Merged realities: events and issues for virtual worlds

1. The Virtual Worlds Research Discussion Group has another interesting session this week (thanks to Greg Wadley for the heads-up):

This week’s research discussion is hosted by Jeremy Kemp of San Jose State University. All researchers and educators are welcome. Jeremy will be talking about his dissertation research under the heading ‘How to Start Right: Lessons from a Second Life orientation for 1100 graduate students’.

For place/time details and slides, please see
http://vwresearchersgroup.pbwiki.com/Meeting-Schedule-and-Transcripts .

Abstract: ‘San Jose State University’s School of Library and Information Science is the largest of its kind in the world. Students starting the program in Fall 08 and Spring 09 completed a mandatory orientation including a section on Second Life. Most of them were able to create an avatar and visit the school’s island. Others completed a reading and quiz option. Kemp is surveying this large population and basing his dissertation on their feedback. This interactive session will ask the audience for feedback and ideas.’

aunties_building_challenge_001-copy1

ABC Island Sandbox saw the launch of a building game over the weekend

2. If you haven’t had your fill of St Patrick’s Day, there’s still time to enjoy it in Second Life until the 21st March. It’s being hosted by Dublin in SL:

Celebrate St. Pat’s online in Dublin in Second Life. Four years and running, Saint Patrick’s Week in Virtual Reality features the Traditional St. Pat’s Day Parade in Not-So-Traditional Virtual Reality and All Day Street Parties at The Blarney Stone and Fibber Magees Night Club. New this year are Irish Writer’s Riot, celebrating great Irish literature, and South by Southwest Music Festival, streaming 18 UK artists live from Austin, Texas.

Full details here.

3. There’s still time to get involved with Second Life’s 2009 Relay for Life.

4. The folks at Clever Zebra have a brief but useful overview of the five open source virtual world platforms that have or are starting to make a mark.

The Watch – virtual worlds in the news

1. Kotaku (Australia) – Worlds.com Targets World of Warcraft, Second Life For Patent Suit. “Virtual world patent holder Worlds.com filed suit against NCSoft in December, claiming its games, including City of Heroes and Guild Wars, were violating its patent for multiplayer virtual environments. And it won’t stop there. Worlds.com CEO Thom Kidrin says that the company “absolutely” has intentions of going after other big virtual world creators, including Blizzard for World of Warcraft and Linden Labs for Second Life”.

2. CBC (Canada) – Virtual dealings in Second Life pose real-life privacy risks: study. “You can shop, date and commit crimes virtually in online fantasy worlds like Second Life, but you may jeopardize your privacy in the real world, the Privacy Commissioner of Canada says. What sets such worlds apart from mere games is the fact that they involve real money and real personal information, said Janet Lo, the author of the study released late last week by the Privacy Commissioner. The rules and agreements concerning privacy, however, were sometimes “missing, or just a bit unclear or vague,” Lo added.”

3. Business Insider (USA) – Linden Lab Finally Cracks Down On Second Life Porn. “Second Life is about to get a lot less sexy. Linden Lab, the company behind Second Life, announced today a range of new measures meant to finally confine Second Life’s sprawling adult community to a virtual “red light district.”

4. Information Week (USA) – Second Life Putting A Leash On Sex, Violence. “Linden Lab will build a fence around adult content in Second Life, creating dedicated adults-only areas in the virtual world and banning adult content from appearing anywhere else on the public grid, the company said Thursday. Users — known as “residents” in Second Life jargon — who want to visit the new red-light districts will need to verify their age, according to a statement on the Second Life Blog. Residents hosting adult content on their areas of Second Life will be required to flag that content. Search results will be filtered so that people who don’t want to see adult results won’t have to see it.”

5. RedOrbit (USA) – Virtual World Second Life Continues To Thrive. “Some media reports have suggested the potential demise of the former Internet virtual world of Second Life, but Linden Lab CEO Mark Kingdon claims the former Internet darling is doing better than ever, the American Free Press reported. “The reality is that Second Life continues to grow; every second someone joins. Second Life is hopping,” said Kingdon, who last year took over for founder Philip Rosedale as chief executive of San Francisco-based Linden Lab, the company behind Second Life.”

6. Gamasutra (USA) – Qube, RedBedlam Partner For ‘Messiah’ MMO Tech. “iddleware company Qube Software and virtual worlds company RedBedlam, both of them UK companies, are partnering on new MMO development tech they call Messiah. Qube’s Q Engine middleware will provide the genre and platform-agnostic client base, while RedBedlam’s ZoneBubble System will provide the server technology for a single, persistent virtual world. RedBedlam says ZBS allows for the creation of large contiguous worlds without loading zones or artificial barriers, for the benefit of developers aiming for large communities that share the same environment. ”

7. Wall Street Journal (USA) – How Do Morals Translate Offline to Online? “How does a 12-year-old’s sense of right and wrong play out when he or she is online? A recent Michigan State University study, published in the academic journal Sex Roles, isn’t answering the question but attempting to get the conversation going. The study, titled “Gender, Race and Morality in the Virtual World and Its Relationship to Morality in the Real World,” looks at responses from 515 seventh-graders to questions about the acceptability of “virtual” actions. Those actions included spreading computer viruses, emailing test answers to friends, viewing pornography and sending sexually explicit messages to strangers. It compares those results to the same students’ responses to questions about real-world behavior like cheating on tests, bullying or teasing, lying to parents or teachers and using racial slurs.”

8. MSNBC (USA) – Nortel Teams Up With Virtual Heroes to Deliver 3D Virtual Training Application. “Nortel(1) (TSX: NT)(OTCBB: NRTLQ) today announced that it is working with Virtual Heroes Inc.(2), a leader in simulations for learning, serious games and virtual worlds, to further enhance the simulation and training functionality of its web.alive communications application. Virtual Heroes Inc. (VHI), the “Advanced Learning Technology Company”, creates collaborative interactive learning solutions for the healthcare, federal systems and corporate training markets. The company is best known for its work with the America’s Army Game training platform architecture, and HumanSim(TM)(2) for medical training and education.”

9. Mediaweek (USA) – Sony a Hit With PlayStation Home. “Sony’s gamer-targeted virtual world PlayStation Home has reached a new audience milestone, having been downloaded by 5 million users since going live back in December, said officials—2.2 million of which reside in the U.S. and Canada. But don’t expect the avatar playground to become flooded with ads anytime soon, according to Jack Buser, director of PlayStation Home, Sony Computer Entertainment America.”

10. The Associated Press – Deaths of gamers leave their online lives in limbo. “When Jerald Spangenberg collapsed and died in the middle of a quest in an online game, his daughter embarked on a quest of her own: to let her father’s gaming friends know that he hadn’t just decided to desert them. It wasn’t easy, because she didn’t have her father’s “World of Warcraft” password and the game’s publisher couldn’t help her. Eventually, Melissa Allen Spangenberg reached her father’s friends by asking around online for the “guild” he belonged to.”

Weekend Whimsy

1. SECOND LIFE: Heidi

2. Second Life Tribute To Lauren Hill Featuring Winter Sideways In Hurt So Bad

3. Get a Life, a Second Life That Is

And the earth moved in Second Life

In regards to Second Life, it doesn’t get much bigger than the announcement made in the past few hours (Tateru Nino has an excellent summary of the announcement over at Massively).

Essentially, Linden Lab have decreed that any adults-only content on the mainland of Second Life will eventually be relocated to a new continent. For the sake of illustration, let’s call the new continent Bonk. To access Bonk you’ll need to have gone through a yet-to-be determined age verification process (probably the current one which doesn’t work that well). That’s the easy bit to explain, although that alone is an enormous change to the Second Life grid.

nude_beach

There’s a bunch of other potential implications that are yet to be clarified, but will be in coming weeks and months:

1. What’s defined as adult content?

2. Will there be exceptions made for educators – or will the childbirth simulation end up sandwiched between a nude beach and a Gorean dungeon?

3. Will we see an eventual homogenisation of the current mainland as huge amounts of adult content is transferred to the new continent?

4. Is this the next step in killing of the Second Life Teen Grid as a totally separate entity?

5. Will there be any roll-back on previous decisions around gambling and in-world finance?

6. Are Linden Lab giving another free kick to OpenSim grids who can claim greater freedom, or are they taking a necessary governance step that will actually provide a competitive advantage?

It’s all obviously conjecture and Linden Lab have promised greater definition of the process in coming weeks – what is certain is that there’s going to be lots of debate on such a fundamental change to the way Second Life operates.

Merged realities: events and issues for virtual worlds

1. Sick of hearing the clack-clack typing sound when engaging in text chat in Second Life? Here’s how to turn it off.

2. Toxian City is one of ten noteworthy role-playing areas in Second Life, as outlined here by New World Notes.

toxiancity

3. Sirikata is a new open-source virtual world in early development.

4. The Second Life Herald has woken up to Metaplace and takes a solid swipe at Linden Lab’s Terms of Service when contrasted to the Metaplace TOS.

OpenSim / realXtend: fast evolution

realxtend-mar09

realXtend

realXtend has remained on a fairly fast-paced development course in recent months, with some interesting announcements in the last few days:

– the current cross-platform viewer has had an upgrade
– a brand new viewer is underway, but not expected to be released until a fair way later in the year
– a new community-driven forum for realXtend is now live
– the realXtend Wiki is set to be expanded in coming weeks

OpenSim

One of OpenSim’s touted strengths is its abilities to run alternate protocols for Client to Server communication at the same time. The Metaverse Exchange Protocol (MXP) is the latest one to come on board. This actually has some big implications for OpenSim and its positioning as a competitor to Second Life. MXP and the related Open Metaverse Structured Data (OMSD) allow for the integration of input devices for real-time recording of gestures.

In clearer terms, that means that any OpenSim user in the future will have the ability to create custom gesturing and “bone driven facial expressions”. That’s an enormous step ahead of the current state of play in Second Life. Of course, it’s all theoretical at this stage but the OpenSim team are stating “they are currently in process of adopting” MXP.

What’s it all mean?

For the non-developer, the above information is a long-winded way of saying that OpenSim is continuing its momentum at a cracking pace. There’s some features on the way in the medium term that will provide some marked differentiation from Second Life – on the brave assumption that Linden Lab aren’t working on something similar themselves.

The Watch – virtual worlds in the news

1. Associated Content (USA) – Islands for Sale Follow Cave Home onto Real Estate Oddities Market. “First it was a cave house that was auctioned off on eBay; now there are private islands for sale. Would you buy an island right now? What is more, would you buy a private island on Second Life? Private islands for sale aside, there currently is a unique cave home listed on eBay while a balloon note threatens a cave foreclosure. The eBay cave home auction is scheduled to go until 03-11-09 and for only $300,000 the cave could be yours; unfortunately, even though the story generated much interest, there are no bidders thus far. Will those holding private islands for sale have better luck?”

2. New York Times (USA) – Portrait of an Artist as an Avatar. “Certainly, Filthy Fluno is not the first artist to realize that in order to sell his paintings, he needs to sell himself. He does, however, work at it with impressive zeal. Every day he makes new friends and cultivates new contacts, edging himself and his work — a collection of expressionistic oil paintings and vibrant, graffiti-laced pastels — just a little bit farther into a universe that to others might appear huge and indifferent, but as Filthy sees it is stuffed with possibility and also potential customers. To this end, you will often find him wandering around art openings and dance parties, dressed in a spiffy suit and pair of sneakers, trying earnestly to chat up every person in the room.”

3. NPR (USA) – Scott Simon Looks for Coffee in Second Life. “When you think of school, you may think of students sitting in rows of desks in a classroom while a teacher lectures up front. But, what if you could go to class in your pajamas while lying on your couch? Dr. Michael DeMers is a geography professor at New Mexico State University. While he does teach in a traditional classroom, he also invites his students to join him in an online virtual world called Second Life. At least once a week, their avatars (digital versions of people) head to an island in this virtual terrain to review class notes. Host Scott Simon’s avatar paid a visit to this online virtual island to meet with Dr. DeMers, our Second Life guide. While there, Scott asked for a cup of coffee, but what he opened was a can of worms instead”.

4. Slippery Brick (USA) – VR headset mimics all five senses. “What you are looking at in the pic above is a virtual reality helmet that recreates sights, smells, sounds and even tastes from far-flung destinations. Created by British scientists, the device will allow users a life-like experience of places such as Kenya’s Masai Mara while never leaving home. You could greet friends and family on the other side of the world as though they were present in the same room. Previously, scientists have only had success with virtual reality technology recreating sound and vision. This helmet named the Virtual Cocoon could change all that.”

5. Money (UK) – Real Money Trading in a Virtual Environment – Virtual Items Can Lead To Immense Wealth (And Occasionally Death). “A virtual economy is generally taken as being the exchanging of virtual goods in a virtual world, just as it reflects how a real economy works in the Real World. However, there are times when the line between Real and Virtual economies can bleed together, when players exploit “virtual” goods in order to profit from their deeds in the “real” world. Here is an amalgamated list of some well-known (and perhaps some not so well-known) instances of where the line between “real” and “virtual” becomes a little too blurred for some.”

6. Campus Technology (USA) – Second Life: Engaging Virtual Campuses. “n the previous article in this series, Real-Life Teaching in a Virtual World, we looked at the state of Second Life as it pertains to higher education. There are so many schools represented that one could spend days exploring the college and university campuses. The ways they are used in the 3D online virtual world vary drastically, and how much and how well they are used appear to vary as well. First, the bad: ghost towns abound. Just as many corporations have created presences in Second Life with the approach of “if you build it, they will come,” some colleges and universities have done the same.”

7. Science Daily (USA) – Virtual And Real Worlds: Two Worlds Of Kids’ Morals. “Children’s moral behavior and attitudes in the real world largely carry over to the virtual world of computers, the Internet, video games and cell phones. Interestingly, there are marked gender and race differences in the way children rate morally questionable virtual behaviors, according to Professor Linda Jackson and her team from Michigan State University in the US. Their research is the first systematic investigation of the effects of gender and race on children’s beliefs about moral behavior, both in the virtual world and the real world, and the relationship between the two.”

8. The Guardian (UK) – Friendship studies reveal the power of pals. “A recent study from the University of Leipzig found that college freshmen were more likely to be friends with people they met in their first week at university if they had been randomly assigned a seat next to them in an introductory lecture. The happiness of our friends is infectious, according to researchers at Harvard and the University of California. In a study that measured the happiness of nearly 5,000 individuals over a period of 20 years, reports showed that when an individual was happy it spread through their network of friends, and their friends’ friends, and the measurable effect could last for up to a year.”

9. Accountingweb.com (USA) – Financial literacy moves to Second Life. “Ohio University and credit union industry leaders have launched a new educational video game that uses the virtual world Second Life to teach financial skills to young people. The game, Credit Union Island, is designed for high school students. Based in the teen grid of Second Life, a simulated world with millions of users, the game enables players to guide their avatars through real-life financial decisions such as taking out a college loan, making car payments and buying a home.”

10. Computerworld (USA) – No security reprieve from Blizzard’s Warden – Two good reasons to pass on MMORPGs in the office. “World of Warcraft (WoW) and other massively multiplayer online role-playing games (MMORPG) are the source of recent rumbling in the industry. The online gaming numbers are staggering, but the notion that a significant percentage of people is logging in from work is truly the stuff of executive nightmares. The impact from lost work hours and the legality of alternate-currency businesses or “gold pharming” are worthy of discussion, but the alarm is a bit misplaced. Games have been a staple of computer workers’ existence since J. Martin Graetz, Alan Kotok and others cooked up Spacewar! on a PDP-1 in 1961, and people have been exchanging virtual identities and goods for real money since the first multiuser dungeons (MUD) in the ’80’s. Such games will always be with us, and the further up the knowledge-worker ladder one goes, the seemingly more essential their importance for blowing off steam. Modern role-playing games aren’t my thing, but I’d much rather see a senior security officer ganking Blood Elves in a cathartic frenzy for 30 minutes on company time than losing her cool when cornered by a tightly wound executive in some postincident blamestorming session.”

Merged realities: events and issues for virtual worlds

1. Habbo Australia are hosting World Wrestling Entertainment®’s Batistaâ„¢ (nicknamed “The Animal”) tomorrow at 4:00pm AEST (Monday 9th March). This is a free event and the venue will be the ‘Opera House’ public room.

jokaydia

2. Australian educator Jokay Wollongong held one of her regular ‘Unconferences’ today and there’s some great notes and links from it here.

3. I receieved the following info over the weekend:

Researchers from the Seoul Women’s University Information Media College UX Lab (user-experience laboratory) in Seoul, Korea, are currently conducting positive research connected to “Impressions from 3D cyberspace.” We would like to invite anyone who active in Second Life to participate in our research.

We’ve done with applicants to make film to conduct a survey previously, according to 3 regions, Korea south, Japan and North America.
Now we are collecting people’s respond to questions with those videos we made with applicants. For driving people to our survey site. We will provide L$100 for each and every participants.

Weekend Whimsy

1. Second Life mars attacks!

2. France3d in Second Life

3. WOW – White Dreamscape (Snoman)

Realising a virtual worlds industry in Australia

Christian Salles, Olivier Lamirault, Serge Soudoplatoff, Jean Michel Billaut and Franck Bellido are five impressive individuals. All from France, they have played various roles in France’s technology sector (their full bios follow at the end of this post) and they intrinisically understand virtual worlds. One (Franck Bellido) developed his company’s Second Life island presence.

cli_french_delegation

Educational Consultant Lindy McKeown provides a tour for the visiting French group in Second Life

Over the past week these five have been on a mission to see how Australia utilises virtual worlds and it’s been quite a tour. They’ve spoken with key people at VastPark, NICTA, AFTRS, SLCN, ExitReality, Skoolaborate,CLI and Smart Services CRC to name a few.

In the few hours I spent with the team from France, I was struck by their passion for the subject and their obvious respect for the work being done in Australia with virtual worlds. It was also a stark reminder of Australia’s lack of broadband infrastructure when seeing their reaction to our broadband speeds, which makes achievements to date locally even more impressive in a lot of ways.

Sometimes it takes a collaborative occasion like this to really bring home the fact that Australia well and truly has a virtual worlds industry – one that attracts interest worldwide.

A big thanks to Mandy Salomon at Smart Services CRC for the invite to take part.

=========
The bios:

Christian Salles career in applied research spans 35 years working in France, Norway, Taiwan and Frankfurt with the banking conglomerate BNP Paribas. Mr Salles pioneered intranet technologies in 1996, overseeing 200 installations including that of Reuters. More recently, Christian created his own consulting firm, Back End Office and is a professor at Paris’ Dauphine University.

Jean Michel Billaut consults on technology and innovation at the highest level of government and industry. His career with the Euro bank BNP Paribus has included Senior Economist and ‘VP in charge of Communication’. He is currently their advisor on the Internet. Jean Michel has chaired the ‘Centre d’information et d’etudes sur le credit’, a research organisation on credit, savings and financial problems and since its foundation in 1993, chairs ‘Club de l’Arche’, a multi-disciplinary thinktank to exchange information and thoughts on the introduction of new information technologies and the communication in society. In 1983, Mr Billaut launched Atelier, the first financial telematics service in France, and is chief editor of ‘Journal de l’Atelier, a review on technologies and marketing for professional organisations. Jean Michel was amongst the first to implement BBS systems and launched one of the first websites in France, ‘Web de l’Atelier’ (1994). In 1998, he created Canal Atelier, France’s first video streaming channel. As advisor to the provincial city of Pau, Jean Michel oversaw the introduction of innovative internet services underpinned by an optical/wifi network of 100 megabits for 30USD /month. Between 1998 and 2002, Jean Michel chaired the ‘Digital Towns Association’ and is currently lobbying for a ‘new deal’ in Europe: to build a fibre optic infrastructure end-to-end all over Europe. Jean Michel has written widely on the net economy and holds degrees in economic science (PHD) and informatics. He was awarded the distinction ‘Chevalier de la Legion d’honneur’, by President Chirac for the promotion of the Internet in France.

Serge Soudoplatoff is the president and co-founder of Almatropie, an association devoted to the promotion of innovative Internet usage. As such, he continues a distinguished career on the leading edge of high technology. He has recently founded Commonbox, a company devoted to simplify money pooling, and make it more cooperative. He is a co-founder of the multi-national provider of pricing, rating & charging solutions, Highdeal. Prior to that, he was Director of Innovation for France Telecom, driving the telco giant’s work group defining Internet policy and action plans. As such, he launched projects on mobility and the Internet, corporate IP telephony, and the services and new economic models needed in the Internet age. Before joining France Telecom, Serge managed the innovation research centre in Paris for Cap Gemini. He also did research on speech and pattern recognition at IBM research labs in Yorktown Heights, NY, and spent several years as a university professor. He began his career as a geographical engineer for the French national geographical institute, doing image recognition and satellite positioning. Mr. Soudoplatoff is a former secretary-general of the French professional group, CP2i, comprising research organizations with the joint aim of promoting high tech innovation. Serge teaches Internet and strategy at Hetic, the school of the Internet, and at ESCP-EAP. He has an engineering degree (PHD) from France’s equivalent to MIT, Ecole Polytechnique, and is the author of “Avec Internet, où allons-nous ?” Le Pommier, 2004. (‘Where are we going with the Internet’) The book is downloadable. In addition to speaking fluent English and French, Serge is conversant in Russian.

Olivier Lamirault
Oliver has been working on eLearning solutions since 1992. As director of Ingenium, he is devoted to the development of Ingenium and building the Ingenium team. The objective is to maintain Ingenium as a leader in the field of e‐learning. Olivier designs and realizes the pedagogical engineering of Ingenium partners. He manages projects and monitors the production to ensure the quality and the relevance of teaching resources produced. Technology and pedagogy play an important role in its activity. The remaining time is devoted to developing relations with external partners.

Franck Bellido
Franck is the Flash and 3D developer of Ingenium. He is responsible for achieving the development of complex flash animations which required coding in the language action‐script. Franck also develops elements into 3D environments for Ingenium’s video production and illustrations. Franck develops VirtuaLearn, the Company’s learning and collaborative island in Second Life.

Previous Posts