AVWW 2008 – registrations open

The Australasian Virtual Worlds Workshop and (AVWW) is back again in 2008 and it’s looking like a fascinating two-day program. It’s being held at Swinburne University in Melbourne on the 28th and 29th November.

Keynote presenters include the New Media Consortium’s Larry Johnson, SLCN‘s Keren Flavell, Linden Lab’s Chris Collins and VastPark CEO Bruce Joy.

We’re proud to be a media partner for the event and will be covering both the real-world and Second Life proceedings. If you’ve got any interest in virtual worlds and education, health and business then think about registering.

The Watch – virtual worlds in the news

1. The Japan Times (Japan) – Need for reality checks. “The line between real and virtual worlds has become more confused than ever. Two weeks ago, a woman was arrested after “killing” her virtual husband who had divorced her in an online game called “Maple Story.” She was arrested not on charges of murder, but on charges of illegally accessing a computer and manipulating electronic data. She was taken to face real charges in Sapporo, where the real man whose “avatar,” or online persona, was “killed” really lives.”

2. Linux Insider (USA) – Virtual Learning and the Avatar Generation. “Online learning is evolving into much more than discussions via Blackboard. Today’s online learners are spending time engaged in discussions, meeting in virtual classrooms, and combining online and on-the-ground learning, even if they live time zones away from campus. In response, universities are adjusting their curriculum, learning expectations, and changing how instructors approach topics online. One major challenge, creating and maintaining learning communities in virtual space, is testing both existing and emerging online tools. Jeremy Kemp, assistant director of San Jose State University’s Second Life Campus, never meets his students. Instead, he gets to know them through their avatars. The first thing Kemp teaches his library science graduate students is how to do basic things, like how to share information without interrupting each other, how to outfit their avatars and how to deal with technology problems, like when one avatar is in and out of class as their computer crashes and reboots.”

3. London Free Press (Canada) – Gamers, at any cost. “We are stalking the mountainous terrain on our horse in this world of warlocks, druids, hunters and warriors. Thick purple clouds hang in the sky, blanketing the area and casting it into a permanent violet dusk. Lightning strikes fall around us. Here, in this virtual landscape, where relationships are formed through pixilated images on a computer screen and a few dashes of the keyboard send us into a language with its own dictionary, we have reached Level 70 of World of Warcraft – the most popular online role-playing game on the market.”

4. BBC News (UK) – Capturing the scents of warfare. “Video games use realistic graphics and sounds to create virtual worlds. Now researchers in Birmingham are adding smells to the experience to prepare soldiers for war.
I’m walking along an Iraqi street. I can hear the sounds of a crowd somewhere in the distance.
The call to prayer echoes around as I move towards the still-burning wreckage of a bombed bus. The smell of charred rubber fills my nostrils.”

5. Emirates Business 24/7 (UAE) – A virtual victory. “While crowds gathered at public rallies and millions of others glued themselves to cable news, many spent US election night online – and they had plenty of company this time around.
Across the internet, users were discussing, celebrating and bemoaning Democrat Barack Obama’s unfolding election victory inside virtual worlds, on social networking sites and liveblogs and in online games. Others used techno-savvy websites to share their individual voting experiences throughout the day. A motley crew of election voyeurs gathered to watch voting results pour in from across the country on a giant map inside Second Life, the online virtual world developed by San Francisco-based Linden Lab where pixelated avatars fly around and interact with each other. For months, volunteers have been unofficially campaigning inside the behemoth virtual world.”

6. Gamasutra (USA) – The China Angle: China Tries And Buys Social Gaming. “One of the things that people in the game industry say is that the industry is in some way recession-proof because games are viewed as a cheaper alternative entertainment than eating out and going to expensive clubs. Of course, one still has to buy the appropriate console and software, but on a dollar-per-hour measure, it is still cheap.”

7. Forbes.com (USA) – A Realer Virtual World . “For the large majority of Internet users, virtual worlds like Second Life remain a confusing landscape of empty buildings, failed marketing and furry strangers. But Joe Paradiso believes that virtual worlds could be more than an over-hyped gimmick. They just need a dose of reality. Paradiso, a professor in the Massachusetts Institute of Technology’s Media Lab, is working to create what he calls X-Reality or Cross Reality, a system designed to bring virtual and real worlds into a practical sort of alignment. With funding from Second Life parent company, Linden Lab, Paradiso aims to use sensors, displays and software to bring real-world data into virtual worlds and to integrate access to virtual worlds with real-world situations.”

8. PC World (USA) – Second Lifers Split on Linden Lab’s Open Spaces ‘Compromise’. “Linden Lab oversees one of the most successful social virtual worlds in existence, but it is still struggling with residents about how Second Life should be governed. Case in point: The debate over the use of “Open Spaces,” a virtual world land type that the company designed for residents to use for, common sense would dictate, open spaces like forests and water. As residents took advantage of the lower-priced land tier and over-developed and over-used the land, Linden Lab took exception at the increased CPU drain on their servers, and raised prices.”

9. The Daily Mail (UK) – Long live The King. “Next Thursday, I will be queuing at midnight in a line of people dressed as Orcs and elves, questioning what I’m doing with my life. I keep telling myself that I’ll be covering a milestone in the history of games – the launch of Wrath Of The Lich King, the long-awaited expansion for the online PC game World Of Warcraft. But in reality, like 11 million other people worldwide, I’ll be doing it because I’m a helpless addict.”

10. Dusan Writer’s Metaverse – Are Virtual Worlds Ready For Business? “When you think business in virtual worlds you think brands. The wave of polished yet mostly empty sims that followed the press infatuation with Anshe Chung’s mythic millions. And how the brands came and then slipped out into the night, the press flaks from Linden Lab and elsewhere calling the whole thing a brilliant experiment from which, heck, we learned a lot, that was the point really, this was never GOING to be the killer app of virtual worlds, keep your hat on folks, and by the way I have a sim for rent with a nice view.”

Weekend Whimsy

1. Knight Poderous Second Life

2. Digital Eyes Dance Fans

3. Haunted House: Report

SLACTIONS 2009: Call for Australian involvement

Last week I received an email from the organisers of SLACTIONS 09, an academic research conference to be held in Second Life. The focus is wider than Second Life though – OpenSim, Open Croquet, Activeworlds, Open Source Metaverse and Project Wonderland are also on the agenda.

The real-world aspect of SLACTION involves local chapters – currently those include Brasil, Hong Kong, USA and Europe. The organisers have invited Australian academic institutions or private research institutions from Australia and New Zealand to hold local physical chapters.

If you’re interested, email the organisers: info AT slactions.org or check out the detail on their website.

Gatheryn – MMO / casual world hybrid

A potential new MMO kid on the block for 2009 is Gatheryn, the first title under development by San Francisco based MindFuse Games. They state that genre-wise, Gatheryn is “very steampunk-ish, with a deep story and setting reminiscent of the Victorian period.”

Although it’s an immersive MMO, MindFuse see Gatheryn’s key difference as its casual gaming focus rather than long-term grinding through levels. There’s some real cross-over with casual worlds – each player receives their own virtual space (apartment) which can be customised along with their avatar. There’s also a number of payment tiers – from casual play options right through to “extended community building and exploration”. There’s also the usual MMO features like a marketplace for trading goods and skill mastery challenges.

Graphically, it’s certainly competitive:

We’ll follow Gatheryn’s development over coming months. You can register for news updates and future beta invites here.

The Big Spaceship lands

If you’ve been following Second Life, you’ll know usability issues have been key. As we’ve repeatedly rehashed here, 2008 was cited by Linden Lab as the year for improving the Second Life experience. There’s quite rightly been criticism of the number of issues outstanding with the user experience.

The tide may be turning on that front, with Linden Lab announcing the engagement of ‘interactive design agency’ Big Spaceship to improve Second Life’s ‘first hour’ experience.

Big Spaceship do have some form in the sphere, having played a pivotal role with the 30 Days of Night immersive game. There’s no firm timeframes for when we’ll see the improvements. Like any user interface changes, the challenge will be the get a balance between simplicity for new users and the more complex needs of longer term Second Life residents. Hopefully they’ve already had a browse of some great innovations already created by Second Life residents.

If you’ve got your own suggestions – add them on the Second Life forum thread devoted to the topic.

Rezzable scale back Second Life presence

Rezzable are arguably one of the most dynamic and innovative content creators in Second Life – a reason we’ve covered their new builds over the past 18 months. Today on the Rezzable blog, CEO Jonathan Himoff (SL: RightAsRain Rimbaud) announced a scaling back of Rezzable’s presence due to the OpenSpace pricing issue. Himoff is quite emphatic on the specifics:

We are very concerned that the Second Life economy from our perspective (not the 67% of growth part that CEO Mark Kingdon sees) is flat and this “void crisis” will have a very negative effect on non-land and non-porno sales inworld. We further, are not convinced, that Linden Lab is doing anything constructive to 1) keep people inworld or 2) market/promote SL to attract new users. Recent announcement from LInden Lab indicate that the company is focusing on enterprise and government markets were it sees better potential.

The Rezzable creations about to be deleted are The Cannery and The Dump – so check them out while you can. Losses like this are nearly always a shame, particularly builds of this quality.

Picture courtesy of Rezzable’s Flickr Group and thanks to Pavig Lok for the heads-up.

Metaplace: beta impressions

We first mentioned Metaplace over a year ago, and that year has been spent working toward a public beta. In the past week I received a beta invite and I’ve spent a number of hours using Metaplace. Overall, this is one impressive virtual world platform with enormous potential. It makes offerings like Google Lively seem just a little underdone to say the least.

My impressions of Metaplace so far:

1. Orientation as it should be

Any virtual world lives or dies on its initial impression to new users. Metaplace have obviously learnt from the mistakes of competitors by providing a highly integrated sign-up process. It looks slick but it flows nicely as well. The ‘Metaplace Hub’ is the central gathering point and it’s easily accessible at all times given the ever-present web interface.

2. Content creation is king

Second Life is arguably the best platform for unique content creation. Metaplace has some significant parallels but with a much simpler interface. From observing some of the chat amongst beta users there’s a lot more under the hood than initial impressions, but that simplicity is great for the inital learning curve. The tutorials are well integrated and The whole creation interface reminded me strongly of The Sims. For me the standout is the ability to directly import textures (tiles) from either your hard-drive or via a web image search courtesy of Yahoo – the imported images then merge seamlessly into your overall library.

Building structures is also fairly self-explanatory, with good preview functions. For users where content creation isn’t second nature, the interface will help them get started and hopefully more motivated to take on the deeper learning curve. Scripts, plugins, sprites and sounds are the key components you have to play around with once you’ve got a little more familiar with things. I’m no scripter so it’s hard to know how much complexity is built into the scripting options.

3. It has rewards hooks

From the moment you sign up to Metaplace, you start earning badges for standard activities like rating another user’s world or sending a private message. Metacreds are the currency of choice and they can be used to purchase virtual goods for your world. I don’t want to be repetitive, but the integration of the rewards gets a thumbs up. I also enjoyed the fact the rewards weren’t intrusive – it’s more an added bonus.

4. The user community is strong

Although by its very nature a beta means a smaller community, the one that exists seems strong. In the half dozen times I’ve logged in for an hour or so, there’s a constant stream of chat – mostly people answering questions from newer users on more complex content creation tasks. The web interface makes keeping in touch easy and a fairly standard ‘friends’ functionality exists.

5. Great Web / 3D integration

I’ve mentioned the integration aspects a few times, and with good reason. Because Metaplace runs within a standard web browser (I’ve used it successfully on both Firefox and Safari), it makes accessing the world so much simpler than say Second Life. Of course, there are trade-offs for that simplicity such as the graphical complexity of the world and arguably the degree of scripting that can occur. On the up-side, there’s good social networking tools, including the ability to follow any other user’s discussions via an RSS ‘Metastream’.

Another notable for Metaplace is its speed. Initial login takes around the same time as Second Life – the same for movement between areas. Managing private messages, rewards, profile info, avatar customisation and accessing tutorials all occur from the 2D web interface. It’s plain easy to use.

The sum up

The work put in by the Metaplace crew over the past year is really apparent. As a beta version, this is already an impressive virtual world platform that provides some meaty creative options for casual users that don’t want to spend days or weeks creating their space. If you haven’t signed up for a beta invite, consider doing so if you’re looking for something new in the virtual world space. If Metaplace had reached this stage of development 12-18 months ago, their success would have nearly been assured. In the explosion of new worlds under development now, competition is much tougher. That said, the quality of this offering is likely to win a lot of hearts and minds in the casual worlds space, whilst still intriguing the more hardcore content creator.

What do you think? Is Metaplace the sort of world you can see yourself spending significant time in? Does it open up options that other worlds currently can’t?

World of Warcraft polled on Obama and McCain

Humour is the intent of this video, and there’s certainly some funny sections. It also does again show the potential power of virtual worlds as a political platform.

If you don’t have time to watch – Obama polled 62% across the whole Azeroth population, with McCain been favoured by Alliance whilst Obama is the pick of the Horde. It’s been a popular video to watch: more than a quarter of a million views in the few days it’s been available.

The Watch – virtual worlds in the news

1. Marketing Week (UK) – Second Life appoints new Euro chief to boost business. “Second Life, the virtual world, has appointed Clare Rees to the new role of European marketing director. Rees will be responsible for boosting activity on the online platform, including adding more members and encouraging more businesses to use the virtual world as a promotional tool. She joins on October 31.”

2. The Times (South Africa) – Virtual worlds are coming to businesses near . “You’ve probably heard someone in your organisation argue that virtual worlds are the next big thing and that your company had better figure out how to use them before rivals do. At which point you may have thought: “Who’d do business in that terra incognita?”

3. ScienceDaily (USA) – Researchers Find New Way Of Measuring ‘Reality’ Of Virtual Worlds. “A research team, led by North Carolina State University’s Dr. Mitzi M. Montoya, has developed a new way of measuring how “real” online virtual worlds are – an important advance for the emerging technology that can be used to foster development of new training and collaboration applications by companies around the world.”

4. The Guardian (UK) – Elevator Pitch: Myrl builds bridges between virtual worlds. “Myrl is setting out to add a bit of ‘joined up thinking’ to virtual worlds, building a ‘social gateway’ that links competing worlds with the web, and with social networks. Founder and chief executive Francesco D’Orazio, who has a PHD in new media and sociology from the University of Rome, describes the concept as ‘outeroperability’, and says the ultimate goal is to turn the series of different virtual environments into one integrated playground.”

5. Forbes.com (USA) – Making Virtual Worlds Portable. “It’s just another day at work. You’re bored, unmotivated and have a few minutes to kill before lunch. You make your way over to Facebook, where you’re able to jump straight into the virtual world of your choosing–say, “Second Life”–without launching an application. You wander around the world, perhaps buy and sell a few virtual items, before jumping back to your profile page to see who’s left you a Wall post.”

6. Linux Insider (USA) – Virtual Training for Disaster Response. “A groundbreaking training tool for the global energy industry which uses virtual worlds to simulate potential disasters is attracting significant interest within days of its launch. The technology has been developed by Second Places, which has a base in Aberdeen, Scotland, and specializes in creating presences in online virtual worlds for corporate clients.”

7. iReport (USA) – Anger and Frustration Continue In SL. “Well when I posted my first article about the dramatic price increases for Openspace sims, I thought I would wait a couple of days to see what impact there is in the virtual world. It’s plain to see that feelings are running so high inworld that there is a very unhappy portion of the community that now feel alienated from Linden Labs. Albeit that the Lindens are keeping a close eye on the forums and trying to answer all they can on their Website at SecondLife.com. I find it hard to believe the reasons they give for the increases.”

8. CNN Money (USA) – Protest Threatens Linden Labs Profitability. “The denizens of Linden Lab’s virtual world Second Life are a passionate lot, so when the San Francisco company recently announced a steep purchase and maintenance fee increase on popular regions of their virtual land, sign-waving avatars were soon gathered outside Linden’s SL office, in protest. Some even set themselves on fire. There have been protests like this throughout the world’s five-year history, but without a competing virtual world offering all the unique features of Second Life, angry customers have largely stayed put, despite their grumblings.”

9. Gizmodo (Australia) – Things Virtual Reality China Will Not Prep You For (And What You Can Do Instead). “The U.S. is injecting a good $US1.25 million into a new “virtual training ground” for American diplomats who plan on working in China called “The Second China Project.” It’s a pretend city in Linden Lab’s Second Life that purportedly will help almost-expatriots get used to the environment in the world’s most populous nation. While some of the training activities sound useful (for instance, what to give as a gift, how to seat guests), as someone who’s lived in this country for years, I can tell you there are things that diplomats should get ready for that the virtual world doesn’t even seem to touch on.”

10. The Inquisitr (Australia) – Is Second Life screwing its users? Second Life, the once highly hyped virtual space has dropped from the radar this year for many. And yet for the lower coverage, the Second Life universe has continued, with new peak concurrency rates, and a loyal user base going on as they’ve always done. But lately, things are not great in Second Life. The company has slowly shifted its focus to high yield business services such as teleconferencing and the private “Second Life Grid” while giving less attention to its existing users. To make matters worse, Linden Lab has increased monthly fees for some users by 66%, resulting in large scale protests within Second Life itself.”

Previous Posts