RIP: Star Wars Galaxies 2003 – 2011

Via Scoop.itMetaverse News

After an eight-year run, Sony Online Entertainment has officially pulled the plug on the subscription-based MMORPG Star Wars Galaxies. The virtual epic adventure across George Lucas’ Force-themed universe came to a close today thanks to the end of a licensing contract between Lucas and SOE.   It also conveniently shuts down operation as a newer, BioWare-developed Star Wars MMOG prepares to launch next week: Star Wars: The Old Republic.   According to several different reports, the virtual Empire-ridden universe went offline following various closing events in the early hours of the morning. The developers even participated in these events, deploying a host of X-Wing fighters and shooting off fireworks similar to the show seen in The Return of the Jedi. PC Gamer actually provides a lengthy insight called “Inside the final hours of Star Wars: Galaxies” which paints a bitter-sweet goodbye to a universe carved out by developers and subscribers alike. “The death of a player-driven MMO like SWG is different to that of a more prescriptive game,” PC Gamer writes. “What is being lost is not just the accumulated experience and credits of thousands of players, but the cities and sculptures that the advanced object manipulation system allowed players to create. Pod-racers created from hundreds of tiny parts; a custom starport built from the ground up. Unless Sony open the game up to the community, all of these are gone forever, beyond the reach of archeology.”
Via www.tomshardware.com

OpenSimulator: School Quick Start Guide

Via Scoop.itMetaverse News

You know WHY you want to get started with 3D virtual worlds in your school. Well, now you can know HOW. This e-book provides an introduction to OpenSimulator, step-by-step setup instructions etc
Via www.scribd.com

iED Summit Europe 2011: Get Beyond Virtual Worlds | Rezzable

Via Scoop.itMetaverse News

Rezzable notes from immersive education summit in Madrid November 2011.  
Via rezzable.com

A marketing push

Via Scoop.itMetaverse News

Someone recently asked me to check with the Lab and ask about the “Big Marketing Push” that the Lab said at SLCC that it was gearing up for. If I recall rightly, the question was along the lines of “Has it happened yet?
Via dwellonit.taterunino.net

How Disney’s Club Penguin Became the Biggest Social Network for Kids

Via Scoop.itClinical Simulation

With more than 150 million profiles, Club Penguin might be the biggest social network for kids ever.
Via mashable.com

Beginning Content Creation In Second Life: the one-prim paperback

Via Scoop.itMetaverse News

An introductory tutorial (first session) in content creation, produced for desktop VR students in the Faculty of Computing, Information Systems & Mathematics…
Via www.youtube.com

The perfect Xmas food gift: edible bling

I love a good piece of food that looks like gold or silver. Ok, not really, but if I did I’d buy a shed-load of this allegedly harmless and edible bling spray to coat my Tim Tams and Zooper Doopers in:

For those worried about ingredients, it contains all these ‘harmless’ sounding things: Ethanol, Butane-E943a, Isobutane – E943b, Propane-E944, E555(Potassium aluminium silicate), E171 (Titanium Dioxide), E172 (Iron Oxides and Hydroxides)

So there you go – why eat another non-gold or silver piece of toast? You know it makes sense.

Grand Finale: UWA 3D Open Art Challenge

Once again the University of Western Australia’s Second Life presence has pulled off a brilliant Art Challenge, and for the second year in a row I’ve had the privilege of being a judge. This year there were a lot more entries, making the judging both more challenging and more fun. It also showcases the improvements to Second Life as far as the detail of art works submitted.

You can check out the list of finalists below, but first here’s a few visual snippets that stood out for me during the judging (click on image for the full size version):

Have a look for yourself – it’s a few hours very well spent.

Once again I’d like to thank the UWA’s Jayjay Zifanwe for the chance to play a small role in what remains one of the pre-eminent virtual worlds art installations in the world.

Finalists

FINALISTS FOR UWA 3D OPEN ART CHALLENGE OVERALL PRIZE

(in reverse Klingon alphabetical order):

ONE OF THESE ARTWORKS WILL WIN L$100,000

1. FLY WITH THE WIND by Josina Burgess
2. FOR YOUR VIEWING PLEASURE by Miso Susanowa
3. THE GLOWING SERPENT by Ginger Alsop
4. LAZER BALLS by Betty Tureaud
5. DREAM OF THE COLD SLEEPER by Typote Beck
6. IL PLEUT SUR MON COEUR COMME IL PLEUT SUR LA VILLE (“It’s raining in my heart, as it’s raining in the town”) by Cherry Manga
7. TRAVEL IN THE SHADOW OF TECHNOLOGY by Anley Piers
8. PARANORMAL FROTTAGE by Misprint Thursday
9. THE ILLUSIONIST by Gleman Jun
10. LIGHT TOWER by Betty Tureaud
11. TURNING THE TIDE by Nish Mip
12. CHOOSE YOUR BLOSSOM by Suzanne Graves
13. SYMPHONY IN THE BARREL OF A GUN by Arrow Inglewood
14. PLANET CENSORED by Anley Piers
15. STRANGE PLANT…UGLYNESS & BEAUTY by Claudia222 Jewel
16. THE RHYTHM OF MOOD – Lea Supermarine & Jarapanda Snook
17. DIGITAL GLOVE by Misprint Thursday
18. THE WILD WILD WORLD OF ILLUSION by RazorZ & Olga Soulstar
19. THE MINOTAUR OF CARTON by Typote Beck
20. ALICE’S ADVENTURES IN WONDERLAND by Cherry Manga
21. SHATTERED by Ginger Alsop
22. THE FRAGILITY OF THE SOUL IS NOT A DEFECT by Gleman Jun
23. SPANISH BULL by Silene Christen
24. TROIS PETITS TOURS ET PUIS S’EN VA (Three little turns and it goes away) by Josiane Sorciere
25. JUNGLE CHALLENGE by Dusty Canning
26. THE DOCK SPIRIT by Scottius Polke
27. ULTRA VIOLET by quadrapop Lane
28. THEATRE OF WAR by Miso Susanowa
29. VENUSTRAP by Claudia222 Jewell
30. ONE AND FOUR TIMEBOARDS by L1Aura Loire
31. UNE HORDE DE CORDES by Aristide Despres
32. 5×8 COMPUND CUBE by Wizard Gynoid
33. TIME AS A HELIX OF SEMI-PRECIOUS STONES by Miso Susanowa
34. THE HUMANICAL FROG by Lollito Larkham
35. HERE COMES THE SUN by Sledge Roffo
36. TV MORNING EXERCISES by Dusty Canning
37. PIUME DI PAVONE by Nino Vichan
38. DANGLING NARROW CHAIN DEMONSTRATOR by Emilin Nakamori
39. HARMONIES IN C GREAT (+) by Artistide Despres
40. NOT EVERYTHING IS PLAIN BLACK & WHITE by Fuschia Nightfire
41. LIVING FRACTAL by June Clavenham
42. THE MATTER OF IDEAS by Gleman Jun
43. THE SUPERHEROES BREAKFAST by Typote Beck
44. DOWN ON THE DATA FARM by Miso Susanowa
45. PETITE ETUDE SUR OLIVIER MESSIAEN by Artistide Despres
46. OMNIPOTENT by Pixels Sideways
47. THE CHASM by Oberon Onmura
48. EXCERPTS FROM REALITIES by Glyph Graves
49. THE ABANDONED DAUGHTER by Eliza Wierwight
50. YOU CAN’T TOUCH HEAVEN by paleIllusion
51. AUTUMN by nexuno Thespian
52. THE CROSSING by Nish Mip
53. FANTASIA EN LA SOMBRA by Romy Nayar
54. PRIMSCAPE DREAM by Sledge Roffo
55. 99% by Harter Fall
56. BLACK SHIRT by Misprint Thursday
57. IN DREAMS by Blue Tsuki
58. SWALLOWED UP BY THE CROWD by Fuschia Nightfire
59. L’IMPATIENCE by Josiane Sorciere

FINALISTS FOR THE NON-SCRIPTED PRIZE, UWA 3D OPEN ART CHALLENGE

1. THE COPPER BEECH by soror Nishi
2. LOSS by Gingered Alsop
3. MISS N by Suzanne Graves
4. DAUGHTER OF THE WIND by Fae Varriale
5. GECKO ON THE GEKKO by Yooma Mayo
6. SHATTERED by Ginger Alsop
7. THE FRAGILITY OF THE SOUL IS NOT A DEFECT by Gleman Jun
8. TRIBUTE TO GOYA by Silene Christen
9. MARIONETTE by Haveit Neox
10. HISTORY IN CREAM by Haveit Neox
11. FATA DANZANTE by Daco Monday
12. SPATIAL by Sledge Roffo
13. SPRING BOX by Cherry Manga
14. TRUST by spirit Radikal
15. TUNNEL WITH LIGHT AT THE END OF IT by RazorZ
16. HURDLE by Corcosman Voom
17. BEHIND COLUMNS by Harter Fall
18. BIRDSONG by Cherry Manga
19. YOU CAN’T TOUCH HEAVEN by paleIllusion
20. STILL LIFE by soror Nishi
21. 99% by Harter Fall
22. THE REVOLT OF THE MANNEQUINS by Silene Christen
23. USED PIECES by Secret Rage
24. SMALL PIECE OF HELL, The Suicide Forest Infested by Harpias by Rebeca Bashly

The Watch – virtual worlds in the news

1. Sydney Morning Herald (Australia) – Little big online world. “Sydney’s Bubble Gum Interactive has built a colourful new online world for kids they describe as a “virtual playground”. Screen Play recently caught up with Paul Gray, director of marketing and community management at the studio to chat about their new venture and issues like the challenges of raising funds for such an ambitious project, the difficulty of convincing parents that it is a safe space for their kids, and the balance between entertainment and education.”

2. She Knows (USA) – Virtual World Games Tweens and Teens Love. “If your child has outgrown Club Penguin and Webkinz, consider some of these popular virtual worlds suited for tweens. You should always check out a virtual world website before letting your child participate and use parental controls if available and necessary.

Ty Girlz — Geared toward tween and teen girls, this virtual world site is unlocked with the purchase of a Ty Girlz doll. Inside Ty Girlz, your daughter will find cool apartments, clothes, makeovers and games.

Wizard101 — Kids who love Harry Potter adore Wizard101. This massively multiplayer online role-playing game (MMORPG) allows players to start as a novice wizard and then accept quests, collect gold and gain equipment as they aim to save the Spiral.

Stardoll — Based on the concept of paper dolls, Stardoll is a virtual world where players dress up dolls, participate in games, create clubs, socialize with friends and more. This popular virtual world website features over 124 million users.

SecretBuilders — Players immerse themselves in virtual lands, undertake quests, maintain a home, play games and interact with friends. SecretBuilders features stories, themes and characters (both historical and fictional figures) from literature, art and the humanities.”

3. Search Engine Watch (USA) – Mixed Signals in Second Life & Virtual Worlds: Buzz is All Over the Map. “There’s been no shortage of news and buzz in the past two weeks as regards Second Life and virtual worlds in general. Usually, though it all tends in one direction. It’s either good, or bad depending on what’s going on. Interestingly, though, this time, it’s all over the place. I guess if you average it all out it’s the same as it ever was, which is probably not the worst thing in the world. But hey, let’s just lay it out there and you decide.”

4. The Drum (UK) – Dramaforum appoints Dubit to create virtual world. “Finnish publisher Dramaforum has appointed virtual world development studio Dubit to develop a virtual world for its Petra’s Planet franchise. The virtual world will be based on children’s book series Petra, which follows a young girl transported to different countries – such as Senegal, Sri Lanka, Samiland, and Jordan – through her mother’s magical theatre wardrobe.”

5. Huffington Post (UK) – Virtual Worlds and ‘Intimate Computing’: the Future of Digital Play. “The recent story of human-digital interactions is one of steadily increasing closeness: we are moving from merely ‘personal’ computing to something that you might call ‘intimate’ computing. Modern smartphones and tablets, with their touchscreens and their constant presence in our lives, are extensions of our selves in a way that no digital device was even a decade ago. They are the channels through which we interact with even the most important people in our lives. They are where we work and play; where we hang out with friends. They are the first thing many of us touch when we wake in the morning and the last when we go to bed at night. Our relationship with technology is, it seems to me, one that’s increasingly governed by the dynamics of leisure and play. We have an incredibly satisfying sense of control when we are plugged into the best digital tools – and, increasingly, a gnawing sense of anxiety when we are unplugged. There is the pleasure of the most serious kind of play: the agency that comes from transforming the world into a kind of game, full of achievements, progress and certainties.”

6. PopMatters (USA) – Is Virtual the New Reality? “My Second Life avatar walks unsteadily across the screen. She moves in stops and starts as I clumsily direct the keys. I’m new at this game, unsure what I’m supposed to do with her and where should I go. I scan the suggested destinations in the Second Life universe and head over to “London”, where I once studied abroad in my real life. As my avatar navigates the somewhat familiar streets of this virtual London, I wonder about the reality of what I’ve entered. I am an outsider here, a novice explorer in this virtual realm. Though I sit alone at my computer, in the game I’m surrounded by others. Dispersed across the digital sprawl, these gamers are all invested in the shared reality of Second Life. What is this virtual world I am entering into all about? Am I simply playing a game, or am I entering a new reality?”

7. Wired (USA) – Army Wants Virtual Training to Really Hurt. “The military’s newest digital training system is gonna open a can of whoop-ass on new recruits. And maybe a sonic blaster, too. The use of gaming technology, from first-person shooters to virtual worlds, is quickly becoming the military’s mode of choice for training the troops of this generation. But those digital proving grounds come with one major disadvantage: They just don’t hurt enough. That could be about to change, according to a new request for proposals issued by the Army last week, which calls for technology to “create an impulse force that simulates the feel of debris… or bullet strikes.” The request, called “Haptic Feedback for a Virtual Explosion,” certainly sounds like fodder for a new videogame blockbuster. At least until you find your virtual self on a mysterious, dark road, abandoned buildings to both sides, the wind whipping your hair and — KABOOM! — owwwwwwww, getting shot hurts! That’s kinda the idea: Make training as realistic as possible, by giving soldiers a taste of exactly what they should be bracing for in combat. Bombs and bullets, unfortunately, need to be included.”

8. Stuff.co.nz (New Zealand) – Kiwi company gets Disney backing. “A mix of serendipity and word of mouth turned out to be the catalysts for Disney to invest in a virtual-world company founded by a couple of Kiwi blokes. Mitch Olson and Darren Green weren’t actively looking for investment in their start-up Small Worlds, when they attended a virtual worlds conference in San Jose at the beginning of 2008. But by chance, Olson bumped in to a Disney executive who was looking to invest in companies. Olson and Green explained their vision to him and six months later the world’s largest media group had injected funds in to their virtual baby, and Small Worlds was born.”

9. Delaware News Journal (USA) – Unlock your virtual potential. “Basked in the glow of the computer humming quietly in her living room, Kimberly Winnington is creating worlds limited only by imagination. Within those worlds, people can fly effortlessly, explore endlessly. They can discover new experiences, learn things they never knew, all without leaving their chairs or stepping outside of their homes. Winnington is in the business of bringing people — and other businesses — into a digital world that she believes has been largely ignored. Working with partners located in faraway states, she has the capability of creating three-dimensional programs that allow real-world people — students, or even a business’s customers — to walk, talk and even interact.”

10. Sky News (UK) – Investigation: Paedophilia And Second Life. “Five years ago it seemed as if the whole internet might be swallowed by virtual worlds. Imagine: you can change your age, colour and sex. Avatars can buy clothes, own houses purchased with money convertible to currency in the real world, and yes, have virtual sex with each other. Eight million people inhabited one virtual world called Second Life. The possibilities for wrongdoing were very real. So when my editor asked me to create an avatar and investigate crime in this virtual world, it was not long before one user contacted me with a disturbing tale. Her avatar, called Harmony, was a winged angel. We met on a virtual island where she told me about the Second Life place called “Wonderland”. “It’s a paedophile ring,” she said. “They do all sorts of dreadful things.” Wonderland was a candy-coloured children’s playground with a mix of child and adult avatars. The adults were tall and domineering, the children petite but sexually attired in mini-skirted school uniforms.”

Philip Rosedale spruiks new venture, talks down Second Life?

If you’ve followed the exploits of Linden Lab’s former CEO and current Chairman over the past year or so, you’ll know he’s been off creating something new. The New York Times has run a profile on that venture, Coffee and Power.

That venture seems interesting enough and leverages heavily the virtual currency model used for Second Life, in this case to purchase or receive payment for goods or services.

It’s very similar to a bunch of other services, though it seems a solid community is already being built up. Whether you need a garden gnome restored, someone to crochet an octopus for you or a Powerpoint presentation created for you, it can all be purchased.

What interested me most however, was this paragraph:

While he is still chairman of Linden Lab, the company that created Second life, Mr. Rosedale talks about that venture in the past tense.

“The problem with creating an immersive 3-D experience is that it is just too involved, and so it’s hard to get people to engage,” he said. “Smart people in rural areas, the handicapped, people looking for companionship, they love it. But you have to be highly motivated to get on and learn to use it.”

Assuming the quote is accurate, is that the message you want coming from the Chairman of your Board? There’s nothing in the statement I’d disagree with factually, but it still seems an interesting approach from someone who’s been aligned with Second Life from the beginning.

Over to you: a skewed story or an indication of malaise at the very top of Linden Lab?

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