Zindra: Second Life’s adult continent

As announced on the Linden Lab blog, Second Life residents now have access to the new adult-only continent called Zindra, for the next two weeks. There’s already a bunch of Linden-created content up and running, although not surprisingly there are dozens of empty buildings this early on in the piece. I’m a sucker for pretty and Zindra is indeed pretty in places. The real fun begins as the adult-content is migrated from the current mainland. The process for doing that will likely be fraught with challenges but now’s your chance to look at where you may like to be relocated to.

To view Zindra you’ll need to download the 1.23 Second Life Viewer update and have age-verified your Second Life account.

Below are some pics I took while exploring Zindra, enjoy:

zindra-virginland-2

Plenty of open space at present

zindra-park

No shortage of green space

zindra-dam

One of three hydro-electric dams

xindra-full

Waiting to access Kama City

Zindra-virgin-land

Land anyone?

Merged realities – events and issues for virtual worlds

visionquest Starting on the 20th June, the Virtual Worlds Story Project is running Vision Quest:

This Second Life version of a Vision Quest is designed to spark your imagination and encourage you to “see” in new and thought provoking ways. Participants will have a choice between one of two Story Trails to pursue:

Story Trail #1: Told through the perceptions of a person who is blind.

Story Trail #2: Told from the eyes of a seeing eye dog named Max.

Each trail will have a specific set of clues to find and follow in order to tell your story. These clues will include everything from finding actual physical objects and interacting with them to doing a bit of online sleuthing in order make your story more authentic. No matter which story you choose, you must use MAX the seeing dog (free to all participants) to find the physical clues hidden on the sims. Other requirements for the story will be explained in the instructions.

2. Lifenaut are running competition to win a pair of Prober X-130 digital video recording glasses per month. To enter you’ll need to sign up for a Lifenaut account and within a one-month period, teach your avatar 1,000 lines of conversation, upload 100 files to your Lifenaut mindfile and compose 10 journal entries.

3. Need to transfer one of your Second Life builds to OpenSim? It won’t be long before you can do so.

Open source virtual environments living server-free

Inside Solipsis, one month ago.

Most people familiar with the Second Life grid are also aware of the existence of OpenSim technology, commonly thought of as the Open Source alternative to Second Life.

With OpenSim, you can create your own virtual environment grid without needing to pay for licensing. The grid can be made open to the public, or be kept private, only available to those on your side of the firewall.

What is the difference, then, between the OpenSim concept, and that of Open Cobalt and Solipsis? Essentially, OpenSim grids are designed to be served from a common point. Open Cobalt and Solipsis implementations are designed to be served from many points – they are both peer-to-peer technologies.

Open Cobalt: specific market niche

Open Cobalt consists of two parts: a browser and a toolkit. The browser is used to view the 3D virtual workspaces created with the toolkit. Each workspace can live on a separate personal computer. Workspaces are real time and computationally dynamic, and each can host multiple participants. Additionally, individual workspaces can be interlinked into a private and secure network of workspaces.

Open Cobalt is based on Croquet technology. Squeak is an open source software development environment for Smalltalk-80 programming purposes; the Croquet system is derived from Squeak. The Croquet system features a peer-based messaging protocol that eliminates the dependence of a virtual environment upon a single server or server cluster, and that fosters the creation of highly collaborative workspaces. The Croquet software developer’s kit (SDK) was released in 2007, after which development under the Croquet umbrella ceased. Further development of Croquet has continued under the Open Cobalt banner.

Open Cobalt has a number of very attractive features, particularly for researchers, educators and students:

  • Open source licensing (MIT).
  • Deeply malleable, collaborative space.
  • Runs on Windows, Mac, and Linux.
  • Internet access is not required; it can run over LANs and Intranets.
  • Private environments can be created. This eliminates the incidence of griefing by outsiders.
  • Public environment can be created. This brings richness and diversity to learning environments.
  • In-world text, voice and video chat, web browsing (VNC allows access to browsers like Firefox) and annotations.
  • Access to remote applications via VNC.
  • Navigation between virtual workspaces is possible using 3D hyperlinks.
  • Workspaces can be easily saved and restored.
  • Mesh, texture, media, and whole avatar imports are possible.

Open Cobalt was started in January of 2008 by Julian Lombardi and Mark P. McCahill of Duke University.  The pre-alpha release of Cobalt (downloadable here) was announced in June 2008. Since then, Open Cobalt has progressed in leaps and bounds, featuring more functionality and more extensibility. The beta release is due this year, and a full implementation is expected to be released in 2010.

Solipsis: our market niche includes everyone.

Solipsis is also open source, and also features de-centralisation of computational work and data storage. Nonetheless, its background, implementation and philosophies are of course quite different from those of Open Cobalt.

Solipsis has been developed by French R&D partners Orange R&D, Artefacto, Archivideo, IRISA and the Université de Rennes II. The product, which has been available for download for some time, is currently in beta testing, though that is slated to be completed soon.

The Solipsis 3D project grew out a prior 2D project; the 2D browser also featured a peer-to-peer facility, and thus allowed users to engage in chat sessions without the use of centralised servers.

Beginning in 2006, with a time-line of 30 months to completion, the Solipsis 3D universe and the advanced modelling tools should now be available.

The Solipsis team has a rather grand notion of the position it will hold in the future: they desire it to replace and greatly extend the Web as it exists today. Far more than just creating a metaverse in which to communicate and collaborate with other people, they also see Solipsis as a potential way to store and present data in a more meaningful way than the conventional Web does now. Additionally, they hope that Solipsis will conquer scalability issues, promote usage and creation of high-bandwidth services, and that it will be self-organising – any part that is cut off from the rest of the metaverse will be self-sustaining.

The Solipsis GUI presents as both a stand-alone navigator, and as a Firefox plug-in and ActiveX component.

The Watch – virtual worlds in the news

1. VentureBeat (USA) – Zula launches science-focused kids virtual world. “Hoping to add an Internet dimension to its growing kids business, Zula USA has launched a successful kids science education TV show in the past three years and is now diving into the vitual world market. The Burbank, Calif.-based company quietly launched its ZulaWorld virtual world for kids on June 1 and just filled me in on the details of its new offering. It has about 1,000 members so far, and it’s all in the name of making science fun.”

2. Bangkok Post (Thailand) – The world is yours … however you want it. “Have you ever created your own avatar and sent it wandering into a virtual world? With advanced tools and open source technology, Internet users can indeed create whole new characters and places online. Taking inspiration from sci-fi movies such as Star Trek, Star Wars and Sunshine, two Chulalongkorn University students have teamed up to build their own 3D virtual world called Hyperion. Kriangkrai Traichaiyaporn and Noppawat Muktaphan spent one month building Hyperion, which went on to win an award from “Wonderland Challenge 2009”.

3. Virtual Worlds News (USA) – Microsoft: Avatars, Si; Virtual Worlds, Nyet. “Last year, the New Xbox Experience introduced fully customizable avatars to Xbox Live players. With those avatars, came the attendant thought that Microsoft might be prepping an entry point into virtual worlds, with one exec going so far as to tell VirtualWorldsNews, “We’re thinking about the [virtual worlds] space heavily and have been involved in a gaming aspect for quite some time.” But that was 2008. Which is why all eyes were on Microsoft at this year’s annual E3 Expo trade show. And while recent comments from Xbox Live general manager Marc Whitten don’t exactly point to a virtual worlds launch from the company, they do fuel continued speculation.”

4. ZDNet Asia (Singapore) – Virtual worlds an inroad to new generation. “Virtual worlds aren’t dead–they’re enjoying a re-awakening, as marketers learn to connect both the real and virtual, say observers. Mary Ellen Gordon of Market Truths, a U.S.-based research firm specializing in virtual worlds, said in an interview with ZDNet Asia, companies expressing interest in virtual worlds such as Second Life are compelled to learn the media-consumption habits of the new generation. This marks a contrast against the initial wave of companies which flocked to Second Life for mostly publicity, and also “during which at least some companies did not seem to take the time to really understand virtual worlds or to think about how to use them to contribute to their overall business objectives”, said Gordon.”

5. Gamasutra (USA) – Worlds of Abundance: Currency and Virtual Worlds. “Money holds the power to shape the flow of games – from single player games to MMOs. With every game we make, we are designing currency. Sometimes the currency is simply points (or points in a more colorful guise). Other times it is a means of drawing the player towards challenges – collect x widgets and you can continue. In a third case the player collects money to gain power directly or indirectly: Direct mechanisms being things like Mario’s 100 coins for extra lives or experience points to earn level-ups, and indirect ones being shopping and bartering. One thing unifies those examples: The game has absolute control over the money supply. And in many games, it tends towards an initial scarcity that later collapses into an abundance of wealth; the player starts off weak, and has to pick opportunities carefuly, but inevitably progresses in skill or power, or finds loopholes in the system, and legitimately or not, they collect hundreds of extra lives, store thousands of pieces of equipment, boost their character’s abilities to god-like ratings.”

6. io9 (USA) – 7 Virtual Reality Technologies That Actually Work. “So far, virtual reality has mostly been a colossal disappointment. But VR has had its share of breakthroughs and innovative applications. Here are seven VR technologies that work, and that may yet point the way to truly successful virtual reality.”

7. E-Health Insider (UK) – Second Life to show Confed sessions. “embers of Second Life will be able to view sessions from the annual NHS Confederation conference live online tomorrow. For the first time, three key sessions from the conference will be accessible to members of the public through the virtual world’s website. The free screening is being provided by the NHS Confederation and Imperial College London. Second Life members will be able to view ‘Can Obama fix the US health system?’, a panel discussion on the financial challenge facing the NHS called ‘Just how tough is it going to get?’ and a final session on The paradox of choice: Why more is less.”

8. Kotaku (USA) – Seventeen Magazine Gets An MMO. “Teen bastion of style and sex tips, Seventeen Magazine, is signed up with Habbo.com to create an online interactive world for its readers. Break out the virtual lip gloss. According to Media Week, Seventeen will supply Habbo with articles, quizzes and polls for the MMO while Habbo will host a Seventeen Beauty Salon section where readers can get beauty tips from editors. This is a step up from Seventeen’s first foray into virtual worlds over its digital issue released via MTV’s virtual world, Virtual MTV.”

9. New York Times (USA) – Microsoft’s Project Natal Seeks Poetry in Motion. “Microsoft’s headline announcement at this year’s E3 gaming conference was a motion-detection system housed in a sensor bar that plugs into your Xbox 360’s ports. The pull-out-all-the stops unveiling included an on-stage appearance by Steven Spielberg who raved “I think what Microsoft is doing is not about reinventing the wheel. It’s about no wheel at all.” I had my doubts.”

10. VentureBeat (USA) – Free pricing triumphs as Free Realms online game hits 3 million in seven weeks. “Sony’s Free Realms has scored 3 million registered users in just seven weeks, making it a true hit for the free online games business model in the U.S. The “free to play” games, where players start playing for free but can purchase virtual goods with real money as they add new capabilities, has taken off in Asia, where companies such as Shanda and Nexon have pioneered this new way of doing business. But until now U.S. consumers have been reluctant to embrace it. Sony Online Entertainment’s Free Realms is the first big stake in the ground for a free-to-play massively multiplayer online game in the U.S. market. It could force a lot of rivals to follow and, god forbid, might even make a dent in the demand for the industry-leading World of Warcraft, which has 13 million paying subscribers. Just two weeks ago, Sony announced it had two million registered users for Free Realms.”

Second Life 2.0: safe choices

Sl-viewer-version2 It’s safe to say that Tateru Nino has quite a scoop over at Massively. She’s had the chance, like I have, to check out a rough version of the next-generation Second Life browser. As you’ll see below, on a superficial level, there’s not a lot that’s different.

In the short time I’ve had a play, the real changes appear to be in the menu structure, menu titles, three little widgets on the right-hand side (which slide out commonly used windows like Places). I have to say that overall, the changes are very safe. Sure, this is probably a pre-release version well before one ready for release, but given the anticipation around the next-generation browser, it’s hard to imagine that there won’t be a real sense of anti-climax if Viewer 2.0 looks essentially the same as 1.23. Who knows, this one may be a decoy version to ensure we’re all surprised as hell when the ground-breaking one is released.

sl-viewer-2.0-sml

(Full-size version can be viewed here)

My initial pet peeve? When right-clicking on an avatar, the pie-shaped menu is gone and replaced with the same menu text as the rest of the interface. It doesn’t seem like much of an enhancement to me although I suppose it will help newer users with a more uniform menu context.

To be fair, Linden Lab do have a hell of a job balancing the need for a more intuitive interface versus the risks of radical change frustrating current Second Life residents. For me, version 2.0 seems to be too far down the conservative change end of the spectrum,

More on the browser in coming days, but in the meantime, what do you think?

Update: Linden Lab have made some comments on the issue, stating this browser version is an early version of what will be the final product.

Merged realities – events and issues for virtual worlds

1. Indiana University’s Edward Castronova has a fascinating piece on media violence, aggression and policy. For me, the key point made was:

To begin at the end: Scientific research should not be framed as the pursuit of evidence for something. To do so violates the important norm of disinterestedness. You are not supposed to care how the numbers turn out. The proper way to think of things is “What causes Y?” not “Can I find evidence that X might effect Y?” The Y here is violence in society. We know that the main causes of violence in society are parents and peers. A disinterested scholar would stop there. Yet in media violence research, the norm is to go looking for a link.

2. Metaverse TV show, Life On Line is now up to its eighth episode, the latest episode features: Microsoft evangelist Zain Naboulsi and Aussie musician Hughie performing ‘Slap That Ass’ (from an album produced with Kirk Pengilly of INXS):

3. Metaversum, creators of Twinity, are recruiting a range of positions:

Ruby/Rails Developer, Senior Manager Business Development (Singapore)
Manager Business Development (Singapore)
Senior Developer (Singapore)
Junior Developer (Singapore)

Intern Commercial Partner & Business Development
Intern Marketing & PR
Intern Marketing & Online Redaktion
Intern Community Management
Intern Product Development

The Watch – virtual worlds in the news

1. io9 (USA) – 7 Failed Virtual Reality Technologies. “There was a time when people were calling home virtual reality the wave of the future. Now most people just call it goofy and expensive. Here are 7 virtual reality technologies that didn’t work, and never will. In what may be considered the first case of virtual reality reaching beyond its own limitations, Morton Heilig unveiled the Sensorama in 1962. It was a large box that enclosed the viewer’s head and displayed a stereoscopic 3D movie. The seat tilted and the box unleashed wind and smells. And all of this was accomplished mechanically.”

2. Federal News Radio (USA) – Beyond ‘heads-up’: augmented reality for virtual worlds. “Fans of the science fiction television show Star Trek: The Next Generation are certainly familiar with the ‘holodeck’, a room where powerful computers create realistic virtual environments. That’s the fictional model for what virtual worlds researchers are developing in labs all around the world today. Recently, several of the top names in the realm of ‘augmented reality’ presented an update on their work at the recent Federal Consortium for Virtual Worlds Conference at the National Defense University at Fort McNair. Dr. Maribeth Grandy from Georgia Tech is one of the world’s foremost experts on the topic of augmented reality for virtual worlds.
“Augmented reality can mean many different things. Traditionally, you’re registering 3D graphics with the world, and the user is experiencing that virtual content through a head-mounted display, or a tablet computer that is acting as a ‘magic window’, or a projector. More recently, I’ve been working in the mobile domain, where you can use something like your IPhone as a little magic window.”

3. Fox News (USA) – College Plans Virtual Graduation for Online Students. “Many colleges and universities offer online courses. But only one’s having an online graduation. Bryant & Stratton College, a for-profit institution with campuses in four states, plus an online division, plans to host a graduation ceremony June 10 in Second Life, the online virtual world. Fittingly, the commencement address will be delivered by Second Life founder Philip Rosedale.”

4. VentureBeat (USA) – Small Worlds and Hi5 combine virtual world and social networking. “In a marriage of games and social networks, SmallWorlds has teamed up with social network Hi5 to open up SmallWorlds’ cartoon-like virtual world to Hi5’s 60 million monthly visitors.
Hi5’s users can use Hi5’s games channel to access the browser-based virtual environment of SmallWorlds, which has hundreds of casual games available to play. Hi5’s games channel has become a major focus for revenue generation for the San Francisco-based social network. With the alliance in place, users can pay for items in the virtual world using Hi5’s virtual currency, Hi5 coins, said Ted Tagami, vice president of business development for Small Worlds. The deal is good for SmallWorlds because it broadens its potential audience – Hi5 is a top 20 web destination with huge followings in Latin America and Europe.”

5. Virtual Worlds News (USA) – In-world Sound Gets Upgrade from Cornell Researchers. “One look at the environment in Second Life, for example, and the conscious mind knows it is dealing with a virtual world; the same occurs while attending a virtual event. Still, developers do their best to enhance the in-world experience, using every trick in the book to nudge one toward a suspension of disbelief. Take sound. It helps that the Second Life servers manage VOIP as they do — making it proximity based, tuning the vocals based on relative position to, and distance between, avatars.”

6. Toronto Star (Canada) – Keeping it under control. “Steven Spielberg came down from his mountain (of money?) this week, eyes blazing with prophetic fire, to deliver a pronouncement to the rabble of international gaming media gathered at the annual Electronic Entertainment Expo (E3) in Los Angeles. “The only way to bring interactive entertainment to everybody,” he declared from his green-glowing pulpit at Microsoft’s press event, “is to make the technology invisible. Only then can we shine the spotlight where it belongs, which is on you.” Like millions of other game-news junkies around the world, I received this sermon remotely, through my laptop screen in the comfort of my couch, and it’s a sermon those millions and I have heard many times before.”

7. The Advocate (USA) – Virtual Gays Say “I Do”. “Gays and lesbians can now get married all over the world — the virtual world, at least. After playing The Sims 3 for a week, Lyle Masaki at AfterElton.com discovered that gay couples can now marry. Earlier versions of the game only allowed same-sex couples to move in together and declare unions. The Sims 3, which debuted at this week’s E3 electronics entertainment expo, builds on its hugely popular predecessors The Sims and The Sims 2 from video game developer Electronic Arts. The game allows players to create and control virtual characters and communities.”

8. Kotaku (USA) – The Sims 3 Review: Delayed Gratification. “After a more than three month delay—and more than four years on from the release of The Sims 2—The Sims 3 is finally here. So let’s get down to reviewing it. There are two types of Sims player: the Second-Life types who enjoy crafting and sharing stuff online and the God-types who look for new and interesting ways to terrorize their virtual dollies. The Sims 3 has room enough for both types in its expansive gameplay and online-feature set that lets you create and share everything from couch patterns to machinima. The once-narrow world of the Sims has been expanded to a persistent environment where Sims can freely walk from one lot to the next, the town around them progressing instead of freezing ‘til your Sim arrives on the scene. This makes the life cycle of the Sims more fluid; as your Sims grows old, so too do all the Sims around him or her. ”

9. O’Reilly Radar (USA) – 3D Glasses: Virtual Reality, Meet the iPhone. “A light flickers from two distinct points in time. As a child in the early-1970s, one of my toys was a View-Master, a binoculars-like device for viewing 3D images (called stereograms), essentially a mini-program excerpted from popular destinations, TV shows, cartoons, events and the like. The View-Master completely predated the advent of electronic toys (it was light powered and human click driven), but it was dumb simple to operate, and the 3D viewing experience was quirky cool. Plus, the content was customizable (just pop in a different program card) and for its time, it was engaging (sound could play on top of each image, making it even more so). Flash forward, and it’s 1992. I am reading Mondo 2000, a long since deceased magazine that was at the bleeding edge of the technology wave that was to come. Total reboot in terms of re-thinking and re-imaging the schema of the possible.”

10. Daily Kos (USA) – Kossacks in Second Life. “I first started working in Second Life as a library assistant, helping the campus library I work for develop its virtual presence to complement the programs already being developed in distance education through the university. As I continued working in Second Life, however, I realized I also needed friends there, as well, in addition to just working. No woman is an island, even in a virtual world. That’s when I started seeking out folks who were like me. I wanted the same environment I found at Daily Kos — a fun mix of diverse views and strong progressive values.”

Weekend Whimsy

1. SECOND LIFE – AM RADIO CREATIONS

2.WETLands in Second Life

3. SECOND LIFE: Gazira

The Watch – virtual worlds in the news

1. PNN Online (USA) – MacArthur Island Opens in Virtual World of Second Life. “The MacArthur Foundation Island opened today in the virtual world of Second Life. The island is a new laboratory for MacArthur’s two-year exploration of virtual worlds, led by the University of Southern California and the nonprofit Global Kids. MacArthur Island is designed as an alternative space to educate grantees and others about the potential for philanthropy in virtual worlds and allow grantees and Foundation partners to showcase their work and connect with new audiences. The new island is located adjacent to an archipelago in Second Life dedicated to the public good, called the Nonprofit Commons. Visitors to MacArthur Island can interact with installations created about the work of MacArthur and its grantees. They include a giant pair of 3D headphones that visitors can use to listen to stories by independent radio producers as part of Public Radio Exchange, and a map about Chicago neighborhoods through which visitors can learn about a comprehensive community development effort being carried out in Chicago. ”

2. WebProNews (USA) – Kids/Teens Drawn to Virtual Worlds, Not Marketers. “What do you get when you cross a video-game with social networking? Virtual worlds – and they’re no joke, particularly with younger generations who are immersing themselves in increasing numbers.
In fact, half of online kids (age 3-11) will be regular frequenters to virtual worlds by 2013, predicts eMarketer. In its new report, “Kids and Teens: Growing Up Virtual”, the research firm estimates that currently 37% of online kids log on to virtual worlds each month. By 2013, that proportion is expected to rise to 50%, or 8.7 million.”

3. Multiplayer Online Games Directory (USA) – Footballvillage.net Worldwide Opening with FC Barcelona Virtual World. “E-Calcio is Proud and Happy to Announce the Opening of Footballvillage.net. It’s the result of over 2 years of development with 150 people involved in the creation of an innovative virtual world environment dedicate to the football passion. The target it’s to give to the largest number of users a very immediate and easy to use access to the virtual worlds experience and a chance to live and share with other friends all over the world their true football passion.”

4. ZDNet Asia (Singapore) – Virtual worlds an inroad to new generation. “Virtual worlds aren’t dead–they’re enjoying a re-awakening, as marketers learn to connect both the real and virtual, say observers. Mary Ellen Gordon of Market Truths, a U.S.-based research firm specializing in virtual worlds, said in an interview with ZDNet Asia, companies expressing interest in virtual worlds such as Second Life are compelled to learn the media-consumption habits of the new generation. This marks a contrast against the initial wave of companies which flocked to Second Life for mostly publicity, and also “during which at least some companies did not seem to take the time to really understand virtual worlds or to think about how to use them to contribute to their overall business objectives”, said Gordon. She named some of these business needs as saving time and costs related to traveling, by using virtual platforms to carry out Web conferences.”

5. Kotaku (USA) – Are Our Games Alive? “Anyone who’s played through a game like Microsoft’s Fable II (who can forget your virtual dog?), BioWare’s Mass Effect (with its robust roster of non-playable characters) or seen Sony’s upcoming Heavy Rain (whose developer, Quantic Dream, promises a new type of relationship between player and character) may have wondered to themselves whether gaming, which is still in its infancy as an art form, is heading towards its inevitable Citizen Kane threshold. More than the graphics or surround sound, the latest game consoles’ processing power are bringing to life AI-controlled characters unlike anything experienced before. But what are these sentient beings that help or hinder gamers as they explore vast virtual worlds? Are the Locust Horde who hide behind blockades and orchestrate flanking attacks in Gears of War 2 the first step in some type of real-world AI nightmare like the apocalyptic future displayed in Warner Bros. Pictures’ Terminator: Salvation? Will Steven Spielberg’s next original game for Electronic Arts, which remains untitled, deliver on its promise of making a gamer connect with a female avatar emotionally?”

6. Hi-Tech Scotland (UK) – Scotswoman scores ‘Second Life’ Gold. “Dunfermline businesswoman Pauline Randall’s office looks out over sparkling blue oceans, lapping around lush, landscaped gardens and she can fly to meetings in an instant – all in her Virtual World business park. This week, (Wednesday 27th May, San Francisco) it was announced she is the first, and only, Scottish company accepted into Linden Lab’s Gold Solution Provider Program in recognition of her experience and expertise in helping companies enter and operate in Second Life. Pauline runs her company, virtual-e, to recreate 3D replica offices and buildings online for organisations like Imperial College, London, Ashridge Business School, CyMAL – Wales Museums and Libraries and the University of Hawaii. In these online spaces, organisations can host virtual meetings, collaborative working, product training and demonstrations – even international conferences, without the cost and hassle of travel. Medical colleges are using virtual worlds for training young doctors in diagnosing patients and businesses find them an innovative way to manage 360 degree presentations on new products.”

7. VentureBeat (USA) – Virtual events draw a live in-person crowd. “Yes, these people in the picture are real. What’s weird is they’re attending a conference about virtual events. You know, the kind they have only in cyberspace where you pretend you’re at a live event. As surreal as it sounds, the fledgling virtual events industry gathered today at a first-of-its-kind Virtual Edge event at the Santa Clara Convention Center in Santa Clara, Calif. While other conferences have been pummeled by the recession, there were 500 people registered and an overflow crowd this morning. The reason for the interest is that demand for virtual events has skyrocketed during the recession, said Malcolm Lotzof, chief executive of Chicago-based virtual events firm InXpo, one of several companies that stage the virtual events for all sorts of customers. As companies seek to cut costs and curtail travel, they’ve come to see the wisdom of putting on virtual events on the Internet.”

8. Mail & Guardian Online (South Africa) – A new world of study. “There’s not a red pen in sight when Russell Stannard marks his master’s students’ essays — but it’s not because they never make mistakes. Stannard doesn’t use a pen to give his students feedback. Instead — and in keeping with his role as principal lecturer in multimedia and Information & Communication Technology (ICT) — he turns on his computer, records himself marking the work on-screen, then emails his students the video.”

9. ITWorld Canada (Canada) – Immersive Internet technology is no video game. “A Kirksville, Mo.-based non-profit organization providing drug abuse counseling services is taking a Second Life-esque approach to continuing to treat clients once they leave residential treatment centres. For the past two months, Preferred Family Healthcare Inc. has been running its own virtual islands on a private server where young adults who have spent some time in residential care can continue to receive counseling remotely using only a provided laptop and Internet connection.”

10. The Escapist (USA) – PlayStation Home Users On The Rise. “After an initial peak of interest followed by a dip in activity, PlayStation Home’s active user base is now on the upswing, according to Home director Peter Edward. PlayStation Home has had a reputation for being the biggest budgeted ghost town of all of gaming’s virtual worlds, but that might not actually be the case, according to Home director Peter Edward. While the feature saw very little use after an initial surge of interest following its debut, people are apparently going back Home, and they’re staying there.”

Frenzoo: Avatar Style

Anstia-MetaverseJournal2

Although originally billed as being for teenage girls, the Frenzoo concept has proven to be of interest to a much wider audience. Even though it’s early days yet, the site still being in beta, there’s already a thriving community of folks participating in Frenzoo, with a wide range of ages and nationalities, and both genders, being strongly represented.

What is Frenzoo about? Primarily, it’s about sharing style – not just "high fashion" or "mainstream" style, but whatever takes your fancy; as long as you stay within the terms of service, and your images fit into the PG category, your style will be celebrated by the Frenzoo community.

Ztylist

Your Ztylist is your avatar in Frenzoo. In addition to personalising their face, there’s a wide range of beauty products, hairstyles, clothing and accessories to choose from to create the look you desire for your avatar. Once you have chosen your Ztylist’s look, you can also alter the way they move (their Pose), and change the way their background (Home) looks. The Pose is a looped animation; you can easily choose when in the sequence to take an image (Snapshot) to get the effect you are after.

Shop

One of the ways to achieve your personal look is to shop for items. Clothing, hair and accessories are made by the Frenzoo team, and also by VIPs, who are able to create items to stock their shops with. Though currently somewhat limited in range, the number of items is growing daily, and the range of styles covered also continues to expand. Right now, only Frenzoo team members have the ability to create make-up, though they are always open to suggestions as to what they should add to the collection next.

Create

Of course, if the shop doesn’t carry just the item you desire, you can always make your own. Making personalised garments, shoes and accessories is a snap with the item creation tools supplied. There’s a stage for cutting, for making the pattern for the fabric, and for adding details like buckles, pockets and gems. Simple items can be done very rapidly – more complicated items take more fiddling and more time, but are eminently possible. The original shape of your item is determined by the template you choose initially: a ball-gown cannot be cut to make jeans, but jeans can easily be cut down to make shorts.

Right now, VIP status is gained by demonstrating your capability and interest to the Frenzoo team – look in the Frenzoo forums for the appropriate information.

iantoagain.jpg

The Zoo

Under the Zoo tab, you can get a quick overview of what other people’s Ztylists are wearing, and you have a quick link to their profile pages. Also under the Zoo tab are the Clubs, which are a great way to meet and communicate with people who have the same interests as you.

Shows

Shows are a fun and entertaining way to share your outfit creation and compilation abilities! It’s also a good place to make new friends. Each show has a theme; past themes have included Barbie, Emo and Cosplay (Superheroes, in this case). The idea is that you dress according to the theme, and then everyone gets a chance to vote for their favourite outfit. To keep things fair, the Frenzoo team has ensured that you can’t vote for yourself, and asks that you not spam people asking for their votes!

Share

Frenzoo has made it easy to share around the Frenzoo love – there are a wide range of banners and logos available to place on other web sites, and it’s also easy to place snapshots of your Ztylist on blogs, Myspace, and other similar places.

Forum

The Frenzoo forum is essentially like any other forum – it contains useful information about the site, alerts users to upcoming shows and changes to Frenzoo, and is a great place to carry on conversations with other users in the community. Moderation is in place to keep the atmosphere friendly and safe – if you wouldn’t say it to a 13 year old, don’t say it here.

Verdict

Frenzoo is a nifty piece of work, and there are more improvements to come. It may or may not be attractive to you now, but be aware that there are many changes in the pipeline – and one or more of those might make the difference that gets you intrigued.

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