The Watch – virtual worlds in the news

1. International Herald Tribune (France) – Ikea and EA strike real deal in virtual world. “Last week, Electronic Arts, the video game publisher, announced an agreement with Ikea in which its furniture would be featured in “The Sims,” a series of games that allows players to simulate the actions of a fictional family. For around $20, players will be able to buy a “stuff pack” that will let them fill out their Sims abodes with Ikea designs.”

2. ZDNet – Nortel Demos Virtual World Platform. “Nortel demoed a virtual world prototype here in a Ottowa at a day long event. Dubbed Web Alive, the virtual world is the first project to come out of Nortel new research effort that imposes a VC-like model for funding research. Like other virtual worlds, Web Alive allows avatars to interact with one another in a virtual landscape. Web Alive differentiates itself through the use of proximity based voice and a thin client.”

3. Times Online (UK) – The latest trend in medicine – virtual reality. “Imagine the scenario: you’re sitting on a plane, strapped in and ready for take-off. But you’re terrified of flying and are suddenly hit by an uncontrollable urge to spring from your seat and run screaming out of the aircraft.”

4. Information Week – Most Business-Launched Virtual Worlds Fail, Gartner Says. “The vast majority of virtual world projects launched by businesses fail within 18 months, but the impact of the collaborationtechnology on organizations could eventually be as big as the Internet, a market research firm said this week. Fully 90% of business forays into virtual worlds fail because organizations focus on the technology rather than on understanding the needs of the employees using it, Gartner said.”

5. Magical Mountain – Disney Interactive Studios Launch Virtual World For Nintendo DS. “On Thursday, May 15th, 2008, Disney Interactive Studios formally released DGamer, an avatar based community for Nintendo DS owners. It is a free service offered to US residents. “DGamer is our opportunity to work with Disney Interactive to make sure we have this connected environment and to make sure we reach our guests wherever they are, including a player on a Disney Interactive DS title talking to a player in ‘Pirates of the Caribbean Online”, says Paul Yanover, executive vice president and managing director of Disney Online.”

6. Canada.com – Virtual world disputes landing in real-world courts. “Some very real money was on the line when a Pennsylvania lawyer recently sued a San Francisco-based company over a online property deal that went sour. The real estate at the centre of the dispute was entirely imaginary. The lawyer, Marc Bragg, was seeking thousands in damages for breach of contract and unfair trade practices after he purchased virtual property in Second Life, a 3-D world that exists only online. And when owner Linden Lab terminated his account, he sued. The dispute was eventually settled out of court in a confidential agreement.”

7. Law.com – ‘Virtual Law’: It’s Not Your Father’s Law. “”Virtual law,” as specialists call it, is not your father’s law. And according to some aspiring lawyers, it is the next big thing. Of the 50 or so tech-savvy lawyers around the country conversant in the language of orcs, avatars and toons, Brian Pyne, 23, says, “They all know each other. I’m trying to become one of them.”

8. WIVB.com (USA) – Welcome to the World of Warcraft! “It’s one of the hottest video games worldwide. Some might even call it, an addiction. Welcome to the World of Warcraft! It’s not a secret society, but if you enter it, you may not want to leave. Jonathan Weiss said, “It’s like digital crack, pretty much.” Mark Preston: “It really is addicting. If you start playing, you’ll be hooked.”

9. Wall Street Journal – My Virtual Summer Job. “While his friends scramble for jobs flipping burgers or bagging groceries this summer, 18-year-old Mike Everest will be working as a trader in the fantasy Web world of Entropia Universe, buying and selling virtual animal skins and weapons. His goods exist only online, but his earnings are real. In the past four years, he’s made $35,000. Mr. Everest, of Durango, Colo., is among a new breed of young entrepreneurs seeking their fortune online in imaginary worlds.”

10. Foreign Policy – Fake China. “China is about to re-create itself on a massive scale. This July, the Beijing Cyber Recreation District (CRD), a state-owned enterprise, will launch the first of several “virtual Chinas” planned for popular online realms known as massive multiplayer online role-playing games. The first “virtual China,” which they call “Dotman,” will be found inside Entropia Universe, a 700,000-player gaming world run by the Swedish technology firm Mindark. Capable of hosting 150 million avatars, or virtual citizens, it will be the largest virtual nation in the world.”

SL Combat Expo kicks off

I have to admit, I hadn’t understood the weapons in Second Life thing. For me, there were so many gaming worlds around where you can engage in combat that I just didn’t see the point of Second Life weapons.

I spent some time tonight being guided around the showroom floor for the Second Life Combat Expo by its creator, Australian Apollo Case. It then started to dawn on me why weapons are such a big deal in Second Life. There’s the obvious testosterone-laden image side of it, but it’s also another creative outlet. The level of design and scripting with some of the weapons is as complex as anything you’ll find in Second Life. As Apollo Case said during the guided tour, “weapons are a very competitive business, so the people in it need to be very good at what they do”. From my time browsing I don’t doubt there’s some real talent here.

The Expo has two workshops and five product demonstration sessions with at least three products per demo. I was interested in whether any real life weapons manufacturers had explored opportunities in Second Life. Case’s repsonse: “not directly, but I have suspicions a lot are playing around the edges and need their hand held coming into SL”. Then he couldn’t resist saying “and we can do that”.

The expo kicks off Sunday morning east coast Australian time (5pm SL time May 17th).

Check it out in-world.

(Disclosure: Apollo Case is an intermittent advertiser on The Metaverse Journal)

China earthquake appeal in Second Life

Metaverse developer Simuality is holding a fundraiser for the China earthquake victims.

The full details:

SIMUALITY HOSTS FUNDRAISER FOR CHINA EARTHQUAKE AID

Evanston, IL – 05/15/2008 – Metaverse developer Simuality LLC is seeking to help raise funds for relief of the horrible human tragedy in China’s Sichuan Province following the 7.8 magnitude earthquake which devastated the region this week.

Hosting their appeal in the virtual world of Second Life, Simuality will be turning over the very popular Club Mannequin for a 24-hour fundraiser. The club is one of the most popular locations in Second Life, and is a hub for nightlife and designer clothing, as well as being the future cornerstone of a developing virtual fashion and entertainment district. Club Mannequin is one of the highest traffic spots in SL, featuring urban styles and hip-hop music. Special guest DJs will be on hand to keep the party going.

Prominently featured in the middle of the dance floor will be an attention-grabbing donation kiosk, with smaller versions placed around the club and in surrounding areas. The event will take place from midnight to midnight (Pacific time) on Saturday, May 17th at Club Mannequin in Second Life.

Virtual world donations are being collected in the Second Life currency of Linden Dollars. All monies collected will be donated to the International Red Cross to support their efforts to aid the hundreds of thousands of survivors of China’s major earthquake disaster.”

Check it out in-world

Weekend Whimsy

1. Second life surfing (Extreme Style) by STARAKKOS

2. Kitty Loaf Ride

3. Singerman Marquette – Roadhouse Country

Virtual lips and law enforcement

Two interesting but totally unrelated pieces of information:

1. For the academically inclined, the Virtually Blind blog has an excellent piece on virtual law enforcement with a link to the paper written by a Dutch Assistant Professor at the University of Leiden, Bart Schermer. It’s a fascinating read best summed up in Schermer’s own words:

From this article we may conclude that in order to combat cheating and crime in virtual worlds, ‘artificial police agents’ may be employed. As of yet, these systems are not very advanced and can be used mainly to assist human beings in governing virtual worlds. However, as we move closer to the vision of strong artificial intelligence, more advanced software agents may be employed to combat crime in virtual worlds. When these intelligent systems arrive we must ensure that the legal basis for their use is codified within the law of criminal procedure.

To date media coverage of law enforcement has been about controlling the spread of real-life legal issues in the virtual sphere. There’s a much wider view that needs to be taken including virtual world-specific legal issues.

2. The ability for an avatar’s mouth / lips to sync with their speech has been something sought for years and there’s some light on the horizon on the Second Life front. Massively’s Tateru Nino has been trawling Second Life’s horrific development database cum bug-tracker to discover lip sync is on the way. I’d be doubtful it’ll deliver anything particularly realistic but it’s at least a start.

A year ago on The Metaverse Journal

We asked if there was more loneliness than community in Second Life.

Interview – Skribe Forti

Skribe Forti is an Australian Second Life resident who’s got an established track record in machinima that we’ve covered previously. Last week we finally caught up with Skribe to talk a little more about the power of machinima.

Lowell: Can you give a potted history of your involvement with Second Life and more broadly your historical online life?

Skribe: I’ve been in SL since Jun 2006 and technically I’ve had a net presence since 93, but I’ve been mucking around on MU*s and BBS since 82-83.

Lowell: Can you also give a brief overview of your involvement with film production?

Skribe: I’ve been making films since I was 8yo. Before that I used to star. Dad was a home-movie buff =). I then worked as kid on some of the local tv productions both in front and behind the camera. That was when we used to make stuff in Perth. I went to uni, did film and writing there, and soon after graduating started my own business.

Lowell: What led to your passion for machinima?

Skribe: The fact that it is the best of both worlds: live-action and animation. You can inspire the performances from your actors like in live-action, as well as tell the range of stories you can in animation. And it is comparatively cheap compared to both.

Lowell: Can you give a basic run through of your creative process when creating a piece?

Skribe: For live action I storyboard like crazy because it’s an easy way to demonstrate to cast and crew what you need. With machinima I rarely storyboard. I find it too limiting. I know what I need from a scene and I like to be able to experiment to find the best way to achieve that. It’s very easy to experiment in machinima. Much harder with live-action or even animation because of the numbers of people – and budgets – involved.

Lowell: Do you work in any other virtual worlds beside Second Life and if you do, which ones?

Skribe: I have, but unfortunately I’m unable to reveal which ones.

Lowell: How do you perceive the role virtual worlds play in your overall life – are they a dominant aspect, a ‘work role’ aspect or just a minor part?

Skribe: Almost purely work, but I occasionally socialise too. I have a great group of virtual friends and enjoy chatting when I’m able.

Lowell: Do you find you come into conflict with other people in-world? And if so, why and how do you deal with it?

Skribe: Not generally. We had a griefer on set once who started hassling the lead actress. I hear he’s still in orbit =).

Lowell: One of our regular questions: three locations in Second Life that you keep coming back to?

Skribe: Conference Island, Alt7 and Greenies.

Lowell: You’ve done quite a bit of work with business – have you met much resistance to the idea of business in virtual worlds from those you approach?

Skribe: Definitely, but there was resistance to the internet initially too. I remember being told back in 94 that nobody would make a cent off the internet. Business is always conservative. It is after all their money. The owners aren’t in it for charity. They want to see hard results ending in fat wads of cash – preferably in their own pockets. What we do in virtual worlds is new and more than a little weird to most so there is bound to be some reticence. But as more genuine success stories emerge, as hard data showing the real benefits are revealed, business will start to embrace VWs. It’s only a matter of time. It’s too valuable a tool.

Lowell: How much of the work you do is coming from Second Life?

Skribe: Most of it. We still do occasional work in other worlds, and we still have clients coming to us for real-world projects, but most of our focus is on Second Life because that is where our client base is.

Lowell: What current projects do you have underway?

Skribe: I have just finished a video tour for a development and media company based in NYC and we’re working on 2 sets of viral videos.

Lowell: What are your plans for the next 12 months?

Skribe: Get monumentally rich. Not die.

Lowell: Any chance of a feature-length machinima?

Skribe: Find someone that is willing to make that sort of investment and a feature-length piece is always a possibility. We have enough stories we want to tell. Finding the funding is always the hard part.

Lowell: Who inspires you in Second Life?

Skribe: My wife. She always finds the best and weirdest stuff.

Lowell: What frustrates you the most about Second Life?

Skribe: The instability. Both with the platform and the management. I can usually deal with the platform problems – it’s new and that is to be expected. It is also better than when I started. The management is a much more difficult problem. There are too many kneejerk reactions to be entirely secure that you aren’t going to wake up in the morning and discover that your business is now banned. While I agree with the Linden Lab decision on gambling, for instance, I found the process unsettling. It came out of nowhere and there’s a small part of my brain that says, ‘it could happen to you’.

Lowell: What are your thoughts on whether there’s an ‘Australian community’ in Second Life?

Skribe: There seems to be but I’m not overly knowledgeable about it.

Lowell: The Telstra presence in Second Life has had a lot of success – why do you think that is?

Skribe: They grok what SL is about. It’s a marketing tool and whoever is the brains behind their project really knows how to make the most of it. The only problem I have with it is the build itself. There’s too much crud and the overall look is hokey. It also has too many breast domes – but maybe that is just me.

Lowell: And ABC Island – what would your critique of it be?

Skribe: No plan. No action. No chance. For a more in-depth critique check out my comments here on The Metaverse Journal or my blog.

Linden Lab put the call out again for Aussie job hunters

A few weeks back Linden Lab asked for Australians interested in production operations positions they have vacant at present. Today they’ve asked again, so if you’re in the hunt for a job it may be worth having a closer look…

SBS: enter the machinima

The island touted for SBS may have been shelved, but they are still steaming ahead with their work within Second Life.

A blog has launched on the SBS site with the focus being on helping people to make their own machinima. Documentary-maker Shelley Matulick (SL: Mixin Pixel) is behind the blog and will provide weekly tips.

It’s certainly a hands-on approach for SBS and if the blog delivers on what it’s promising, it’ll be a useful Australian resource on machinima.

The Watch – virtual worlds in the news

1. The Chicago Tribune – Virtual dinner and a movie? Simulated dating ranks grow. “Paula Weisz’s favorite place to take her dates is the Millennium bar, where she can sip a glass of red wine and have a good conversation. She typically goes on one date per week with men she meets online at OmniDate.com.”

2. The Edmonton Journal (Canada) – Plug ‘n’ play. “Cyber sex isn’t just the late-night pastime of techno-tarts, sex addicts and pedophiles. Today, even the military thinks getting your virtual groove on is a matter of national security, says the creator of HighJoy.com, a virtual world where your vibrator meets your USB cable. “We create the technology that allows you to control another person’s vibrator over the Internet,” says Amir Vatan, co-founder of HighJoy Products.”

3. Linux Insider – Not Much Life in China’s Virtual Worlds. “Last November, Procter & Gamble’s Vidal Sassoon launched with much fanfare its first hair salon in China’s virtual world. There was even a virtual ribbon-cutting ceremony. However, today the VS salon in HiPiHi, China’s oldest and largest virtual world (a simulated online environment where users adopt identities known as avatars), sits mostly empty save for the occasional visitor.”

4. Los Angeles Times – A Second Life for corporate America. “To save money in these tough times, universities, conference planners and global firms have started holding gatherings for far-flung employees and students in the online world known as Second Life. Sun Microsystems Inc., a Silicon Valley tech company, has only one rule: Employees should show up looking like humans.”

5. Science News – Scientists get a 2nd Life. “To track down neuroscientist Corey Hart, you could stop by his laboratory, located on the second floor of Drexel University’s medical building in Philadelphia. Or, you could visit the lab of Luciftias Neurocam, located in the virtual world of Second Life. Luciftias is Hart’s digital alter ego, or avatar. Like his real-life counterpart, Luciftias tracks the twitches of frogs’ muscles to find clues to the spinal cord’s ability to control movement.”

6. Gamasutra – GFH: Neils Clark On Moving Beyond ‘Game Addiction’. “Following his Gamasutra feature on the subject, writer and researcher Neils Clark spoke at the ongoing Games for Health conference in Baltimore on game addiction. In his talk at the conference, he covered the perceived problems, a run-down on why people might get addicted, and some proactive measures that developers can use to combat addictive behavior in the future.”

7. Reuters / Second Life – EVE Online experiments with virtual democracy. “It can be difficult for the most well-meaning of virtual worlds companies to understand what their customers want. But CCP, the company behind the sci-fi world of EVE Online, thinks they’ve solved the riddle: have users elect their own representatives. Sixty-one candidates are vying for nine spots in open voting on EVE’s website. The top vote getters will become the official representatives of EVE’s player community, and flown to Reykjavik, Iceland to share their thoughts on the game at the company’s headquarters.”

8. World Changing – Gold Farmers. “Gold Farmers are young people who earn their living by playing MMORPG games. They acquire (“farm”) items of value within a game, usually by carrying out in-game actions repeatedly to maximize gains, sometimes by using a program such as a bot or automatic clicker.”

9. Reason Magazine – Virtually Free. “In February, subscribers to the virtual world of Second Life awoke to a surprise: The garish, skyscraper-sized billboards they had learned to tolerate as part of their three-dimensional landscape were about to be vaporized, the site’s creators announced.”

10. Accountancy Age – DO enters Second Life. “BDO Stoy Hayward has launched on internet virtual world Second Life in a bid to open up its services to a broader audience. Its launch of an ‘island’ on the world will enable the firm to holding meetings online, presentations and events for staff and enhance recruitment options by engaging with a broader, international audience.”

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