The Watch – virtual worlds in the news

1. CNET (USA) – How ‘Avatar’ may predict the future of virtual worlds. “Since the release of his massive hit “Avatar,” director James Cameron has gotten plenty of deserved attention for his filmmaking innovations, having invented a camera system that captured live footage of his actors and integrated it immediately into fleshed-out scenes from his fictional world of Pandora. But movies may not be the only medium Cameron’s innovation is pushing toward the future. In fact, the technology he and his visual effects partners built for the record breaking film may also provide our first real glimpse of the future of 3D virtual worlds.”

2. Hypergrid Business (Hong Kong) – Business virtual needs. “When most people compare virtual worlds, they do so from a technical perspective — how many concurrent users, what kind of interface is being used, what data standards are supported. Too often, however, general business requirements are overlooked. This is a pity, because from a technical perspective there are few differences between the various virtual world platforms, and the differences that do exist are likely to vanish over time as users demand these features and vendors add them to their offerings.”

3. Inc. (USA) – Should You Stake Your Claim in a Virtual World? “A basic but sturdy tenet of social media is to go where the people are. So if virtual worlds like Second Life have lost some cultural cache to the likes of Twitter, Foursquare, and Facebook what’s the point of getting involved? In short, setting up your own avatar, or even an in-world space for your company can save you money and maybe even get that eyeball play your marketing team has been gunning for. For starters, just because virtual worlds are no longer a media darling doesn’t mean they emptied out overnight. “I think it’s trending slowly but inexorably upward,” says Michael Wilson CEO of Makena Technologies, which runs the virtual world There, when asked about the number of people using virtual worlds.”

4. Computerworld (USA) – Augmented reality: Pure hype or Next Big Thing in mobile? “Augmented reality technology is getting a lot of attention these days — particularly the use of AR with smartphones. The idea is that by using certain software, you can turn your iPhone, Droid or other smartphone into a virtual heads-up display. Aim your phone’s camera at a shop, restaurant or landmark, and information about the place, such as hours of operation, reviews or directions, appears on the device’s screen as graphics floating over the image of the place. Dozens of developers of mobile augmented reality apps are banking on AR becoming the Next Big Thing in the mobile market. Indeed, a recent Juniper Research report predicted that annual revenues from mobile AR apps will reach $732 million by 2014, up from less than $1 million in 2009.”

5. Macworld (USA) – Onverse offers free-to-download social MMO. “If you thought there could be no social network more time-consuming than Facebook, you were wrong. Onverse, launched in beta last June, brings social networking into 3D, then spices it up with avatars, interior decorating, and mini games you can play against your friends. Best of all, it’s completely free for Mac users to download. Designer Steve Pierce, a Sony Online Entertainment design manager behind EverQuest II, brought Onverse to life with four other artists and engineers on a “shoe-string budget”, creating a virtual world that he describes as “much more of a game environment than many of our chat-only competitors.”

6. The Christian Science Monitor (USA) – ‘Avatar’ reality: It’s just a show, people. “In my continuing quest to remain slightly behind the times, I saw “Avatar” in 3-D several weeks after its release. Don’t worry: You won’t hear me breathlessly reporting that it is really cool. Half the planet already knows that. Nor am I going to get into its meaning or metaphysics. Yeah, I was bothered by the villainous former marines. I have marines in my family and respect them. The noble savage, white savior, and eco-worship were also a bit much, but most plays and movies are controversial if you choose to see them that way. I mean, “Mary Poppins” was about a nanny with magical powers who was blown in on the West Wind. Did anyone check her immigration status? Fairies and love potions figured prominently in “A Midsummer Night’s Dream.” Just saying.”

7. Virtual Worlds News (USA) – Facebook Credits Coming Soon To FarmVille. “Players of Zynga’s smash hit social game FarmVille will soon have the option to pay for virtual goods with Facebook Credits, according to sources close to TBI. The new payment option may debut in FarmVille as early as this week. With many other virtual worlds, including Habbo, spreading to Facebook, the roll out of Facebook Credits could present a lucrative new monetization option.”

8. News Observer (USA) – Virtual looks and feels almost real. “As Mushtaqur Rahman floated to the rafters of Duke Chapel, it was easy to forget that he was neither in a church nor off the ground. “Feeling rather angelic right now?” asked Rahman’s colleague, William Rice II, as both men peered through oversize 3-D goggles at the virtual chapel being projected above, below and all around them. Rahman and Rice are engineers with Parsons Brinkerhoff, one of the world’s largest civil engineering firms. They had come to Duke’s Pratt School of Engineering on a recent morning to experience a cube-shaped virtual reality theater called the Dive, or Duke immersive virtual environment.”

9. The Wall Street Journal (USA) – Zachary Quinto Has No Time for Tomfoolery. But For Those Who Do, There’s Star Trek Online. “With the success of World of Warcraft, videogame publishers have been looking for new virtual worlds to offer to videogame players. Next week, there’s a new option with the release of Star Trek Online. Developed by Cryptic Studios, the game will allow fans be the head of their own starship as they travel the universe and battle rival ships and seek out new civilizations. Zachary Quinto, whose role as Spock in J.J. Abrams’ “Star Trek” movie received a shout-out during this week’s iPad presentation, serves as one of the voices in the game.”

10. Computerworld (USA) – Apple iPad: Will it run Second Life? “As a Second Life enthusiast, I really want the iPad to run Second Life. There’s no reason why it shouldn’t. As my friend Wagner James Au points out on the blog New World Notes, the iPhone already has a couple of rich, text-only Second Life clients, and the iPad now has the horsepower and screen size to support Second Life graphics. Moreover, as a Second Life enthusiast I want to see more people use the service. The existing software client is a major barrier to widespread Second Life adoption: It’s hard to learn. And it only runs well on desktops or powerful notebooks, while the world is adopting smartphones instead. The iPad has the potential to solve both those problems: Touching and tilting the iPad would provide an easier interface for Second Life than mousing and keyboarding. And iPads and other tablet-netbooks are going to become very popular pretty soon, as Apple sells iPads by the millions and competitors jump in to grab some of that action.”

Weekend Whimsy

1. Dreams of frost CHAPTER 1

2. Second Life WEEKEND PARTY 2010

3. Motley Crue Dr. Feelgood – Second Life

Why the iPad is a game-changer for virtual environments

In the past couple of hours, the official announcement of the Apple iPad has finally been made. As with all these announcements, the rumors have been partly right, but there’s still been a fair share of surprises.

I won’t go into the technical specifics of the iPad here: publications like Australian Macworld * have all that. What I do want to discuss, with as little fanboyishness as possible, is how I see the iPad being a real landmark in the ongoing growth of virtual words:

1. The App Store and Social Worlds = Gold

In the less than 18 months of the App Store’s existence, more than three billion applications have been downloaded. Expect that to continue to grow exponentially on the iPhone and iPod Touch. Add the iPad to the mix and there’s even more fuel in the fire. The real success of the Apple App Store has been its simplicity in installing applications – that’s now migrated to a larger form-factor, with applications developed to make the best of it.

Apple know the appeal of social gaming and games like Zynga’s Farmville and Cafe World are some of the leaders. Facebook and embedded games like Farmville are ideally suited to a tablet-sized screen. As are the thousands of alternatives that’ll follow suit over the coming year. The ones that make good money will need to ensure a satisfying experience for users in the longer term, which means more engaging environments in order to maintain market leadership. With Zynga’s titles being Flash-based, there may actually be some serious challenges for them on the iPad given the lack of Flash support to date on the iPhone. Some will say that’s far from a bad thing.

2. The iPad as Virtual Trojan Horse

Arguably one of the key barriers to widespread adoption of virtual worlds has been their perception as niche, with significant technical and bandwidth requirements. The niche aspect is slowly being broken down, mostly thanks to the ‘Facebook’ games discussed above. What the iPad will do over time is overcome the technical issues for a new user. It’s hard to imagine it’ll be too many months before someone develops effective iPad applications for Second Life, OpenSim, Blue Mars, Frenzoo and so on. When you have those applications able to be downloaded as easy as Farmville, then the iPad has truly become the Trojan Horse that’s smuggled in the heavy hitters in virtual environments.

On the cautionary side, tablet PCs are a very small proportion of the market at present – this announcement might change that but it’ll take more than a few months to do so. The announced prices aren’t exorbitant for the feature set (starting at US $499 for the Wi-Fi Only version), so although there’s not likely to be a stampede, the price is cheap enough to ensure some big sales numbers over coming months.

3. It’s about relaxation

For those of us that spend a lot of time online, sitting at a computer or juggling a laptop is second nature. For the vast majority that spend time online, it’s a necessary evil> The ability to have a portable device that’s large enough to view comfortably but small enough to accommodate most people’s sitting (or lying) poses has got to increase its likelihood of use. Where a casual user may have previously checked their email, read their Facebook timeline and perhaps browsed a website or two, with devices like the iPad they may spend an extra ten minutes chatting in IMVU or grinding through Cafe World.

It’s far from certain, but if a Second Life or OpenSim application is developed that has a feature-set close to as good as the current viewers, then there may also be a spike in use of those more complex environments. For those who use voice in Second Life, a iPad application will be of particular value as the need to type is so much less, although the decision by Apple to offer a physical keyboard as an iPad accessory is a sensible one. Hell, I’ll put my neck on the line and say that a near full-featured Second Life or OpenSim viewer will have been announced and maybe even delivered by the end of this year.

The Sum Up

Today’s announcement isn’t earth-shattering in the scheme of things, but it’s certainly a significant event in a virtual worlds context. The landscape isn’t going to change immediately and perhaps not radically. What is going to happen over time, is an even greater level of growth of virtual worlds users / players / residents as it becomes a less time consuming and technical task to interact with your avatar and the people you enjoy spending time with online. The potential growth may be somewhat under the radar initially, as people focus on the iPad’s abilities as a media reader and ultra-portable ‘productivity enhancer’.

Those potential new virtual world inhabitants won’t necessarily be using a iPad – you can stake your life on clones surfacing in coming months, but like the iPod and iPhone before it, this is a device that has broken some new ground.

For those wanting to discuss the announcement further, Mitch Wagner is holding a discussion this weekend in Second Life – all the details here.

Now over to you: do you see the iPad as a game-changer of just more Apple-driven hype?

* Disclosure: I’m a paid contributing writer for Australian Macworld

Photo courtesy of Gizmodo

Discussion on internet filter on Tonight Live is… live!

As mentioned previously, I had the pleasure of appearing on Tonight Live with Paisley Beebe. The topic of discussion was the Commonwealth Government’s proposed internet filtering legislation and its potential impact on virtual worlds.

Paisley asked some incisive questions that helped set the scene for both the challenges and opportunities the legislation may provide. As I say in the interview, I’m confident environments like Second Life won’t be heavily impacted by the legislation, assuming those of us affected ensure the government understands the issue.

Aside from that discussion, there’s some great music from Frets Nirvana and an interesting discussion on virtual pets with Sapphira Laval. Here’s the full show for you to view:

A big thanks to Paisley for the invitation to appear and to Bliss Windlow and AutumnFoxx Sutherland for their assistance in the lead-up. If you haven’t already, do check out the enormous stable of shows that Treet.TV offer: they are an Australian success story to say the least.

Internet filtering and virtual worlds: Tonight Live discussion

I’m really pleased to be a guest on tomorrow’s Tonight Live With Paisley Beebe. Paisley is an Australian singer and broadcaster we’ve profiled before, and Tonight Live is arguably one of the most popular virtual worlds TV shows around.

Paisley and I will be discussing the background and potential impact of the internet filtering legislation proposed by the Commonwealth Government as well as some 2010 predictions and more. The show is live from 6pm SLT on the 24th January (1pm Monday 25th January AEDT).

If you want to take part, here’s the location of the show, or you can watch it live on the web or anytime afterwards via the Treet TV archive.

The Watch – virtual worlds in the news

1. Mashable (USA) – What’s Up With Virtual Worlds? “From 2005 up through 2008, virtual worlds seemed like the hottest ticket in tech, but we’ve heard less about them in recent months. We imagined the people of Earth leading double lives in alternate realities. It was the stuff of science fiction, like flying cars and robot butlers, and unlike those things, it actually looked like it could become reality. Except it hasn’t. What happened? Are people still using virtual worlds? Let’s look at the latest developments in two of the most hyped virtual world platforms for insights into where (if anywhere) the alternate reality trend is headed.”

2. Business Daily (Kenya) – The benefits of a virtual world. “Slowly, companies are leaving the physical world behind to cut costs, improve communication, and find new ways to collaborate. Scores of virtual platforms exist on the Internet and are used for everything from entertainment to business to socialising. An estimated 300 million people worldwide have registered for participation in some form of this activity, according to Kzero, a virtual world marketing and development company. In 2008, according to trade group Virtual Worlds Management, venture capitalists and other investors bet nearly US$600 million on more than 60 software producers involved in this fledgling technology.”

3. Virtual Worlds News (USA) – Four Youth Virtual Worlds Raise Money For Haiti Relief. “In addition to previously covered the efforts by Sony Online Entertainment and MyYearbook to raise money for survivors of the Haitian earthquake through sales of virtual goods, Sanrio Digital, Gaia Online, Wiglington and Wenks, and Xeko (formerly Elf Island) have launched their own campaigns.”

4. VentureBeat (USA) – Rixty lets young users without credit cards make buys online. “Rixty, maker of a payment app that lets people buy entertainment online even if they don’t have credit cards, has brought in $1.24 million in a seed round of funding. The San Francisco company, which lets people turn cash into online currency, is part of a slew of companies expanding the customer base for virtual goods, virtual worlds, and social networking purchases — particularly adding many younger users who don’t have bank accounts yet.”

5. Escapist Magazine (USA) – A Look Back at Metaplace. “Raph Koster’s Metaplace was an original idea to tie user-created content together – but as it closed down at the turn of the New Year, was it ahead of its time? It’s hard to say that Raph Koster didn’t have a vision when he created Metaplace back in the distant wilds of 2007. One of the original architects of games like Ultima Online and Star Wars Galaxies, Koster championed the cause of user-created content in his games, and he envisioned Metaplace as a glorious utopia of user content that could be linked together – a network of virtual worlds. In a way, it was Koster’s Meta-MMOG. But sadly, it did not connect with people in the way that Koster and his employees had hoped, and the service shut down at the beginning of the year. But what had the aim been in the first place?”

6. Metro News (Canada) – ‘Real life’ avatars moving into the workplace. “In real life Byron Reeves is a bald academic. But Reeves also conducts research using his avatar, a strapping man with hair. “Lots of companies already use avatars,” explains Reeves, a psychology professor at Stanford University. “Using avatars, you can conduct meetings, meet clients and have brainstorming sessions without having to travel. In fact, you don’t even have to leave the building. And you don’t risk getting swine flu from shaking hands with an avatar.” Reeves, who specializes in human interaction with avatars, is the author of Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete.”

7. The Guardian (UK) – What I can’t find on zubworld, FourSquare or Gowalla: any point in taking part. “Every so often a story pops up in the national press about a company or person selling plots of land on the moon (here’s one from 2006). Or, sometimes, on Mars. I’ve written about it enough times that it’s wearily familiar: the people involved say that they’ve got a perfect right to sell the land, which is true enough if you can find someone stup… eager enough to buy it. Sometimes it’s “buying” stars and naming them, which is the sort of thing that’s not going to sit well in astronomers’ tables – which is why astronomers ignore them. (And who knows what astrologers feel about them?) I realised today, when the PR on behalf of a company called zubworld got in touch, that it’s this “let’s make money from something that’s not got any implicit or explicit value to the people handing over the cash” approach which turns me off location-based “games” such as Foursquare and Gowalla. And particularly zubworld, who won’t of course be happy to hear that.”

8. East Bay Business Times (USA) – ‘Second Life’ creator Linden Lab hires new CFO. “Linden Lab, the business that runs virtual world Second Life, hired Bob Komin as chief financial officer. John Zdanowski, the company’s previous CFO, left in March 2009. In December, he was reported to be working for Avatar Reality Inc. in Honolulu, another business developing a virtual world.”

9. Massively (USA) – That’s not the Second Life economy! “This week Linden Lab published a set of economic data for Q4 2009, and for 2009 as a whole. After going through the data in detail, and discovering at least one important typo and one important calculation error, it looked like we were going to have to recheck every figure before presenting them. That’s a lot of work, especially as the data published in the quarterly/annual reports doesn’t follow the same definitions as the ongoing statistical feeds or is not represented in them.”

10. CrunchGear (USA) – The World of Warcraft movie is *so* early in development. “More white-hot World of Warcraft movie news to share with y’all. Did you know that it’s in production? Of course you did; you have a pulse. But did you know what stage of production it’s in? Hmm, did ya, smart guy? Eh, you probably knew that, too. For you see, the World of Warcraft movie is in the earliest stage of development, the part where the writers are still coming up with a basic story.”

Weekend Whimsy

1. Second Life Gesturebating

2. What Happens When Second Life Ends? Contemplating the End of Time

3. Wonderful World (a Second Life video)

Immersive environments and the enterprise: new report

Erica and Sam Driver from ThinkBalm have released a new report. Titled The Enterprise Immersive Software Decision-Making Guide, the focus is obviously virtual environments suitable for business applications. For those not aware of ThinkBalm, they have a growing stable of reports on the state of play in virtual worlds industry, particularly from a business perspective.

Aside from detailing nineteen vendors out there, the guide provides some useful strategies to assist in choosing a virtual environment for an enterprise. It’s pretty standard project governance and needs analysis stuff, but tailored well to the topic.

One of the key points from the guide for me revolves around the regular question of “which platform is best?”:

The vendors come from a variety of backgrounds and have different specializations and strengths and weaknesses. They are not all targeting the same use cases. Just as office productivity suites today now include separate-yet-integrated applications for word processing, spreadsheets, presentations, and more, immersive software product suites will evolve to focus on groups of related business problems. Eventually, we envision an immersion layer developing that will integrate with multiple enterprise systems and applications. But this is years away.

I’m a little more bullish on the ‘years away’ aspect. Two to three years, sure, but I’d be surprised if more widespread adoption took longer than that.

Overall, the guide appears to be a rigourous, well-researched piece of work that should provide a useful base for enterprises looking at integrating immersive environments into their operations.

You can view the full report here

National Portrait Gallery in Second Life

There hasn’t been an enormous fanfare about the launch of the National Portrait Gallery’s doppelganger exhibition in Second Life, but there probably deserves to be. For its first foray into virtual worlds, the Gallery has created an impressive exhibition that beautifully showcases the power of digital artwork.

I asked the architect of the exhibition, Greg More (SL: Dynamo Zanetti) to explain each of the exhibits, which he kindly agreed to do. Greg is a Senior Lecturer in the School of Architecture and Design at RMIT. Since 2002 he’s been primarily engaged in the use of 3D, realtime environments for architecture design visualisation. The RMIT’s island in SL, for RMIT architecture and interior design students, came into existence in early 2007. Greg also happens to be the driving force behind OOM Creative, a local virtual worlds design consultancy

iMirror

Artist: Cao Fei

It seems natural for an exhibition like this to feature machinima, and it’s certainly a striking one that is being shown. Superficially, it’s a montage of Second Life residents’ faces, but the overall effect is much greater.

Greg: “Developed for the Venice Bienale 2007, this is the only work in the show that wasn’t developed specifically for Portrait Island. Space designed to envelope the viewer into a screen experience, and also marks the limits of the landparcel supporting the streaming video.”

CodePortraits

Artist: Patrick Lichty

Aside from the vivid ‘Last Supper’ portrait, which is alone worth a visit, there are also QR codes for each of the portrait subjects, readable by smart phones with the appropriate software installed.

In CodePortraits we can extract these representations from their native environment via Quick Response codes which enable us to watch his archive of footage on our own mobile devices. Viewing these videos on a portable device, that can be played anywhere, at any time, reminds us of the photographs of loved ones and family that we may keep in our wallets, or the earlier tradition of the cameo.

Another fascinating mix of digital media with more traditional imagery.

temporary self portrait in preparation for the singularity

Artist: Andrew Burrell.

The largest work in the exhibition, it’s difficult to provide an explanation of its scope and purpose that’s better than the one provided by the artist himself. In short, the exhibit is a virtual device offering a glimpse of the narratives of the artist’s life, “both remembered and imagined”:

Each of the cubic nodes within the device can forge new connections with its neighbours creating a navigable network of narratives to which the viewer is given access through text and image. The work questions the site of the self and its relationship to the narratives of memory.

Autoscopia

Artists: Adam Nash, Christopher Dodds and Justin Clemens

I have to admit this was probably the exhibit that fascinated me the most. The Autoscopia website explains it nicely, but essentially you enter a phrase such as your Second Life name, and you receive (after a wait) a link to a detailed profile of yourself as found on the internet more widely. Try it for yourself and you’ll likely be surprised with the results.

Autoscopia’s portraits are built using data from internet-based ‘vanity searches’ conducted within the Second Life installation. Each name creates a unique outcome composed of 27 ‘limbs’. Each limb is fed data from websites such as Google, Facebook, Twitter etc, with colours, geometry and audio affected by variations in search volume. Data is then re-published via discrete web pages automatically composed through snippets of text and images collected during the search

iGods

Artist: Gazira Babeli

The experience of entering iGods can be a little disconcerting. The Greek temple exterior contrasts against the impressive experience of having your avatar transposed onto one of the seven ‘sins’ on the inside:

Move a little closer and the clones come to life, morphing into the appearance of the observer’s avatar; replicating their image back at them. Gaz’s hall of mirrors reminds us that, in Second Life, DNA is code and in virtual worlds this code can be replicated or borrowed. This unnerving experience exposes fears associated with identity theft and the often reluctant realisation of personal identification with one’s avatar.

The Wrap

According to Greg, the main approach for the exhibition, and the build, is not to replicate existing notions of portraiture or exhibition space. “Gill Raymond, the curator, set a really open brief for the project, and luckily on my advice we developed the space over a couple of phases, allowing for the environment to evolve, accomodate the artists developing the work, and tie things together with the website content”.

Feedback from visitors to date has apparently been enthusiastic, with a significant cohort of visitors spending more than an hour interacting with the exhibits. Kudos to the National Portrait Gallery for their investment in the exhibition. Alongside the ACVA initiative and the momentum built by the University of Western Australia’s Art competitions in Second Life, it’s fair to say that Australian art in the virtual world is an incredibly lively part of the wider art community.

Check it out in-world

Merged realities – events and issues for virtual worlds

1. Leading Second Life broadcaster Treet TV (formerly SLCN) has expanded its web presence by creating Treet Business. Two new business shows are on the way to complement the current lineup.

The company has certainly come a long way since its 2007 launch. I’m looking forward to appearing on Tonight Live with Paisley Beebe next week to talk about internet filtering.

2. Kzero have some interesting data on the average age of Habbo users by country. Australia is middle of road with an average age of a little over 15 years old. They also have an interesting post on Miss Bimbo, another teen-focused virtual world.

3. A reminder for males aged 18 and over: a Deakin University researcher needs your input for a study on body image in both the real and virtual environment.

4. Linden Lab have employed a Conversation Manager. Wallace Linden has received quite a welcome in the comments on his introductory post, with plenty of discussion on his previous life writing for the Second Life Herald (now Alphaville Herald).

5. Second Life residents are organising a range if fundraising events for the Haiti disaster, with the most comprehensive list found at New World Notes. If any Australians are planning events in any of the platforms around, please let us know and we’ll do what we can to promote it.

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