Make your predictions: Philip Rosedale’s next venture

Linden Lab Chairman (and former CEO) Philip Rosedale has let the Second Life community know he’s scaling back his day-to-day involvement with Linden Lab’s operations to focus on both his Chairmanship and a new venture. Not surprisingly he’s coy about the new venture, so it’s a perfect juncture for some speculation and hyperbole.

Fire away: what do you think the new venture is likely to be?

I’ll start off with both a conservative and a radical suggestion:

1. Conservative: a new business-centric virtual environment spin-off is created, that in no way leverages off Second Life.

2. Radical: Philip becomes CEO of an oil company to transition it to a renewable energy startup.

Over to you!

Merged realities – events and issues for virtual worlds

habbo-oct2009 1. Teen virtual world Habbo Hotel have teamed up with MTV International to bring the European MTV Awards vibe to Habbo. Users can vote in-world for the awards as well as get involved in some competitions.

2. Caleb Booker has created a great wish list of features that would make a truly successful 3D platform. Lots of stuff I totally agree with, although I disagree that interoperability is a red herring – the walled environments are definitely keeping people from investing from discussions I have. That said, getting some of the more basic things right would certainly help.

3. Jezebel takes a baseball bat to marketers who don’t seem to get the fact that female gamers aren’t one definable demographic.

4. Linden Lab have announced an update to the Second Life viewer: 1.23.5. It’s essentially a security update:

Residents using the Official and Release Candidate versions of the 1.23.4 Viewer are required to update to version 1.23.5. Those of you still using version 1.22.11 will be offered version 1.23.5 as an optional update. If you choose to remain on 1.22.11, you may notice changes in the way notecard editing behaves. If you use a viewer not created by Linden Lab, you may also see changes in the way notecard editing behaves. To avoid any potential confusion caused by these behavioral changes, we strongly recommend that you immediately update to the new 1.23.5 Second Life Viewer.

Confused yet? If you like your Second Life viewer to be non-Linden Lab, then the Imprudence viewer has also had an update.

5. Who’d a thunk it: using virtual environments for meetings and/or other collaboration opportunities is effective from both a financial and productivity viewpoint.

6. Over at sister-site Metaverse Health, we discuss informed consent for medical procedures and the use of Second Life, which is the substantive topic of an interview on today’s Radio National Future Tense episode. There’s also a brief interview with yours truly on how Second Life has continued to be a success in spite of media coverage stating the contrary.

Interview – Kyle Gomboy, CEO of ReactionGrid

reactiongrid2-sml ReactionGrid is one of the OpenSim-based grids that’s been making an impact during the year. The more formalised partnership with Microsoft has only increased the momentum for ReactionGrid, as has the increase in educators moving or diversifying to OpenSim grids.

I took the opportunity this week to catch up with ReactionGrid’s CEO, Kyle Gomboy, to have a detailed chat about the company, its plans and the wider challenges for OpenSim grids.

Lowell: Can you give a potted history of how ReactionGrid initially was created?

Kyle: ReactionGrid was an experiment in controlling & developing our own virtual world experience. While managing events for Microsoft we found too many issues with X-Rated content & problems like a rolling restart in a well planned Microsoft event of over 300 attendees. We are thrilled to say these preventable situations no longer occur during our events on Opensimulator & our PG TOS has helped prevent any mature incidents. We now have Microsoft moving here & an educational and business community forming fast because of these decisions to focus on reliability and security.

Lowell: While we’re talking reliability – why are you able to avoid issues like the restarts? Is it because of ReactionGrid’s smaller size or do you have a different approach from an infrastructure viewpoint?

Kyle: Both actually. Our use of Hyper-V virtualization software has allowed us to give clients the option of a dedicated server which they can lock down to users registered to their world. When you now know exactly how many users will attend, exactly what the build is and exactly what resources you have, you can begin to plan for reliability for any platform.

Lowell: So the obvious question is why don’t grids like SL have the same approach? What’s the downside, if any?

Kyle: The downside is these smaller worlds are just that, small. The upside is with Hypergrid world hopping technology we can allow shoocls and business to go private then link up “Stargate” style anytime to any other world. SL doesn’t have virtualization because their plan is a huge monolithic grid to serve all. Our plan is a galaxy of smaller, niche interconnected worlds. For this reason we rely heavily on virtualization. It also lets us migrate or copy your public world locally behind firewalls for the ultimate in uptime and security.

Lowell: To step back for a minute, can you talk a little about your own experience in virtual worlds pre-ReactionGrid?

Kyle: My experience started in 1995 when I was working as an aerospace test engineer. I started mixing 3D visualizations with data to help engineers learn how to improve part performance. I ended up using 3D to train workers worldwide, to display our parts at tradeshows and to educate our sales people by flying them in from around the world and showing them 3D animations of new product. Now there’s the rub, we flew them in! I thought wow we could have a Quake or Unreal engine and show these CAD parts and movies in 3D. I had to wait awhile when we launched our company to prove that but now is the time.

Lowell: So what was the catalyst for you starting ReactionGrid?

Kyle: Simply running into too many development and enterprise acceptance roadblocks. I hate being slowed down, or if there’s trouble being able to hands on fix it. After hosting web applications for almost 20 years now, we do not like our hands tied when serving our clients. Plus, how can we do such amazing events like when we taught C# inworld with Microsoft and recreate the ’39 World’s Fair without kids? We badly wanted teachers and students to come inworld with us.

Lowell: So what platform were you using before ReactionGrid?

Kyle: We started in 97 with Macromedia Shockwave with Havok1. We got slammed by business clients for the choice. They weren’t ready at that time for ANY downloads or plugins. So we waited for a true platform unitl we found SecondLife. We loved their concept of inclusion with user created content. So we started there really but now we have Opensimulator and recently Unity3D for our own scratch built world.

Lowell: For the non-techie, can you explain the difference between OpenSim and Unity3D?

Kyle: Sure. Open Simulator with user created content, for the near future will require a client download to fully utilize. We need something to compliment OpenSim that can operate in browser & mobile. Unity3D is perfect for this. It allows you to build your own world concept from scratch. We plan to use its .mesh import abilities to provide richer experiences for those not needing to build their own content. We will in fact be offering templates and training soon for others to learn with us.

Lowell: So are the two platforms seperate or will RG users who’ve created content in OpenSIm be able to have others view it in a browser?

Kyle: That’s a great question. The plan is a merging of the platforms abilities over time. Like a web content management system we store all our data for content in a database. This means we could share that info with any other systems that can query it. A little mathematical transform in between to put OpenSIm’s data in another world is definitely a part of the roadmap R&D.

Lowell: Which leads to the related issue of interoperability: at the broadest level, do you see much progress occurring in ensuring interoperability between environments?

reactiongrid3 Kyle: We had hoped the AWG group in SecondLife would mature as a basis for interop. Why not start with your most compatible world after all? But they are not keeping up with the speed of the Opensim dev’s with items like Hypergrid now linking any Opensim world. So since we cannot get hands on to help there on the SecondLife side we have decided to experiment with our own interop focusing on the access we now haveto the worlds core database store. We can get to the data now so anything becomes possible.

Lowell: So to some extent Linden Lab is lagging the OpenSim efforts?

Kyle: Yes, recently a Linden began participating in the IRC channel with the developers so there is hope. The problem I think is the Lab deciding whether connecting to us would benefit or hurt them. We feel that kind of openess will propogate virtual worlds faster in the mainstream but I can understand all sides of the issue. I just know the web would not be the web it is if it worked like virtual worlds do now.

Lowell: Are the OpenSIm dev community still fairly tight-knit? Do you get the feeling everyone’s still working pretty much to a common purpose or are you seeing commercial considerations increasingly creeping in?

Kyle: I think the Opensim community is incedibly tight knit. What is interesting is it is much like a company with stress, deadlines, support always testing your nerves. But in this case the company’s struggles are fully exposed to the world. So it can seem at times there’s infighting, but it is usually just normal wrangling over how things should be done best. An illustration of our working together is Hypergrid itself where many competeing worlds now link together and have regular cross world meetings and events.

Lowell: On that note, who do you see as ReactionGrid’s main competitors?

Kyle: Second Life & OSGrid are 2 worlds that are run very well & offer options we do not. On our side, we also offer many optins they do not as well. For this reason in terms of attracting users, developers and more, we feel those two worthy worlds are a source of concern. At the same time, we reach out to both for partnerships & have had great success with OSgrid in this way. If we all row in the same direction we’ll get to our destinations a lot faster.

Lowell: Which leads to the partnership with Microsoft. Can you talk a little about how that came about and what opportunities it offers you and the wider community?

Kyle: I have been a Microsoft developer since day 1 of programming for me. One thing this company does right is cater to developers. When I arrived in SecondLife I simply hoped to move my skills from Visual Basic to C#. I instantly was helped by Chris Hart who now is 1/3 owner in ReactionGrid. Over time I began to return the favor with ineractive games, not slideshows, to teach C# to new users. Over time because we used the medium properly they began to invest more in virtual worlds. Soon we spread to dozens of internal departments and to this day they all continue to try various inworld events. With the move to ReactionGrid, the plan is simply to do the same thing but now include teachers, students and families in our educational events with Microsoft. They are even developing and donating spaces for free for low budget schools and innovators to use anytime. What’s also important on that note is you can script inworld on opensim in C# or Visual Basic or even JScript like you would with LSL2 and in fact can mix the code launguages together! This, as you can imagine, is loved by Microsoft who has suggested a 3D world toolkit with us for Visual Studio 2010.

Lowell: Really? So is that a confirmed feature at this stage?

Kyle: No, just part of the ideas for next year being tossed around. Step one is to engage the Microsoft business, teacher and student communities and see how they can help foster fun learning here. We may find they want something else other than our suggestions – teachers are amazing at innovation and this spreads to the students once they get the hang of things. So we like to listen first to our users, then generate and produce our own ideas after that.

Lowell: You mentioned earlier about ownership – who does own ReactionGrid and can you disclose any future plans around growth?

Kyle: Myself and my wife Robin Gomboy are in an equal partnership with Christine Hart in the UK. We recently incorporated as a ‘for profit’ in Florida, USA. We plan to grow initially with hosted, turnkey worlds with great support ( www.metaverseheroes.com free service) and have ideas for including our clients next year with ideas like sim ownership equals a small stock investment in the company, and other ideas to share guidance of how we operate with our end users. We believe our single file download of worlds behind the firewall recently deployed will eclipse our hosted solutions one day. We also feel by delivering superior support we will surpass most other systems in terms of customer loyalty.

On growth, since launch in January we’re up to almost 5,000 users platform wide, with over 60 independent servers and almost 500 sims platform wide, 150+ here on our world. So extrapolating to next year, we could be pretty huge hehe….

Lowell: One of the biggest challenges for any virtual platform provider is governance. As you move beyond the current 5K users on 60 servers to five or ten times that, how do you see ReactionGrid playing its governance card?

Kyle: Keep in mind ReactionGrid is a platform for virtual world hosting first and foremost. We have our own world of course named the same which is an illustration of the power you get with Opensim. So while this world does grow itis far eclipsed by our resellers and private world owners already. We govern here simply with a PG kind of ethos. Our client and partner worlds handle ther own TOS and other governance. This is exactly like web hosting where we play no part in your worlds rules if hosted with us. If it is legal it is ok with us. As far as growth in this world we’re focused on education and business and have laid down rules similar to those environments and have created a culture here that accepts that in order to be able to bring managers, school administrators and others inworld, they need to experience the medium safely. So we’re hiring former teachers, architects, estate managers and more to help us as we grow on thisparticular world.

Lowell: So the obvious challenge for any business is to make money – what is ReactionGrid’s primary commercial model now and is it likely to change into the future?

Kyle: The business model is three-fold. 3D world development is primarily our team integrating with other systems and applications. On our http://outpost.reactiongrid.com store you will find tools for business & schools to connect to 3rd party systems for single registration or remote user editing. We also are now building an ecosystem with other content creators. Our hosting services of course provide turnkey virtual worlds and web based administration for mainstream users. So development, ecosystem, hosting are the 3 tentpoles.

Lowell: So if you were able to sum up ReactionGrid’s value offering versus others, what would it be?

Kyle: ReactionGrid is focused on the “launchpad” of your ideas. Our belief is when we deliver users their part of a world the process doesn’t end there. We follow up with you. We help with sim challenges and how to improve performance. We build tools & create fixes based purely on what our users ask for. We want to get the basics right of good customer support before all while Opensim is alpha and far after it matures. Support is key. ReactionGrid sees customer service before and after the sale as critical to launch-padding our client’s ideas.

Lowell: And you’re confident of being able to deliver that personalised service ongoing as you scale in size?

Kyle: I am fully confident. With almost 20 years experience in such care and the fact that since Jan 1 2009 we have doubled in size every couple of months, we are already on track there and simply cannot drop the ball on this.

The Watch – virtual worlds in the news

1. The Industry Standard (USA) – Gartner: Rise of virtual worlds will lead to dress codes for avatars. “Don’t get too attached to that avatar of a punk rock angel you spent five hours designing in Second Life. According to Gartner, if you think you’ll be doing work-related tasks in virtual worlds in the coming years, chances are your employer is going to establish dress codes that governs how the avatar looks and behaves — and halo-wearing, flying rockers just won’t cut it. The research firm says by the end of 2013, “70 percent of enterprises will have behavior guidelines and dress codes established for all employees who have avatars associated with the enterprise inside a virtual environment.”

2. GigaOM (USA) – Is Augmented Reality Just the Beginning of the 3-D Revolution? “Augmented reality — a group of technologies that marry the virtual world with the real one — has been around for decades, and has traditionally required the use of expensive and specialized equipment. But the proliferation of smartphones that have cameras, displays, and even GPS and other sensors on them has enabled a whole host of new mobile applications — Soundwalk, Wikitude and Layar, for example — that offer a glimpse at how online digital information and offline physical worlds could be combined. With such tools, virtual and real worlds have moved one step closer to one another.”

3. Earth2Tech (USA) – As Virtual Worlds Grow, More Ways to Cut Carbon. “Take one slumped economy, add some high travel prices, stir in a healthy dose of climate change anxiety, and you’ve got the perfect recipe for an emerging market: virtual worlds for businesses. According to the new GigaOM Pro report “Virtual Worlds for the Enterprise Market” by Kris Tuttle and Steve Waite of Research 2.0 (subscription required), these factors are driving annual revenues for the space for businesses up to $8-10 billion by 2015. While I’ve been skeptical about the emissions-reducing potential of virtual meetings in the past, Tuttle and Waite’s report indicates that the growth of enterprise-focused virtual worlds could have some real green benefits, by helping companies eliminate a higher percentage of business-related travel over time.”

4. Wired (UK) – ‘Visual Walkman’ merges real and virtual worlds. ” new augmented reality helmet that mixes the real world with computer-generated images has been developed by a student from the Netherlands. During his course at Delft University of Technology, Jurjen Caarls developed image processing technology that allowed the “mixing and filtering of information” from a range of different sensors.”

5. Kansas City Star (USA) – It’s not all play for a degree in video gaming. “Menacing, metallic and mega-gun brandishing, the cyber super soldier looms over Richard Fleming’s desk. Not exactly stereotypical for a professor’s office at Johnson County Community College? Well, as the “Gears of War” crowd might say: “Eat boot! Suck pavement! Get back into your hole!” This professor under the “Halo 3” figure teaches video game development. So lock and load, zappers of Nazi zombies or the locust horde. All those hours wearing out your thumbs in front of “Halo” or “Gears” actually could mean a college degree and fast career path.”

6. Hartford Courant (USA) – Wonder Rotunda Fills A Niche. “‘I think this is educational,” observes my 8-year-old stepson, about half an hour after logging on to Wonder Rotunda, a website aimed at kids that was recently launched by a suburban dad. I wonder briefly if the jig is up, but he continues to explore the virtual theme park, intrigued by the prospect of winning and spending the game’s “wonder dollars” to buy virtual food and loot with which to decorate his virtual treehouse.”

7. Wall Street Journal (USA) – Your Second Life Avatar Is Dressed Inappropriately. “Don’t show up to your company’s virtual meeting wearing a tail. And by all means, do not come dressed as a goblin. That’s one of the takeaways from a new Gartner report on corporate avatar etiquette. As businesses use virtual environments such as Second Life, Gartner researcher Jim Lundy said he’s been fielding more questions from companies about protocols for appropriate business use of avatars and virtual environments. He predicts that by 2013, most of them will have such guidelines in place.”

8. AFP (USA) – Imagine Peace Tower lights in Second Life. “Just hours after Friday’s annual lighting of the Imagine Peace Tower in Iceland, a virtual version of the tribute to late Beatle John Lennon opened in online world Second Life. “I hope we will all come to visit it when it lights up every sunset time, as it spreads our wishes of peace throughout Second Life,” Lennon’s widow Yoko Ono said Friday in a message at her imaginepeace.com website. “Remember, each one of us has the power to change the world.” Ono’s avatar spoke at the Second Life lighting ceremony, and then danced with others until a virtual dawn.”

9. CNET (USA) – The future of iPhone games. “With the release of “2012,” the iPhone app tied to the forthcoming Sony Pictures film of the same name, a group of developers may have kicked off the future of games on the hit smartphone. While the game itself is fairly simple and lasts just minutes, it incorporates features that may never have been tried before, and as such, could be among the small number of titles that are showcasing what will soon be considered par for the course. In the minds of many industry observers, thanks to its integration of a functional operating system, an accelerometer, GPS and a camera, and the fact that thousands of developers, big and small, have released games for the iPhone, the Apple device has already surpassed Sony’s PSP and Nintendo’s DS as the most important, or at least most adaptable, portable gaming platform.”

10. Stuff.co.nz (NZ) – Review: Aion. “It’s impossible to review a MMORPG without making a comparison to World of Warcraft. With its huge following none have come close to being able to match it, although a few recent games have tried. This has now changed, because with Guild Wars, Lineage and City of Heroes under its belt NCSoft have finally released what can only be described as a work of MMORPG art. Set in the world of Atreia, the lands are split between the Seraphim Lords (the Elyos) and the forces of the earth (the Asmodians). As a new player you must select between either of these two races. ”

Merged realities – events and issues for virtual worlds

metaplace-musicquest 1. Metaplace are having a Halloween Party on the 31st October. All the details here.

2. If you’re a Mac user interested in signing up for the Star Wars: The Old Republic (SWTOR) beta test, don’t bother. It won’t matter if you intend on running Windows on your Mac, BioWare aren’t interested in having you take part. While talking SWTOR, prolific SWTOR site Darth Hater asks the question: is SWTOR a paradigm shift for the MMO genre?

3. Tateru Nino reports on how Linden Lab have jumped heavily on a bunch of copyright infringers in Second Life.

4. OpenSim in a web page anyone?

5. The Metaverse Aid team have funded 17 entrepreneurs in developing countries so far via Kiva.org. Why not join us?

6. Yours truly has written a piece for Crikey on the legal action against Linden Lab and its implications for virtual goods and intellectual property rights. On the same topic, The Alphaville Herald asks what will happen next with the legal action.

The Watch – virtual worlds in the news

1. Reuters (USA) – Virtual economies in videogames used as case studies. “Virtual economies set up in videogames as players trade items are being used as case studies to track and model real-world economies. As more people join massively multiplayer online (MMO) videogame worlds like Activision Blizzard’s “World of Warcraft,” NCsoft’s “Aion” and Atari’s “Champions Online,” real money is being used to purchase virtual items through micro-transactions. As a result, game worlds are creating virtual economies. With the global recession impacting consumer spending — and the sales of videogames — a research group is using Sony Online Entertainment’s “EverQuest II” as a case study to explore how virtual economies mirror real-world economies.”

2. Jerusalem Post (Israel) – New Worlds: ‘Virtual white cane’ helps familiarize the blind with new environments. “Software developed at Tel Aviv University can help the blind and visually impaired maneuver through unfamiliar three-dimensional environments. Dr. Orly Lahav of TAU’s School of Education and Porter School for Environmental Studies invented the new tool, which is connected to a joystick that interfaces with users through the sense of touch. Today the visually impaired are very limited in their movements, which necessarily influences their quality of life, says Lahav, but this solution could help them find new options, like shorter routes from train or bus stations to their homes.”

3. Mediaweek (USA) – Virtual Worlds See Shakeout. “A couple of years ago, MTV seemed to be onto the next wave in digital media, as it introduced to much hype several virtual worlds tied to its hit series Laguna Beach and The Hills. Last week, even as the new season of The Hills premiered, the Laguna and Hills worlds were nowhere to be found. The site virtual.mtv was still live—but it featured a nearly empty theater designed for fans to gather and watch the MTV Movie Awards—which took place last June. It appears the conventional wisdom that Generation Y was about to become the avatar generation may not have been so wise. For example, The CW quietly shut down its two-year-old Gossip Girl-themed virtual world a few months ago. Earlier this summer, the teen-targeted vSide.com shut down. And in August the once-promising young adult hangout There.com drew just 265,000 unique users, per comScore.”

4. PCWorld (USA) – Twitter vs. Second Life: A N00b Takes Another Look. “Overhyped technology poster child of 2009, meet your counterpart from 2006. We’re talking about Twitter — which, by our reckoning, entered the mainstream at the beginning of this year — and Second Life, the virtual world which went through its own hype phase in 2006 (BusinessWeek: “Virtual worlds abound in useful business applications!”) before being brought roughly back to earth. But not all hype is created equal. In a June 2009 blog entry for AdAge, PR executive Chris Abraham compared the two services, and concluded that Twitter’s hype cycle is more sustainable than that of Second Life. Why?”

5. Advertising Age (USA) – Has Second Life Cut Its Mullet? “At the end of June I wrote a simple blog post for DigitalNext addressing why I believe the hype currently associated with Twitter will be more sustainable than Second Life’s. Long-story short, “Twitter is light, cheap, open and permanent, whereas Second Life is heavy, expensive, closed and ephemeral.” Twenty-one comments and a series of responses later, I was invited by Second Life to return to the virtual world that I stopped visiting back in 2007. My complaint, and why I never returned, is that the client, called the viewer in SL parlance, was too resource intensive, incompatible with my executive laptop (which favored lightweight and slimness over horsepower and graphics cards) and required too much bandwidth, preferably a LAN connection instead of Wi-Fi.”

6. Kotaku (Australia) – Australian Film School Offers Games Course For 2010. “The Australian Film Radio and Television School is now taking applications for a 2010 course in Games & Virtual Worlds. AFTRS is Australia’s national screen arts and broadcast school. Loads of successful filmmakers are graduates: Alex Proyas, Jane Campion, Andrew Lesnie, to name but three.”

7. VentureBeat (USA) – IMVU, the 3-D avatar chat room company, hits $25M in revenue. “IMVU has been fairly quiet about its success in virtual chat rooms, where people can create their own dressed-up 3-D characters and socialize in graphically beautiful settings. But today it’s starting to trumpet loudly that it has established a strong business with a $25 million annual revenue run rate.
Cary Rosenzweig, chief executive and president of the Palo Alto, Calif.-based company, said in an interview the company has doubled its revenue in the past year in spite of the recession and the cooling off of the virtual world hype. IMVU now has more than 40 million registered users and six million unique visitors a month, according to comScore. For the past three months, the company has been profitable, Rosenzweig said.”

8. Kotaku (Australia) – Littlest Pet Shop Online Has Cutest Hourglass Ever. “Why spend your evening waiting in an queue to play Aion when you can watch an hourglass spin around in EA’s new MMO, Littlest Pet Shop Online? The Hasbro / EA partnership is fully realised today with the launch of Littlest Pet Shop Online, an immersive online world filled with animals desperately struggling to keep from being crushed under the weight of their own massive skulls. The game is all about decorating, customisation, and of course, mini-games, offering fun for “girls” whether they opt to play for free or buy a subscription for $US6.95 a month.”

9. Crispy Gamer (USA) – F-Secure details World of Warcraft scams, trojans. “Players of Blizzard’s ultra popular MMO World of Warcraft are under attack by a phishing scheme that lets the attacker steal players’ gold and rare items by luring players with an offer of “free in-game mounts,” anti-virus and security researchers at F-Secure point out. This is common knowledge to many WOW players (read the official forums for proof), but not to those few of us that don’t play World of Warcraft, or security experts who don’t pay too much attention to virtual worlds.”

10. Media Asia (Hong Kong) – Sector Insight… Taiwan gaming firms look to offline advertising. “The growth of the online gaming industry in Taiwan has created a new group of big-money advertisers. Taiwan’s publishers of insanely popular, massively multiplayer online games (MMOGs) are relying more and more on good old offline mass media to recruit players to their virtual worlds. TV is the medium of choice, and commercial breaks feature video grabs of evil demons in deadly action, or cloyingly sexy animated pop idols inviting all to dance and sing. This year’s advertising onslaught began last spring as university students prepared for final exams. Heavy promotion pushed PC/online game adspend to NT$510.9 million (US$15.6 million) for the first half of the year, up a whopping 283 per cent year on year, according to Nielsen Taiwan. Ninety per cent went on TV (77 per cent cable; 13 per cent terrestrial), with six per cent spent on OOH, and a mere four per cent shared among newspapers, magazines and radio.”

Weekend Whimsy

1. Roger’s First Day in Blue Mars

2. SURF, RACING in SECOND LIFE 2009 ANGEYLAURA HOUSTON SINGING LIVE: I WANNA DO IT ALL

3. Second Life Groningen 2 jarig bestaan NuScore Kidd

Archi-Me: CAD to virtual world

airport2 There’s no denying the demand by business for virtual environments that allow for replication of real world products and processes. Forterra’s OLIVE platform, TeamingStream’s NoviCraft, Second Life and OpenSim grids are just four environments used extensively by business for prototyping products or business.

Archi-ME is a new entrant in that space. Created by UK-based company MOOFU, its stated purpose is “a new solution that enables designers to create fully interactive avatar-based virtual environments from 3D CAD models”. If you spent a couple of minutes watching the video below, you’ll see Archi-Me in action. Those who’ve used Second Life in particular will see some big similarities around appearance and the ability to manipulate objects and change textures on the fly. In fact, there’s very little from the demo that can’t be replicated in Second Life. Which isn’t the point really: this seems an application designed for building and architecture firms who want an easy way to bring their CAD-based designs into an avatar-driven 3D environment.

To get some more details, I shot some questions through to Nick Palfrey, Managing Director at MOOFU:

Lowell: Can you give a ball-park estimate on typical cost of something like a basic house walk-through?

Nick: For applications where the client is using toolkit functionality and requires very little tailoring, which would be the case for many Architects we would be looking at under £5k. We also design custom interfaces and environments for larger organisations such as property developers, with budgets of up to £25k as new avatars, functions, networking and design options are all re-visited.

Lowell: Is there any intention to allow people to own their own copy of Archi-Me i.e. pay a license fee to create their own content rather than rely on it arriving on a DVD.

Nick: We plan to offer an import system at some point so that users can generate their own environments through their CAD models, we should stress that we are not replicating Second Life and the system will not have tools for building spaces in it. Archi-Me is all about showcasing designs and for that reason, we rely on the client or user having a thorough understanding of either 3DS Max or ArchiCad. It is also important to note that only we can package the system up for web application and hosting.

Lowell: What is the fundamental architecture that Archi-Me is based on – is it a ground-up proprietary virtual environment or does it leverage say Forterra’s OLIVE platform or something similar?

Nick: We use Unity 3D to compile our code and for all of MOOFU’s game work, we stick with this. All code, assets and scripts are customised as well as a number of SDKs being used. We use Unity because it compiles the data instantly on-screen and for visualising large buildings with multiple cameras, this functionality is very helpful!

Nick: Are you able to disclose who the client or clients in Australasia have been?

Lowell: Yes… Dr Kenn Fisher Associate Professor Melbourne University and Director of Learning Futures Woods Bagot Architects, Melbourne. This has been a project organised by him with a number of international stakeholders. More information on Kenn is available at Rubida.net!

The Virtual Worlds Story Project: HIV/AIDS

The Virtual World’s Story Project (TVWSP) is a partnership between Jena Ball (SL: Jenaia Morane) and Marty Keltz (SL: Marty Snowpaw). We’ve previously covered one of their other story quests and they’ve certainly been prolific in the health and education field.

Their latest project is focused on HIV/AIDS and is titled The Life and Times of Uncle D, which you can get a taste of in this four-minute summation:

This week sees the in-world launch of The Life and Times of Uncle D. It’s occurring on the 1st October at Noon SL time, which is 5am on Friday the 2nd October AEST – you can find out more info here on the TVSWP site.

It’s another example of the power of machinima, and the virtual environments they’re created in, to assist in providing meaning to real world issues.

(For those interested in the use of virtual worlds in sexual health education or in health more broadly, don’t forget to keep an eye on sister-site Metaverse Health.)

The Watch – virtual worlds in the news

1. Marketingweb (South Africa) – Corporate gaming and virtual worlds. “Throughout 2009, the corporate world was exposed to the reality of virtual worlds which has seen a growing influence on how companies train, market, advertise and communicate. This trend was largely driven by the rising influence and profile of virtual online worlds, which allow users to create ultimate realities such as that offered by Second Life, and in a similar vein the computer game SIMS. This is a trend that is expected to continue as organisations begin to recognise the merits of incorporating gaming into their basket of communication tools. As a social dynamic, computer gaming is an influential reality. People under 35 grew up in a world influenced and informed by computer gaming rather than traditional board games. If we consider that society has always used games to teach children the skills they need to be successful adults, the role and influence of computer games is going to increase within the corporate world – driven by the fact that an increasing segment of our marketable demographic have had their values and worldview affected by computer gaming. This growing social effect is one of the drivers behind the probable increase in virtual world activity by the corporate world.”

2. Washington Post (USA) – A Virtual Theme Park for Kids Explores Life’s Wonders. “”I think this is educational,” observes my 8-year-old stepson, about half an hour after logging on to Wonder Rotunda, a Web site aimed at kids that was recently launched by a Washington area dad. I wonder briefly if the jig is up, but he continues to explore the virtual theme park, intrigued by the prospect of winning and spending the game’s “wonder dollars” to buy virtual food and loot with which to decorate his virtual treehouse. I’m not sure whether he’ll be playing next week — who ever knows these things? — but for now he’s intrigued enough to sit still through discussions about how the human digestive system works and which presidents appear on U.S. currency.”

3. CNET (USA) – Audi creates virtual Audi Space within PlayStation Home. “Automakers are like forum trolls. Every time you turn around another one of them is yelling, “First!” This time it’s Audi claiming to be the first carmaker to develop its own virtual area in Sony’s PlayStation Home. Audi Space, as it will be known, will come on line in late 2009. Audi Space will at first feature an Audi TV channel delivering video content relating to the German automaker. In December of ’09, Audi Space will be expanded to include Vertical Run, a futuristic racing game featuring Audi’s e-tron concept. Players will collect electrical energy that will presumably be untamed by the e-tron as they race for the highest possible speed. Be the fastest and you could earn a place for your Home avatar in the virtual Audi apartments, located in a large tower in the center of Audi Space.”

4. Manolith (USA) – Second Life Economy Healthier Than First Life. “Some of you may not be aware of what Second Life is. Some of you might have tried it, gotten frustrated, and then quit. Some of you might still be SL citizens. Whatever your experience with it, you have to be amazed that it’s still around and apparently doing some thriving business. Linden Labs, the company that created this virtual space, has recently reported that SL citizens have transacted over one billion dollars’ worth of services and goods with each other, estimating fifty million dollars being exchanged per month. Furthermore, 1,250 text messages are sent every second of the day, and the virtual geography of Second Life has grown to roughly the size of Rhode Island.”

5. The Guardian (UK) – Maths is the bedrock of the digital age. “It is a situation eerily familiar to most gamers: I am lost deep inside a pyramid, being pursued by a monster about to devour me in a spectacular way if I don’t make a decision pronto. The only difference to most other games is that the problem involves geometry. An arrow appears beneath my avatar’s feet with a length on it, say 5 metres. Above are four boxes consisting of triangles, rectangles and other shapes with sizes marked on the side. Unless I drag the box with the right answer down in front of me, I will be devoured. If I succeed, a fresh section of a stone path opens and the game moves on. Called Pyramid Panic, it is aimed at key stage 3 – and is one of a family of “serious” or educational titles launched today by mangahigh.com. Others range from doing simple arithmetic to make flowers grow to solving quadratic equations to guide a spaceship to its destination.”

6. Virtual Edge (USA) – Two Recent Surveys of Marketing Professionals Shed Light on Trends in Virtual Events. “ON24 and Unisfair recently conducted studies seeking to understand how marketing professionals were planning to use various marketing and collaboration technologies. While the Unisfair survey found that 48% of the respondents planned to increase their use of virtual event solutions. The ON24 study identified some of the drivers for that kind of growth, with cost savings leading the way and time savings close behind. This was a multiple choice question so some of the options we’d like to see weren’t offered but the Unisfair research shed additional light on marketer’s priorities. Not surprisingly, new customer acquisition followed by customer retention lead the marketers’ initiative list. These are two functions that virtual events are very well suited for.”

7. Silicon.com (UK) – Are dinosaur managers and poor teaching holding back Digital Britain? “More must be done to convince grey-haired business leaders to embrace web 2.0 developments, a panel of experts has warned. A panel assembled by the British Computer Society (BCS) were asked to consider whether IT could lead the UK out of recession. But it warned the UK’s potential around technology – and thus the potential of IT to drive economic recovery – is being held back by the current crop of business leaders who are failing to ‘get IT’, and also by the failure of the education system to inspire young people to acquire the skills needed by the industry.”

8. New University Online (USA) – UC Irvine Gets Grant to Study World Of Warcraft. “UC Irvine received a $100,000 grant from the National Science Foundation (NSF) for an ethnographic study earlier this month on “World of Warcraft,” (WoW) a massively multiplayer online role-playing game (MMORPG) with over 10 million subscribers. UCI Professor of Information and Computer Sciences Bonnie Nardi and doctoral student Yong Ming Kow will analyze how players engage in creative collaboration in this virtual 3-D universe.”

9. Minneapolis Star Tribune (USA) – Dangerous adventures in Barbie-land. “Wouldn’t it be great if you could go about your daily life as a better-looking, thinner, more perfect version of yourself? That semi-you could go to work, shop for groceries and go out on the town and the real you could schlub around your house all day long, living vicariously through your surrogate. That’d be great, right? Well, not so fast, says “Surrogates,” a subpar sci-fi thriller set in an Atwoodian alterna-future where regular folks stay at home glued to a complex computer screen while their surrogates venture into the world.”

10. The Times Online (UK) – Angelic pretender Aion threatens to knock king of fantasy games off its throne. “Once upon a time, in the world of online gaming, there was but one king: World of Warcraft — the role-playing extravaganza that has snared millions of fans to become one of the most valuable entertainment properties. Now there is a challenger for its crown: Aion, created by the South Korean company NCSoft. The game had already been ordered by more than 400,000 players across Europe and North America before its launch in Britain yesterday.”

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