That’s QUT for YAWL in SL

The Smart Services Co-operative Research Centre (CRC) is an Australian initiative designed to improve the service industry in Australia. The CRC partnership exists between 10 major industry players and six Australian universities. Its aim is the creation of research-enabled commercial outcomes for its partners. The current 7-year budget amounts to $120 million, with a grant of $30.8 million from the Federal Department of Innovation, Industry, Science and Research, and an investment of $38 million from the Queensland Government and its local partners (SAP, Suncorp and RACQ). The Queensland University of Technology (QUT) is the largest academic contributor.

YAWL (Yet Another Workflow Language), developed at the QUT, is one of the products that have been worked on as a part of the CRC initiative.

YAWL, “Yet Another Workflow Language”

Familiar with flow charts? Yes? That’s great, but will not help you here. Only a minority of control-flow patterns in workflow can be captured by classical flow charts. Nonetheless, they may be the first things you think of when confronted with a 2D YAWL control flow model – keep in mind that YAWL models are far more complex and sophisticated.

In the late 1990s, there were many workflow management systems around, each supporting a variety of languages. Created for the most part in isolation across industries, they used different concepts, different evaluation strategies, and different syntactic restrictions. It was difficult to compare one system to another – no single system could be used to encompass the full range of workflow possibilities.

The Workflow Patterns Initiative is a joint effort of Eindhoven University of Technology (led by Professor Wil van der Aalst) and QUT(led by Professor Arthur ter Hofstede). It was begun in about 1999. The control-flow perspective is one of several perspectives that can be distinguished in process-aware information systems – it captures aspects such as parallelism, choice and synchronisation. Originally 20 patterns were proposed for this perspective, however the latest iteration contains over 40 patterns. The patterns are language-independent, allowing an objective comparison between approaches to workflow management systems.

YAWL grew out of the Workflow Patterns Initiative.

YAWL’s original purpose was to act as a reference language. YAWL is a concise and precisely defined language that comprehensively supports many of the control-flow patterns.

“YAWL, like any other workflow management system, glues together people and applications in order to support processes as they may occur in businesses. It can offer work to the right people at the right time. Here it is important to understand the main perspectives one can have on a workflow:

1) control-flow perspective: what are the tasks involved and what is their order

2) data perspective: what information is involved and to what workflow components is this information visible

3) resource perspective: how is work distributed to the various participants (e.g. is it done on a pull-based or a push-based basis) and on what basis (e.g. a certain task may only be offered to those that play a certain role).

Workflow management has applications in many different domains.” – Professor Arthur ter Hofstede

YAWL Applications

YAWL4Film is currently being used with success in the Australian Film industry. Other YAWL applications are available for Business Process Management, the healthcare sector, and for product recall.

Dr Ross Brown and his team at QUT have been using YAWL to specify quests within online games – a game specific form of workflow – for some years now.

The YAWL – Second Life connection

“Once I had realised that you could link YAWL to a 3D environment for game control purposes, it became obvious that other areas could benefit if we used a more general environment such as Second Life.  So, this year we utilised Second Life’s service invocation interfaces to allow it to talk to YAWL via a custom service – YAWL has an SOA architecture amenable to the creation of custom services interfaces.  You can see some details about this project on my blog at http://bpmve.blogspot.com/2008/07/yawl-and-second-life-linked.html.  In the example we have the workflow tool controlling an avatar, animating a workflow describing the processes involved in film production.  The thing to note is that the avatar is controlled from outside of SL, it is not scripted within SL at all.” – Dr Ross Brown

YAWL comes with a visual editing tool with which to create workflows. Educational scenarios can effectively be created this way. The CRC project involves the creation of more such tools to allow educators to easily create lesson plans within digital environments like Second Life.

“We can also use YAWL to create virtual, training environments for industries such as health, mining or fire fighting where the actual danger is removed but people can train in a realistic environment.”  – Dr Ross Brown

Via QUT News.

VastPark and NICTA: Badumna beta

The title of this story would have to be one of our most obtuse, but the story behind it is hopefully a little more transparent.

VastPark is a developing virtual world platform well known to regular readers. NICTA (National ICT Australia) also has a number of years pedigree in some of the technological underpinnings of virtual worlds. In the case of the collaboration with VastPark, peer to peer (P2P) is the focus. The joint project announced this week involves the release of the beta version of an MMO P2P engine, christened Badumna (which incidentally are a genus of spiders). It’s a promising development and a further shot in the arm for VastPark.

The issue of being able to have more than 50-60 people in one area of a virtual world is one that’s received a lot of attention. Some argue that having many hundreds or thousands or avatars in one smallish space would bring a much-needed buzz to popular virtual worlds. Others argue it’ll just become a crowded mess (imagine voice capabilities in such a scenario). What partnerships like this do is ensure that we’ll actually have the option of finding out what population level works best:

According to NICTA’s P2P Project Leader Dr Santosh Kulkarni, Badumna can support millions of users with minimal infrastructure. “It provides a significant competitive advantage over traditional network engines,” he maintains. Badumna has already been successfully integrated with the platform of 3-D virtual worlds platform provider VastPark.

Of course, this claim has been made before by multiple developers – a notable Australian example being Project Outback. That said, NICTA have serious credibility in their area and VastPark have a lot more development runs on the board than Project Outback ever did (though there was a NICTA connection involved there too).

I think it’s safe to say that P2P as virtual worlds network engine has plenty of life in it yet – check out the NCITA project page for more details.

Foul Whisperings, Strange Matters

It’s been a great couple of weeks for interesting new Australian presences in Second Life. Last weekend, ‘Foul Whisperings, Strange Matters‘ launched. It’s a fascinating take on Shakespeare’s Macbeth character, a “timely use of pop culture as an adaptive bridge between classic texts and new media technology”.

The first five minutes of my wanderings around the build were reminiscent of the last Australia Council funded build I wandered around, Babelswarm. In this case, the New Media Consortium provided part of the funding as well. The similarity isn’t in relation to content, it’s the quality of the content. As Macduff says in the play: “The life o’ the building!”.

Three Australian collaborators were involved with the project: multimedia artist Kate Richards, theatre and film director Kerreen Ely Harper and Angela Thomas, a writer and educationalist.

For me, the power of the experience is that there’s plenty of room left for self-interpretation of the intent. Having studied Macbeth a (cough) few years ago, the strength of the themes from that work are strong. English teachers take note: this is an obvious boon for the student analysing Macbeth – the immersiveness and open interpretation provides one mighty playground for discussion of the play itself.

Foul whisperings are abroad: unnatural deeds
Do breed unnatural troubles: infected minds
To their deaf pillows will discharge their secrets:
More needs she the divine than the physician.
God, God forgive us all! Look after her;
Remove from her the means of all annoyance,
And still keep eyes upon her. So, good night:
My mind she has mated, and amazed my sight.
I think, but dare not speak.

I think it’s fair to say that for most student, Shakespeare can be one of the more forbidding hurdles to overcome, and initiatives like this can only help lower those hurdles. Kudos to the creators, the NMC and to the Australia Council, who have demonstrated an ongoing commitment to virtual worlds as artistic platform.

Check it out in-world

Australian Accountants enter Second Life

Lee Hopkins (SL: Lee Laperriere), an online communications strategist and Lindy McKeown (SL: Decka Mah), an educational consultant, presented at the Chartered Practising Accountants Congress. Both are well known Australian Second Life residents.

It was the first event in Second Life the accountants peak body has run, and by all accounts it was a success (geddit?).

Lee has the full story on his blog – kudos to CPA Australia for taking the plunge with the Second Life session. When true ROI is demonstrated with virtual worlds, the bean counters themselves will be leading the charge if CPA Australia have anything to do with it.

AFTRS: directing the future

Gary Hayes has amazing talent. As with so many people who are masterful in their field, he can make the difficult look effortless. However, this time it’s not an attractive and engaging machinima or build that has me excited, but Gary’s words about the new diploma courses being run at AFTRS.

Forget the glitz and glam, ignore the special effects of the promo videos if you are able. Look, feel and presentation are required elements of film, animation, games and virtual worlds. Nonetheless, the promo video for these courses overshadows something that I feel is of far greater importance: these one year graduate diplomas in Games Design (Directing) and Virtual Worlds (Directing) have great technical depth.  Each has been rigorously designed, will be delivered with the intensity and creativity of amazing mentors, and behind each stands a wealth of knowledge concerning both presentation and mechanics.

The new courses will build upon the work performed within the Animation (Directing) course and the LAMP (Laboratory for Advanced Media Production) initiative.

What does ‘directing’ refer to?

The directing portion of the course titles refers to the fact that participants will be taught, in addition to the technical and business aspects, creative leadership skills, and the skills of innovation and entrepreneurship. Students will be expected to pioneer new ideas and thoughts, to create games and worlds never seen before, and they will be mentored in these endeavors. Originality, and the ability to push the envelope, are key. Students must be seen to be creating the future, not just contributing their small part to a company or the community. The focus of the courses is innovation: brand-new genres and interactive, film-like spaces – things which rarely even pass go in the risk-adverse computer games industry.

Games Design (Directing)

In the context of this course, a ‘game’ is defined as “authored or artificially constructed play”. Game formats and genres of a multitude of types will be considered in the course, from casual to serious/simulations, from console to online multi-player, from children to adult, and so on through hundreds of sub-categories. New gaming tools, such as emotional AIs, natural generative dialogue and realistic motion will be covered also. Significantly, game theory will be covered in-depth, and will be given as much importance as the creation of dramatic depth and visual intensity. Students will be expected to study and understand such things as gameplay and usability before they are let loose with visual and audio tools.

“We love games that have play and story at their core and not just great graphics or deep sound.” – Gary Hayes.

Here is an indicative list of the types of topics that will be covered:

Games Story, Character Design, Games in Motion, Storytelling Essentials, Game Level Design, Mechanics of Play, Cross-Media Incubator, Designing Story Worlds, Acting for Animators, Directing Voice Performers, Genre Workshop, Innovation and Form, The Business of Games.

Virtual Worlds (Directing)

Students will be learning to construct virtual worlds. Social worlds and MMORPGS will be covered, as will film pre-visualisation tools and CG-animated story worlds. Film/virtual world cross-overs will be covered in depth.

“We will also have lecturers from across the Australian and international metaverse industry involved in Virtual Worlds who understand financing, finding your market and target users and of course insights into the technical deployment of large scale community driven worlds. So from the outset students will understand how decisions made at napkin, sketching or proof of concept stages can have enormous impact further down the production chain. Each course will have several small incubator projects but the final major project spread over 13+ weeks, will include extra help in project managing rapid and complex productions.” – Gary Hayes.

Here is an indicative list of the types of topics that will be covered:

Designing Story Worlds, Virtual Camera, Social Virtual Worlds, Storytelling Essentials, Virtual Life, Cross-Media Incubator, The Avatar and Interface, World Design, Acting for Animators, Genre Workshop, Directing Voice Performers, Innovation and Form, Episodic Storytelling

“Eventually games are going to be designed in the same virtual space as the film will be.” – Peter Giles.

An especially exciting part of the two courses is the space in which they overlap. Components of each of the Games Design and Virtual Worlds courses will also focus on film production, the involvement of games and virtual worlds in film production, and the cross-pollination between games, virtual worlds and films.

“What makes these courses unique will be the cross-over with the film craft and directing parts of the school.” – Gary Hayes.

A range of professional associates will be employed during the period of the courses, including Matt Costello (Doom, Pirates of the Caribbean), John Buchanan (ex EA Games Research and Development) and Deborah Todd (author of Games: from BlueSky to GreenLight).

The one caveat I would like to issue about these courses concerns their length – just 32 weeks each. Courses run by the AFTRS are well known for their intense nature, and these will not differ in that manner. If you do join the student body, don’t plan on having any sick days – legitimate or otherwise.

See here for the video promo for the Games Design (Directing) and Virtual Worlds (Directing) diploma courses.

See here for a GameFilmWorld crossover video which Hayes produced to highlight the cross-over between the three.

Our new Second Life HQ

We’re really proud to announce the opening of our new in-world presence in Second Life. It’s been quite a number of months in the making. Our aim with the new presence was to have a multi-purpose facility that could be used for in-world information sharing.

Our old presence had its limitations although we had a number of groups utilise it for events. With the new build, we hope to increase that focus – if you’re from a non-profit group, education or health support group and need a venue for a meeting, research project or other event, contact us. We’re also happy to hire the venue to for-profit entities, though that’s not the focus.

The whole layout is pretty spartan at present – well be adding further aspects as time goes on but keeping it simpler makes it easier to customise things when an event is underway.

A big thanks to Encore Design Group for their work on the build – they were consultative and very understanding of the extended development timeframes. A disclosure here: EDG Designs are intermittent advertisers on The Metaverse Journal.

So it’s over to you – comments, questions and debate welcome. And here’s to more Australian community events.

Check it out in-world

Episode 8 of TMJ Podcast – WA Police, quests as education and zoning

This episode consists of a discussion between Feldpar Epstein, Graham Sabre and myself on the recent WA Police foray into Second Life, some interesting education applications of both social and gaming virtual worlds, and the challenges of zoning land in Second Life. We also announce the winner of our L$5000 forum sign-up competition.

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For details on how to automatically receive these podcasts, check our podcast page.

SLCN – trademark challenges

As this post by Benjamin Duranske alludes to, Linden lab have requested an extension of time to determine if they’ll oppose SLCN registering their name as a trademark.

The extension may lead to not much at all in that Linden Lab may decide not to challenge. We’ve discussed the trademark issue previously and the situation isn’t getting any less vexed. We contact SLCN for comment but understandably they’re not wanting to discuss the issue publicly.

What do you think? Are Linden Lab rightfully protecting their name or is it a move that’s only going to damage their standing in the virtual world community?

Australians in Second Life Update – murky growth

As we mentioned yesterday, the level of detail in metrics supplied by Linden Lab has declined significantly. The last time we were able to report actual numbers of active Australian Second Life users, there’s been a bounce back to a little over twelve thousand.

There’s no longer a country breakdown for active avatars. Instead, there’s ‘active user hours’ by country. For July 2008, Australian users clocked up 694,580.20 hours, which is 2.01% of the overall hours. This places Australia 11th in the world – the same position we’ve sat at for a long time now.

The equivalent stats in April were 571,042.27 hours and a 1.97% share so it’s safe to assume there’s been further growth. Defining the context of that growth however, is harder than ever.

For a worldwide view, check Tateru Nino’s analysis.

WA Police “Step Forward” into Second Life: detractors in hot pursuit.

The WA Police "Step Forward" Pavilion

The WA Police “Step Forward” Virtual Recruiting Pavilion was launched this week in Second Life. The plan is for the pavilion to be run during a three month trial period, after which this method of recruiting will be reviewed.

“Trudi Karu” and “Dreibergs Lannock” are the avatar names of the recruiting police who will be attending the pavilion at various times over the weeks to come. There is no information yet on how often these staff members will be available to talk to interested parties in Second Life, but it is promising that, unlike with some other government agencies and corporations who have created a virtual presence, there will be an actual person to converse with, rather than a simple 3D rendition of a web site. Unfortunately, there was no-one on staff on Saturday, a day on which many people who work would have the leisure time to get in-world and talk.

Poor video quality mars presentation.

The pavilion consists of a ground-based structure, from which you can teleport to the presentation suite – a sky box consisting of four conjoined, circular huts. The first room is a welcome area, from which you can reach each of the other dedicated rooms. Each room has a link to an appropriate web page, an image of that web page, and a multimedia screen on which to display video content. The video content arrives speedily and without skipping, but is of low visual quality – words cannot be made out – so what the actors have to say has more importance placed on it. Nonetheless, Binary Culture, the company responsible for the build, has produced an attractive and functional build.

On the other side of the story are the folks from the Retired Medically Unfit WA Police Officers Forum (RMU WA POL). While the “Step Forward” Pavilion was unattended by staff, we met up with a member of RMU WA POL at the pavilion. Western Australia appears to be the only state in Australia in which the police, due to a legal technicality, are not classified as “employees”. Due to this legality, police in W.A. are not due any pension or compensation if retired due to medical unfitness. According to RMU WA POL, some of those who have been discharged are not only denied any financial support, but are also denied emotional support and respect.

This is an example of a situation in which a build in Second Life can become equally important a venue for people with opposing or conflicting views as for the people who originally put it together. Indeed, if staffing is irregular, or as is so common in Second Life, absent, virtual presences have the potential to foster numerous views that were not originally intended.

Perhaps the WA Police’s Assistant Director for Attraction and Marketing, Trudi Angwin, may have some secong thoughts about the assertion she’s made: “the pavilion met our needs of being low maintenance, highly accessible, and functional without needing our ‘real’ staff to be logged in for long periods of time canvassing avatar inquiries.”

“Step Forward” page on the W.A. police web site.

Article from “The West” web site.

Binary Culture’s media release.

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