SLCC 2011 Wraps Up: how about some machinima?

The Second Life Community Convention is over for another year and there’s certainly a lot more to it than the Linden Lab CEO keynote. Self-proclaimed ‘God of Machinima Reporting’ Draxtor Despres, has done a nice job of summarising the vibe and feedback of the weekend.

Enjoy:

Also – check out the great wrap-up on the SLCC site.

If you attended yourself, did you come out the other end psyched as well?

Linden Lab CEO: we’re growing but we’re not sure why

Another year, another Second Life Community Convention. Last year it was Philip Rosedale addressing the convention. This year it’s Rod Humble and today he spent 45 minutes talking about his initial time at Linden Lab and his thoughts on the success and future of Second Life and answering questions. He starts off by emphasising that right now, there are still 16-thousand new signups per day (although no confirmation on how many have stuck with it a month later) and the challenge of battling the stereotypes around Second Life’s ‘decline’. There’s also a bunch of announcements (definitely evolutionary rather than revolutionary ones), so have a look/listen for yourself. The first 18 minutes are the speech, the rest is Q&A:



Video streaming by Ustream

Overall it seemed a solid speech, albeit a little scattered at times. Without sounding too negative, I did feel a strong sense of deja vu to Philip Rosedale’s speech a year ago: a commitment to improve things with first user experience, customer service and lag. With the relative lack of transparency around metrics compared to the ‘good old days’, it’s always difficult to measure success. That means that all we can hope for is that the 16K signups a day manage to convert to more long-term users.

On the title of this story: I think the fact that Linden Lab still don’t have a grasp on why Second Life continues to succeed is actually a good thing. It keeps everyone on their toes and hopefully avoids too much groupthink at Linden Lab. I think if Second Life ever becomes a truly known quantity, its days will definitely be numbered.

Other perspectives on Rod Humble’s speech

1. Bay Sweetwater – Live blogging Rod Humble vs what I’d love to hear

2. Honour McMillan – Attending SLCC 2011 Virtually in Second Life

3. Sylvie Dale – Usability, customer service will be key for Linden Lab in 2011
4. Post your own perspectives in comments!

Gamification of work: a pointed critique

As you’re probably aware, there’s been a lot of interest over the past couple of years in ‘gamification’ – the application of gaming principles to work or any activity where the objective is greater participation. We reviewed one of the tomes dedicated to it last year – the arguments for the concept are appealing to say the least.

That said, I was just as engaged with the argument against gamification from Ian Bogost. He essentially argues that by trying to incorporate gaming into a workplace, you are killing the fundamental magic that makes games appealing. Have a read for yourself.

For what it’s worth, I think things fall somewhere in the middle. There’s no doubt some companies will latch onto the concept of ‘gamification’ (and I agree with Bogost that the term sucks), purely because it’s the latest ‘cool’ strategy and then implement it poorly. That said, I think the opportunity exists to do it right – have a look through these slides (linked by a commenter on Bogost’s post) for one powerful argument on how that could be achieved:

Like any emergent area there’s plenty of debate and until there are numerous engaging and effective examples of gaming applied to work, there will thankfully be sceptics questioning it and pushing the boundaries.

The Watch – virtual worlds in the news

1. Massively (USA) – Enter at Your Own Rift: How gold farming really hurts the economy. “Recently, Trion Worlds CCO and RIFT Executive Producer Scott Hartsman talked to Gamasutra about how gold farming is a much bigger threat than we assume, particularly because of the large amount of credit card fraud. Those who played RIFT at launch probably recall the large wave of hacked accounts early on. According to Hartsman, the hacking attempts were so quick and so intense that the game could have been “denial-of-serviced off the internet” when it launched.”

2. Tom’s Hardware (USA) – Kid Creates Games in ROBLOX, Gets Over 10 Million Followers. “For the uninitiated, ROBLOX is a massively multiplayer online virtual playground and workshop designed specifically for children 7 and over. Unlike other MMOGs where players roam various lands, perform jobs and take on hobbies, ROBLOX allows its users to build virtual worlds and games in a social, LEGO-like environment. “Each player starts by choosing an avatar and giving it an identity,” reads the official FAQ for parents. “They can then explore ROBLOX – interacting with others by chatting, playing games, or collaborating on creative projects. Each player is also given their own piece of undeveloped real estate along with a virtual toolbox with which to design and build anything desired — be it a navigable skyscraper, a working helicopter, a giant pinball machine, a multiplayer ‘Capture the Flag’ game or some other, yet-to-be-dreamed-up object or activity.”

3. 9&10 News (USA) – Camp Grayling Trains in Virtual World. “The military has turned to computers and essentially video games to train their troops for what they will encounter overseas. Camp Grayling in Crawford County is the largest training facility in the US and offers realistic and safe battle zones for their troops. Today’s troop can train in a fake Iraqi village after planning out an attack or rescue in the base’s Simulation Center.”

4. eMarketer (USA) – Quick Stat: US Virtual Goods Revenues to Reach $653 Million This Year. “According to eMarketer data from January 2011, the US virtual goods market is expected to generate $653 million in revenue this year, up 28% from 2010. The popularity of social gaming has catalyzed tremendous growth in virtual goods monetization. Game developers, virtual worlds and social network providers are driving this economy, which is projected to grow substantially in the next several years.”

5. Metro Weekly (USA) – Game Theory. “Some people play to escape. Some people play to belong. Some people play to experience virtual worlds of fantasy, others play to explore realistic recreations of history. There are nearly as many reasons to play video games as there are games themselves. But one thing is certain: More people are playing than ever. And more of those people playing are LGBT gamers. Not so long ago, if the topic of ”gay” came up in conjunction with video games, it was to focus on a negative — the invisibility of LGBT characters in games; the taunting and harassment of gay players online; the stereotypes that seemed to carry over from old entertainment forms into this new, virtual one. But that’s changed.”

6. Business Standard (India) – Gartner evaluates maturity of 1,900 technologies. “Advances in embedded sensors, processing and wireless connectivity are bringing the power of the digital world to objects and places in the physical world. This is a slow-moving segment, but one that is now accelerating with the growing pervasiveness of low-cost, embedded sensors and cameras. User interfaces is another slow-moving area, with significant recent activity. Speech recognition was on the original 1995 hype cycle and has still not attained maturity, and computer-brain interfaces would evolve for at least another 10 years before moving out of research and the niche status. However, a new entry for natural language question-answering recognises the impressive and highly visible achievement of IBM’s Watson computer in winning TV’s Jeopardy! general knowledge quiz against human opponents. Gesture recognition has also been launched into the mainstream through Microsoft’s Kinect gaming systems, under hacker attacks by third parties to create a range of application interfaces. Other areas continue to progress more slowly, including speech-to-speech translation, augmented reality and virtual assistants, while virtual worlds remain in the trough after peaking in 2007.”

7. Forbes (USA) – Females Spending More Real Cash On Virtual Goods In Video Games Than Males. “It seems the virtual world of video games is replicating the real world mall, when it comes to the shopping habits of males versus females on in-game virtual goods. U.S. Gamers, whose online purchases of digital goods were once paid for largely by credits earned from advertiser offers, now say they are migrating to “real world” payment for digital goods using debit, credit and prepaid cards, according to a new study of online gamer behavior commissioned by PlaySpan, a Visa company, and undertaken by research firm VGMarket. The survey data was compiled in July 2011 from over 1,000 gamers drawn from a VGMarket database. According to the study, nearly one-third (31 percent) of the general gamer population has used real world money to purchase virtual content. Of those gamers who use real world money, 57 percent said they make purchases of virtual items using real world money at least once every month. Console games with online play account for the majority (51 percent) of virtual purchases using real world money, with social networking games (30 percent) and Massively Multiplayer Online Games (MMOs) coming in at second and third respectively.”

8. The Global Mail (Canada) – Video games teach kids ‘new literacy’: Do you buy it? “When you check in with your kid, who is now into hour three of his Halo marathon, you repeat that well-worn phrase your mother used on you about killing brain cells and trading in the controller (well, it was a joystick back in your day) for a book. But are video games really the anti-books? A new article on PBS’s Mediashift web portal presents a different argument: our definition of literacy is outdated. Kids may be learning a “new literacy” through playing video games.”

9. Fast Company (USA) – Civil Resistance Simulator Teaches Players To Topple Dictators. “You say you want a revolution? Download the how-to video game for nonviolent change, now with a special Middle-Eastern edition to help continue the Arab Spring. Revolutions can happen anywhere, as we saw in Egypt, Libya, and Tunisia earlier this year. But seemingly spontaneous uprisings against governments are usually anything but random: they are the result of relentless organizing, persistence, and strategy. Now a video game called PeoplePower has been updated to instill a new generation of revolutionaries with the tactics and strategic skills to pull off nonviolent movements. Originally called “A Force More Powerful,” which we reported on in 2006, the new game was developed specifically to reach an audience in repressed and often poor regions, particularly in the Middle East. The most innovative feature allows users to build their own virtual worlds to match their governments and countries, essentially creating an open-source platform for learning about regime change.”

10. Nature (UK) – Video: Relaxing on a virtual beach. “For centuries a stroll in the countryside has been touted as beneficial to health – something modern science has confirmed. But for many people these benefits are out of reach.
Nature Video took a trip recently to the laboratory of Robert Stone in Birmingham. Building on work done for the Ministry of Defence, Stone is building digital recreations of the English countryside to help improve the mental health of people who can’t reach it in reality.”

Unlimited Detail: simulation implications

I ran across a fascinating video via New World Notes, that shows an alternate way of rendering 3D environments. The seven-minute video provides a fascinating (albeit hyperbole-filled) overview of the atom-based approach, called Unlimited Detail.

The driving force behind the project is Queensland, Australia-based Bruce Dell, working for an outfit called Euclideon (whose website is unavailable strangely).

Before I go on any further, you should have a look at the video yourself:

One more external pointer: Popsci covers the issue well, but it’s worth reading the comments on that article to pick up on some of the scepticism around about Unlimited Detail.

Of course, whether Unlimited Detail is a near reality or a pipe dream is partly a moot point: it still raises some interesting points for me on how enhancing the current approach to graphical detail is pivotal to the success of 3D environments in a range of areas, including my pet topic of clinical simulation. Until there’s the ability to replicate complex behaviours or procedures in a graphically realistic way, true simulation will remain problematic in these environments.

Let’s take even a ‘simple’ procedural simulation like inserting an endotracheal tube (ETT). The need for graphical reality is critical if any attempt is to be made to translate the practice to the physical world environment – the state of the ‘patient’, their position on the bed, the anatomical correctness of their trachea, the flexibility of the tube and so on. That;s why I’m encouraged by developments like Unlimited Detail.

Of course the real test is whether it sees the light of day in environments accessible to the general public.

Registered Virtual Worlds Accounts: 1.4 billion and growing

Gurus of virtual worlds statistics, KZero, have released their second quarter 2011 info on virtual worlds. Estimated registered virtual worlds accounts now sits at 1.399 billion, up from 1.185 billion in the first quarter of this year:

If you’d like to see the whole shebang, you can view the Slideshare presentation right here:

KZero Radar Q2 2011

View more presentations from KZero Worldswide

One thing’s for certain, a lot of industries would wish they had this sort of growth trajectory. What I’m waiting (and hoping) for is a spike in the adult space that matches the kid space.

The Watch – virtual worlds in the news

1. App Market TV (USA) – More than Second Life – It’s a Second Nation. “The electronic campfire which we gather around for news and support is a worldwide one. Twitter, Facebook, Linkedin and various other networks allow for people to update, keep tabs and offer useful links 24/7. They also allow for that most rare and valuable of human commodity – kindness and support in dire times. Where those have passed or fallen, there are Facebook accounts where we can leave our messages for families and friends. That we can gather around topics of interest from far flung places, keeping the conversation focused and vital is a great strength of our networking power. Twitter and Facebook are what I call flat applications or 2D applications of interaction. For those who want to flip through or read what other folks are saying, commentating along the way, possibly coming back to have an ongoing conversation, touching on some things of interest, it obviously works. There are instant messages, now voice and soon webcam will be ubiquitous. When I want real dialogue with a group of people, I log in to Second Life where my avatar, an extension of my person, can have a real–time conversation with others of “my kind.” This feeling of belonging to a virtual or Second Nation tells a lot about what virtual worlds can be. They are often left out of the social network conversation and I have wondered why because what they can offer is truly great.”

2. Search Engine Watch (USA) – Ears to the Ground: Linden Lab is Changing How it Listens to its Customers. “Change is rarely revolutionary. This is probably a good thing, as most people dislike change as a general rule. A sudden change into unfamiliar territory, even if it’s seen as a benefit, can often leave people shocked and confused. This causes them to lash out and reject change, even changes that might otherwise be beneficial (though, admittedly, some changes are frankly pretty lousy). Most changes are evolutionary. If you think that culture can’t change in an evolutionary fashion, I suggest you watch “Revenge of the Nerds.” I’m serious – if you watch it with 2011 eyes there’s parts of it that are pretty horrifying and there’s an overall “wait, but don’t those same folks just run everything now?” My, my, how things have changed.”

3. Co.Design (USA) – MoMA Preview: 12 Brilliant Projects That Explore How Tech Helps Us Talk.”If you listen carefully, deep inside MOMA’s remarkable new show, “Talk to Me: Design and Communication Between People and Objects,” you can hear the sound of a mournful howl. A wounded baboon? A lonely chimpanzee yearning for its mate? Turns out it’s Lucy, better known by her family name, Australopithecus Afarensis, the Ethiopian hominid generally considered to be the mother of humanity. Or rather, it’s what she might have sounded like, if her vocal organs had been preserved along with her skeleton. Designer Marguerite Humeau, from London’s Royal College of Art, took the skull of a chimp (close to Lucy’s size and shape), replicated what her soft tissues might have looked like, printed them in 3-D, and hooked them up to an air compressor. Turn the switch and bingo! A 3 million year old voice from the grave.”

4. Forbes (USA) – Playstation 4 ‘Eco-Concept’ Is Gorgeous. “With Nintendo recently announcing the successor to its popular Wii video game system, all eyes have shifted to Microsoft and Sony for hints of what the future holds for the the Xbox 360 and Playstation. Neither has said anything officially, though leaks here and there are starting to garner press. A DigiTimes report said Sony is prepping a new console for release in 2012; while a director of operations for chipmaker AMD claimed that the next Xbox will produce graphics rivaling the scenes in James Cameron’s “Avatar.”

5. Bellingham Herald (USA) – Welcome to the armed forces; here’s your computer. “The use of computer programs to simulate combat situations is growing in the military, despite concerns over their limitations. And as budget cutbacks hit the Defense Department, cheaper computer-training options will only become more attractive. Computer simulations have been important training tools in the military for decades. Digital computers were first used for flight simulation in the 1960s. But the gaming aspect to some simulations is relatively new. The Marine Corps bought Virtual Battlefield System 2, which creates a virtual reality environment similar to the popular Sims game, in 2001. The Marine Corps Training and Education Command boasts at least 14 different virtual training programs. Their gaming aspect, leadership at Marine Air-Ground Task Force Training Simulations Division said, is irrelevant. What’s important are the decision-making cycles that the simulations reinforce.”

6. VizWorld (USA) – The Virtual Mine Receives an Emmy Nomination. “Now this is impressive. Sand Castle Studios has a Second-Life creation called “The Virtual Mind” which strives to educate the public on the importance and dangers of mountain-top removal coal mines, coal fired power production, and alternative energies. Done as part of a documentary film called “Deep Down”, the project has now been nominated for an Emmy Award for New Approaches to News & Documentary Programming.”

7. Examiner.com (USA) – Second Life Relay For Life benefits American Cancer Society. “Second Life raises hundreds of thousands of US dollars every year for Relay For Life, and is committed to the fight against cancer. Over 95 countries are participating in this year’s RFL of SL, and the 40 sims will feature spectacular builds by some of Second Life’s most prominent builders. This year Relay for Life of Second Life past the $1,000,000US mark for the last seven years of fundraising and this year alone has already raised over $300,000US.”

8. Sydney Morning Herald (Australia) – Sony making VR a virtual reality. “As Sony continues to evangelise the benefits of stereoscopic 3D, the Japanese giant is also working on virtual reality hardware and games. Ahead of a keynote address about the lessons learned from 3D gaming at this week’s Develop game developers conference in the United Kingdom, Sony London Studios head Mick Hocking says VR could make a comeback. Hocking tells Develop that Sony has been experimenting with adding head-tracking to their new head-mounted display with twin, high-quality OLED screens that impressed attendees at this year’s Consumer Electronics Show.”

9. Washington Post (USA) – World on a Wire. “In 1973, decades before “The Matrix,” “Avatar” or “The Sims,” German filmmaker Rainer Werner Fassbinder directed a thriller about life within a computer simulation. Made for German TV, “World on a Wire” didn’t rate a U.S. theatrical debut until last year. Seen now, the movie seems as timely as it is outdated, its themes contemporary even if its clothing and hairdos are anything but. The 31 / 2-hour film was loosely adapted from “Simulacron-3,” a 1964 American sci-fi novel that later inspired “The Thirteenth Floor,” a 1999 Hollywood flop. But Fassbinder’s approach is quite unlike Hollywood’s. “World on a Wire” riffs on Plato’s and Descartes’s philosophies of existence, forgoes sympathetic characters and employs almost no special effects.”

10. People’s Daily (China) – Exploring potential of China’s 485 million Internet users. “According to statistics released by China Internet Network Information Center on July 19, the scope of China’s Internet users has reached 485 million and is expected to exceed 500 million by the end of 2011, with the Internet penetration rate standing at 36.2 percent. China’s Internet has undergone a radical shift from the first email sent by a Chinese person in 1987 to the “fission of speech” in the age of microblogging. From the high-tech dream of an elite minority to its integration into the lifestyle of one-third of Chinese people, Internet is relatively new in China, but its strength has been recognized as virtual reality, and its uncertainty is much more than what is known.”

Disability Rights Conference in Second Life

Another great event from Virtual Ability Island in Second Life on the way in coming days:

July 16, 2011 – IDRAC2011

International Disability Rights Affirmation Conference- July 23/24, 2011

Virtual World Conference about Real World Rights

Virtual Ability, Inc. announces the International Disability Rights Affirmation Conference (IDRAC2011) to be held Saturday and Sunday, July 23/24, in Second Life®.

In 2006, the United Nations held a Convention on the Rights of Persons with Disabilities. The text of the Convention was adopted by the UN General Assembly, and now has over 100 signatory states, including the US and the European Union.

Legislation to protect the rights of persons with disabilities is becoming common around the world. However, the June 9 World Health Organization study, the World Report on Disability, found significant barriers to equal access for persons with disabilities still exist.

This international conference will begin to explore legal protections around the world for persons with disabilities. Featured panels of persons from around the world will discuss local legislation that supports the rights of persons with disabilities. Panelists come from Australia, Belgium, Costa Rica, Italy, the Netherlands, Spain, and the UK.

Featured presenters include Scott Gill, Simon Walsh, Sister Abeyante, and Roberta Walker Kilkenny.

Gill is Executive Director of Access 2 independence, a Center for Independent Living in Iowa, US; he will talk about the independence movement. Walsh is head of his own consulting firm in the UK; he will compare the US ADA legislation with the UK’s DDA. Abeyante is a Salvatorian Sister; she will discuss advocacy for disability (civil and human) rights. Kilkenny is a college instructor; she will present about the significance of the UN Convention.

Presentations by the National Service Inclusion Project and the Job Accommodation Network will highlight disability services available in the US. Other sessions will feature peer support, comedy, and dance, both as part of the affirmation celebration.

Presentations will take place in Sojourner Auditorium on Virtual Ability Island within Second Life®: http://maps.secondlife.com/secondlife/Virtual%20Ability/54/170/23. The full schedule of confirmed presenters is posted inworld, and at http://virtualability.org/IDRAC2011.aspx.

Alice Krueger, president of Virtual Ability, Inc., stated: “It is a great pleasure to host so many wonderful speakers. Our audience will gain information about the extent of the issues facing people with disabilities, and the potentials for solutions to barriers.”

About Virtual Ability, Inc.

Virtual Ability, Inc. is a 501(c)(3) non-profit corporation based in Denver, Colorado, dedicated to enabling people with a wide range of disabilities by providing a supporting environment for them to enter and thrive in on-line virtual worlds like Second Life®.

For more information on Virtual Ability, Inc., including the benefits of virtual reality for people with disabilities, please see www.VirtualAbility.org.

For further information, contact:

Alice Krueger, President
Virtual Ability Inc.
Office: 303/400-3306
akrueger@VirtualAbility.org

Relay for Life in Second Life: 2011

Relay for Life 2011 is in its closing stages as we speak in Second Life. US$343,000 has been raised at time of writing (71 million Linden dollars) and there’s still plenty to see and do. As always musical entertainment is a focus in addition to the relay itself, and there’s plenty on offer.

If you haven’t already, jump in and participate. Even better, add to the donation tally!

All the details you need to get involved are here.

Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms

Just a quick note that the book chapter on virtual worlds, health and simulation I wrote during late 2010 is now available for ordering as part of the book Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms

Each chapter has an abstract available for viewing and a PDF sample of the first couple of pages (here’s my PDF sample). There’s an interesting range of topics on offer and I’m looking forward to having a read of them all. As my first academic publication I’m just a little stoked 😉

It’s also interesting to note I’m the only author that’s not directly aligned with a University – is it really that rare for someone to contribute to an academic publication that’s not directly aligned with a tertiary institution?

Of course, with the rapidity of change in the field, books like this can date rapidly but having a read-through my own chapter I think it holds up relatively well so far – that may be a different story in six months!

If you do end up reading the chapter in full, I’d dearly love your feedback on it – I have no doubt I’ve missed stuff given the breadth of things underway.

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