Linden Lab CEO: enter the bot armies!

Linden Lab CEO Rod Humble has posted an update to Second Life residents on progress and future plans. Have a read for yourself in full here, but the most interesting part for me was this:

Over the next few months (with testing most likely starting in December), we will be rolling out a series of more advanced features. These will make the creation of artificial life and artificial people much smoother. For starters, we’ll unveil a new, robust pathfinding system that will allow objects to intelligently navigate around the world avoiding obstacles. Imagine being able to create advanced pets, creatures or even a living town where non-player characters are walking about. Combined with the experience tools I mentioned above, it should soon be possible to create more advanced MMORPG’s or interactive experiences which use AI right within Second Life.

It’s a good enhancement in so many ways, and its timing is good with the unveiling of improved AI world navigation capabilities for Unity 3.5. It certainly keeps Linden Lab in the game and provides some interesting content creation opportunities currently not available.

Of course, this story’s title is tongue in cheek but it fits this announcement as no doubt someone will use the new features for nefarious purposes…

Virtual University Collaboration: ENCKE

The Australian Digital Futures Institute is powering on with its work in virtual worlds. Coming up in a few weeks is their 2-day ENCKE Virtual University Collaboration (ENCKE isn’t an acronym, but a comet bringing change).

The details:

This unique event will begin with an intensive two day in-world meeting. Over the following 4 weeks some of the main ideas and concepts for virtual teaching, learning and meeting spaces developed by participants will be constructed on the new virtual university island (with assistance from professional SL builders). Then over the next 3 months participants will be able to book and use these spaces for their own teaching and learning sessions, role plays and meetings. During this time there will be informal follow-up and evaluation meetings. Traditional conferences last a few days and allow for ideas to be presented and for some follow-up discussion to occur.

The plan is to have the virtual university island(s) as an ongoing collaborative and space to allow for construction and testing of applications of virtual world technologies to university teaching and learning. We welcome your ideas and suggestions for this and future events.

When: 27 & 28 October 2011, 10am to 5pm Australian EST

Where: On a new Second Life island (slurl to be advised)

Registration: The fee to participate is AUD$325 (inc. GST) and includes the conference and related workshop, tutorial, demonstration and tour session plus 3 months access to the constructed spaces. It is expected that participants will have a SL avatar and have acquired at the least the basic skills of interacting in a virtual environment. The event is limited to 50 participants. We do expect the event to be fully subscribed so please register early to secure your place.

Check out our scoop.it page: http://www.scoop.it/t/virtual-university-education-in-virtual-worlds/

Registration available at: http://adfi.usq.edu.au/encke.html

Emergency birth at home simulation

This article originally appeared over at our sister-site Metaverse Health.

One of the biggest challenges with online or PC-based simulations is the infrastructure required to run them. The move to web-based simulations is key to resolving that issue although web-based currently can come with a trade-off on complexity in a lot of cases.

That said, sometimes simplicity can still cover key concepts and that’s evident with a nice little simulation developed by the Engender Game Group at the University of Wisconsin-Whitewater.

It provides a home-based scenario where a woman needs support through delivering her baby. It covers everything from the initial meeting through to initial post-natal care until medical assistance arrives. Have a go for yourself.

For the record I’ve confirmed the validity of my choice not to become a midwife, as I got barely more than half the questions in the scenario correct!

[via Serious Games Market]

The Watch – virtual worlds in the news

1. Sydney Morning Herald (Australia) – Puffle Launch. “You are an intrepid Puffle. That is, you are a sort of cute snooker ball. Your snacks have been stolen by a crab in a spaceship. With helmet donned, and in a Mario-esque start, you set off through a series of mind-bending cannons to collect points, snacks and take sweet revenge from your crabby tormentor. Thus begins Puffle Launch. Puffles are the pets of the penguins in Club Penguin, one of Disney’s most popular virtual worlds, and Puffle Launch is the first game associated with it. Obviously designed to appeal to the younger user, the controls are deftly simple but also allow for the finesse required in later levels. The game may stump some much younger players as it quickly ramps up the difficulty but this will only add to its longevity”.

2. Hollywood Reporter (USA) – ‘Men In Black 3’ and ‘Asterix’ Entering Online Gaming Space. “While many game publishers are exiting the Hollywood licensing game, SEE Virtual Worlds and SEE Games recently announced a full slate of Hollywood IPs, both new and old, that they’re developing as free-to-play online game experiences. Titles like Men In Black 3, Total Recall(2012) and Asterix along with older film properties like War of the Worlds (2005) and Waterworld will be translated into online games.”

3. IOL SciTech (South Africa) – Why people disappear into virtual worlds. “I was an avid reader of videogames magazines as a teenager, and one of the criteria many used to grade a game was “addictiveness”. Claiming that you could barely wrest yourself away from a game was high praise indeed. Here was an index of the marvellous, immersive intensity the best interactive media could generate – a standard of excellence for a young industry to aspire to. Today, that aspiration has been more than realised. The US author and academic Ryan van Cleave has described his pathological relationship with the massive multiplayer online game, World of Warcraft, in terms that will be familiar to many gamers.”

4. Natural History Magazine (USA) – A Museum of Virtual Media. “The term “Virtual Reality” typically conjures up futuristic images of digital computer grids and intricate hardware. But virtual reality begins in the mind and requires no equipment whatsoever. Have you ever spoken face-to-face with someone whose mind wandered off in mid-conversation? Have you ever been startled out of your own reverie by someone waving her hand in front of your face and asking, “Are you in there?” Anyone who’s sat through a boring meeting has experienced being somewhere else. And everyone’s mind travels when they dream. Humans have toyed with and discovered numerous ways to facilitate such mind travel for tens of thousands of years. Far from being an odd hobby of geeks, virtual reality has been a large part of the human experience from our species’ earliest days.”

5. Los Angeles Times (USA) – Fashion Diary: Designers look to the virtual world. “For all the Beyoncè, Taylor Swift and Justin Timberlake sightings, and all the peppy clothes in acid-bright colors and arty prints, what really blew my mind at New York Fashion Week was watching Rico the Zombie in a virtual fashion show. The digitized version of the tout-tattooed model-muse strutting the catwalk was just one of the visual delights at Nicola’s, a temporary concept store curated by Nicola Formichetti, the magazine stylist-editor, Mugler designer and frequent Lady Gaga collaborator. Although Gaga is the one with 12 million Twitter followers, her visual architect, Formichetti, also sits at the nexus of fashion and entertainment, the real world and the virtual one. Stepping inside his 1,300-square-foot pop-up shop is like entering a mirrored fun house. You aren’t sure what’s up and what’s down, what’s real and what’s a reflection.”

6. PC World (USA) – haker Wins TechCrunch Disrupt Start-Up Contest. “Shaker is a social game played via the Facebook platform. But it’s not your average FarmVille. Instead of cultivating virtual crops or shooting virtual Mafiosi, Shaker turns Facebook into a “virtual bar” where you can meet and interact with new people. The game can be thought of as a mix of Facebook (because, after all, it has all of your profile info from Facebook) and those virtual, avatar-based chat rooms such as The Palace or Second Life. The experience is cool, not just because you get to meet other people, but because most of the Facebook games I’ve played are dismally empty thanks to my severe lack of friends who want to make farms. Shaker also shows you what you have in common with other people, based on your public profile information (such as birthdays, interests, and hometowns).”

7. MCV (UK) – Auckland developer Outsmart scores $1.8 million. “Outsmart, developer of browser-based Small Worlds, has received NZD$1.8 million in government funding. Small Worlds, originally launched in 2008, is a 3D environment played inside your browser which presents content from web and media sources, online games and more. Outsmart is promising that the funding will be used to double its internal staff from 20 to 40, and increase the scalability of the service.”

8. Massively (USA) – The Soapbox: Why MMO combat sucks, and how BioWare could’ve made it suck less. “I hate MMORPG combat. It’s not because I’m a carebear. It’s not because I’m bad at it. It’s not because I dislike parsing, being a min/maxer, or solving equations and comparing spreadsheets when I’m supposed to be having fun. OK, maybe it is because of those last four things. Mainly, though, it’s because MMORPG combat completely and unequivocally sucks. MMORPG combat is not combat. It’s high school math. And it’s the same in every damn MMORPG. Twenty years into the genre here, guys, aren’t we ready to grow up even a little bit?”

9. GameSpot (Australia) – Arcades, holograms, cloud computing the future of gaming – Square Enix CEO. “The Tokyo Game Show kicked off today with a keynote address on the future of the gaming industry from three of Japan’s leading video game industry figures. Square Enix CEO and Computer Entertainment Supplier’s Association chairman Yoichi Wada, Sony Computer Entertainment worldwide studio president Shuhei Yoshida, and Sony Computer Entertainment senior vice president Yoshio Matsumoto took to the stage in the Makuhari Messe convention centre this morning to speak about evolving business models in the industry and the need to create new gaming experiences as the gaming audience continues to grow and diversify.”

10. Campus Technology (USA) – Is There a Second Life for Virtual Worlds? “Looking back at predictions about virtual worlds, the first question that comes to mind is, “What were they thinking?” Just a few years ago, virtual worlds were credited with the power to transform the universe. In 2005, Forbes quoted a Wharton (PA) professor as prophesying that virtual economies and virtual currency trading could “redefine the concept of work, help test economic theories, and contribute to the gross domestic product in the US.” In 2007, research firm Gartner predicted that, by 2011, 80 percent of all active internet users would have some type of “avatar,” or virtual self. Another outlandish prediction, this one from market research firm DFC Intelligence, forecast that, by 2012, virtual worlds would produce $13 billion in revenues, 40 percent of which would come from trading virtual assets.”

Seven Dwarfs go to The Vatican

The seven dwarfs go to the Vatican , and because they are the seven dwarfs, they are immediately ushered in to see the Pope.

Grumpy leads the pack.

‘Grumpy, my son,’ says the Pope, ‘What can I do for you?’

Grumpy asks, ‘Excuse me your Excellency, but are there any dwarf nuns in Rome ?’

The Pope wrinkles his brow at the odd question, thinks for a moment and answers, ‘No, Grumpy, there are no dwarf nuns in Rome .’

In the background, a few of the dwarfs start giggling.

Grumpy turns around and glares, silencing them.

Grumpy turns back, ‘Your Worship, are there any dwarf nuns in all of Europe ?’

The Pope, puzzled now, again thinks for a moment and then answers, ‘No, Grumpy, there are no dwarf nuns in Europe ..

‘This time, all of the other dwarfs burst into laughter.

Once again, Grumpy turns around and silences them with an angry glare.

Grumpy turns back and says, ‘Mr.. Pope! Are there ANY dwarf nuns anywhere in the world?’

The Pope, really confused by the questions says, ‘I’m sorry, my son, there are no dwarf nuns anywhere in the world.’

The other dwarfs collapse into a heap, rolling and laughing, pounding the floor, tears rolling down their cheeks, as they begin chanting……

‘Grumpy shagged a penguin!’
‘Grumpy shagged a penguin!’

Chatbot comedy

This little gem has gone viral over the past few days. See what happens when two chatbots are set up to talk to each other:

Seems there’s still some evolutionary work to be done….

Euclideon’s Unlimited Detail: a hands-on

Bruce is the better looking guy on the left

In recent days I wrote about the latest video released by Australian developers Euclideon, who are behind the ‘Unlimited Detail’ engine. In that article I claimed the video was a pretty effective rebuttal of some of the criticism / cynicism amongst the gamer community in particular.

Thanks to a convergence of schedules and geographies, I actually had the opportunity to have a hands-on with the engine myself on Friday night. CEO Bruce Dell, having just gotten off a plane from the UK, spent some time talking about his recent trip to Gamescom in Germany, the work he has on his plate and the level of interest the engine is receiving. Then it was onto some ‘play’ time. After 10 minutes or so of navigating the demo (the same one shown in the video), a few things struck me:

1. The absolute smoothness of the navigation experience

2. The fidelity of the graphical experience

3. It was all done on a bog standard PC laptop

4. If the same level of quality and smoothness continues after full animation capability is integrated, that this is going to be one groundbreaking piece of technology.

5. If good consumer content creation tools are integrated with the engine, current virtual environments such as OpenSim and Second Life should be very, very concerned. Or at least be looking at licensing the technology.

I for one am excited to see what comes out the other end of Euclideon’s self-imposed media blackout over the coming months. As I said to Bruce on the way out from our meeting: he should make the best of the time out of the spotlight, because if he pulls off what he’s aiming for, it will be the last time he’ll have that luxury.

Photo courtesy of Phil Testa.

Euclideon and Unlimited Detail: no cookies for you…yet

A couple of weeks ago I ran a story on a potential new 3D engine called Unlimited Detail. I was particularly intrigued on the information supplied because of its claim of massively increased levels of detail – something that’s crucial in areas like simulation for the sciences, education and health professions.

The feedback on that initial story was interesting. Like the wider reaction in the gaming and IT industries, there was overwhelming scepticism toward the claims Euclideon were making. I even had one trusted friend who knows a bit in the area say “I can’t believe you ran the story – his stuff has been debunked”. Not being technically competent in the mechanics of polygons or voxels, I could only shrug my shoulders and say that there seemed to be something in this and perhaps the approach was so disruptive that it challenged the mindset of most people. Or – the criticism was legitimate.

Since then, the brains behind the operation, Bruce Dell, has taken part in a 40-minute video interview to rebut some of the criticisms put forward. The video (shown below) is effective in its aim of putting to bed some key criticisms, including the lack of shading or animation in the videos shown.

The video also shows very clearly how aware Euclideon are of the criticisms being made. Some time is taken to rebut line by line the criticisms made by Minecraft’s Notch. Dell then goes on to strongly emphasise that the proof is in the final baked cookies, and that currently people are making criticisms based on a partially cooked product – albeit one that Euclideon allowed to be sampled via their original videos. Having learnt from that, the assertion is being made now that there’ll be no more taste-testing until the technology is complete.

Anyway, do spend the time having a look for yourself:

Other highlights for me included some more distant history on Dell and his drive to develop the engine, some interesting insights into the reaction from games companies and other corporates to the technology, and how Euclideon is now being funded. The real-time demo is the icing on the cake.

Over to you: do you remain cynical, and if so, what are your concerns? For what it’s worth this video confirms to me that the cynics may actually be quite wrong. Bruce Dell and the team at Euclideon may not be the Messiah of 3D environments (although I wouldn’t rule it out), but they don’t seem to be naughty boys either.

I for one am fascinated to see what the next 18 months brings.

Relay for Life 2011 in Second Life: Success Plus

I don’t usually just reproduce media releases, but this one’s definitely worth making an exception for:

Relay For Life of Second Life shatters records in 2011, raises US$375,000 for cancer research

Relay For Life, the signature fundraising event of the American Cancer Society, has once again shattered records in Second Life.

Less than halfway through the 2011 Relay season, the Relay For Life of Second Life had already raised more than one million dollars all-time.

At the Wrap-Up Party on Saturday, August 20, 2011 Event Chair MamaP Beerbaum proudly announced that the seventh Relay For Life of Second Life had set a new season fundraising record of US$375,000, had a record number of 140 teams, and a record number of over 3,000 relayers.

This year’s theme was ‘Seasons of Hope’ and was the largest to date, with a track lined by luminaria winding through 41 sims of amazing builds representing the different seasons. Some 2,140 avatars completed one or more laps, a combined total of 3,486 laps, and visited the campsites and the designer sims. And 4,817 luminaria were lit in support of loved ones going through treatment, and in memory of those heroes who have passed on.

Speaking to committee and team members and volunteers at the Wrap-Up Party, MamaP Beerbaum said: ‘WOW, What a wonderful Relay we had! From Kick-Off in March to Relay Weekend in July, you all worked non-stop, with a passion and commitment that never wavered!

‘As I think back on this season, I am in awe of so many things. We broke so many records. We took the theme ‘Seasons of Hope’ to places we never thought it would go. And we brought it to life on 41 sims creating a breathtaking experience for all who found their way there. And most importantly we proved that we really can work together as One Team!

‘Thank you for giving me the honor of being your chair. Thank you for showing the world that SL is a good place, and that in this Second Life of ours, we CAN make a difference.’

Stingray9798 Raymaker ( in real life Jeff Montegut, the American Cancer Society representative in Second Life) said: ‘It makes me the proudest person in the whole ACS office to represent the coolest people on the planet!’

Spirit of Relay

The ‘Spirit of Relay’ individual award went this year to Daaneth Kivioq. Announcing the award, last year’s winner Ember Farina said: ‘The Individual Spirit of Relay is awarded to the individual that embodies the ‘Spirit of the Relay’ and takes into consideration the ‘spirit’ of the individual, how they embraced Relay For Life and the American Cancer Society Mission, and the enthusiasm displayed.’

This year, just as Relay was kicking into high gear, Daaneth suffered a debilitating stroke. Ember said: ‘His motivation for a fast recovery was actually Relay for Life! He worried so much about his team that he came back in world before he could even read or type; they all used voice to communicate with him to ensure that the team would keep moving forward.’

Nevar Lobo, co-captain of last year’s winner of the ‘Spirit of Relay’ team award, announced this year’s team winner Team OD, followed by Steelhead Salmons in second place and Team Caledon in third place.

For a complete list of Wrap-Up Awards see: http://rflofsl.blogspot.com/2011/08/final-award-winners.html

For more pictures from the Wrap-Up Party see http://www.flickr.com/photos/ishtarskiss/.

Looking ahead

Looking ahead to 2012 MamaP Beerbaum announced that she would be continuing as Event Chair, supported by this year’s Co-Chair Dwen Dooley and new Co-Chair Nikki Mathieson. Nikki, who has been relaying in Second Life since 2007 and was this year’s Event Day area chair, said: ‘It is a tremendous honor to be invited to be a Co-Chair and I really look forward to the upcoming season.’ Her message to Relayers was ‘Keep relaying all winter… Do that by bringing someone… anyone… even if it’s just one person who doesn’t know about us… to ACS Island and let them know we’re here… in SL. Tell them about our RFL season and get them watching for that kick off in the spring… invite them to it… get them excited and enthused to jump onboard with us.’

The Kick-Off for RFL of SL 2012 will be on March 10, 2012. Next year’s theme will be ‘Time for a Cure’. And the clock is already ticking!

Nearly 400 thousand US dollars is nothing to sneeze at for cancer research. Kudos to the organising team for what’s become an iconic annual event in Second Life.

[Photo courtesy of Saeriah Thei]

Ballet in Second Life: Archidance

I’m an absolute heathen when it comes to dance, particularly ballet. That said, I was pretty impressed with this short piece of machinima. Ignoring the artistic merits, I hadn’t thought of what a brilliant choreography tool virtual worlds could be. I consider myself enlightened now.

Apparently Ballet Pixelle’s Archidance was performed back in June, wish I’d seen it. Have a look for yourself:

[via Indigo Mertel]

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