Merged realities – events and issues for virtual worlds

warcraft_deadspider 1. The announcement of Second Life Enterprise has certainly sparked some discussion. There’s some interesting debate here and some barely amusing coverage here – surely the ‘flying penises’ anecdote has been flogged to death a few dozen times by now?

Finally, here’s a great example of how the standalone offering is already being used (although it could just as easily have been done on the main Second Life grid).

2. World of Warcraft continues its work on extracting as much money out of players as possible. fatfoogoo argues it’s the next step toward microtransactions in the MMO. I’ve already had one guild member fork out US $10 for Lil’ K.T.

3. UK-based Second Life resident Tyche Shepherd does some amazing work crunching data over at her Grid Survey site. On the SL Universe forums a few weeks back, she posted some interesting information about the level of private ownership of mainlaind sims in Second Life. 70% is privately owned, the rest by Linden Lab.

4. Lost amongst the clamour around Second Life Enterprise, Linden Lab have released Q3 economy statistics. More than a billion hours have now been clocked up in-world by Second Life residents and Australia continues to be a significant player in terms of user-to-user transactions and hours spent. All the details here.

Linden Lab launches Second Life Enterprise beta today

enterprise_secondlife Linden Lab will announce today that their second “work offering”, Second Life Enterprise, is entering an open beta period, prior to release. The preliminary beta for the Second Life Enterprise has been running since April this year; the open beta program will run through Q4 this year, and general availability will be announced during the first half of 2010.

The associated service, the Second Life Work Marketplace, which is currently in development, will go into closed alpha at the end of Q1 2010.

The Second Life Enterprise bundle is priced from US$55,000, and this price will cover both hardware and software sides of the solution; two servers will be provided, one for spatial voice (VOIP) and one for virtual environment simulation of up to 8 regions, supporting a maximum of 800 users (though 800 users with spatialised voice seems like a recipe for chaos).

There is no indication yet as to whether the Second Life Enterprise product will replace Immersive Workspaces, the Lab’s first and, to our knowledge, only other, “work offering”, or whether the two will exist in parallel.

Organisations already participating in the beta program include IBM, Northrop Grumman, Naval Undersea Warfare Centre, DefenseWeb Technologies, Case Western Reserve University, and The New Media Consortium.

Intriguingly, Linden Lab has announced that “content owned by the company can be moved from the main Second Life environment into the Second Life Enterprise Beta environment”.

This, of course, raises many questions. Technically, by the Second Life Terms Of Service, Linden Lab has the right to distribute other people’s content for any purpose related to the operation of the service without explicit permission from creators.

Will any and/or all content on a simulator owned by a company be able to be sucked up and spat out again in the Enterprise environment belonging to that company? How will content ownership be determined?

What will happen with third party content, given these circumstances – especially given that a lot of enterprise presences on the main Second Life grid are composed of a reasonable percentage of third-party content already, under wildly different permissions.

Of course the Lab can bundle that up and copy it all off-grid. They have that right, so long as it continues to be “a part of the service.”

These issues aside, though, Second Life Enterprise looks to be a solid business product, particularly for virtual meetings, prototyping and data visualization – three areas where Second Life technology does well.

The Watch – virtual worlds in the news

1. The Hindu (India) – Brave new worlds beckon. “Everyone has indulged in a little escapism sometime in their lives. The need for an outlet from the relentless glare of reality is felt by many and the possibility of an alternate lifestyle hidden from public view can be a powerful attraction. This a lternate role-play starts at childhood with girls playing make-believe games with dolls and boys dreaming up war games with their action heroes. As age advances, the need for fantasy it seems, does not always diminish, it sometimes gets hidden under the wraps. In the past, people’s fantasy world went as far as books or movies could take them. Today the Internet can transport you to worlds beyond your wildest imagination.”

2. TechCrunch (USA) – PlaySpan Strikes Deal With Nickelodeon To Power Microtransactions. “We just wrote about PlaySpan’s recent study showing positive growth in the exchange and e-commerce of virtual goods exchange. PlaySpan powers micro-payments across over 1,000 video games and virtual worlds and has virtual goods storefronts on Facebook, MySpace, within games and on its standalone site. Today, PlaySpan is announcing a fairly significant deal with Nickelodeon to power payment services for virtual goods and microtransactions for the Nickelodeon Kids and Family Virtual Worlds Group.”

3. PhyOrg.com (UK) – Researchers bring noise to virtual worlds. “When you kick over a garbage can, it doesn’t make a pure, musical tone. That’s why the sound is so hard to synthesize. But now Cornell computer scientists have developed a practical method to generate the crashing and rumbling sounds of objects made up of thin “harmonic shells,” including the sounds of cymbals, falling garbage cans and lids, and plastic water-cooler bottles and recycling bins. The work by graduate students Jeffrey Chadwick and Steven An and Doug James, associate professor of computer science, will be presented at the SIGGRAPH Asia conference in Yokohama, Japan, in December.”

4. CNET (USA) – Virtual-goods resellers on the rise. “Gamers are not just making purchases to enhance their gaming experience but also selling virtual assets to other players, according to new research from video game market research firm VGMarket.
Sales of virtual goods are expected to reach $1 billion this year and already generate near $4 billion annually in China. But there are some challenges, primarily the fact that once you convert your real money to virtual cash you can’t readily get the dough back out.”

5. The Guardian (UK) – Google Earth beware: the Brits are coming. “I intended to give the 3D internet a miss for a while after writing last week. But that was before Mike Fotoohi, a freelance software engineer from London, emailed me. When he told me that he and a few friends, working for five years in their spare time, had built a 3D version not just of capital cities, as others have, but of the entire planet that was better than Google Earth, my first reaction was to get off the phone pronto.”

6. Reuters (USA) – Shapiro Negotiations Institute Opens New Training Centers Inside the Sistine Chapel, at the North Pole, at Camden Yards, and on Mt. Everest. “Shapiro Negotiations Institute (SNI) today launched a new online, 3-D approach to corporate training and education that delivers dramatic results and has the potential to change perceptions and expectations of such programs worldwide. Virtual Training Partners moves the experience of learning from conference rooms to the online, virtual world of Second Life, where participants and instructors interact as avatars in dynamic, ever-changing environments. The result? A program that costs dramatically less to provide, avoids lengthy time out of the office, and delivers effective new skills for participants that can be implemented immediately. ”

7. The Straits Times (Singapore) – Street cred in a virtual world. “I AM a midnight voyeur. But it’s not what you are thinking. Not the type that stares out of the window in the middle of the night, through high-powered goggles, searching for live porn action. My time is spent flipping through the profiles of my friends on Xbox LIVE – the online part of the Xbox 360 game console, which among other things, lets me connect to my friends and challenge them to virtual death matches. And this I usually do at the stroke of 12, which is when I get my free time in my daily busy working schedule. What I am looking for? Xbox Achievement points.”

8. VentureBeat (USA) – China’s growing addiction: online farming games. “A new agrarian revolution has occured in China, but only in the virtual worlds of social games. Social farm games now dominate all major Chinese social networking sites — RenRen (formerly Xiaonei), Kaixin001, 51.com, and QQ’s QZone. The May launch and 2H 2009 adoption of QQ Farm — a version of China’s already popular Happy Farm game built to run on Tencent’s estimated 228 million active-user QZone platform — may very well have transformed China into the leading country of online farmers. According to Five Minutes, Shanghai-based game developer of the first and largest social farm game, Happy Farm has now surpassed 23 million daily active users (DAU) across QZone, RenRen, and 51.com.The DAU count is the total number of users who log in during a 24-hour period.”

9. The Guardian (UK) – The rise of urban gaming. “Although we’d all like to think that we can completely separate our virtual and real-world experiences, it’s never quite as simple as that. Who hasn’t, at one point or another, emerged from a ten-hour Counter Strike session only to scour the street for camping spots? And conversely, surely you’ve had moments where you spot a cool building or rundown industrial area and think, ‘that would make a hell of game level’. I think, through the omnipresence of game culture and conventions, and the growing popularity of virtual worlds in general, our sense of reality is becoming more plastic; our interactions with the world around us more playful. I don’t think parkour could have evolved in a pre-videogame world – it’s games that have taught us to see scenic objects as potentially interactive components. ”

10. Christian Today (USA) – Brick-and-mortar pastor defends virtual churches. “The Christian church is engaging far less than one per cent of the 70 million people who are active in the virtual world. This means the virtual world is by far the largest unreached people group on planet Earth, says one pastor. Douglas Estes, a pastor from San Jose, California, has no vested interest in virtual or internet churches – a relatively new phenomenon – but given the large “unreached” population on the internet, he says he has a desire to see healthy churches proliferate “regardless of context”. Although he leads a brick and mortar church – Berryessa Valley Church – Estes defends virtual churches against critics in his new book, SimChurch: Being the Church in the Virtual World, maintaining that they are real churches with real people.”

Weekend Whimsy

1. The scariest house in Second Life by Ulysses Cabaret & Anthonys Republic

2. Casamento DjTroy Paulino & Rachel McDonnell Second Life

3. Jazz at Botanical Gardens in Second Life

Merged realities – events and issues for virtual worlds

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1. Virtual London is coming soon to Twinity and they’re asking for people to apply to create some innovative spaces. There’s 200 Euros in prize money up for grabs plus your own space in Twinity. All the details here

2. Volume 2, No. 3 of the Journal of Virtual Worlds Research is out. The theme of the issue is Technology, Economy and Standards.

3. If you want a comprehensive summary on accessibility and virtual worlds, then you can’t go past this post by Education.au’s KerryJ.

4. Another study has been published on the link between gaming and violence, and not surprisingly the results aren’t black and white.

5. The US Government is revising their National Educational Technology Plan. Anyone interested in having a say should head to ISTE Island in Second Life on the 5th November at 6pm SL time (Midday AEDT).

The full details:

The federal government of the United States of America has assembled an 18 person team to update and revise the National Education Technology Plan. Their report deadline is November 11, 2009. There will be a community meeting in Second Life for educational technology stakeholders to provide input into the planning process. Currently, we expect that a representative of the national team will be present as an observer at the SL event.

The event coordinator is Perplexity Peccable (RL: Patricia F. Anderson, patriciafanderson@gmail.com). Perplexity is the University of Michigan Emerging Technologies Librarian for the Health Sciences, and the community manager for Wolverine Island in SL. Contact Perplexity for more information or to volunteer support or services for this event.

Information on prior versions of the plan is available here.

Information on the current planning process is available here,

The team is seeking input from the public. You can join the conversation on their website here.

“If you had five minutes to talk with President Obama about educational technology, what would you say?”

The key topic discussion points are these.

* Learning: Providing unprecedented access to high-quality learning experiences.
* Assessment: Measuring what really matters and providing the information that enables continuous improvement at all levels of the education system.
* Teaching: New ways to support those who support learning.
* Productivity: Redesigning systems and processes to free up education system resources to support learning.”

The Watch – virtual worlds in the news

1. Business in Vancouver (Canada) – Virtual worlds now delivering genuine business opportunities. “As video games, social networks and virtual worlds increasingly star as stand-ins for reality, development shops are exploring new ways to monetize fantasy by creating virtual marketplaces replete with digitized goods and services. Fuelled by micro-transactions in which users buy virtual goods and services for as little as pennies, virtual marketplaces are not only driving user engagement for technology companies, but also adding new revenue streams. During a recent panel discussion at the Mobile Monday Vancouver event, where local Internet entrepreneurs gather monthly, roughly 90 attendees heard how B.C. companies are monetizing virtual goods.”

2. Gamasutra (USA) – The Effects of Imaginary Value in Real Virtual Worlds. “Like, I feel, a large portion of my generation, most of my learning has been through books or the internet. I think that’s helped, or maybe forced, me to parse through things logically. And an unexpected outcome of pushing myself to write more is that I find out what I really think about something when I’m forced to type out the facts and read them back to myself. So with that preface, I’ve been trying to figure out why I like Warhammer Online. In a previous post I think I gave the impression that it was a nostalgia fix, and it is to some extent. But sheer nostalgia shouldn’t hold my interest like this, so there must be something more concrete here that’s affecting me. It’s confusing because I think I’m done with the MMO. WoW was my first, and I hopped on that bandwagon right away out of Warcraft fandom. I deposited years into that beast, and I don’t entirely regret it. But after WoW I was worn out — never again would I trudge through a world so huge that I was made as powerless as I am in the real world. Because in reality I’m in the lower tax echelon, work all day and don’t own a badass axe.”

3. New York TImes (USA) – No Budget, No Boundaries: It’s the Real You. “IT may be raining pink slips, and some people may be hard-pressed to make the rent, much less splash out on a pagoda-shoulder jacket from Balmain, but Vixie Rayna is hardly feeling the pinch. Not a month goes by in which she isn’t spending as much as $50,000 on housing, furniture or her special weakness: multistrap platform sandals, tricked out in feathers and beads. Recession or no, Ms. Rayna isn’t reining in her fantasies, or her expenditures — at least not in the virtual world. In a simulated universe like There.com, IMVU.com or Second Life.com, the granddaddy of avatar-driven social networking sites, Ms. Rayna, an avatar on Second Life, and her free-spending cohort can quaff Champagne, teleport to private islands and splurge on luxury brands that are the cyber equivalent of Prada waders or a Rolex watch.”

4. The Guardian (UK) – The real-world boom in online cities. “The internet has been evolving into three dimensions for years without most people noticing. The change has been confined to niche activities, even though some – such as World of Warcraft or Second Life – are big niches. Now there is a worldwide move to bring the 3D web to a mass market, led by the building of “virtual” cities where avatars can walk, shop, club or whatever with links to “real life” activities. From Tokyo to Helsinki and from Paris to Philadelphia, cities are being constructed at a pace that recalls 19th-century railway mania; except, mercifully, it is a lot cheaper and won’t have serious economic effects if there is a crash. ”

5. New York Times (USA) – A Virtual Clinic to Treat the Stresses of War. “Many veterans are coming home from Iraq and Afghanistan with serious problems, like post-traumatic stress disorder, but only one-third get medical help. One researcher has built a healing center for veterans in a virtual world, where she hopes they will be more comfortable seeking care. Jacquelyn Ford Morie is a senior researcher at the Institute for Creative Technologies at the University of Southern California. She formerly did animation for Disney. She calls her current project, which she presented at the Web 2.0 Summit on Thursday, Coming Home.”

6. INSEAD Knowledge – Capitalism thrives in virtual world: Second Life gives commerce a second chance. “In the beginning, the online virtual world was a place for action video games such as Grand Theft Auto, or hanging out and chatting. Today, it’s a very different place. Commerce and capitalism have entered the picture. “A big change happened when the virtual worlds decided to give ownership to assets (there), which gave rise to an interesting and thriving economy,” says Miklos Sarvary, the new Dean of Executive Education at INSEAD and creator of the school’s campus in a virtual world called Second Life.”

7. VentureBeat (USA) – With 3 million fans, Fantage formally launches virtual world for kids. “While many kids virtual worlds have come and gone, Fantage has quietly built an audience of 3 million registered users. Today, it is formally launching its web site. The company has managed to do what lots of other kids sites have failed to do: get an audience by offering fun games and social activities in a safe, parent-friendly setting. And they did so just by observing kids, building what they like, and starting over when things didn’t work, said Peter Bae, vice president of marketing, in an interview.”

8. InformationWeek (USA) – Is There A Business In The Virtual World? “Much has been made of the premature obituaries for Second Life, but while the virtual world manufactured by Linden Labs has prevailed long beyond its presumed expiration date, the business model seems too arcane and forbidding to inspire many imitators. His unprecedented ability to manipulate individual atoms signaled a quantum leap forward in in nanoscience experimentation and heralded in the age of nanotechnology. After all, a business that depends on writing dauntingly complex code running on giant server farms to lure users to a bandwidth-hogging digitized playscape where they can flirt or do business — all in the hopes that they will purchase so-called “in-world” Linden Dollars using actual American dollars for the privilege of purchasing pink see-through blouses and imaginary islands — is a little bit daunting to say the least.”

9. Financial Times (UK) – Social games to change the world? “Social games are oft criticised for being little more than drivel. It’s a fair charge. After all, there’s not much intellectual value in games like Sorority Life and Mob Wars. Nonetheless, they have become among the most popular activities for users of social networks. Zynga, the largest maker of social games, says it has 50m daily active users of its various games, most of those on Facebook. In turn, Zynga is raking in cash through the sale of virtual goods.”

10. Huffington Post (USA) – Augmented Reality: Here to Stay. “There’s a new phrase around town — “Augmented Reality.” For a period of time, Virtual Reality (VR) was the hot new thing. Folks could create avatars, pretend to be other people, and buy and sell ‘virtual’ goods. You know, fake stuff. But alas, for most of us, there was just too much to get done in our daily lives to allow us to vanish into the ‘virtual worlds’ of Second Life or such. But now the combination of the web and technologists seem to have found a way to bring the ‘virtual’ world of the web into the real world of our daily lives. And shockingly – it’s pretty darn helpful.”

Virtual goods – endless growth?

farmville Over the past year, the hype around virtual goods as the next big thing has continued unabated. Like the hype surrounding virtual worlds, it’ll eventually ease off, but underneath that is the reality of the very significant growth that is continuing. Two recent announcements have really emphasised that growth.

The first comes Ning, who now claim to host more than 1.6 million social networks. They’ve launched Ning Virtual Gifts. Pretty much anyone can create their own gift and sell it or buy someone else’s to give as a gift. Nothing particularly new there, but Ning’s size makes it one of the more interesting market tests for monetised virtual goods.

The second interesting development comes from social game creator Zynga, who has confirmed that US $487,500 has been raised for the welfare of children living in Haiti, via the sale of virtual sweet potato seeds within the Farmville game for Facebook. More than 56 million Facebook users play Farmville each month, with 50 million users playing one of Zynga’s social games daily. For mine, the combination of fun and social good has always been one of the best hooks for involvement and Zynga are proving that in a big way.

What these two examples have in common is proof of the widespread adoption of virtual goods. Virtual environments like Second Life have demonstrated the power of virtual goods for years, but the social gaming sphere and upcoming worlds like Metaplace are speeding up the rate of adoption through simple, intuitive interfaces that in some cases are also doing good in the real world. Of course, nothing grows endlessly, but if anything is likely to exceed post-hype expectations, it’ll be the virtual goods you pay small amounts for, in the pursuit of some casual fun.

DUST514: bridging the platform divide

We’re pleased to introduce Phillip Street (SL: Jageral Kuhn) as gaming writer for The Metaverse Journal. He’ll be writing pieces intermittently about upcoming gaming worlds that may have impacts wider than their brief.

dust514 A game currently under development has caught my interest lately. It’s CCP’s DUST514 – a console based MMOFPS that is aiming to tie in with CCP’s EVE Online, which is well known to many in the MMO community as a premier SciFi MMORPG. It’s not so much the gaming aspects of DUST514 I’m interested in, but the fact it plans to bridge the divide and merge gaming platforms.

DUST514 was announced a while ago on August 18th, 2009 at the Game Developers Conference in Germany, so it’s not breaking news and I’m not all that interested in the games announcement itself. What is interesting is that CCP is planning to allow players from DUST514 to affect players on EVE Online and vice-versa, but the games themselves differ greatly in game-play and targeted platform.

DUST514 will be an infantry-based FPS style game running on console platforms (such as the PS3, Xbox360 and Wii), where the intent will be to assault and conquer planets as well as undertake contracted tasks. I believe there will also be gaming elements that do not require interaction with EVE Online. For those not familiar, EVE Online is a Sci-Fi based MMORPG that runs on the PC platform (Windows and MacOSX), and it is iconic in the MMO arena as being a game with quite a high level of difficulty but also being one of a few that boasts a rich, detailed economy and gaming environment.

I’m really excited by the prospect of MMO’s branching out onto other platforms and not only duplicating the gaming experience but extending and transforming it into something unique and different that caters for players on those machines. CCP are really breaking some ground, and yes I’m aware other companies have explored the idea of bringing their games to various platforms, but there are none that I’m aware of that have taken the same path and tried a hybrid approach with differing gameplay.

With the advent of smart-phones capable of connecting to the internet that also boast 3D graphics and powerful processing capabilities, it would be the next logical step to think that these devices could also play a part in the Hybrid MMO platform lineup. With a lot of the smart-phones allowing third-party software development, I’m sure it won’t be long before enterprising companies take the plunge and release official applications to support and even extend the online gaming experience.

This doesn’t only apply to gaming either, as I think that Second Life and non-gaming MMO platforms could make use of gaming consoles and portable smart-phones. It would be another great way to reach an audience that might otherwise not be able to connect to the online community.

The Watch – virtual worlds in the news

1. The Guardian (UK) – Are online currencies striking gold? “Money. The stuff that makes the world go round. Every day we earn it, spend it, exchange it and lose it. But you won’t find any Linden dollars, Eve ISK or Facebook credits down the back of the couch. Virtual currencies like these are used for transactions in online worlds and social networking sites. While real-world currencies are on the slide, many virtual ones are going from strength to strength. In the second quarter of the year the equivalent of $144m (£91m) was traded on the LindeX, the official currency exchange of Second Life, where residents buy and sell Linden dollars for their US counterpart – a 20% increase on the previous quarter, while the US economy shrank by 1%. Trading activity increased by 6% in the last quarter of 2008.”

2. Financial Times (UK) – Trading in online virtual goods set to top $1bn. “Revenues from the sale of virtual goods will top $1bn this year in the US, according to analysts, a 100 per cent leap over last year that signals the arrival of a new online industry in the largest internet market in the western world. The findings, to be released in a report today, show that sales are expected to double again next year, with particularly fast growth noticeable in the social games category. Analysts and entrepreneurs have been following developments in virtual goods and social games closely. But the report will give the most complete picture to date of virtual goods sales trends in the US.”

3. VentureBeat (USA) – Electronic Arts exec says social gaming bubble resembles mobile games hype. “The social gaming bubble is getting bigger and it resembles all of the hype that used to envelop the mobile phone games and virtual world markets a few years ago. So says John Schappert, the newly appointed chief operating officer at Electronic Arts. When EA agreed to buy Jamdat Mobile for $680 million in December, 2005, that was a peak moment for the mobile games bubble. Venture capitalists funded lots of mobile game startups in the hopes of getting a similar outcome, only to see the peak shift to virtual worlds as Second Life.”

4. Signal Magazine (USA) – Virtual Design Challenge Opens To All. “A new competition is opening up the process of developing and improving virtual training environments by streamlining the rules and requirements for participation. The U.S. military spends billions of dollars developing and improving virtual environments to train its personnel, but this process can seem complex and difficult for individuals and firms without government contracting experience.”

5. Reuters – China Q2 online game revenues hit $906 mln -research firm. “Revenue from China’s online game market grew 39.5 percent in the second quarter from the previous year to 6.18 billion yuan ($906 million), according to data from research firm Analysys International on Tuesday. Tencent Holdings (0700.HK), which runs China’s largest online messaging platform and operates popular free-to-play games domestically, emerged as the market leader with 20.2 percent of the market and 1.24 billion yuan in revenues.”

6. Computerworld (USA) – Linden Lab CEO on Second Life’s growth, future. “While the recession has been brutal on most technology companies, one venture that has done relatively well is Linden Lab, the parent company of Second Life. When we first interviewed CEO Mark Kingdon in January, he said the company was profitable and growing. Last month, Linden Lab released figures showing increased usage of the virtual world, and a near doubling of the size of the in-world economy. The Standard recently caught up with Kingdon via email to see how the company’s enterprise push is faring.”

7. MTV.com (USA) – Project Natal May Provide Dance Controls, But ‘FaceAPI’ Could Let You Talk Or Make Out. “From what Microsoft has shown off so far, Project Natal looks like it will track various body movements for controls dealing with first-person shooters, sports games and maybe even lightsaber fights. PhD candidate Torben Sko, is concentrating on face movements in his work right now, though, and he says he’s found a way to track mouths, eyes and head movements nothing nothing more than a camera. “Using a program called ‘FaceAPI,’ it’s possible to track a person’s facial features using nothing more than a standard Web camera,” he explains in a video posted to TorbenSko.com. “In turn, we can use this information to drive the expression of a virtual character.”

8. Air and Business Travel News (UK) – Comparing real and virtual meetings. “In a bid to compare the virtual and real life, the UK and Ireland Institute of Travel and Meetings (ITM) and Eventia held two events, one a real meeting at the NEC in Birmingham, the other in the virtual reality computer programme Second Life. The same content was included in both events, held on September 22 and 23, after which the delegates were asked to complete a survey about their experience. The two meetings organisations wanted to use the events to test out the business viability of Second Life technology. After comparing the feedback, ITM and Eventia recently released the results of the experiment to be mixed.”

9. Sydney Morning Herald (Australia) – Teen net addicts at risk of mental health problems. “Obsessive use of the internet could create a mental-health epidemic, with up to 10 per cent of adolescents at risk, a Sydney academic warns. World studies have documented dangerous levels of “internet addiction” – computer use that interferes with daily lives – says Lawrence Lam, a behavioural epidemiologist at the University of Sydney and the Children’s Hospital at Westmead.”

10. World Politics Review (USA) – Social Media, Virtual Worlds and Public Diplomacy. “On Sept. 1, 2009, the new U.S. Ambassador to Kenya Michael E. Ranneberger, a career foreign service officer with deep experience on the African continent, started a Twitter feed. The seven or so tweets he posted between then and Sept. 29 were lauded as another example of “Twitter Diplomacy.” Shashank Bengali, blogging for McClatchy, declared that the ambassador came out “swinging” with highly charged comments about Kenyan presidential appointees and in support of Kenya’s need for reform.”

Interview – JaNa KYoMooN, Second Life musician

jana0508_001JaNa KYoMooN, the avatar used by Jan Pulsford, is a musician I’ve known since the late 90s when we were both involved with online music collaboration via the now defunct Rocket Network. Via Twitter, I connected Jan and JaNa, and knowing her extensive background in music performance and composition, I asked her if she’s be happy to be interviewed on performing in Second Life. She kindly agreed and provides some useful tips for those thinking of starting their performance career in a medium like Second Life.

Lowell: Can you tell us a little of your pre-SL performance and composition history?

JaNa: I suppose I am considered a “veteran musician” who, as Jan Pulsford, has lived an incredible life jam packed with musical adventures that started in London amidst the electronic and hair revolution of the late 80s. Touring the world as keyboard player for pop band the Thompson Twins, I ended up in the USA where I built a recording studio in the woods of Tennessee and formed a production company “Madame la Pulse Productions” working with many independent artists including Felicia Collins (who is now the guitarist for Late Night with David Letterman) and Kat Dyson and Sir Jam who both became members of Prince’s musical entourage. I also formed one of the first online labels during the frenzied Internet revolution of the 90s: “Collecting Dust Recordings”, releasing CDs by artists Nigel Pulsford, guitar player with multi platinum rock band Bush and Grammy nominated Dulcimer legend David Schnaufer.

Cyndi Lauper heard my music and invited me to New York where from 1993-2001 I worked as her co-writer, producer and touring musical director. The partnership spawned some of Cyndi’s most artistic and critically acclaimed work with over twenty co-written songs released on the albums “12 Deadly Cyns” ~ “Sisters of Avalon” ~ “Merry Xmas” and “Shine”. I’ve always loved the rhythms of dance and wrote Cyndi’s club hits “Come on Home”, “You Don’t Know” “Higher Plane” and “Cleo and Joe” which led to working with Grammy nominated DJ Julian Marsh on many of his Pride CDs featuring Happy Charles and Jajucha and more recently UK artist Alan Connor and Evan Cowden.

I’ve been lucky enough to have songs performed by artists as diverse as Ani da Franco, Steps, Darlene Love, Chico Freeman, Bruce Wooley, the Leaders, Dr. Elmo, Sweet Dreams, Zoe Girl, Jeff Oster, Hazell Dean, Julian Marsh and Townes Van Zandt. I’ve also had over twenty albums of production music for film and TV released. You name a TV program and my music has probably been used on it – from Oprah to Jerry Springer, MTV to the BBC! Film scores include “Unhook the Stars”, “Intimacy” and Audrey Tatou’s “At the End” which was written with Jazz great Chico Freeman. We continue mixing jazz with electronica and triphop on such projects as “Zolace”, “CJ7” and “aTHeNa BLue” the latter being best known for the ReQuieM 4 eLViS + JeSuS, which has been performed around a thousand times both on line and live at the City Skies Electronica festival in Atlanta and the Buzz + Click Festival for WRVU. Acid Planet recently ran a remix competition and it is being featured in an upcoming TV documentary about music for peace.

Lowell: During the 1990’s you were involved in net-based music collaboration, can you talk a little bit more about that?

jan_USBmidiJaNa: My fascination with music technology and computers started back in the days of the Oberheim System and continued through C-lab’s Notator on an Atari to working with Logic Audio on the Mac. I became a beta tester for Logic Audio’s Rocket Network, a global network of pioneers of on line collaboration and today I continue to develop that spirit in the 3D virtual world of Second Life where I perform as a solo virtual artist mixing electronica with ambient improvisations and rhythmic reflections.

I know that on line performance and collaboration is a huge part of the future of music and am still recording with people all over the globe, in fact that has been my mode of working for the last ten years. When Rocket disappeared, I reverted to using ichat/skype etc. passing midi files and audio via on line storage and yousendit. Everything has developed so quickly that it is really a lot easier to do than 10 – 15 years ago!

Lowell: What were the main things you learnt from that time that has helped your musicianship?

JaNa: It was great meeting like-minded people and showed that you don’t have to be in the same room to write music or a song! The thoughts flow down the wires and through the airwaves without the hindrance of physical contact – it’s the closest to mind melding and Spock. I was very fortunate to meet Chico Freeman on the Rocket Network who became one of my main writing partners. It was a truly brilliant concept and nothing has come close.

As an aside – I have learned over the years that too much software is developed by people who don’t understand or care about the practical uses. I’m about USING software and making it work for ME not playing the geek game. Most musicians are an altruistic lot and I have seen too many, myself included, unwittingly become enthusiastic unpaid beta testers for badly designed software for start up companies that ultimately will be sold off or floated on the stock market. . But that’s an article for another time!

Lowell: When did you first come across SL and what were your initial impressions?

JaNa: My first impression was it was a big black hole! I got into Second life in early 2006. My friend the ambient musician Tony Gerber had discovered it and as the avatar/musician Cypress Rosewood was having the time of his virtual life in a second life. . I followed him in as Emmeline Pankhurst and fast realised it could be an all-consuming proposition. After a major computer crash and several months later I tried again but couldn’t remember my password or any sign up details so rezzed a new avatar – ladies and gentleman – Miz JaNa KYoMooN. This time I “got it”

Lowell: When was your first SL gig and what are your memories of it?

JaNa: My first SL musical adventure was as part of the Peace Park Trio in 2006-7 playing at the Music ALL Music Peace Park, a sanctuary I built as a place of inner and global peace through music and the arts. I remember the exhilaration of really doing something new and special. We piggy backed three streams and played live. The mixture of electronica with dulcimer and Native American Flute was extremely successful. We played many gigs before the next crash – a mixture of Wall Street and black hole syndrome.

Lowell: When did you realise the music performance aspect would be a good option for you?

JaNa: In the summer of 2008 I started performing as a solo artist – quite a daunting prospect for someone whose whole musical life has been spent at the back of the stage or on the other side of the glass.

At first I was performing hard hitting electronica music from my aTHeNa BLue project but then as time went on it seemed the more down tempo, meditative ambient music was getting the biggest reaction. When I realized the positive aspect of performing this kind of music for spiritual and physical well being I decided to dedicate most of my performances in SL to this end.

Lowell: Can you give details of how you actually go about performing in SL?

JaNa: I have tried a few different setups. Running Logic and SL on the same computer can present problems so I try to have one computer for SL and the other one for Logic and Nicecast. I have also used GarageBand and iTunes to broadcast. I prepare sequences in Logic and prefer to have everything running live – I don’t use mp3s. Just the computer running sequences and me playing over them gives it a feeling of “anything could happen” – there is a certain energy from playing music live that you can’t communicate from lip syncing with ready made mixes. Everything I do with online concerts is prepared especially for that performance. To me music is a collection of moments and I usually capture what I play into Logic after each performance. Eventually I mix it down and make the music of the KYoMooN available as downloads in SL or on iTunes and CD Baby.

Lowell: What are some of your favourite SL venues to perform at?

jana_milesJaNa: They come and go but so many to choose from! The Music ALL Music Peace Park of course! The Pyramid art gallery and Club Ethereal run by Torben Asp and Jess Oranos. The Bluff Arts Center with ZeroOne Paz, Gaia Island with Enchantress Sao, Anthology with Trella Mohan, Dragonfly Reign with Magnolia Anthony and Broody Flow, Firehouse with Trowser Boa and Sugar Hill Island with Marjorie Dibou. The list goes on . . . . and on

Lowell: Have any SL experiences inspired you to write new music?

JaNa: Indeed! I believe music is all around us and we as composers learn to tap into that – we get our inspiration from a variety of stimuli depending where we are in our lives. I do try and write a new piece of music or arrangement for most events and of course if you are collaborating with someone you take into account the instrument and style they play e.g. Trowser and his sax, Cypress and his flutes, Trefies with his dulcimer, Miles with his fusion based keyboards etc.

The Solstice concerts have been very inspiring as have the Space Center events like Yuri’s Night which spawned “Floating with Yuri”; Silver Shimmers came about from the shimmers on the water at Alda Lair; Reflections of Indigo came from two art exhibitions – Indea Vaher and Gleman Jun. Others include Tibet Day and of course Relay for Life. Playing at the charity events are ALWAYS inspiring. That is the really positive side of SL.

For the past few years my RL inspiration was where I lived and the fields and nature that surrounded me. From the sound of the water babbling to the birds, the smell of honeysuckle and the beauty of the trees and flowers. The sight of the full moon to the sound of thunder. This was all reflected in the music I played in SL. I captured these musical moments into my computer. I might come back from a long walk, take a deep breath and play and programme the music I found. I like to think of it as painting and sketches with music. I use reflective piano and ambient synths tinged with echoes of world jazz and triphop.

Lowell: Which other SL performers do you enjoy the most?

JaNa: Torben Asp – A true bedroom electronica artist from Denmark whose venue Ethereal hosts the monthly E-fests. I got to hear him through Cypress Rosewood’s “When Worlds Collide” radio show

Tuna Oddfellow – unbelievable and indescribable visual show with very cool music streamed

Miles Eleventhauer – the jazzologist who I found one night whilst searching for “Jazz”. He plays a great mix from Queens New York

ZeroOne Paz – fellow logic user. I love his original music and covers played from his studio in San Francisco

Nuvolino Ruffino – excellent electronic trance artist from Australia

Formatting Helenoise – plays a wonderful esoteric mix of music to go with his very interesting photographs.

Leanna Luftig – love hearing her New Age music along with HappyCharles SideShow at the Goodbye Weekend Show

DJromex – plays GREAT trance in SL!

Swina Allen from Italy and the ambient Sunday music of cypress rosewood and hardhat Rickenbacker – the list goes on and on. Apologies for those I have missed

Lowell: What are your future plans with performance?

JaNa: I have recently changed computer timezones so am looking forward to resuming operations end of October. I am especially looking forward to continuing the GoodBye Weekend Show and “Behind the Monitor” – an interview show I tried earlier this year that was well received. Also plan on doing more poetry and music shows plus art/photographs with music. SL is the perfect platform for mixing visuals with music. However, more than anything I would really like to develop getting my music through SL into hospitals and hospices – it is such a wonderful platform for people who are disabled in one form or another. I have done several performances to benefit cancer patients and children with autism and really want to do more. Last Christmas we raised a good sum of money for UNICEF at the mAm peace park so the Music for Winter Festivals will be starting up again in November.

Lowell: For the newcomer to performing in SL, would you have any wise words to share?

JaNa: SL is a great platform to experiment and connect. It is a perfect parallel to the real world in terms of seeing yourself reflected in the virtual world. You can be performing to hundreds of people in a short period of time, you can learn from your mistakes and your successes and you can get immediate feedback. For new musicians it’s invaluable for planning a business model. I mean if no one comes to a show, why is that? Promotion is key. Posting to SL events and groups is time consuming but the results are very worthwhile – just like a real life gig.

Do your preparation, your promo, your sound check to make sure your stream is working. Be professional and get it all worked out before hand. There is nothing more annoying than hearing a performer blame the venue and SL about “lag” – go ahead of time to see what issues you may have to encounter and embrace the great opportunity the virtual world gives us and enjoy!! I host the “Goodbye Weekend Show” on Sunday night’s at the Music ALL Music Peace Park and have seen it grow from nothing to a packed SIM. It has helped me record three albums and develop Radio Jana. I wouldn’t have done that without Second Life.

Find out more about JaNa:

1. Calendar for dates and further info

2. Twitter

3. Pictures and event blogs

4. Buy the music – CD and downloads

If you’re a musician and would like to discuss your approach to virtual world performance, drop us a line.

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