interact with student avatars on the virtual campus commons.”

8. The Industry Standard – Second Life users spending more time in world, but are they paying? “Wagner James Au found some interesting Second Life data points buried in Linden Lab’s economic statistics for the virtual world, where users find information from the financial state of the company to exchange rates for in-world currency. In the numbers, the average price for land shares in Second Life dropped from 3.23 Linden dollars (L$) to 2.86 L$ per acre. But an even greater concern for Linden Lab is the ratio of user hours to premium subscribers. Paid subscribers (those who pay a monthly fee for the privilege of spending more money on land rights) have been on a steady decline since December 2007, while the total number of hours users spend in-world has been on a steady upswing over the same period.”

9. Spiegel Online (Germany) – How Shelly in ‘Second Life’ Resists Vodka. “In her first life, Shelly (not her real name) was often drunk. On the day of her niece’s wedding, she downed half a bottle of vodka and took a strong painkiller. Just before the ceremony, while sitting in a white pavillion with a baby in her lap and in a complete daze, she suddenly slipped from her chair and the baby fell to the ground. Someone grabbed her by the arm and put her in a taxi. Shelly looked up and saw her mother, who she then pushed away. She says that she would have preferred to keep on drinking herself into oblivion.”

10. news.com.au – Teen plans to marry kidnap woman. “Ray and Wanda Martini say they are devastated their eldest son, Jonathan, left in the middle of the night to be with the woman once charged with his attempted kidnapping. Tamara Broome, 32, was arrested in June of last year at a North Carolina train station, on her way to meet the boy she fell in love with through online game World of Warcraft.”

Weekend Whimsy

1. Secret Second Life

2. Leavin’ – Second Life

3. Scuba Fun in Second Life

Australia Council announces latest funding winners

The Australia Council have announced the winners of their MMUVE IT! project. The project had thirty thousand dollars up for grabs for a virtual world arts initiative.

The winners this time are visual artist Andrew Burrell from Sydney and artist and science researcher Trish Adams from Brisbane. The third real winner this time is startup virtual world platform VastPark, which will be the co-host of the final exhibition along with Second Life.

A previous Australia Council event in Second Life

The winning proposal involves “an inter-disciplinary artwork  exploring brainwave activity and body movement and its relationship to virtual environments in both Second Life, and the recently released Australian virtual platform, Vastparks* (sic) …. a human/computer interface system that explores the artistic possibilities of neuroscience studies. The system will allow viewers to interact with artificial life created in virtual worlds through sensor readings of bodily functions including physical gestures, breath, heartbeat or electrical brain and nervous system activity”.

Also involved will be Professor Mandyam Srinivasan, head of visual neuroscience at the Queensland Brain Institute of the University of Queensland (Trish Adams is currently an artist in residence there).

We’ll catch up with at least one of the team behind the project in coming weeks – after the artistic success of Babelswarm, it’ll be interesting to see a further evolution of Australian virtual world-based arts.

Virtual Worlds London

We’re proud to be a media partner for Virtual Worlds London, which is being held on the 20th and 21st October 2008.

I’ve seen the positive feedback from previous conferences run by the Virtual Worlds management crew and I’d expect this year’s London event to be no different.

As part of our role as media partner, Metaverse Journal readers get a 10% discount on registrations. Just use the promo code METAJVIP when registering.

So, if you’re planning a trip to the UK, why not get a dose of virtual worlds networking in while you’re there. We’ll bring you updates on speakers and related events in the lead-up.

Journal of Virtual Worlds Research – it’s here

Volume 1, Issue 1 of the Journal of Virtual Worlds Research is now available. It contains an extensive collection of research:

Inductive Metanomics: Economic Experiments in Virtual Worlds
Stephen A Atlas

Toward a Definition of “Virtual Worlds”
Mark W Bell

Cityspace, Cyberspace, and the Spatiology of Information
Michael L. Benedikt

Another Time, Another Space: Virtual Worlds, Myths and Imagination
Maria Beatrice Bittarello

Virtual World and Real World Permeability: Transference of Positive Benefits for Marginalized Gay and Lesbian Populations
Jonathan Cabiria

Meeting in the Ether: A brief history of virtual worlds as a medium for user-created events
Bruce Damer

Help – Somebody Robbed my Second Life Avatar!
James Elliott, Susan Kruck

Avatars Are For Real: Virtual Communities and Public Spheres
Eiko Ikegami, Piet Hut

Towards a Theoretically-Grounded Framework for Evaluating Immersive Business Models and Applications: Analysis of Ventures in Second Life
Kelly Lyons

A Typology of Virtual Worlds: Historical Overview and Future Directions
Paul R. Messinger, Eleni Stroulia, Kelly Lyons

The Lessons of Lucasfilm’s Habitat
Chip Morningstar, F. Randall Farmer

From a Video Game in a Virtual World to Collaborative Visual Analytic Tools
Theresa A. O’Connell, Yee-Yin Choong, John Grantham, Michael Moriarty, Wyatt Wong

Virtual communities – exchanging ideas through computer bulletin boards
Howard Rheingold

Defining Virtual Worlds and Virtual Environments
Ralph Schroeder

3D3C Real Virtual Worlds Defined: The Immense Potential of Merging 3D, Community, Creation, and Commerce
Yesha Sivan

Second Life Mixed Reality Broadcasts: A Timeline of Practical Experiments at the NASA CoLab Island
Stephanie Smith

How Open Source Software Will Affect Virtual Worlds
Francis X. Taney, Jr.

In coming weeks we’ll feature stories on some of these pieces of research but if you’ve got a spare half-day, jump in and have a read. Special mention to Amanda Salomon from Smart Internet Technology CRC at the Swinburne University of Technology, who is an Associate Editor on the Journal.

Aqros: virtual worlds on your mobile phone

I received a note today from Dr. Yesha Sivan, founder of Metaverse Labs. He pointed me to some progress made on a mobile client for virtual worlds – Aqros (across). Second Life is the focus of the initial development, with Aqros up to its first beta version.

This slideshow summarises how it works nicely:

Dr Sivan blogs further on the development here. Although there’s no graphic representation of the virtual world experience, this or one of the other applications under development is likely to be a must-have for some virtual world residents. I’m counting down the days until I land an iPhone and this application will be one of the first installed.

A year ago on The Metaverse Journal

We were touched by The Garden for the Missing and the ABC’s 75th anniversary was celebrated in-world.

Introducing The Metaverse Journal book store

Please bear with me while I make an announcement of self-interest. As part of the ongoing process to make The Metaverse Journal an ongoing viable financial concern, we’ve set up an Amazon book and clothing store.

You can access it at any time by clicking on the ‘Shop’ link at the top of this page. We’ve chosen a large bunch of key virtual worlds books as well as some clothing from Amazon’s range and every time you purchase something we get a small percentage.

If you’ve got a book or other item to suggest for addition, do let us know in the comments.

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