If statistics and charts are your thing then you’ll love this site which provides a roundup of everything MMOG from a metrics viewpoint. Any business wondering whether there’s a market in virtual worlds need only spend a few minutes looking at the graphs to get a pretty clear answer…
The growth in Massive Multiplayer Online Games (MMOG)
Text-to-speech: Cepstral’s CEO speaks
Last week, text-to-speech company Cepstral announced they’d formed a partnership with virtual world IMVU to supply text-to-speech capability.
Text-to-speech has huge potential in the virtual world context and is a feature Second Life users have been wishing for. We caught up with Cepstral’s CEO, Craig Campbell, to get a little more detail:
Lowell: What was the impetus for the Cassiopeian / Cepstral partnership?
Craig: Cepstral has a great deal of experience in the traditional Text-to-Speech marketplace, such as Interactive Voice Response (IVR) units. You know, the systems that allow you to call in to your bank and check the balance in your checking account, that sort of thing. However, one of Cepstral’s strengths has been our ability to create lots of interesting voices, not just the same old “your account balance is….” type of voice. We realized that fast-growing consumer web applications might benefit from Text-to-Speech (TTS) if it were simple to use and the voices had personality, such as the ones we’ve created.
IMVU interested us as a very popular Virtual World. Furthermore, they have an established digital goods marketplace. We wanted to enable an application within IMVU, and Cassiopeian is one of the most popular developers in IMVU. Her products are very professional and have a great reputation among IMVU users. When we approached Cassiopeian, they were very interested in adding voice capabilities to IMVU avatars, and have been a pleasure to work with.
Lowell: Is there any plans for providing the same technology in other virtual worlds like Second Life?
Craig: We’re definitely evaluating where to deploy the technology next. We’re looking at other virtual worlds, as well as other online environments. For example, we’re testing a Facebook application – VoicePoke – that allows users to send interesting messages to each other. Through a mash-up with Google’s translation service, the widget can even speak the message in different languages. We think this creative approach to using speech in web applications has a lot of room to grow; be it real-time surrogate voices for virtual worlds, messaging on social networks, or media shifting activities such as converting blogs and web text to a mobile, eyes-free audio format.
Our tagline is – “VoiceForge, We Make the Internet Talk™†– I share this to point out that we are not application developers, but rather the heart of speech on the Internet. We offer a free API that any virtual world or developer can incorporate. Our Software as a Service (SaaS) model means that developers needn’t ramp any hardware or bandwidth or linguistic knowledge in order to quickly embed a large-scale TTS feature inside their applications.
Lowell: Linden Lab have stated they’re working on the ability for people to morph their voices on the fly – will Cepstral always be focused on text-to-speech or do you see opportunities in live voice morphing?
Craig: Voice morphing technology will be an option that some users will use, as an alternative to using their real world voice in chat. But if you look at why people don’t like using their real world voice, there are four reasons: it suspends the fantasy notion of the character, for anonymity, for gender bending, and for non-native English speakers who may be able to type better than they can speak. We think that Cepstral’s Text-to-Speech solves those issues better than voice morphing. A user with voice morphing still hears their own voice, reducing the fantasy of their avatar; the user can often still be identified; a male voice with a higher pitch is not a female voice; and voice morphing does nothing for non-native speakers.
Of course, traditional Text-to-Speech doesn’t solve those problems, since most vendors offer one or two male and female voices. Cepstral’s differentiator is that we offer over 30 voices today, and we’re adding more. And those voices each have a distinct sound and personality. There’s a male Texan voice, a female British voice, and female African voice, a male Brooklyn voice, even a voice called “Damien” that sounds demonic. The user can select the voice that they want for their avatar, much like they select the clothes for their avatar – to match their avatar’s personality.
Lowell: What further developments in text-to-speech do you see occurring in coming years?
Craig: Cepstral is focusing on adding new voices, to give users more options. We have many new voices in the pipeline and foresee hundreds if not thousands of unique voices in the future. We have an alpha version of a tool that allows users to create their own custom voices called the VoiceBankâ„¢. And we’ll continue to improve the quality of the voices so that they sound even more natural.
What are your thoughts? Text-to-speech really appeals to me – is it something you’d use over voice morphing or standard voice chat?
A year ago on The Metaverse Journal
We interviewed Logan Linden AKA Australian Chris Collins on his work with Linden Lab.
Latest Second Life service metrics posted
It’s all here on the Linden blog. There’s now a full set of data for 2007 performance including until end of January 2008:
It’s fair to say things are still far from pretty on the stability side. Still more than one in five Second Life sessions end in either a viewer or region crash although there’s been a marginal improvement in frame-rates.
How’s your stability been in recent weeks?
The Watch – virtual worlds in the news
1. The Washington Post – Spies’ Battleground Turns Virtual. “U.S. intelligence officials are cautioning that popular Internet services that enable computer users to adopt cartoon-like personas in three-dimensional online spaces also are creating security vulnerabilities by opening novel ways for terrorists and criminals to move money, organize and conduct corporate espionage”.
2. CNN Money – Pointing The Way To New Web Worlds. “You can sling from one Web to another in business these days. The so-called Web 2.0 technologies that gave birth to consumer blogs, social networks and other ways to offer product advice are weaving their way into the corporate world”.
3. CNET – Teen virtual world goes Hollywood. “Habbo, a virtual world for teens, signed a deal with the William Morris Agency, one of Hollywood’s oldest and largest talent agencies. As part of the deal, WMA will promote its celebrity sports and entertainment clients within the digital world and help Habbo forge new promotional partnerships in Hollywood”.
4. ClickZ – MinyanLand Virtual World Aims to Teach Kids Finance. “Teaching kids financial responsibility can be fun and advertisers should come along for the ride, say the creators of MinyanLand, a virtual world for kids. Launched January 30, MinyanLand is the result of the National Council on Economic Education, financial infotainment company Minyanville and family site network Kaboose, coming together to try and educate children in grades three to six about the importance of financial responsibility and thrifty spending. Unlike several other virtual worlds targeting the kids market, including Disney’s Club Penguin, Minyanland does not require a subscription fee to participate, according to Kevin Wassong, president of Minyanville”.
5. ABC Science (Australia) – Bionic lens spies virtual world. “Engineers say they have combined a flexible contact lens with an imprinted electronic circuit and lights for the first time. The ‘bionic’ lens could give wearers a new look at the world by superimposing computerised images onto their natural view. Such virtual displays could be useful to drivers and pilots, who could have route, weather or vehicle status information overlaid onto their vision. Video game players could immerse themselves in a virtual world without restricting their range of motion”.
6. CNN – For online addicts, relationships float between real, virtual worlds. “Think of online video game addiction and what probably comes to mind is a socially awkward adolescent. But teens are not the only ones who get addicted. Consider Zach Elliott, who lives in the U.S. state of Wisconsin, is in his mid-40s, and plays Final Fantasy XI, an online role-playing game. About three years ago, he says, “there were people in my real life that sort of vanished into this game, and I followed them into it””.
7. FOX Business – Multiverse Unveils Virtual Times Square. “The Multiverse Network, Inc., the company building the leading network of 3D virtual worlds, today unveiled Virtual Times Square, a true-to-life digital recreation of one of the world’s most famous metropolitan environments”.
8. CIO.com – Companies Explore Virtual Worlds As Collaboration Tools. “For emergency responders working along Interstate 95, accidents aren’t a game; they’re a way of life (and death). So it seemed odd to a group of firefighters, cops and medics when researchers from the University of Maryland suggested it use a virtual world to collaborate on training for rollovers, multicar pileups and life-threatening injuries”.
9. TrainingZone.co.uk – View to a Kill: Training in Virtual Worlds. “Learning and training are likely to be the ‘killer application’ for computer-generated 3D worlds such as Second Life, delegates heard at the Learning Technologies event in London last week. Capgemini consultant Marco Tippmer made the claim during a session on the hype and realities of the latest training technology. We have been here before, he admitted, during the ‘virtual reality 1.0’ bust in the early 1990s, when lack of sufficient computing power undermined expectations surrounding touch-sensitive gloves and immersive 3D headsets”.
10. ZDNet UK – Nortel: Virtual worlds may replace the office. “Nortel Networks is looking to the next generation of employees to shape the workplace of tomorrow, and high on its agenda is exploring the role of Web 2.0 technologies and virtual worlds such as Linden Lab’s Second Life”.
The Linden Department of Public Works launches
Linden Lab today announced some long overdue content creation for mainland residents of Second Life:
“What will we work on? Good question; basically, we will consider anything and everything that we feel will make the mainland more attractive, fun, engaging and interesting for new or existing residents. Initially, we’re looking at extending the city area which is very popular, so that will involve some new built up areas to the west of Barcola (joined via bridges to preserve existing water views). We’ll also be looking at new park areas, Linden folly builds, beautifying existing Linden land, better gathering places and seeding new mainland with themed builds. Some of the content may find its way into the Library in your inventories.”
I doubt anyone will decry this initiative – anything that’s created to offset the proliferation of 16m2 advertisement plots will be extremely welcome.
Update: Linden Lab are inviting applications from Second Life builders.
Weekend Whimsy
1. Knowville 3D in Second Life
2. Sexy Furs Dancing
3. A Night Elf’s Dream
Hidenori Watanave’s architecture
Hidenori Watanave is a Japan-based architect undertaking “experimental demonstration and research for the possibility of the architecture and environmental design in Metaverse” according to the information he sent me. He’s created a machinima that beautifully summarises the work he and his colleagues have done in Second Life:
360-degree photoscapes are far from new in Second Life but his work takes that concept one step further.
Games, KFC buckets, and chorus girls.
The latest instalment in Bix Ashbourne’s journey as a new Second Life resident:
Occasionally, I hear Second Life referred to as a “game”.
Don’t quite know what to make of that.
Certainly, in some dimensions, it qualifies; there’s killer graphics, it’s run from a computer, and requires some hand-eye coordination. Especially during sex….imagine, in real life, having to multitask during intercourse the way you do in Second Life; hours and hours of material for sitcom writers in that one. Every episode has a botched orgasm…cue laugh track; humorous, quizzical dismayed look in three…two…one….NOW! But there’s no score (unless you define ‘score’ as nailing that unrealistically-tall hottie), no battle plan, no goal (unless you define ‘goal’ as nailing that unrealistically-tall hottie). No coaches. No scorekeeper (unless you define ‘scorekeeper’ as one pissed-off, unrealistically-tall hottie).
By way of illustration, that last point helps define the transition that SL is potentially foisting upon humans. Those of us old enough to remember when you could give your finger a free ride on the telephone dial (part of a device that had a CORD, for God’s sake, forcing you to remain centralized and focus on your conversation), or experienced the first wave of vector-graphic video games in parlors (‘BattleZone’, anyone? I’ll whip your ass…), can only sometimes look on in bewilderment as some gum-popping teen risks turning her thumb into a torch from the blazing speed of text-messaging her LOLZ to a girlfriend.
The interface between humans and machine has become more densely-packed, offering a rich tapestry of clusterfuck. In SL, a numbing array of information is presented when you first arrive, and it takes you quite some time to filter out what’s important, and what is data fodder. And you can usually only do this by diving in and using it. You prioritise, acclimate, and proceed, with only keystrokes to convey the enormous amount of processing your brain is doing, navigating its way through a maze of digital commands, visual input, and emotion. Oh, and don’t forget the words. Talk about getting your shit together and your ducks in a row.
A discussion with an older friend of mine brought up talking points that were not at all unexpected; “shutting out the outside world”, “distancing yourself”, “tuning out reality”, and a whole litany of similar observations. While the talking points were no surprise, what WAS a surprise was that I found myself playing defense. Finding this strategy was natural, really. Who among us ISN’T tired of reading about one group of brown-skinned people blowing up another group of brown-skinned people in the Middle East every goddamned day? Who among us ISN’T tired of reading about school/mall/drive-by shootings? Of tales of economic woe?
Of governmental iniquities? Of Britney Spears? In a world where the comic section is just about our only relief from this dogpile–and even that gets broached from time-to-time by excellent strips such as ‘Doonesbury’.
Second Life gives you a chance to breathe, with opportunities to actually DO something about the flaming prick that suddenly ensconced you in a large bucket of KFC. (Granted, no-one’s ever tried that stunt on me in RL, but when they do–and some dumbass will–I’ll be ready. You betcha.)
You can’t die. You can’t drown. You can’t be harmed by falling off of tall buildings, or by being hit by a car. Yet, I – and I suspect many others, as well – scrupulously avoid letting these things happen. Why? Why would we worry about it, when we don’t have to? I have a theory (what a surprise); As I said before, SL is like a giant, well-funded ‘do-over’, where you get to work on RL situations in a beta test environment. A place to exercise common sense without your efforts getting too terribly shat on. As a bonus, on the flip side you get to test what you WOULD do if you had some amazing powers, such as flying, or teleporting. “Here’s a gift, see what you do with it”. Given the power in RL, I would STILL not teleport myself into an NBA cheerleading locker room, or a Las Vegas cabaret dressing room, or the set of a porn flick (which I hear is rather unremarkable, anyway).
In many ways, SL is no different than RL. You have good people, bad people, innocent people, knowing-yet-silent people, and people who have very little idea why they’re there. If anything, the interface somehow allows these qualities to surface a little faster and a little more clearly…something we could use in RL in a big, big way.
The Watch – virtual worlds in the news
1. Atlanta Journal-Constitution – Virtually a reality: Kaneva brings 850,000 people online. “The nightclub throbs with techno pop, with dancers grooving to the beat. One performs a back flip, while “Foxy Bobo” points up and slips to the floor in a heap. “Dragonya” and “Jessikins,” two curvy females in matching tartan miniskirts, dance together in a slow grind. It’s Friday night at “Club Kaneva,” a virtual world where digital alter egos called avatars meet to dance, socialize, watch videos or even shop”.
2. Reuters – Paramount plants promo flag in virtual world Habbo. “Paramount Pictures Digital Entertainment and Habbo, the teen-centric virtual world, have inked a deal to create and merchandize virtual goods based on at least three of the studio’s films”.
3. St Louis Post-Dispatch – Disney makes a virtual play for children. “Walt Disney Co. is no stranger to fantasy worlds, transporting audiences — whether to a cottage in the woods with a young princess in “Snow White and the Seven Dwarfs” or to the Great Barrier Reef aboard the Finding Nemo Submarine ride at Disneyland. Now, Disney is spinning its tales in the newest mass medium — online virtual worlds, where children adopt cartoonish avatars and play games”.
4. Computing – Virtual skills for the real world. “Virtual world environments such as Second Life have immense potential, providing a shared and interactive space where groups of people can meet and work together in real time, regardless of their physical location. The graphical interface and three-dimensional platform of virtual environments allows people to interact easily and cost-effectively in a form that might be expensive or even risky in the real world. Almost anything is possible, provided you have the funds, imagination and the technical expertise”.
5. Showbiz Spy – Couple who fell in love in virtual world to wed in real life. “Trapped in a loveless marriage with a controlling husband, Kristen Birkin found herself seeking comfort in an online virtual world. When the 33-year-old realized she hadn’t been on a night out with friends for more than a decade she found another way to escape”.
6. CNN Money – Makena Technologies Helps Create New Virtual Skatepark in MTV Networks’ Virtual Worlds. “Makena Technologies, creator of the popular social virtual world There.com, and MTV Networks today announced the unveiling of a new Virtual Skatepark inside MTV Networks’ virtual worlds tied to MTV’s two popular on-air shows, “Rob and Big” and “Life of Ryan.” Makena provides the exclusive technology platform for MTV’s franchise-related virtual worlds, including the Emmy-winning Virtual Laguna Beach, Virtual Hills, Virtual Real World and Virtual VMAs, among others”.
7. Gaywired.com – Lesbian Gaming: ‘The L Word’ in Second Life. “Ever dreamed of living in The L Word? Well, now you can—virtually at least—with Showtime’s The L Word in Second Life. For those unfamiliar with the game, Second Life is a huge, interactive online world populated by hundreds of thousands of people who spend ludicrious amounts of time and money living, well, a virtual second life. Unlike many online game worlds, Second Life is for the most part very much like the real world—only more glamourous and fantasy-filled. Much like The L Word itself if you think about it”.
8. CAMERA (Committee for Accuracy in Middle East Reporting in America) – Second Gaza: Time’s Tim McGirk Creates a Virtual Reality. “The popular virtual reality video game Second Life is described as a “3D online digital world imagined and created by its residents.” Perhaps, then, the version of the Gaza Strip imagined and described by journalist Tim McGirk in the Feb. 4, 2008 issue of Time magazine should be called Second Gaza; because even though readers are left to believe McGirk’s short piece, entitled “World Spotlight: The Gaza Siege Breaks,” is about the real Gaza Strip, the article paints a picture that only superficially resembles reality”.
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