Jobs board redux

Last month we introduced our jobs board. Since then we’ve had feedback that it was too USA-centric so we’ve switched to another provider.

The best news about this is that posting jobs is free at this stage. We may introduce a small fee in the future but at this stage the most important thing is getting a central place where virtual worlds jobs can be advertised.

To post a job:

1. Click on the ‘Job Board’ link at the top right of this site.
2. Click on ‘Post a Job’
3. Enter all the required details – you can even add your organisation’s logo if you want.
4. Click on ‘Checkout’ – because I’ve set it up as a free service at this stage, your ad will automatically appear for nothing after being cleared.

Any job related to virtual worlds is welcome – whether it be an in-world bartender or consulting project to government, feel free to advertise it.

The Watch – virtual worlds in the news

1. Kotaku – Sims Franchise To Explore, uh, Virtual Worlds?. “In a somewhat bizarre interview with The Times Online, Nancy Smith (head of the Sims division at EA) said that ” in light of the popularity of virtual worlds … the Sims may soon become a multi-player game.” The article fails to mention the failed experiment of The Sims Online, later rebranded to “EA-Land” and scheduled for closure in August.”

2. Linux Insider – Virtual Space Travel, Part 1: One Small Step. “For those of us old enough to remember life before the Internet , the term “virtual space travel” probably conjures memories of childhood visits to the local planetarium. Fast forward to today, and things are just a little different. In today’s Internet-enabled world, ordinary citizens can explore the universe from the comfort of their own homes through the likes of Google (Nasdaq: GOOG) Sky, Google Moon and Google Mars. Virtual tours are available from sites like SpaceWander and Space.com. Never before has the universe been so close within reach of everyday people. Now, thanks to the virtual world of Second Life, the possibilities have been extended even further.”

3. Venture Beat – Vollee helps Second Life make the leap into mobile. “Fans of Second Life can now access the virtual world through their mobile phones, thanks to a Redwood City, Calif. startup called Vollee. Squeezing a relatively high-end game like Second Life onto your mobile phone without slowing the experience to a crawl is an impressive technical achievement. And this isn’t just some pared-down “check your status” feature, but a real mobile version of the game, one that lets you wander, fly or teleport through the world and chat with your friends. Vollee says it takes advantage of compression and 3G mobile networks to minimize bandwidth requirements.”

4. Variety – Techie tykes get wired. “Little kids are spending time online like never before — in ways that even their older Facebook-addicted siblings couldn’t have imagined five years ago. The showbiz congloms are learning new ways of playing with these tech-savvy tots … but is everybody playing nice? Major media companies including Viacom, Time Warner and, of course, Disney have committed well over $1 billion during the past two years on thousands of casual games and “virtual worlds” that are the moppet answer to MySpace, as well as offering the opportunity for kids to set up their first email accounts before they lose their baby teeth.”

5. AFP – Paralysed man takes a walk in virtual world. “A paralysed man using only his brain waves has been able to manipulate a virtual Internet character, Japanese researchers said Monday, calling it a world first.
The 41-year-old patient used his imagination to make his character take a walk and chat to another virtual person on the popular Second Life website. The patient, who has suffered paralysis for more than 30 years, can barely bend his fingers due to a progressive muscle disease so cannot use a mouse or keyboard in the traditional way.”

6. Stuff.co.nz – Virtual worlds with a Kiwi flavour. “You might think you live in a small world, but thanks to Auckland software development company Outsmart you can now do just that in its 3D virtual world SmallWorlds.
Outsmart co-founder Mitch Olson says SmallWorlds has a “social entertainment focus” and allows users to create cartoon avatars and their own room or space – as they would create a profile on social networking sites such as MySpace or Facebook.”

7. CNET – A rallying cry against cyberbullying. “Lawmakers and Internet executives are perking up to the growing problem of kid bully fights on the Web. Legislators are newly arming themselves with laws that will protect kids from being repeatedly harassed via the Internet, text messages, or other electronic devices. In recent weeks, Rep. Linda Sanchez (D-Calif.) and Rep. Kenny Hulshof (R-Mo.) proposed a federal law that would criminalize acts of so-called cyberbullying.”

8. The Independent – Are ads on children’s social networking sites harmless child’s play or virtual insanity? “As social networking spreads to users as young as five, makers of toys and TV shows are making the most of new opportunities to reach children online. But with more than 100 youth-focused virtual worlds now either up and running or about to launch – over half of which are aimed at under-sevens, according to one estimate – regulators and parents are struggling to keep up.”

9. Los Angeles Times – Testing Second Life on a mobile phone (get ready to text!). “You can do lots of things on a mobile phone. Find directions. Play time-consuming games like Brickbreaker. Call your friends. Now, if you have one of 40 high-tech mobile phones, you troll around on an island, cavort with dolphins and maybe even go to a corporate meeting. No, this isn’t some new function of the iPhone. We’re talking about Second Life, the 3-D roleplaying game that was really popular, then wasn’t and then was again. A company called Vollee has launched a free beta version of Second Life on mobile phones, calling it the first time “residents can explore the entire virtual world from their handsets.”

10. Plan Adviser Virtual Reality. “Before you know it, more meetings could be conducted on exotic islands—virtual, that is. Second Life could even evolve as a cheap tool for advisers and the financial industry as a whole to relate to the younger and more tech-savvy generation. In April 2008, the Internet-based Second Life (www.secondlife.com) had nearly 14 million “residents” and an economy totaling 4.9 billion Linden dollars (about $19.6 million), according to a press release. Since launching in 2003, Second Life has seen investment from consumer and technology companies, including IBM, as a medium for training, meetings, and corporate presentations.”

Discussion paper on virtual property rights

Virtually Blind has an interesting article featuring a discussion paper on virtual property rights.

The paper is written by a Columbia Law School graduatem, Daniel Gould and you can read it here. It covers the challenges in defining virtual property and the part that stood out for me was:

bits in memory do not, by themselves, possess the qualities of real
world property mentioned above. Rather, it is the bits in the context of the MMOG
application interpreting them that simulates the features of physical property.

If you like the intellectual stimulation of bits, in our out of context, give this paper a read.

World of WifeCraft

For any readers who play World of Warcraft, this video is going to be one of the funniest things you’ve seen in a long time:

For veteran WoW afficionados, the Leroy Jenkins reference will particularly please…

Interoperability landmark – first ‘cross-teleport’

I can’t explain it any better than Tateru Nino has on Massively.

Essentially, the first documented movement of avatars between two separate virtual worlds has occurred. It’s a stark reminder of the progress occurring and where virtual worlds are likely to be in coming years.

Seventeen Unsung Songs wrap-up

Back in May we mentioned a mixed reality event in Melbourne called Seventeen Unsung Songs.

Tateru Nino has done a nice wrap of the event on Massively. Here’s to more engaging mixed reality events in the future!

Weekend Whimsy

1. Richard Dawkins Discusses Second Life & More

This is a fascinating 10-minute presentation by well known religion skeptic Richard Dawkins.

2. SimBoarding In Second Life

3. Beauregard Freenote – High Tide

Bitfilm’s virtual art city in Twinity

Metaversum’s virtual cum mirror world, Twinity, is hosting the German digital media festival Bitfilm in an underground city called Bitropolis. It houses a cinema to view Bitfilm entries as well as an art gallery and bar. Digital media artists can rent their own cube close to the cinema to use for their screenings or other exploits.

The Bitfilm promo gives a snapshot of the quality of digital media on offer:

The festival runs through to the 12th July. To access Bitropolis you’ll need to register online.

There’s no shortage of virtual world film festivals now but this seems to be one of the more integrated efforts involving a well established festival. If you’re a Twinity beta-tester, we’d love to hear from you on the festival.

Interview – David Rolston, Forterra CEO

Forterra Inc is a private virtual world provider with a focus on health care, education and homeland security / disaster preparedness. One of their press releases a few weeks back caught my eye – Forterra has been awarded a Commercialization Pilot Program (CPP) by the US Army for medical training simulations of combat scenarios. So I thought I’d have a chat with Forterra’s CEO David Rolston (via email) about Forterra’s take on virtual worlds.

Lowell:: Can you describe a little of Forterra’s history and whether virtual worlds have always been its focus?

David:: Forterra has been around for a decade already. Initially the company was
known as There.com, and made one of the first social interaction websites (which still exists as There.com). About two and a half years ago There.com made an important change. Our board decided there were promising opportunities in other areas. We spun off a company called Makena Technologies that was licensed to work in the entertainment area, applying the software to creating social worlds for MTV, Coca-Cola and other consumer environments. At the same time we redirected the mainline company to work on enterprise applications and other professional usage, and renamed it Forterra Systems.

Lowell:: For those who haven’t heard of OLIVE, can you give a little of its development history?

David:: As a starting point for the new company, Forterra took the existing software which was built to execute 24 hours a day, seven days a week with millions of users. The software was used very heavily in large-scale, multi-player environments, but it was there for a specific task, namely running There.com. So our first job was to extract a reusable platform from that which would allow a customer to quickly build an enterprise oriented virtual world. That platform is now Forterra’s flagship product OLIVE (On-Line Interactive Virtual Environment). Applications developed using OLIVE allow users to sit at their PCs with a network connection, log on, and appear in an interactive, virtual environment represented as a fully animated avatar. We have the best 3D audio in the industry and have been told by our customers it sounds just like being in a real meeting. Through a choice of simple keyboard, mouse or game controller interface, users are able to navigate through realistic environments, access and deploy equipment, drive/fly vehicles, don personal protective equipment, and communicate with one another. As a scenario is executed, the results are captured by a built in session replay system that support debrief, so users can learn from the simulation exercise.

OLIVE’s distributed client-server architecture enables simulations to easily scale from single user applications to large scale simulated environments supporting many thousands of concurrent users. Working with the OLIVE platform, customers can create realistic virtual world content and plug-in functionality to meet a wide range of simulation needs. An API layer enables customers to reuse existing content, integrate with third party applications, and leverage third party tools. The open
nature of the OLIVE platform allows customers to create powerful multi-resolution and multi-fidelity federated simulation environments.

Lowell:: Is the user interface similar to other virtual world platforms like Second Life?

David:: There are some similarities between the OLIVE user interface and that of Second Life in large part because some of the features and navigation are similar. We find Second Life users are comfortable navigating and communicating in OLIVE within about 10 minutes because of these
similarities.

Lowell:: There are also some graphical similarities to Second Life – does OLIVE have any code that’s similar?

David:: No there is no code that is common or similar between OLIVE to Second Life. The graphical level of OLIVE is more realistic and business oriented then Second Life in large part because the majority of our 3D content has been professionally developed.

Lowell:: You’ve recently announced that you’ve been awarded a Commercialization Pilot by the US Army for medical training simulations of combat scenarios – can you explain a little more about that?

David:: The initial Small Business Innovation Research (SBIR) awards that were granted to Forterra by the US Army have been very successful. We have successfully demonstrated our technology through a phase I and II award, and as a result have been awarded a Commercialization Pilot Program. This program funds the development of features so the software can be used in Army production usage and in the commercial markets. Using the OLIVE platform we developed an application with realistic virtual emergency departments, operating rooms, reception areas, and even entire health-care facilities have been built to support a wide range of training applications, including first responder and trauma training. In the U.S. military, the contemporary operating environment requires combat medics to use their skills in team-based medical combat scenarios for effectively treating trauma patients on the battlefield.

Lowell:: Do you have plans for OLIVE to ever be interoperable with other platforms?

David:: Absolutely. The first level of interoperability we have achieved already is for 3D content to be imported or exported to OLIVE using standard content file formats like Collada. We have several partners who are able to migrate their Second Life content and import it into OLIVE. The next levels of interoperability will include how avatars and even the client software will be interoperable between virtual world platforms, but these two are more in the future.

Lowell:: What sort of technology do people need to use OLIVE?

David:: Today we have a PC only client that runs on either XP or Vista. Our customers are enterprises which have overwhelmingly adopted PCs as their main compute platform for users. However Forterra is working on support for lower end PCs since a typical deployment must run on laptops or desktops that are 1 to 3 years old. We also have excellent support working behind or through firewalls so enterprise IT groups can control who gets access to the virtual world.

Lowell:: What do you see as the key benefits of virtual world-based training?

David:: There are many benefits. First geographically distributed learners can meet virtually for either individual or team training and practice their skills many times before applying them in the real world. For certain types of jobs such as being a soldier or oil rig worker our software saves lives because of the hazards of their jobs. For other jobs such as a sales person the skills and confidence they gain practicing before applying their craft on real customers makes them more effective. Second, OLIVE includes 3D record and replay so teams can conduct after action reviews to pinpoint where learners should improve their performance. Lastly, with the physics and simulations built into OLIVE we can enable interaction with objects that supports a wide range of support and manufacturing type of training around a product or process.

Lowell:: What does OLIVE cost? Is it a scenario-specific cost or can people purchase the software and create their own scenarios?

David:: We offer a Software Development Kit that allows customers or partners to develop their own scenarios. Forterra offers three types of developer programs that include a developer license to OLIVE, documentation, support, and different levels of training and developer services. We
offer a Basic and Enterprise production license to OLIVE that allows small groups to deploy inexpensively with the ability to scale up to 1000s of concurrent users. We offer the option to license industry specific pre-packaged content packs such as a medical and meeting pack as well as plug-ins to standard business systems or integrations. These content packs and plug-ins help customers get into production more quickly and less expensively but with the ability to develop on top of those offerings to meet specific needs.

Lowell:: What plans for future developments does Forterra have?

David:: There are several exciting development areas we are working on. First we have rolled out a virtual collaboration application that shares MS Powerpoint, streaming video, and SCORM elearning content to distributed audiences. Later this summer we will expand the collaboration suite to include any MS Office document type, white boards, and meeting management. We are also wrapping up a new terrain standard we pioneered called Paged Terrain Format that allows importing any legacy terrain database. Later this year we will support extensions of our API for AI middleware vendors so we can provide voice recognition and responses with NPCs. This supports high volume individual training scenarios.

A year ago on The Metaverse Journal

We argued for a Melbourne-themed sim in Second Life and covered Anshe Chung’s relationship to the controversial World Stock Exchange.

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