Second Lie: costume etiquette and primadonna management

It’s time for the first of what hopefully becomes a regular Q&A segment with our new resident agony aunt, Second Lie. It’s all about sharing insights, finding common ground and a healthy dose of cynicism.

Remember, if you want to get your own slice of wisdom, you just need to contact us and we’ll forward your question on. Pretty much any issue is up for discussion, as long as it’s legal and potentially interesting!

It’s a win-win-win scenario: you get enlightened, Second Lie gets to spread his love and magic and we get to fork out money to Relay for Life. Does it get any better than that?

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Dear Second Lie,

A nightclub is having a Costume Contest this evening, so I went to a store and purchased a nurse costume. But SL said there was a “security error” with the transaction so my money is gone but I got no outfit.

So I went to a different store and purchased a nurse costume, and I waited “up to 15 minutes” (as directed) for SL to complete the transaction, but it never did, so my money is gone and I got no outfit.

So now I’m broke, so I went to XStreetSL to get a free costume, but the FREEBIES category doesn’t permit word-search.

Tell me, Second Lie, when you need a new outfit within the next 15 minutes, what do YOU do?

Thank you so much for your expertise!

Sincerely,

Second Life Addict & CoDependent

Dear Second Life Addict & CoDependent,

First off, congratulations on getting the last names of Addict and CoDependent.

We’re proud of our limited-release Mental Health Awareness Month names, which not only highlight many popular disorders out there in the real world, but they provide fair warning to anyone crossing paths with these headcases.

(I was going to get CoDependent myself, but you weren’t around to tell me if it was a cool idea to get one. Do you think it’s a good idea to get one? I’m not sure, maybe it is, I don’t know, what do you think?)

Anyway, we’re awfully sorry about you not getting your product and losing your Lindens as a result of the mussed-up transactions, but here’s a bit of friendly advice: don’t buy anything unless there’s been an “In-World Issues” post to Twitter by @SecondLife. Then, when they give the all-clear, it’s going to be safe to buy things for a few hours until the whole system comes crashing down again.

Getting this advice now won’t help you with your immediate predicament, for certain, so how do we get you an outfit lickety-split that will for-certain win you the contest?

Well, when it comes to getting dressed in a hurry, never underestimate the power of copybotting. Hop over to another party that’s just finishing, rip the winner’s clothes right off of their back, and head over to your party. Sure-fire way to win, even if it puts you on every wanted poster at the Lab.

Next, there’s always The Library… a little mix-and-match, a few impromptu clothing layers, and you’re got Cardboard Robot-Headed American Flag Faced Girl Next Door, Snowy Gamer Guy Skull-Headed Fireman, Punk Grass-Shirted Businessgirl Furrytail, and Man Made Of Old Wood Who Likes To Glue Lots Of Torches To His Body. The possibilities are endless!

Fifteen minutes is a little short notice, but there’s always an ex-Mentor at the Orientation Islands wandering around, grousing about how they got screwed over and lost their Linden Scouts Toadying Badge. Just repeat “A/S/L” and “I need a job” enough, and they’ll drop an outfit folder on you that they’re prepared for newbies. (Which is also full of advertisements and landmarks for their store – the REAL reason why most content creators joined Mentors, you know.) Do it enough, and one will accidentally drop some actual decent stuff… wear that and teleport over to the party!

Last but not least, who is this party being thrown by? If it’s the Lindens themselves, then it doesn’t matter what costume you wear because you’ll look far more cool and flashy that any of them on the grid. Have you seen what some of these lazy bums are going around wearing? Heck, the creator Philip himself goes around with that creepy spiked hair and blingy codpiece. If he’s there, you’ll look dashing and magnificent by comparison if you’re wearing just a plywood cube!

Good luck with the contest, and remember: I get 25% of your winnings.

Love,
SecondLie

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Hello Second Lie,

I work in SL as a producer of a TV show called “Live n Kickin” for Treet.TV.   It is about live performance and is filmed all across the grid, sometimes venues but usally not.  We try to match up our performers with locations that we feel suits their music or personality or just looks fantastic and would make great machinima to watch while they perform.   Sometimes there is a struggle of visions for the show – our production company has one vision and the artist has another, and they are usually quite opposite of each other and meeting in the middle can be next to impossible. They want  to stand and sing on stage at Carnegie Hall and we want them in a empty wherehouse or on the deck of an aircraft carrier because we know how great it will look on film.

My question is: what would be proper etiquette  here when we don’t meet eye to eye?  Tell them to shut up and ‘trust us we know what were doing’?  Go along with what they want even though we  don’t like it? Something else?  Remember, no-one really wants to tune in to see a musician standing there playing the guitar or whatever for 30 mins on UncleFrodo47 Tipmongers  lil venue stage over at live-music-is-awesome sim, or they would not watch the show they could just listen!

Delinda

Hello Delinda!

Ah, yes. It’s always the struggle between the performer and the producer trying to bring out the best of that performer for the medium, isn’t it?

My advice to you is to let the whiny baby prim-adonna performer have their way. I mean, they know best, right? They’re performing in Second Life, not some coffeeshop or bar or biergarden or county fair or Carnegie Hall or somewhere they actually might get some press for their absent talent.

Fuel their delusion with apparent submission to their experience and wisdom. Concede to them on every point. Give in. Yield. Let them believe that they actually have potential and talent when you know they’re just a washed-up hack or a deluded fool craving fame like a cat craved catnip-filled socks.

On the evening of the performance, they’ll get rezzed on a stage made of Old Wood textures and sploders and cheesy speaker stacks. They’ll struggle with the microphone poseball and end up leaning back and forth like a pathetic Chuck-e-cheese animatronic, covered with pizza-vomit from frightened birthday kids.

It doesn’t matter. Let them have their way. Heck, their pathetic fans will still come and hoot and holler, even if the stream’s set to NPR news stories.

Meanwhile, fire up a second session with the -multiple flag and get over the kick-ass location you’ve busted your hump to find. Fill it with all your best-looking friends, and then have someone work up an alt with the best guitar-playing animations you can find. Unlike the performer, your friend will be able to sync the animations to the music, stopping when the music stops and switching from gentle strumming to hard long windmill loops.

Obviously, the show to film will be the “shadow” show you’ve arranged. (It’s not like those prim cameras actually have film in them, right? Ha ha!)

Sure, there’s always risk of your deception being caught before you get the episode in the can. The performer might ignore your warnings to ignore requests for teleports, they may have such a huge ego that they’ll want to watch the show on another window, etc. But if you assume that they’re barely able to afford a clunky desktop and a dialup connection, they
shouldn’t be able to handle much more than just the stream and a minimized SL window on Low.

Once the show is over, tell the performer what you’ve done, and if they don’t want to look like a total jackass they’d better keep their trap shut
and play along with the ruse.

Oh, and while you’re at it, here’s a services contract to sign for the new awesome-looking avatar outfit and the animation set… sign here… and here… and then here…

Ah yes. A star is rezzed.

Keep rocking in the freebie world!
SecondLie


Merged realities – events and issues for virtual worlds

1. As mentioned previously, Deakin University’s Jon-Paul Cacioli is conducting a study on body image in virtual worlds. He needs around 300 males to complete the survey, and to date has received over 100 responses. If you have time, please take the survey.

2. If, like me, the idea of a Lego MMO appeals like hell to you, it’s not too late to sign up for the closed beta.

3. Don’t forget our newest Columnist, Second Lie, is waiting for your questions.

4. Edward Castronova has a fascinating post over on Terra Nova covering his evolving thoughts on role-playing, the intrusion of monetary transactions and ‘the magic circle’.

5. 3D world development platform Unity has reached 100 thousand registered developers.

6. Tateru Nino has a great post on intellectual property rights over at Massively.

7. Have you joined the Metaverse Aid team yet?

8. Frenzoo continues its evolution with addition of Facebook Connect for new users (with current users receiving that access soon) and a new ‘mini-machinima’ feature.

Problem-based learning in Second Life: new resource

Another cross-pollination from sister-site Metaverse Health

A comprehensive new resource has been released by the UK’s University of Derby and Aston University, Titled Best Practices in Virtual Worlds Teaching: A guide to using problem-based learning in Second Life, this 40+ page publication covers a lot of ground in an easy to understand way. It’s available as a free download of a little over 6MB in PDF format.

The pivotal section for me is the one on making problem-based learning work in Second Life, with the succinct message being:

The possibilities for education within Second Life are limitless and one must be careful not to use this resource for the sake of it. Any teaching resources provided within Second Life must be embedded within traditional learning methods and fulfil a direct need within the course. Simply using Second Life for the sake of it will require time and effort from students and staff that is unwarranted and provides no additional benefit. There must be a direct applicable benefit to the material contained within Second Life, so purpose-driven use is advised rather than speculative-use.

As I’ve mentioned previously, the documentation of teaching methods in virtual environments continues to improve, and this document provides a superb overview for those new to the approach. From a health viewpoint, some good examples of Psychology projects undertaken in Second Life are given.

Thanks to Virtual World Watch for the heads-up

The Watch – virtual worlds in the news

1. ReadWriteWeb (USA) – Kids on The Web: Are They Satisfied With Virtual Worlds and Games? “For kids under 12 years of age, entertainment websites and virtual worlds are all the rage. My 8-year old daughter plays ToonTown a lot. Club Penguin and Moshi Monsters are also popular in this demographic. But are these types of sites fulfilling the potential and talent our kids have with technology? In order to help us answer that question, we’re asking those of you who are parents of a child aged 12 or under to do a short survey accompanied by your child. With this survey, co-hosted by Boston research firm Latitude, we’re hoping to discover what kind of web apps kids want but don’t necessarily have right now.”

2. VentureBeat (USA) – New Zealand’s MiniMonos raises $550,000 for kids virtual world. “Virtual worlds aren’t exactly fashionable these days. They went through a hype cycle when everyone predicted that we’d all be living virtual lives in online worlds like Second Life. Now our expectations of them are more down to earth — but new virtual worlds continue to pop up. MiniMonos is the latest. The Christchurch, New Zealand-based company has raised $800,000 in New Zealand dollars ($550,000 U.S.) for a virtual world for children.”

3. Inside Higher Ed (USA) – ‘The Warcraft Civilization’. “Virtual worlds have been making headlines in higher ed for a number of years now. From The Sims to Second Life, all-encompassing video games have caught the attention (favorable or otherwise) of faculty and administrators as well as students. But it’s safe to say that few have explored virtual realities with the fervor of sociologist William Sims Bainbridge. Bainbridge — who is currently co-director of Human-Centered Computing at the National Science Foundation and adjunct professor of sociology at George Mason University — spent over 2,300 hours (that’s more than a year of 40-hour work weeks, if you’re counting) playing World of Warcraft as part of the research for his latest book, The Warcraft Civilization: Social Science in a Virtual World (MIT Press). Bainbridge spoke to Inside Higher Ed via e-mail, discussing what he’s learned from and about virtual worlds — and the vast potential they offer for future research.”

4. Wall Street Journal (USA) – Zynga To Buy Social Gaming Developer Serious Business. “In just two-plus years, social gaming is proving to be a lucrative business for Internet start-ups, particularly for the largest maker of these games, Zynga Inc. The San Francisco company, founded in 2007, has put some of the $180 million it raised in December to work, acquiring smaller and younger rival Serious Business Inc., also backed by venture capital. Terms of the deal weren’t disclosed. Zynga, whose popular games include “FarmVille” and “Mafia Wars,” is the oldest in the nascent social-gaming industry and also the largest with more than 235 million monthly users. The company is reportedly generating upwards of $250 million in revenue per year. It also develops games for Apple Inc.’s (AAPL) iPhone. Its two biggest rivals are Playfish Inc., which was acquired by Electronic Arts Inc. (ERTS) for $300 million in November, and Playdom Inc., which a day later raised an unusually large $43 million first-round of venture funding. Playfish was founded in 2007 like Zynga and has more than 49 million monthly active users, while Playdom, which has said it’s profitable, was formed in 2008 and boasts 25 million monthly active users, according to Appdata.”

5. Psychology Today (USA) – Cool Intervention #2: Virtual Reality. “Get ready for Avatar-meets-Xbox-meets-Freud’s-couch as techies like USC’s Skip Rizzo usher psychotherapy out of the 1980s and into the information age. Just in time to become one of the Ten Coolest Therapy Interventions. When it comes to technology, psychotherapy has woefully trailed the other sciences. Biology, physics, chemistry, engineering and other “hard sciences” pounced on each technological advance to squeeze every last kilobyte of data from the research. For years their supercomputers thundered away while psychology gingerly tapped at a Commodore 64. Geophysicists studied paleomagnetism using an arsenal of techno-gagetry and we hand-scored Rorschachs with our trusty slide rule and abacus. In a field that takes pride in its progressive thinking, psychology was largely comprised of Luddites. Until now.”

6. Mashable (USA) – Glitch: Flickr’s Stewart Butterfield Explains His Ambitious Online Game. “Flickr co-founder Stewart Butterfield and five other former Flickr employees are joined by one Digg alum, one games expert and several freelancers in Tiny Speck, a company that’s working on an online game that has a shot at rebooting the stagnating massively multiplayer online game genre. The 2D game — called Glitch — incorporates beautiful illustrations and cutting edge game mechanics, but its most interesting features are its social aspirations and the lessons it learns from the web that its founders mastered at their previous gigs.”

7. Gizmodo (Australia) – Apple Patent Shows A 3D Virtual World For Buying Their Goods In. “There was a time, before Avatar, when 3D meant crummy virtual gaming. A recent patent granted to Apple shows they are (or were) considering a 3D virtual Apple Store – a more welcoming way to shop for Apple products.”

8. The Sunday Leader (Sri Lanka) – Avatar As America’s Political Unconscious. “When one watches James Cameron’s Avatar one is tempted to dismiss it as a special effects film with a very traditional plot. After all, what is new about a story that tells you about a hero, Jake, a paraplegic war veteran, who leads a resistance against bad Americans? The film uses some hyper-romantic version of primitivism to talk of a better world. The simple, nature-connected natives are good; the technologically-advanced, materialistic Americans are bad. The bad Americans want to conquer the resources of the planet Pandora, and when the natives get in the way of this they must be pushed out or exterminated.”

9. TechCrunch (USA) – In English-Crazy China, 8D World Teaches Kids To Speak In Virtual Worlds; Lands A Deal With CCTV. “In China, learning spoken English is giving rise to a huge and growing market. For instance, in addition to English classes in public schools, parents send their children to about 50,000 for-profit training schools around the country, where English is the most popular subject. Instead of American Idol, on CCTV, the national government-owned TV network, they have the Star of Outlook English Talent Competition. This is possibly the largest nationwide competition in China. Last year, 400,000 students between the ages of 6 and 14 took part in it.”

10. Virtual Worlds News (USA) – Weopia Launches Dating Virtual World. “Virtucom announced the launch of its entrance to the virtual worlds space today: Weopia, a virtual world aimed at bridging the gap between meeting someone through an online dating service and then meeting in the real world. Unlike Utherverse, which looked to partner with sites like Flirt.com, Weopia stands alone–something that may be an extra hurdle in the way of users downloading the software. It sounds, though, like Weopia envisions itself as related to other sites: users pick the person they want to chat with in the virtual world and share a link to their private space rather than mingling with strange avatars. Matches occur elsewhere, and meetings occur in Weopia.”

Introducing: Second Lie

Second Lie is arguably one of Second Life’s most interesting people. I’ve run across him a few times over the past three years and every time found him to be mightily amusing, as well as having some great insights on everything Second Life. I can’t tell you a lot more except that he’s based in the United States and makes some pretty impressive content in Second Life.

In recent weeks I asked him if he’d be interested in writing for The Metaverse Journal and he’s kindly agreed.

On a regular basis, Second Lie will answer any question you may have on Second Life. Whether it’s negotiating the etiquette of personal relationships in-world or the potential pitfalls of becoming a Second Life entrepreneur, Second Lie will do his best to simultaneously enlighten and entertain.

Here’s how to get started: just use our contact form, which contains an option to select ‘Submit a question for the Second Lie column’. We’ll forward every question on and we’ll publish responses in groups each week or fortnight depending on volume.

Even better, you’ll be helping to fund Relay for Life. Each time a group of responses is published, Second Lie has requested his payment go to that rather than his pocket. A funny, intelligent columnist with a philanthropic streak: does it get any better?

If you want a taste of Second Lie’s approach,check him out on Twitter. Start submitting those questions so the fun can begin!

Medical education in Second Life: it works

(This story originally appeared over at Metaverse Health)

The Journal of Medical Internet Research has published a study on the outcomes of a a pilot postgraduate medical education program at the Boston University School of Medicine presence in Second Life.

You can read the full paper here, but the synopsis of the study is:

1. Fourteen physicians participated in the pilot, with twelve providing feedback.

2. The learning exercise was related to Type 2 diabetes, with participants surveyed on any change in confidence and performance, as well as attitudes toward the virtual learning environment itself.

3. Confidence increased after the Second Life event, in respect to selecting insulin for patients with type 2 diabetes, initiating insulin and adjusting insulin dosing.

4. There was an increase to 90% (from 60%) of participants initiating correct insulin dosages.

5. The percentage of participants who provided correct initiation of mealtime insulin increased from 40% to 80%.

6. All twelve participants surveyed agreed that their experience in Second Life was an effective method of medical education.

7. All twelve also agreed that “the virtual world approach to CME was superior to other methods of online CME, that they would enroll in another such event in SL, and that they would recommend that their colleagues participate in an SL CME course.”

8. Two of the twelve disagreed with the statement that Second Life provided a superior to face-to-face option for continuing medical education.

The take-home message? Nothing new really: virtual environments can be very useful for education. The small sample size is obviously worth noting. Additionally, I remain amazed at the positive feedback garnered for education sessions held in Second Life given the rudimentary aspects of the platform itself i.e. the need to type responses in chat and viewing what’s essentially a Powerpoint presentation (as shown in the picture above). That’s not to take away from the work the University of Boston have done, it’s just one key aspect for future studies: how much of the positive feedback on virtual environments is the ‘wow’ factor experienced by newer users versus the well-established data on immersion and its benefits?

Another key point for me was this:

Our search of English language peer-reviewed publication databases did not identify any formal evaluation of the educational effectiveness of health professional training in SL or other virtual worlds.

Studies like this one are helping to address that gap, but there’s plenty more to be done. What’s fairly certain is that work is underway and within 12-18 months there’s likely to be a significant body of work pointing out the opportunities and challenges virtual worlds present for health-related training and education.

The Watch – virtual worlds in the news

1. The Register (UK) – Oracle: destroyer of virtual worlds. “Another of Sun Microsystem’s almost-practical projects for Java has been shuttered now that Oracle holds the purse strings. Project Darkstar, an open-source application server catered specifically for massively multiplayer online games, will no longer receive Snoracle funding. The news was announced yesterday with a post to the Project Darkstar community forum. Loosely, Project Darkstar is open-source middleware written in Java aimed at helping developers create massively scalable persistent virtual worlds. The project later expanded its aim to include social networking applications as online ventures are wont to do these days.”

2. CBC News (Canada) – New online payment system takes cash for virtual goods. “New startup company Kwedit Inc. is making it easier for users of free online games like Farmville who don’t have credit or debit cards to pay for the virtual goods sold in such games using cash or third-party payments. The California-based company on Thursday launched a payment system called Kwedit Direct that allows users in the U.S. to pay for their digital purchases after the fact by mailing in cash, paying the bill at a 7-Eleven store or getting a friend or family member to pay on their behalf through a social payment network called Pass the Duck.”

3. Gamasutra (USA) – Sci-Tech Firm Buys Forterra’s OLIVE Platform For Virtual Training. “Several weeks after Forterra Systems reportedly laid off almost half its staff and rumors of a possible acquisition began to spread, Science Applications International Corporation (SAIC) has revealed that it has purchased Forterra’s On-Line Interactive Virtual Environment (OLIVE) product line, including all names, trademarks, and licenses. Neither Forterra — formerly a spinoff of still-in-operation virtual world There.com — or SAIC disclosed financial terms for the purchase. OLIVE enables clients to deploy persistent and secure 3D virtual environments where users can collaborate, train, learn, and interact in real-time with avatars. The software platform supports virtual world implementations in healthcare, financial services, energy, transportation, retail, government, and higher education markets.”

4. VentureBeat (USA) – Vivox raises $6.8M for voice chat for online games. “Video game voice-chat provider Vivox is announcing today that it has raised $6.8 million for its business of providing voice services for online games, virtual worlds and social networks. Vivox ustomers include CCP Games, Electronic Arts, Gaia Online, Hi-Rez Studios, Linden Lab, NCsoft, Nexon, Realtime Worlds, Sony Online Entertainment and Wizards of the Coast. While others provide voice-over-Internet-protocol voice services in games, Vivox focuses on providing a managed service.”

5. NPR (USA) – The Technology Paradox: It Separates But Unites. “In filming at the IBM offices in Westchester N.Y., we were astonished to find the huge, slick office park almost deserted. We learned it was a byproduct of the fact that so many IBM employees telecommute from home or hotels. In fact, now, IBM is shifting a significant portion of their internal meetings into virtual worlds like Second Life, giving their employees another excuse not to come into the office. A couple of those employees told us they find virtual worlds like Second Life to be much more human and intimate than video conferencing or phone calls. A group of avatars sitting around a virtual conference table can share a joke, grab a virtual cup of coffee or divulge a virtual secret.”

6. Security Director News (USA) – Virtual worlds on the horizon for security. “Virtual worlds and augmented reality are not just the stuff of the gaming world anymore. “A lot of this technology isn’t as futuristic as we think, it’s upon us now,” said Frank Yeh, senior security and privacy architect at IBM, who delivered the keynote address at TechSec Solutions Feb. 1. Further, there’s tremendous potential for this technology to harness data in new ways and really change and improve the way physical security systems work, he said. Want to do facial recognition using your iPhone?, Yeh asked. You can download an app, called TAT, which does just that. It not only recognizes faces, information about the person appears in dialog boxes floating around that person’s image. How about attending a “virtual meeting” with colleagues who are located in cities around the world? Yeh showed a demonstration of Cisco’s Telepresence, which he called “a phenomenal technology” that will save businesses money be allowing them to “tranport bits not bodies, in the future.” One of the coolest things about telepresence technology, he said is that “it offers you things that you can’t do in a face-to-face meeting.”

7. The Escapist (USA) – Virtual Egg Sells for $70,000. “The hidden virtual worlds out there never cease to amaze, with virtual items and property in MMOG Planet Calypso selling for enormous amounts of money. First Planet Company, a subsidiary of MindArk that runs MMOG Planet Calypso, has announced that an in-game item called the Atrox Queen Egg recently sold for $69,696. That’s in real dollars, not virtual currency. I say again, and this is not a joke, somebody bought a virtual egg for $70,000.”

8. Virtual Worlds News (USA) – Arbopals, Infinite Spaces Developing Tree Virtual World. “Arbopals and Infinite Spaces, the Virtual World Design Centre at Loyalist College, have partnered to create a tree-themed virtual world for kids aged 5-10. The site is now in beta, and the company has promised to plant a tree for every avatar created in the virtual world’s beta, up to 1,000 avatars. “Every kid these days is an environmentalist,” explained Peter O’Brien, President and CEO of Arbopals. “I have a daughter who is 13, and she, like all her friends and everyone from the age of about 5 to 20 is a real environmentalist. They understand global warming, they get that the world needs help, they understand the importance of trees and how trees clean our air and water. If anything, the kids are even more enthusiastic about the environmental hook of Arbopals than their parents.”

9. Information World Review (UK) – The wonders of a virtual world. “Want to look round the Egyptian pyramids or view Stonehenge from any angle? Well, there’s an app to do just that. No, it is not an iPhone application but a freely accessible interactive website called Heritage Key. Historians, archaeologists, academics, researchers and anyone interested in exploring ancient civilisations and monuments from the comfort of their homes now have a web-based resource to let them do so. Heritage Key, from Rezzable, offers visitors a 3D reconstruction of historical sites, excavations and monuments. Users can join live online lectures, ask questions, post on discussion boards and conduct their research.”

10. The Daily Star (UK) – Doctor Who Enters Computer Game World. “THE BBC is turning Doctor Who into a computer game. Bosses want to cash in on the show’s huge popularity by taking the Time Lord into the new market. Until now they had held off from making a game based on the show, only allowing the release of the Eidos game Top Trumps: Doctor Who in 2008. But Dave Anderson, head of multi-media development at BBC Worldwide, said: “We are having discussions about a variety of ideas around Doctor Who that are complementary to each other rather than in competition, including boxed product console games, virtual worlds and other experiences.”

Merged realities – events and issues for virtual worlds

1. One of Second Life’s most innovative content creators, Ordinal Malaprop, has shuttered his business. Find out why.

2. Forterra have had some business challenges over recent months including laying off staff at the end of 2009. Their OLIVE virtual environment has been bought out by the Science Applications International Corporation. All the details here – this will hopefully be a positive outcome for a virtual environment under somewhat of a cloud.

3. Twinity continues its expansion with a growth in Virtual London: “These areas will include famous buildings and monuments, from the Houses of Parliament, Buckingham Palace to the Millennium Bridge, and the Trocadero. With this, Virtual London, will have grown to the east and south of its present spread, while also marking a foray across the virtual Thames.

4. Virtual World Best Practices in Education 2010: the call for presentations has gone out. Their website contains all the information you need.

5. The University of WA have announced the finalists of their Machinima Challenge. You can read all the details on the excellent UWA in SL blog, but here’s the list of finalists:

MASTERDARK FOOTMAN, Dallas, Texas, USA
The Heart of UWA

COLEMARIE SOLEIL, Florida, USA
UWA Machinima Challenge

PYEWACKET BELLMAN, New York City, USA
University of Western Australia in Second Life

CHANTAL HARVEY, Maastricht, Netherlands
University of Western Australia in Second Life

CISKO VANDEVERRE, Berlin, Germany
SEEK

SOPHIA YATES, Lancaster, Massachusetts, USA
The Challenge – Architecture, Teaching, Research Arts on the UWA sims

IONO ALLEN, Paris, France
Seek Wisdom

GLASZ DECUIR, San Sebastian, Spain
MachinimUWA: UWA in Second Life, Achieving International Excellence

LASLOPANTOMIK YAO, Barcelona, Spain
MachinimUWA

BRADLEY DORCHESTER, Perth, Australia
MachinimUWA: Art Architecture, Research, Teaching

NOVA DYSZEL, Toronto, Canada
UWA in SL Challenge

MASTERDARK FOOTMAN, Dallas, Texas, USA
UWA Jan 2010

SOPHIA YATES, Lancaster, Massachusetts, USA
Second Life Virtual University of Western Australia

The winner announcement is coming up on the 8th February at 1pm SL time, with Torley Linden making an appearance.

Avatars United: desire or forced marriage?

Linden Lab, whether by design or by accident, appears to have pulled their usual stunt: Wallace Linden’s post caused panic and disarray, focussed in a misleading direction, and barely hinted at the truth of the matter. Once again, decisions had been finalised even before the post went live. This sort of behaviour does nothing to inspire confidence in the user population, but I suppose it is at least consistent. These days, many of us know to be very critical of any blog post offering, even from new folk on the team. This consistency means that we can predict with some confidence that changes have been made. What changes? That is a much trickier question.

Putting that aside for the moment, let’s look at the acquisition of Avatars United by Linden Lab.

Acquiring a team of people who have already demonstrated their abilities in a certain field makes a whole heap of sense – especially when you want your existing development team to continue on with what they are doing. It’s also great to bring in new people for a fresh look at old problems.

[…] we’re committed to keeping this ideal of a place where avatars from multiple worlds and games can come together.” ~ M Linden

The Avatars United (AU) idea is all about collating your online identities, and connecting to other people engaged in the same virtual environments (VEs) or games as yourself. I am forced to wonder, how many people have the time to be heavily engaged enough in several VEs to want to be connected this way? Perhaps AU will encourage cross-pollination of VEs, perhaps each person will remain firmly in their own VE’s social circle. Since you cannot easily share the details for each avatar name between VEs, the latter seems most likely.

“The first design principle in this social strategy is respect of your privacy.  We aren’t going to take away any privacy or anonymity for those that want it. We are not going to “out” people.  We are not going to force anyone to reveal any private or personal information. […] But for those who don’t want to opt in to an arrangement like that, nothing at all will change.” ~ M Linden

Thank you, M, that’s a fantastic idea – make all linkages opt-in! But wait, what’s this – linking all your avatar names together in AU is opt-out, not opt-in? I sincerely hope that this is changed in the near future, and that the place that this is accomplished is made more obvious, instead of having it tucked away under the Account Privacy settings. I’m also keen to know why there’s a section under the Account tab that allows you to fill in your personal information. It too is opt-in, except for birth-date, but I don’t see how having that section is useful, or who might require or desire access to that information.

“In coming months, we’ll be looking at the best way to create new services for Second Life around some of the sharing and networking tools that Avatars United has to offer.” ~ M Linden

AU is set to be changed in the next few months. Applications for SL users seem imminent, and it will be interesting to see how much work is funnelled into SL-related ideas, and how much is devoted to other VEs. Fortunately, “the AU team already has an active and growing developer program”, so we should start seeing useful, relevant, apps quite soon, regardless of what is happening internally at Linden Lab.

I would like to see AU become a way to be lightly engaged in VEs, whereas actually entering those environments would be a heavy engagement. In the future, AU could become a way to check in, in a central location, and see who is online, what they are doing currently, keep in touch with groups via forums. You could use it to form an “acquaintance list”, or perhaps use the group features to belong to extra groups, or to have a forum for existing group. AU is a good place, and hopefully in time will become an even better place, to keep your finger lightly on the pulse of what’s happening in your social circle online, while still being able to get in-world and experience all the wonders of high social engagement and creative past-times.

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.”

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