Weekend Whimsy

1. Do You Want To Date My Avatar (Second Life Adaptation)

2. 3D Artwork in Second Life

3. (second life) Cranes – Diorama

Bodily Beauty in Second Life

The master content creators at Rezzable have created a stunning piece on their Black Swan sim in Second Life. The picture I took pretty much sums it up:

rezzable-aug09sml

It’s certainly one of the more striking examples of the beauty of sculpted prims. Thanks to Sarah Nerd for the heads-up. For the full power of the vision Rezzable have created:

Check it out in-world

The Watch – virtual worlds in the news

1. Daily News Online (USA) – Do you know where your children are? Look in a virtual world. “Once upon a time, Tinkerbell was known as the magical fairy who helped children fly. Now Disney is summoning the mischievous little sprite from Peter Pan to get kids to go online. In a virtual world called Disney Fairies Pixie Hollow, girls and boys can become a fairy, dress up, fly around, befriend other fairies and help paint lady bugs, teach baby birds to fly or go on other nature-related quests. It’s packaged as the world of Tinkerbell and her friends, and their work is to make nature happen.”

2. Hypergrid Business (Hong Kong) – Private grids, public grids, and intragrids. “I occasionally get announcements or news from new grids running on the OpenSim platform, but they require the creation of a new avatar to visit. I don’t personally have anything against these kinds of grids, but there isn’t usually an interesting business story there. Semi-public grids — grids which don’t allow hypergrid teleportation, but allow anyone to create an account — are commonly referred to as “Second Life clones.”

3. Forbes (USA) – Wall Street Vs. ‘Virtual Street’. “For the last year, the world’s financial markets have been in utter crisis. There is one sector, however, doing well: virtual worlds that sell virtual goods. Netizens are buying and selling everything from virtual pets and gifts to games to iPhone apps. The worldwide virtual “goods” economy, which some are calling Virtual Street, is estimated at about $5 billion right now (see: “The Fall of Wall Street and The Rise of The Virtual Street”) and 80% of the industry is in Asia (China, South Korea and Japan). The beauty of Virtual Street is that it grows like a virus. The growing number of consumers getting on the Internet, the popularity of smart phones and the seemingly unstoppable proliferation of social media deep into the lives of consumers should continue to provide lots of momentum.”

4. Virtual Worlds News (USA) – Gartner: Virtual Worlds, a Long-Term Play. “The researchers at Gartner Inc. released their 2009 Hype Cycle Special Report last week. The report, prepared by the organization since 1995, is at its core a comparative tool for risk judgment which, this year, looked at over 1,500 technologies and nearly 80 tech sectors. Among the nearly 1,800 data points mapped on the cycle’s peaks and troughs is virtual worlds, an area which Gartner thinks is nearing an inflection point as a technology: virtual worlds, says Gartner, are close to owning the basement of the hype cycle, bottoming out in the dire-sounding Trough of Disillusionment.”

5. WA Today (Australia) – Tourism industry casts eye to the future. “The global financial crisis, swine flu fears and a forecast dip in international visitors has left a cloud over Australia’s tourism industry in recent times. But throw in virtual worlds, pirates on cruise ships and robot sex workers, and the future of the industry looks a scary place indeed. The national Tourism Futures conference on the Gold Coast this week heard the future of the multi-billion dollar industry would be shaped by global warming, social responsibility, huge advances in technology and a more individualistic traveller.”

6. Times Higher Education (UK) – Second Life out as techies embrace cloud email. “Virtual worlds are about to plunge into a “trough of disillusionment”, lecture podcasts are fast becoming obsolete, but cloud computing will soon be on the “slope of enlightenment”. These are the findings of an analysis of the “hype cycle” of technology in education, published by Gartner, an IT advisory firm. The annual study looks at the popularity of emerging technologies, from internet TV and e-books to microblogging sites such as Twitter, across a range of sectors. It tracks their progression as a function of expectations. The cycle ranges from over-enthusiasm as technology is hyped, through a period of disillusionment when it fails to deliver, via a slope of enlightenment to a “plateau of productivity”, as users learn how best to employ it.”

7. CNET (USA) – Cataclysm hits World of Warcraft. “Pretty much exactly as predicted, Blizzard Entertainment announced the next expansion for World of Warcraft Friday afternoon during the opening ceremonies for its annual Blizzcon convention in Anaheim, Calif. Called Cataclysm, the next expansion will, among other features, raise the character level cap to 85, introduce two new playable character races, and involve a wholesale refresh of Azeroth, the setting for the original World of Warcraft game released back in 2004.”

8. Telegraph (UK) – Teenager obsessed by World of Warcraft first to attend US internet addiction retreat. “The 19-year-old man will undergo a 12-step treatment at the reStart Internet Addiction Recovery Programme in Washington state, which has opened for business to cater for the growing number of “cyber junkies”. A typical 45-day residential stay, which will include camping and wilderness adventures, will cost patients $14,500 (£8,800), but the retreat is also open to outpatients seeking respite from an overreliance on joysticks, internet pornography and spending days on end staring at a computer screen.”

9. BBC News (UK) – Castle ‘rebuilt’ in virtual world. “Invergarry was burned down by Oliver Cromwell’s forces in 1654. It was rebuilt, but ransacked by government soldiers after the Battle of Culloden. The MyGlengarry.com Conservation Trust has “built” two versions of the castle, near Fort Augustus, on Second Life. Virtual tours of the building in its ruinous state today and how it was in 1740 have been offered. A computer expert who writes codes for Second Life was brought in by MyGlengarry to recreate the castle.”

10. The Guardian (UK) – The technological secrets of James Cameron’s new film Avatar. “In real life, we see images in three dimensions because our left and right eyes see slightly different images that, when combined by the brain, deliver a picture that has depth. In old-fashioned 3D cinematography – the sort where your glasses had red and green coloured lenses – a pair of closely-aligned images with different tints gave the impression of depth by fooling the eyes. But modern 3D films have developed new techniques to drag them out of their B-movie past, and Avatar takes things a step further by using both computer generated imagery and advanced stereoscopic filming methods to create the illusion of reality.”

The physical health impacts of virtual environments

razer-naga Over the past few days a product announcement and some interesting research have come together for me in illustrating some of the downsides of heavy regular use of virtual environments. I’m talking specifically about the physical impacts here: we’ve covered the psychological positives and negatives repeatedly (e.g. here and here). In regard to the psychological side, I’ve always believed the benefits and opportunities well outweigh the downsides, which is being recognised by professionals working in the area.

The research that caught my eye comes from the American Journal of Preventative Medicine, as reported by MSNBC. The researchers tested the hypothesis that gamers tended to be more overweight and had poorer mental health than non-players. The results, after surveying 552 people in the Seattle area of the US, showed that the hypothesis was essentially correct. Looking at the overweight issue, most people may say “well gee there’s no surprise there”. The gamer stereotype is certainly one of the overweight male staying up at all hours whilst eating endless bags of potato chips. Like any stereotype there can be distorted echoes of reality and this research is doing just that. I doubt there’s anyone claiming that heavy gaming or virtual environment use is good for one’s physical health in respect to exercise and nutrition. Sure, consoles like the Wii are increasing the level of physical activity but the jury is well and truly out on whether it equates to other forms of desirable physical activity. This research was conducted in 2006 but only published now, with an admission it’s just a taste for further research needing to be done – its findings however do point to the challenges for gaming, and by association, virtual environments.

The product announcement that I saw not long after the research above was for an MMO-gaming mouse produced by Razer, called the Naga. Here’s Razer’s PR pitch for it:

It’s not unique in that there’s no shortage of multi-button gaming mouses. What struck me though was the twelve buttons on the left-hand side that are designed purely for thumb use. Knowing the pace of MMO gaming at times, it seems astounding to me that you’d put one thumb through the trauma of operating twelve buttons continuously. In the five minutes-plus of sales pitch above, you’ll hear the word ‘comfort’ a few times, but that’s it. You’ll also hear a couple of mentions of statements like “playing all day” as qualifications for the level of effort that went into producing the design.

Am I alone in thinking that no matter how good the device’s ergonomics are, relying on one digit to control twelve buttons is a recipe for disaster? Sure, the heavy use of a keyboard for the same activity isn’t ideal either, but usually the repetition is spread around a few more digits if keyboard shortcuts are being used. Of course, gaming is different to broader virtual world use, but in proportion the same issues remain.

My point overall? Virtual environments are really no different to the real world in respects of the need to engage in physical activity. The ever improving development of new interface options may assist, but the reality in the short to medium term is that plenty of real world concentration on nutrition and exercise is needed. The three people I know best who are involved in virtual environments 8-16 hours a day all own pets and tend to have an exercise schedule. Do you?

Merged realities – events and issues for virtual worlds

metaplace-avatar 1. Metaplace are previewing some new avatar customisation options on their forums. Don’t forget anyone can register for free to test out Metaplace now.

2. If you ever needed proof of how Relay for Life in Second Life is going from strength to strength, here it is:

Leaders of the Relay For Life of Second Life travelled to Dallas, Texas this past weekend to participate in the 2009 Relay For Life Nationwide Leadership Summit. The Summit is an annual activity bringing together Relay staff and volunteer leadership for 2 days of training to help each Relay improve and grow. Attendees from Australia, Canada, the United Kingdom and South Africa were joined by Second Life as honored guests. The summit goers attended various workshops designed to arm them with the newest innovations and ideas, reinforce basic Relay activities and share individual ideas and successes.

Relay For Life of Second Life was represented by incoming Event Chair Tayzia Abattoir, co-chair Nuala Maracas and Trader Whiplash. They were joined there by Staff Partner Stingray9798 Raymaker.

Reuel Johnson, the American Cancer Society’s Vice President for Relay For Life specifically cited Relay For Life of Second Life during his opening remarks, noting that the virtual Relay had exceeded its target, raising more than $274,000, had attracted more than 120 teams, and had over 750 years of survivorship represented on the track during it’s opening lap on July 18th.
The avatar of Trader Whiplash, co-winner of the 2009 Spirit of Relay award in Second Life, presented a 3 minute video to the nearly 500 attendees, as part of the Quality portion of the summit.

(Thanks to Belle Loll for the heads-up)

3. Skribe Forti has produced a tasty machinima based in a world called Blue Mars, which is currently in beta:

The Watch – virtual worlds in the news

1. Globe and Mail (Canada) – For God’s sake, get a Second Life (or not). “Lois King has an avatar. Her avatar is a tall, shapely blonde who lives in a virtual world called Second Life. She wears a snappy business suit, which is appropriate because she teaches serious courses in finance at York University in Toronto. She teaches traditional classroom courses, as well as distance courses on the Internet.

2. Law.com (USA) – Intellectual Property in Virtual Worlds. “It is not surprising that copyright and trademark issues arise frequently in virtual worlds, given the fact that they are products of copyrightable software code and thus by their very nature implicate intellectual property analysis. Additionally, MMORPGs, such as Second Life and WoW, have developed marketplaces for the sale and barter of virtual goods for real money or virtual money that may later be converted to real money. As in any marketplace, there is also a need to identify the source of virtual goods, especially in virtual worlds such as Second Life, which allows its users to generate their own virtual content and retain intellectual property rights in the content they create. “Second Life Residents To Own Digital Creations,” Nov. 14, 2003; Second Life Terms of Service §3.2. Some entrepreneurs in Second Life have applied to the U.S. Patent and Trademark Office for registration of their avatars (the user-created character representation of the virtual world participant in the virtual environment) and other marks for their virtual businesses.”

3. Virtual Worlds News (USA) – In Virtual Worlds, Games, $400M Will be Spent on Virtual Goods. “Viximo founder Brian Balfour states that Americans will spend between $400 and $600 million on virtual goods in 2009, as reported by the San Francisco Business Times. Balfour states that US spending on virtual goods was roughly half that in 2008, in the $200 to $300 million range, and between $25 and $50 million in 2007. Balfour values the global market for virtual goods in 2009 at $5.5 billion, an estimate consistent with Plus Eight Star’s evaluation of the virtual goods market in Asia alone at $5 billion.”

4. VentureBeat (USA) – Roblox raises $2.3M to help kids build casual games. “Roblox, a casual games and virtual world site aimed at children, has raised about $2.3 million in a first round of funding, according to a regulatory filing. It looks like Roblox allows users to create free games using building blocks that look kind of like Legos, though the site emphasizes that the Redwood City, Calif., company is not affiliated with Lego or similar products. The Roblox site also says the product is still in early alpha testing and describes it as “straddling several rapidly-developing aspects of internet entertainment: virtual worlds, casual gaming, and user-constructed content.”

5. Kotaku (USA) – IRS: Second Life Saves Taxpayers Millions. “he Internal Revenue Service isn’t all about taking your money. It’s also about saving you money by foregoing NASCAR sponsorships in favor of a virtual presence in Second Life. See, instead of spending millions of dollars on recruitment advertising no one will actually see, the IRS instead spent thousands of dollars to create an IRS Careers Island in Second Life which no one will actually see. That’s much cheaper! I actually visited the island as soon as I heard about this, and one can definitely see how they saved millions. It’s a bunch of booths with clickable information signs, and a couple of lounges with some very pretty penguin clip art that must have cost them a small fortune to secure. Frank Stipe, Virtual Worlds & Social Networking Project Manager for the IRS, explains why the IRS needs a Virtual Worlds & Social Networking Project Manager.”

6. Internet Evolution (USA) – Designer Fights for Second Life Rights. “When Gospel Voom was approached by a client to recreate a highly detailed, three-dimensional section of the famed French Quarter in New Orleans for use in the virtual online community of Second Life, I’m sure the last thing on his mind was that he would end up fighting a battle to protect his intellectual property rights. Voom (his chosen Second Life name), is a London-based industrial designer in real life with over 14 years of professional experience, who has developed, among other things, a variety of projects for universities and businesses in Second Life. So it was as a real-life businessman that he was careful to communicate the terms of his commission with his client, on more than one occasion, to ensure he would retain and protect his creative rights and credit.”

7. CNET (USA) – Dell nurtures a virtual life for youngsters. “Dell has partnered with Nickelodeon and Whyville.net to give life to its latest version of the Mini10v. According to Dell, the kids’ Netbook has been designed with safe computing, education, and entertainment in mind. At a glance, Dell is only trying to reach another market (children), but if you look a little closer, the Netbook may represent a change in the way the next generation of preteens and children will learn to socialize and develop their decision-making skills. The Netbook comes with desktop animations which link to Whyville.net, a virtual world where kids of all ages chat, shop, and visit places in town that engage them in science, nutrition, art, and business activities.”

8. eMarketer (USA) – Virtual Goods Mean Real Dollars. “Virtual goods represent one of the strongest ways that marketers and retailers can get involved with virtual worlds, and their popularity in social networks has increased with the opening up of the Facebook platform. For example, fashion marketers and retailers have offered virtual versions of current in-store clothing, along with links to buy the items in real life, on sites such as Stardoll. Branded items are also available to decorate social network profile pages or to send to friends.”

9. iTWire (Australia) – Australia bans another game. “Another one bites the dust, this time the role playing game (RPG) Risen has fallen on the bad side of the Australian Classification Board due to chatting up prostitutes and smoking imaginary drugs. It is comforting that our government is looking after us so well, protecting the adult populace from the evils of virtual worlds. This time the game in the Classification Board’s sites is the multiplatform title Risen, a typical sword and sorcery role play game from developer Pirhana Bytes, makers of the well received Gothic series.”

10. Portfolio.com (USA) – The Virtues of Virtual. “Surging online sales of digital goods — everything from digital pets to “currency” for online game-playing to virtual roses for a love interest — is driving growth and reshaping business plans among Internet companies small and large, particularly around video gaming, offering new revenue streams as web advertising rates have fallen. The trend is fueling growth and innovation among game publishers, dating sites, advertising agencies, payment processing companies and purveyors of industry analytics. For now, the mac daddy of North American virtual goods is Zynga, the Potrero Hill, California, online social gaming company founded in 2007, which gets two-thirds of its projected $100 million-plus annual revenue selling virtual goods ranging from digital farm buildings to poker chips.”

Linden Lab founder and CEO give a glimpse of Second life’s future

mlindenDaniel Voyager has tweeted the keynotes from M and Philip Linden at SLCC 2009. You can view M Linden’s 104 presentation slides here.

Key tweets from Daniel that interested me in particular were:

1. Philip Linden

There will be lots of change. The prairie where we are now can become New York City

Hmm, interesting perspective. Some people actually like living on the prairies – this has the smell of progress at expense of lifestyle all around it. I do see the point but it’s an unfortunate metaphor.

Things are changing extremely rapidly and the impact will be revolutionary not evolutionary

Extremely common corporate speak that pretty much says the same thing as the first point.

Try and understand we’re at the very beginning, we’re going to have to weather tremendous change

See points one and two above – I’m waiting for the ‘duck and cover’ lecture.

We are at the very beginning. We’ll not like all the changes. It is inevitable. Try to work with us, let go a bit

I get the picture Philip, I really do. How about some vision behind the revolution warning system? To be fair, I’m sure he said a lot more than what Daniel was able to Tweet, but there’s still a lot of ‘worlds in crisis’ talk.

To scale large, we need: More decentraliztion of services. But we have “right napkin drawings”

I’m giving the benefit of the doubt on this one, assuming he means the bright, radically changed future in store. If he meant that the ongoing organic growth of Second Life is still reliant on good ‘napkin drawings’, then I hope some people at SLCC in person threw things.

2. M Linden

We’re coming out of the trough of disillusionment. In the middle of a top to bottom renovation

The Trough of Disillusionment – that has to be a movie or album title if it isn’t already. Snap it up while you can! Or was it the title of the focus group report after the introduction of Jar Jar Binks into the Star Wars franchise?

We’re at SL 1.0 heading to 2.0. We probaly need to get to 10.0 for billion users

Hard to argue with this. That said, I think the game will have changed so irretrievably in the next few years that the idea of Second Life having a billion users may be just a little fanciful in what’s likely to be one big field of competitors,

SL will bring more of the web into second life and more of second life into the web

Absolutely – it’ll be how embeddable Second Life is that really determines its ongoing success.

Overall, there’s not a lot surprising in the details: you’d expect a CEO and Board member to cite the need for ongoing good growth, a commitment to innovation and an upbeat assessment on the future. With the cynicism meter lowered a little, it’s fair to say M Linden has overseen some improvements in the usability and stability of Second Life. Add to that the ongoing good growth in the number of residents and the overall economy and it seems the revolution may happen. Whether it’s a bloodless one is yet to be seen.

Weekend Whimsy

1. California Legacy in SL – Episode 4: Dickens in Camp by Bret Harte

2. Second Life Tribute To RichGirl Starring Oceanna Gable,Neveah Niu, MentalKoas Akina, Evalucia Smalls

3. Second Life- Ice Caverns Gallery – August / September – 2009

Brands under the hammer in Second Life

smolinaro-aug2009 The Second Life blogosphere is igniting with the news that the listing guidelines for Second Life’s marketplace, xStreetSL, have been tightened up.

Essentially, it’s now prohibited to sell any virtual goods that resemble a real-world brand. That’s no shock and probably reasonable. The contention is over the ban on avatars that resemble actual celebrities. It’s a pretty silly ruling that’ll be essentially unenforceable outside of the xStreetSL website. Admittedly, protecting brands is a balancing act for any company, but this appears to be an over-protective move.

Let me throw out another conundrum likely to occur in the future as a result of this decision. Let’s say an avatar becomes a celebrity in its own right. Its shape, clothing and skin may have been created from scratch or different aspects purchased from vendors. Could said avatar argue they are now a brand and prevent people creating avatars that resemble them? Avatars-as-brands well and truly exist now – it’s the policy developments like these that continue to push well beyond the traditional boundaries of intellectual property law. It’s going to take some serious legislative work in the medium term to create some solid ground under virtual world content creators.

The Watch – virtual worlds in the news

1. Abeceder (UK) – Virtual world experiences increases racial bias. “They say you should walk a mile in a person’s shoes before judging them. Virtual reality technology offers this possibility by allowing us to control a digital representation of another person. Unfortunately, the first ever investigation of racial perspective-taking in an immersive virtual environment has found that assuming a different racial identity leads to increased racial bias, not less. Victoria Groom and colleagues invited 98 participants, half of whom were of White ethnicity, to view a photograph of either a Black or White person of the same gender as themselves, and to imagine they were that person. Next the participants donned a virtual reality headset which transported them to an empty room where they were interviewed for a job, still playing the role of that other person. Crucially, half the participants could see their new identity in a mirror in the virtual room, and as they answered some introductory questions they spent at least a minute observing their adopted selves in the mirror.”

2. Virtual Worlds News (USA) – Weblin Closes, Users Transitioned to Club Cooee. “Layered virtual world Weblin is ceasing operations, according to a company newsletter sent to registered users today. Media reports attribute the closure to a lack of funds. Weblin users are being invited to transition Club Cooee, a site run by the former Weblin principals Jan Andresen and Christine Stumpf.”

3. Escapist Magazine (USA) – Virtual Worlds and MMORPGs: The Best and Worst of Humanity. “The three years Juan Carlos Piñeiro Escoriaza spent making his MMORPG documentary Second Skin were a bit of a wild ride, as he saw how much good these worlds could do for people, and just how badly they could spiral out of control. Juan Carlos Piñeiro Escoriaza was a life-long console gamer until a friend introduced him to the MMOG space via SOE’s Star Wars Galaxies. Though Escoriaza would eventually quit SWG due to the time investment, the experience – and the idea of real people choosing to take on virtual responsibilities – stuck with him. The seeds from that eventually blossomed into his feature-film documentary, Second Skin, which premieres tonight.”

4. Newsweek (USA) – The Sound of One Hand Clicking. “Luis Figueroa lives down the street from UC Merced, the newest campus in the University of California system. So it’s not surprising that the 21-year-old studies from the comfort of his own home. But he’s not enrolled at Merced: from his living-room computer, Figueroa is earning his bachelor’s degree in business administration at Columbia College in Missouri, some 2,000 miles away. At $630 per course—about $1,800 per semester—his online degree will cost far less than even in-state tuition at UC. Not only that, Figueroa is able to continue working full time in a management-training job with AT&T in Merced, a job he feels lucky to have in the current economic climate. “Once I realized I had time constraints, I knew the traditional classroom wouldn’t work,” he says. “Courses online are open 24 hours a day, and I’m able to go there any time I want.”

5. PSFK (USA) – Digital Immortality and Death 2.0. “Without coming across as too macabre and curmudgeonly, we’ll simply say that with dawn of the internet, the business of death has gotten a lot more complicated these days. Consider that wills once existed for the sole purpose of ceding ownership of physical objects, and quests for immortality – things like cryonics, transhumanism, fountains of youth and religion (ahem) – remained firmly planted in the realms of fantasy, but as the lines between our real and digital worlds continue to blur, these customs have changed. The things we leave behind, from virtual businesses to entire online lives, now have an immaterial existence and longevity all their own.”

6. CNET (USA) – Second Life for returning veterans. “Veterans are often reluctant to seek therapy for service-related conditions, but rather than write them off, scientists are creating a virtual online community where servicemembers can find the camaraderie and resources to ease their return to civilian life. The “Transitional Online Post-deployment Soldier Support in Virtual Worlds” created by the University of Southern California’s Institute for Creative Technologies (ICT) will be ensconced within a corner of the virtual landscape of Second Life, a popular online 3D grid where people interact through avatars (PDF). Also known as Coming Home, this world will contain three main areas: one for social activities, one for competitive and collaborative gaming, and one for resources. The resources area will be staffed by artificial intelligence-driven virtual characters available 24-7 to steer veterans to the appropriate support and therapies.”

7. Times Online (UK) – The top seven social networking sites for kids. “How do you know when a social networking site isn’t cool anymore? The day that your dad joins up. A new study has found that young people are turning their backs on sites such as Facebook and Twitter. Meanwhile, the number of 35 to 54-year-olds using such sites has rocketed by 25 per cent in the last year. So what can you do if you don’t want to be poked by your mum or added by your gran? Here’s a round up of the coolest sites and virtual worlds for children – just make sure you hide this page from your parents.”

8. Mass High Tech (USA) – Viximo seeks to turn virtual goods into real profit. “It’s hard enough for online retailers to get consumers to spend money on real goods and services — but one Cambridge company is betting that sites will want to get into the business of selling virtual goods. Venture-backed Virtual Goods Market Inc., which does business as Viximo, provides a white-label virtual goods store with gifts and personal accessories designed to complement online identities and messages. When Viximo launched in 2007, the company’s founders thought publishers of virtual worlds like Second Life and massively multiplayer online role-playing games would be among its core customers, said co-founder Brian Balfou.”

9. IGN (USA) – Artificial Emotions at Gamescom 2009. “The future of computer games in all facets awaits visitors at the trade show “gamescom 2009″. Held in Cologne for the first time, Europes leading games industry gathering draws not only the interested public, but first and foremost, experts and professionals from across the globe. At the Artificial Technology GmbH booth (Hall 4.2, Booth K27) the heads of the company, Frank Gwosdz, Serein Pfeiffer and Daniel Renner, will shed light on the inner workings of EKI One 2.0, their new full-version modular middleware for emotional and artificial intelligence. ”

10. Wired (UK) – Does a healthy virtual life mean a healthy real life? “pparently having a slim avatar encourages Second Lifers to get healthier in real life. Researchers at RTI International have published a report in the Journal of Virtual Worlds Research, which reveals that a healthy virtual life can impact attitudes towards fitness in real life. The team interviewed 29 Second Life residents. According to Science Daily: “Half the participants were interviewed by a thin avatar and half the participants were interviewed by an obese avatar.” They were then quizzed about their levels of physical activity both in the virtual and real worlds. “

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