The Watch – virtual worlds in the news

1. Singularity Hub (USA) – Your Car is the Arcade: Driving Simulator Uses Real Vehicle in Virtual Worlds.”Daredevils have an insatiable need for speed, but they play with fire when pushing their vehicle or driving abilities too far. Tag Systems offers a unique solution by transporting the motorist and their physical car to a virtual road, a first in driving simulation technology. Sensors collect real-time performance data on an actual automobile, giving you a first-person perspective in 3D world. Basically, you can accelerate, steer, and brake inside your own car as you would on the open road, but the vehicle is driving in place on steel rollers. This one-of-a-kind VR system allows drivers to approach 150 mph on renowned Formula 1 courses, compete in Fast and Furious-style drag races, or even cruise the surface of the moon.”

2. VentureBeat (USA) – DEMO: Next Island opens time travel for its virtual world. “Virtual worlds haven’t fared well as users migrate to social networks. But that hasn’t stopped David Post from launching Next Island. Today at DEMO, the company is formally launching an awareness campaign for its virtual world and enabling the key feature of the world that could be most appealing for users: time travel. Next Island has been in the works for nearly three years. The virtual world opened for its first beta test in December. The world has since grown to nearly 2,000 users and the company is drawing attention to the high quality of its 3D graphics and the sheer creativity of its sci-fi adventure themed world.”

3. The Hollywood Reporter (USA) – Nickelodeon Enters MMO Games Space with ‘Monkey Quest’. “Nickelodeon used GDC 2011 as the coming out party for its first entry into the massively multiplayer online (MMO) gaming space. The company unveiled Monkey Quest, a new family-friendly, free-to-play MMO game based on an original property, at a party held at AT&T Park. The game, which encourages players to work together to solve puzzles and partake in challenges, was also available throughout the week at the Unity booth at Moscone Center. Monkey Quest will go live in April. Nickelodeon has a rich lineup of popular gaming sites, IPs, and virtual worlds. Addicting Games and Shockwave are two of the top gaming destinations online. Addicting Games offers more than 4,369 games and provided over 102 million game plays in December 2010. Shockwave serves more than 1,800 games and provided over 47 million game plays in December 2010.”

4. Mashable (USA) – Inside One Man’s Kickstarter Quest to Build True Artificial Life. “Virtual worlds have long been populated by creatures that interact, reproduce, compete, evolve and die. But by and large, they do so because their behavior is programmed by developers. These efforts can produce complex virtual ecosystems, but they’re not quite the digital reflections of what happens in nature. Life in the real world is “programmed” by DNA, but its form and behavior are determined by the random mutation of genetic code, not by the intentions of a developer. Computer scientists have always been intrigued by the prospect of creating “artificial life” — that is, digital genetic code that can sustain itself over generations and adapt to meet the demands of a virtual environment without human interference.”

5. PC World (USA) – The History of Stereoscopic 3D Gaming. “In 1968, Ivan Sutherland of Harvard University created the first stereoscopic computer display (nicknamed the “Sword of Damocles” for the unwieldy size of the apparatus that hung over the user’s head). Sutherland’s experiments with virtual worlds began in 1966 at MIT’s Lincoln Laboratory, and they culminated in the invention of the first 3D head-mounted display and the first virtual computer environment, a wire-frame simulation of a room (shown here).”

6. Gamasutra (USA) – Bigpoint U.S. Developing Universal Monsters MMO. “Bigpoint Inc., the U.S. based subsidiary of German browser-based games publisher Bigpoint, announced that it is working with Universal Pictures on an MMO based on Universal Monsters. Unlike SEE Virtual Worlds’ upcoming online world also using the Universal Monsters license, this project will be a third-person, multiplayer action RPG in which players fight against famous film monsters from Universal’s catalog like Dracula and The Wolf Man. Bigpoint’s San Francisco studio, which has been working on the project since early February, says it “aspires to capture the integrity of each property and include some of the early film techniques used in bringing the original monster characters to the silver screen.”

7. Detroit Free Press (USA) – Virtual caribou help scientists unearth Lake Huron’s secrets. “On a computer, Bob Reynolds watches caribou run across a wilderness of spruce and lagoons on the edge of Lake Huron. A few of the creatures pause to graze, while the rest move slowly across the tundra. What’s unusual is that the caribou herd is simulated. They are moving at their own whim across a virtual world that mimics an ancient land bridge that existed 10,000 years ago, but now is submerged beneath the waters of Lake Huron.”

8. Silicon India (India) – Indian Gaming Startups Are They Really in the Game? “he Ferrari whooshed across the Lamborghini and there comes the hit point – it’s the Jackpot – Oh yes, it’s the undying NFS, the car racing game. For some the virtual adventure is the perfect idea of gaining nirvana, and even a 10 year old’s combat skills can reign supreme in the game world. Today, gamers constitute 41.2 percent of the total Active Internet users in India, a whopping 89 percent increase from the 2007, as per a report by IAMAI. The growth has been lucrative enough to build up the confidence of the newbies, who have just entered the quasi-penetrated market. Younger people are growing up with the Internet and online games. As they enter the workforce and continue to have greater purchasing power, the market for gaming in India will expand dramatically. “Virtual gaming is definitely big now after 2010. It is about $1 billion market in U.S. and about $8 billion worldwide. It’s huge in Asia Pacific mainly in China, Japan, S. Korea, while India is yet to gain the same speed,” says Sumit Gupta, CEO of BitRhymes.”

9. Wired (USA) – Clive Thompson on How Games Make Work Seem Like Play. “In summer 2009, the UK’s Guardian newspaper had a problem: an enormous pile of receipts. British politicians had been caught filing what would total millions of pounds’ worth of bogus personal expenses. To try to quell the uproar, the government scanned hundreds of thousands of receipts from members of Parliament and dumped the files online—giving reporters the Herculean task of analyzing them. The editors at the Guardian fought back. They turned the task into a game—and invited the public to play. A Guardian programmer named Simon Willison created a clever web app that would present you with a randomly chosen receipt. If it looked dodgy, you could write a quick description of what you’d found, then hit a big Investigate This! button to send the receipt to the paper’s reporters. A leaderboard tracked which contributors had made the most finds. The goal: to get people competing to be top dog, just like on Xbox Live.”

10. Examiner (USA) – Lag strikes Mardi Gras in Second Life. “Going to Mardi Gras in a virtual world instead of New Orleans has some real advantages. No airfare, no hotel bills, no travel time. While it can’t equal being in New Orleans in person, it’s more realistic for most of us. Until lag strikes. If you’ve been in a virtual world any length of time, you know what lag is. It’s like you went to New Orleans and suddenly, instead of a hurricane, the laws of physics went haywire. Gravity increased. Air became thick as molasses, making walking impossible. The speed of light plummeted to barely a crawl. There are huge blotches of the scene around you, walls, floats, costumes, that you simply can’t see. That’s what lag is like, and it struck Mardi Gras in Second Life hard today.”

Merged realities – events and issues for virtual worlds

1. The ABC’s Island in Second Life continues to have a bunch of activities going, with regular building tutorials back on the agenda and plans underway for Easter events.

2. The University of Western Australia has released a book: 100 Treasures of UWA and one of those treasures is the UWA’s Second Life presence.

3. Some great brain food on virtual goods and intellectual property rights can be eaten right here.

4. As of now, the number of registered virtual worlds accounts is just under 1.2 billion. Even when you factor in people like me with fifty accounts, there’s still a lot of people to meet in-world.

5. In case you didn’t realise, Linden Lab is like an ultra-fit blind-man positioned under a falling piano. Head piano-tuner and CEO Rod Humble has thanked everyone for their input on what they’d like to be doing in two years in Second Life.

The Virtually Live Events Project

This is a guest post from Surreal Numbers on how the Openlife grid has played host to numerous musical events. It’s one of many examples of how OpenSim and related grids are continuing to grow in popularity and maturity.

Thanks to Shai Khalifa for the heads-up on the project initially, and for a historical take on Openlife you can also view our original 2008 profile of the Openlife grid here.

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I’d like to thank Lowell Cremorne and The Metaverse Journal for taking an interest in the Virtually Live Events Project and publishing this article.

Purpose and Initiation

User-created virtual reality is the most flexible and powerful tool for sharing information and imagination. Upon entering a space made with 3D modelling primitives and scripts, a visitor can take a journey far richer than that offered by other sharing technologies including blogs, photographs, and audio-video streams. At the same time, community development using virtual reality can have a significantly different life-cycle as compared to the use of other social media.

Social development and technical capabilities are closely entwined in virtual worlds. For example, without a functioning script engine, reliable login servers, and robust sim physics, it is not reasonable to plan and host events. By late-2009, The Openlife Grid had reached levels of stability, scalability, and security appropriate for hosting events reliably. The Virtually Live Events Project (VLE) was started on 05 September 2009 with a solicitation for an “International Live Music Events Developer” committed to consistency, innovation, excellence, and sustainability. Goals were set for number of monthly events, expected audience size, an international distribution of performers representing all continents, and integration with the grid’s business community. The quantity and quality of the responses were overwhelming. They were invariably professional and, most strikingly, reflected a strong spirit of generosity.

The solicitation was focused on finding a single person capable of initiating and maintaining the project so I had not anticipated that the majority of feedback suggested that I form a project team and manage it. As I came to learn, a team was easily justified by the extensive list of tasks that needed to be addressed. But I was reluctant to manage. I’m a mathematical scientist, not a musician, and I felt unqualified to understand music event hosting much less how to build a sustainable arts program.

Eventually, I recognized two things. First, I have a strong interest in hearing music from everywhere. My father had been a Grammy-nominated recording engineer for RCA Records and worked with outstanding musicians and singers from around the world. In addition, I’m a product of the South Bronx, which has a rich fusion of multinational music that simply will not allow one’s body and mind to sit still. Second, professionally, I have a lot of experience planning and hosting conferences as well as managing international research project teams. It seems to be an odd combination of characteristics on which to base the decision to manage but now, a year and a half into VLE, they seem even more applicable.

Challenges and Team

The challenges for the project are to:
1. host music events consistently;
2. innovate to keep performances and venues fresh;
3. work towards a standard of excellence; and
4. sustain and grow the project into the future.

To meet these challenges the team, which has evolved over eighteen months, was initially Debbie Trilling, Adec Alexandria, Shai Khalifa, Digital Dreambuilder (Digi), Pantaiputih Korobase (Pants), and me. At present, it includes Shai, Digi, Cheops Forlife, and me as well as a consulting group with Caro Axelbrad, Grimley Graves, and Pants.

Debbie Trilling and Adec Alexandria (both UK) helped establish a strong footing for the project as well as provided me with the best possible mentoring for managing it. Debbie’s artistic work is well-known in Second Life. She sets a very high standard for quality and was always quick to point out what would not work, what would work, and why. Adec has experience hosting events, is a keen photographer with a great design sense, and an excellent builder who can quickly bring prim form to the vision in his mind’s eye. Debbie and Adec eventually resigned because of other personal and professional obligations but their influences still underpin Virtually Live Events.

Shai Khalifa (Australia) has a degree in arts management, was a professional musician, and has extensive experience managing virtual music events. She has been invaluable for vetting, contacting, and booking performers. Her role is especially challenging since she is literally the artist’s first contact with VLE and she has the professionalism to address whatever questions, comments, or observations arise. In addition, her experiences have provided sound insight into how the performance program should be structured and how it will evolve.

Digital Dreambuilder (Native of Ireland living in Finland) is innovative, a skilled builder and scripter, and an amateur musician with experience planning and hosting virtual events. He’s also professionally involved with virtual education and training, which has implications for the future of VLE. He has a well-grounded sense of setting goals, the capabilities for meeting them, insights for avoiding pitfalls, and the creativity for crafting fallback plans in the case of disaster. He’s built and animated almost all of the exceptionally detailed musical instruments used by performers on Virtually Live.

Pantaiputih Korobase (Germany) was an early member of the project team selected for his insightful nature, exceptionally big heart, people skills, and diamond in the rough building skills (nowadays, he’s well-cut and polished). His role has been recast as a consultant in order to accommodate his personal wishes.

Cheops Forlife (France) was added to the team after Debbie and Adec left. She is unfailingly cheerful, positive, and creative. Once new performers are booked, she brings them inworld and prepares their avatars for the performances. This is no small task since there are psychological, sociological, and technical factors involved. However, she is exceptionally well-suited to the effort given her training in psychology and professional background managing non-profit programs.

Caro Axelbrad (Spain) and Grimley Graves (US) serve as consultants to VLE. Caro custom builds skins, shapes, hair, and clothing for the performers when needed. Both she and Grims have been longtime supporters of the project and, along with Pants, share their creative ideas for helping VLE grow and evolve over time.

I help the team meet the project challenges. I especially enjoy designing and building our default and themed venues.

Although not a member of the project team or consulting group, Logger Sewell deserves recognition for donating the stream used by Virtually Live. His action was an early example of the generosity the project enjoys.

Performances and Venues

VLE performances and venues have been well-documented on the project blog as well as Twitter where performers are announced and event photos are posted. Over the last eighteen months, VLE has held themed events (seasonal parties, wear your green dots, pool, beach, and valentine’s aftermath, among others) and rebuilt the project region, Virtually Live, many times to accommodate the themes as well as new concepts for the entire venue.

Performers have responded enthusiastically. It is really important to the VLE team that the performers have the best possible experience whenever they visit Openlife and this is reflected in their feedback both to the team and the event guests. Time and again, performers have commented on how much they enjoyed the entire process of coming inworld and performing. While musicians and singers had previously crossed from one grid to another to perform, the VLE project broke new ground by establishing an innovative mentoring model to make their transition to Openlife simple and fun. One broad reaching effect of the VLE model is that it has provided a methodology that performers use to explore the potential of other virtual worlds, which increases their reach and audience base.

The performers, moreover, invariably notice both the unusual artistic venues on Virtually Live and the chatty appreciative crowds that attend. The Virtually Live region is devoted exclusively to the arts and the builds are among the most distinctive and beautiful performance venues in any virtual world. In turn, performers all want to come back and have spread the word to other performers throughout the metaverse, who have either already performed on Virtually Live or will be booked in the future.

The most important thing the team wanted for the audience was simply a relaxing fun time that everyone could count on happening regularly. Again, the response has been overwhelmingly posiitive and the best part of this has been the social development. Friending occurs frequently during each event and connections are made or strengthened. New residents of the grid are treated to a warm and helpful greeting in an enjoyable atmosphere, which reinforces the reputation of the community.

In addition to the many blog photos from events, Caro and Pants have each made videos of some VLE performances; a few links are:

Openlife 3rd Birthday and Halloween Party by Caro

Idella Quandry “Fields of Gold” by Caro

Yellow Pool Party by Pants

The Future

Recent updates to Openlife’s infrastructure have brought further improvements in scalability and features, which, in turn, can be used to enhance and expand the social environment of the grid. For example, for several events, VLE has made use of scene-flip, a unique to Openlife feature that, with the touch of a button, flips the entire region to an alternate scene. Having a full-sized blank region with 45,000 prims to use for a themed event has led to some beautiful scenes that required a lot of people to build. The Openlife 3rd Birthday and Halloween Party video illustrates the use of flip-scene. While the default venue remained secure in Slot 1 of Virtually Live, an entirely different scene was built for the party in Slot 2, including themed terraform and builds.

Virtually Live Events, notably, has been a valuable source of performance and stability data for Sakai Openlife, 3DX Openlife founder and owner. These data have been helpful for identifying technical problems and solutions that lead to grid improvements enjoyed by all residents.

While the emphasis to date has been on music, VLE intends to increase its scope to include theatre, art exhibitions, and arts education venues. Virtually Live Events wants to thank all performers and guests for their support over the last eighteen months and looks forward to where technical capabilities and social development take the project in the future.

Virtual International Day of the Midwife

This post appeared earlier in the week over at Metaverse Health.

A collaboration between Griffith University (Australia), Otago Polytechnic (New Zealand) and the University of Canberra (Australia), the Virtual International Day of the Midwife is in its third year (2009 and 2010 proceedings links).

For more information or to express interest in presenting, check out the VIDM Wiki.

The call for expressions of interest is as follows:

*Call for Expressions of Interest*
The organising committee are now calling for Expressions of Interest (EOI)
to present at the VIDM eVent. While the EOI must be in English we welcome
presentations in other languages. We also welcome EOI from non-midwives and
midwifery students. Presenters need not be experienced in using electronic
media – members of the organising committee will be able to give support.
Please provide a short paragraph (no more than 150 words) describing your
presentation and the form it will take (for example a PowerPoint
presentation, live or email discussion, video, photographic slide show,
story-telling session). Please also include your status (eg midwife,
non-midwife, midwifery student), country of origin and language of
presentation. Your presentations or resources should;

– Have a clear aim or purpose
– Focus on maternity care or midwifery
– Be of interest to an international audience
– Be appropriate to the chosen media

If you would like to give a live presentation, please indicate what time and
time zone you are available in your EOI.

*Support for speakers*
Please note: We will be using the web-conferencing platform Elluminate. All
live sessions will be facilitated by an experienced online facilitator so
you will be supported at every stage.

*When and where to submit your EOI*
Please submit your EOI by 11th March 2011 by;

– Email to Sarah Stewart:
sarahstewart07(at)gmail.com
– Or add it to the VIDM wiki

– Or add to the VIDM Facebook page

The Watch – virtual worlds in the news

1. LiveScience (USA) – Virtual Behavior Labs Discover What Gamers Want. “Imagine the power to know every consumer purchase ever made, big or small, or the gory details of any crime ever committed. That’s the new reality in the worlds of video games. Tens of millions of gamers inhabit virtual worlds where behaviors or actions can be tracked and tallied, creating some astounding statistics. In the first two weeks of release for the cowboy-themed “Red Dead Redemption,” for instance, 13,250,237 virtual U.S. soldiers were killed (or about the same number of actual German and Soviet military deaths combined during World War II). Players also committed a total of 131,904,068 counts of in-game murder and hunted down millions of virtual critters, including 55,813,649 wolves. The rabbit hole goes deeper. Developers of the futuristic sci-fi game Mass Effect 2 found that 80 percent of the game’s players used the face customization system to change their appearances, rather than use the default hero or heroine. Some games even track giggleworthy player behaviors; Mafia II records how long players spend staring at in-game Playboy centerfolds.”

2. TechCrunch (USA) – Moshi Monsters Aims To Become The Facebook for Kids (TCTV). “Mind Candy CEO Michael Acton Smith came to my office today to tell me about Moshi Monsters, his company’s virtual world for kids that is signing up a new member every second. Moshi Monsters was his “last roll of the dice” to save his virtual worlds startup in 2008, and it worked. Moshi Monsters is up to 35 million registered users, with about 7 million of those active every month, says Smith. And it is projected to generate $100 million this year from a combination of subscriptions and gross retail merchandise sales. The site is geared towards kids between 5 to 12 years old. Each kid gets a monster pet and a room that can be decked out with virtual goods. But instead of trying to create “just another bloody virtual world,” Smith wanted it to be more like a safe social network. “Instead of copying Club Penguin,” he says, “we focused more on Facebook and tried to re-imagine that for kids.”

3. Gamasutra (USA) – Image Metrics Acquires Big Stage. “Facial animation tech company Image Metrics has acquired Big Stage, creator of the avatar creation platform Portable You. Big Stage’s tech lets users translate photos of themselves into 3D animated characters for use in virtual worlds, video clips and online communities. Image Metrics says it’ll merge that avatar creation platform into its existing animation tech to create a new product suite to launch in the second half of this year. The company says the merger will help its licensees integrate more realistic avatars into consumer-facing projects.”

4. Wall Street Journal (USA) – Even Better Than the Real Thing. “‘It’s the real world—only better.” This is how Jay Wright, business-development director at technology company Qualcomm Inc., describes the latest buzz technology to grip the digital world. So-called “augmented reality” is the overlaying of digital information onto the real world, and everyone from games designers to retailers to health-care companies to estate agents are gearing up to use it. While the potential for such technology to change the world is vast, the biggest challenge for its backers will be to convert this virtual revolution into rock-solid profits. Fortunately, there are countless ways this can be achieved, but not all are immediately obvious.”

5. ars technica (USA) – Lord British on what games can learn from Ultima Online. “My job allows me to meet many interesting people, and meeting my childhood heroes is definitely a huge bonus. When I found myself speaking with Richard Garriott for 45 minutes, I felt the need to pinch myself. This is the man who created Ultima, crafted one of the earliest virtual worlds in Ultima Online, and then used the money to go to freakin’ space. We’ll have more from the fascinating discussion a little later, but I wanted to share his answer to my most pressing question: is he playing the games he dreamed of while working on the Ultima series?”

6. FierceVOIP (USA) – Vivox sees massive user growth for gaming VoIP. “Today, Vivox, a social networking and gaming VoIP prvider, announced its worldwide user base has surpassed 45 million. In 2010, Vivox saw its user base rise from 18.5 million users to over 45 million users. Companies including Wargaming.net, IMVU, Runewaker Entertainment and Bigpoint.com use Vivox service for high-quality, reliable voice chat services within their games. Vivox enables users of social sites, online games and virtual worlds to communicate in HD quality voice and within Three Dimensional environments. It also allows unique audio advertising and virtual goods capabilities for social and gaming sites.”

7. GigaOM (USA) – Working Together: How My Virtual Team Collaborates. “In an effort to better understand the dynamics of distributed teams, I decided to interview my own virtual team members at the social media marketing agency I co-own, Conversify. I wanted to move beyond my own personal preferences and opinions, both as a virtual worker for the last eight years and as a co-founder of a virtual company.”

8. Huffington Post (USA) – Video Games: An Hour A Day Is Key To Success In Life. “The single biggest misconception about games is that they’re an escapist waste of time. But more than a decade’s worth of scientific research shows that gaming is actually one of the most productive ways we can spend time. No, playing games doesn’t help the GDP – our traditional measure of productivity. But games help us produce something more important than economic bottom line: powerful emotions and social relationships that can change our lives–and potentially help us change the world. Currently there are more than half a billion people worldwide playing online games at least an hour a day — and 183 million in the US alone. The younger you are, the more likely you are to be a gamer — 97% of boys under 18 and 94% of girls under 18 report playing videogames regularly. And the average young person racks up 10,000 hours of gaming by the age of 21. That’s almost exactly as much time as they spend in a classroom during all of middle school and high school if they have perfect attendance. Most astonishingly, 5 million gamers in the U.S are spending more than 40 hours a week playing games — the same as a full time job! ”

9. Develop (UK) – “Hardcore social games can be lucrative”. “Social networks were developed and popularised by young people, and they are still their heaviest users. But, ironically, the booming social network games market is dominated by middle-aged housewives because younger people don’t play there as much there as they do elsewhere. Why has this come about and is there an opportunity for core games targeting traditional gaming’s heartland audience on social networks? The demographic mismatch of Facebook gamers to Facebook users overall has long been one of the great incongruities of the Facebook games market.”

10. Massively (USA) – New RIFT trailer shows off dynamic invasions. “Ho hum, another day, another RIFT reveal. Trion is carpet-bombing the MMORPG battlefield with an all out marketing assault as the March 1st launch date for its fantasy opus draws near. Today brings us a new trailer titled Cry Havoc, and in it we are witnesses to an interesting time-lapse presentation that shows off various in-game battles featuring large contingents of players on screen.”

Interview: Rod Humble, CEO of Linden Lab

These last two weeks, Linden Lab has opened the doors for some of us to have limited interviews with Rod Humble, the freshly-minted CEO of Linden Lab, and the new face at the helm of Second Life, and I was among those given the opportunity to ask some questions. I took the opportunity to ask a number of you just what questions you’d like answered, and managed to squeeze a number of them in on your behalf.

Humble was quite circumspect and reticent in his responses, but to be fair, he’s only been involved with Linden Lab for about three weeks so far, and is far less acquainted with what Linden Lab has done to-date than most of the rest of us.

TMJ: How would you describe Second Life in your own words?

I wouldn’t. Partly because I feel I would be a little silly by naming something that others (such as yourself) have experienced far more than me, but more importantly, I would let our customers do that over time as we figure it out together. I think it has something to do with creativity and how we evolve identity as we interact with others, but I like its undefined nature. I like its ambiguity. That to me feels like it is the beginning of something.

TMJ: Linden Lab has received quite a bit of criticism for its removal of discounts for educators. Given the subsequent increase in educators starting to look elsewhere, how does Linden Lab see the non-profit / education sector fitting into its strategy?

I wasn’t really here for that, so it’s hard for me to comment on past policy, but we certainly value these communities and don’t want to hamper their contributions to Second Life or prevent them from getting the value from it that they currently do.

TMJ: Going back a couple of years, Linden Lab was driving the interoperability agenda to a large extent, with that now being driven primarily by the OpenSim community. Does Linden Lab have any plans to get more substantively into that space and if not, is it just a case of keeping Second Life’s feature set ahead of OpenSim in order to maintain the lead?

Sorry it’s too soon to talk about this. Gotta play the new guy card.

TMJ: To get parochial for a second, back in mid-2007 we were told there would be Australian-based Second Life servers “real soon now”. Can you outline your strategy for managing bandwidth and response times for Second Life outside of the USA?

Yeah that’s a bit too detailed for me right now, but we definitely intend to fully support customers worldwide. How we can do that, we are looking at, but it varies by territory.

TMJ: What do you think Linden Lab’s strengths are?

Customers – we are blessed by customers who talk to us a lot and are not shy. This is a tremendous asset. While obviously we make mistakes and do not please everyone, the level of feedback helps us enormously. Our harshest critics are also our staunchest defenders when others put out misinformation about Second Life. If anything, getting customers’ voices heard coherently is our biggest task. There are way too many places where customers send feedback (or a “tower of babble” as one customer put it). As part of serving folks better the team here is trying to focus that more.  The new user groups are a step along that path. Finally, of course, our customers literally make the whole world.

TMJ: Given that you’re approaching things from a different background, what do you think Linden Lab’s biggest mistake has been?

Given the incredible technical and social challenges that Second Life solved, I am not sure I would label much to be a massive mistake. Second Life is technically really impressive – Linden Lab solved some astoundingly difficult technical problems in order to create it – but it’s still much too hard for new users by an exponential factor rather than a small one. There’s a big gap between how experienced customers can enjoy Second Life and the experience of a new user, and that’s a huge opportunity for us. What’s interesting is that in the entertainment space, most companies face these challenges in the reverse order – first you figure out ease of use and accessibility, how to make interacting with it an enjoyable experience, and then you tackle the technical stuff to make it work.

TMJ: What particular thing do you feel you’re bringing to Linden Lab, given your skills and background?

I hope my experience in growing large communities will prove useful to our customers. I care about art and creativity, I express myself through technology. I hope those traits will prove helpful.

TMJ: Linden Lab has spent much of the last decade juggling one or another balance of “fast, easy, fun”, seemingly without really finding a balance point that lasts for more than a few months. Is the problem – do you think – with finding the right balance, with the thrust of the strategy itself, or is there some third angle we’re overlooking?

I wasn’t here, so it would be inappropriate for me to comment on past strategies, but I will say Second Life is a vibrant world that exists today and is enjoyed by millions of people, so it succeeded in many ways. It seems to me that a blended strategy can often be effective. I am used to operating a strategy where you have a general strategy setting the overall direction then initiatives on a 1, 3, 6, 12, and 24 month timeline, which evolve as you work through them. That technique is not particularly revolutionary but it works.

TMJ: Linden Lab has always seemed to most focused on the retention of new users at the apparent expense of existing users. I know this comes across as quite a leading sort of question, and I cannot really see quite how to avoid that I’m afraid, but do you think that situation should continue, be reversed or should some other sort of balance be struck?

I think you can see from my comments above that I strongly believe you need both. Our existing customers should expect us to do a bunch of unsexy backend work to address your valid issues. I would also say that intelligent internet savvy new users are utterly lost with the current experience and discoverability. That for sure will also be addressed in the short term.

TMJ: Have you tried any third-party viewers? If so, do you have any preferences?

I have tried them all they all have positives and negatives. I do have various features I like from each that I think we should learn from.

TMJ: What do you feel is the greatest threat to Second Life?

If we put barriers in the way of creativity and exploration. There are temptations to do this every day. They need to be avoided.

TMJ: What actually are Linden Lab’s goals or direction for Second Life? Nobody’s ever really said, and everyone’s awfully curious.

As I mentioned before, my goal is to enable our customers’ expression and creativity, beyond that, let us see where the journey takes us all. The residents of Second Life are smart, communicative and creative. They are going to take this in all sorts of directions. Our job at Linden Lab is to set solid foundations, create the tools, and then get out of the way as much as we can.

TMJ: Should we expect a change of direction from the Lab and/or for Second Life? If so, how?

Expect to see a focus on customer service, experience, creativity and usability. Second Life should become the natural home for intelligent, creative, and social people online. Whether that is a change or not I don’t really know, but those are my priorities right now.

TMJ: Under Philip Rosedale’s tenure as CEO, Second Life’s motto was “Your world, your imagination”. During Mark Kingdon’s era it was “Your world, your way”. What motto do you feel will be the hallmark of your own tenure at the Lab?

Those both sound good and appropriate to me. I don’t think 3 weeks in it would be appropriate for me to succinctly summarise or change a mission statement or motto.

TMJ: What are your initial impressions about the culture and communications inside the Lab?

It’s great! People are very friendly and committed to wanting to make something important. I am really taken aback by just how much people here care. It is good to see.

TMJ: What are your personal goals while you’re the CEO of Linden Lab?

I would like to meet someone in five years who said “Yeah I joined Second Life just after you joined, and it really meant a lot to me. The people I met, the things I saw. That was important.” If I can achieve that, if a decision I take changes some human beings for the better, then I will be pleased …………Oh and I want to script a fully operational miniature wargames table in Second Life 🙂

TMJ: We don’t want this to be entirely one-sided. What are we – as users and customers – not asking you about that you’d nevertheless like us to hear?

I will read the comments to this interview, what I would most like to know is this: In 2 years time what would you most like to be doing in Second Life, and how would you like to be doing it? The answers to that question would be very helpful indeed.


So, who is willing to speak up in response to Humble’s question: In 2 years time what would you most like to be doing in Second Life, and how would you like to be doing it?

3D texture breakthrough

This article appeared earlier in the week over at our sister-site, Metaverse Health

A story over at New Scientist caught my eye today. It describes a new approach to developing textured 3D objects that provides much greater realism for relatively less work, particularly for amateur content creators:

The potential of this in clinical simulation is fairly obvious. Whether it be surgery or anatomical exploration, expect to see some of those expected evolutionary improvements in quality just a little bit sooner. Developments like this also illustrate the importance of graphical accuracy in simulation – the more easy it becomes to manipulate objects in a realistic way, the better the outcomes garnered.

The Watch – virtual worlds in the news

1. Internet Evolution (USA) – New Virtual Worlds Still Growing. “It may be tempting to assume that growth in virtual worlds has ground to a halt. After all, There.com has shut down, and Second Life is losing land area and has stopped publishing most usage statistics. Attention has shifted to social networking platforms and mobile devices. But the action hasn’t died off. Instead, it has shifted to proprietary, enterprise-class platforms like Teleplace, ProtoSphere, and VenueGen — and to the open-source platform, OpenSim. Based on reports from educational institutions, non-profit groups, and hosting and consulting firms, I estimate that OpenSim currently has between 500,000 and 1 million users. These users are scattered across hundreds, or thousands, of private virtual worlds running on the OpenSim platform.”

2. New Scientist (USA) – CGI tricks: Slicing virtual dessert is a piece of cake. “As virtual worlds become increasingly interactive, animators have to make sure that objects within them don’t just look good on the surface, but also remain realistic when they are manipulated. This is harder to achieve with some objects than with others. Cut through a virtual sponge, for example, and the texture remains the same all the way through. But take a slice through a kiwi fruit, and the cross section will look different depending on where you cut it, and along which axis. Previous methods of modelling 3D shapes worked for objects with a uniform texture. But according to Kenshi Takayama from the University of Tokyo, it couldn’t handle objects with more complicated texture orientations such as kiwi fruit and tree stumps.”

3. Austin News KXAN (USA) – Virtual world helps in murder case. “Justice moved swiftly in the case of a man who shot his estranged wife in the head in plain sight in an Austin park last October, and now Hernan Mendieta, 35, is sentenced to 60 years in prison, just three months later. It was a virtual world created by a witness that showed Austin police what he saw after he jogged in Brushy Creek Park. Thomas Jung works creating virtual worlds for computer games. He was able to reproduce for police via animation what he saw on the morning of Oct. 26, 2010 . His witness information helped in the murder case.”

4. Mobile Entertainment (UK) – Virtual world Meez goes mobile with Android, iPhone and iPad apps. “Teen-focused virtual world Meez is launching MeezNation, a spin-off making its debut on Android and iOS devices. With more than 15 million users, Meez is one of the popular virtual worlds aimed at teenagers. Now it’s going mobile, with plans to launch a new cross-platform spin-off called MeezNation. It will launch next week with an Android app, with iPhone and iPad versions to follow in March, before ultimately extending onto the Google TV and Xbox Live platforms too.”

5. Fast Company (USA) – Egypt: Social Media as a Life or Death Proposition. “Hundreds of thousands of Egyptians, many wearing bandages from from days of street fighting, turned out in Cairo’s Tahrir Square on Friday for what they are calling the ‘Day of Departure’, a nationwide cry for the immediate removal and prosecution of Hosni Mubarak who has ruled the country for 30 years. This story is now larger than Egypt and the Arab world, as international news coverage and social media has broadcast the escalating violence around the world, time and again featuring Egyptian citizens dying and risking death in order to have their message heard and for regime change to become a reality. Egypt is widely considered the litmus test for what will happen in the rest of the Arab world, but the importance of social media in its political transformation is larger than that. The use of social media in Egypt is a dramatic demonstration of a clash of cultures — of the old and new, of violence and peace, of the past and future.”

6. New Media Age (UK) – Branded virtual worlds. “With a tin man, talking lion, living scarecrow and winged monkeys, the parallel universe of Oz, invented by author L Frank Baum and made famous by the 1939 Judy Garland film, has been catapulted into the 21st Century. Tapping into a trend for transmedia storytelling, Summertime Entertainment aims to reinvigorate the Oz franchise with not only a new animated film, Dorothy of Oz, but an immersive virtual world game, Adventure in Oz. The project, launched on the Dubit platform, is riding a wave of businesses seeking brand engagement and ROI. Virtual worlds analysis company KZero reports there are now over a billion users of virtual worlds globally, 97% of them under 25. According to Matthew Warneford, chief technical officer at Dubit, virtual worlds are convening with trends in both gaming and socialising online.”

7. Confectionary News (France) – US chocolatier develops virtual factory world. “US confectioner Tcho is developing a virtual factory world which will allow customers and employees to interact online with the company’s chocolate processing facility. The iPhone application developed by Tcho and FXPal that controls the factory’s machines. Real-time sensor data and video is imported from hundreds of sensors on the 30,000-square-foot factory in San Fransisco to create the computer-based environment. “Different users can see different aspects of the data; for instance, we are designing ways for customers to track their own product from point of origin to finished product,” Larry Del Santo, marketing manager for Tcho told ConfectioneryNews.com. “In the future, visitors will be able to choose avatars and interact with each other as well as the factory itself,” said Del Santo. He said the technology will allow the company to create multi-user collaborative spaces for tasks like factory observation, virtual inspections, customer visits, employee training, process monitoring, and inventory tracking. The software is being developed by FXPal, Fuji Xerox’s research lab in Palo Alto, California. Here researchers explore how new technologies like mobile augmented reality, virtual worlds, and social media can be applied in manufacturing.”

8. WVEC (USA) – Congressmen: Modeling and simulation saves money, helps train forces. “When it comes to preparing for combat, nothing can replace hands-on training. Modeling and simulation can get close. Homeland security and military defense are some of the applied research areas at the ODU Virginia Modeling and Simulation Center in Suffolk. The 50 faculty members and research scientists can create virtual worlds for training – like landing an airplane at Dallas-Fort Worth Airport. “Modeling and simulation has been shown to be able to save money, use resources more efficiently and you can do things and other activities rather than real life, you save substantial sums of money,” notes Rep. Bobby Scott (D-3rd D).”

9. VentureBeat (USA) – Virtual world Habbo hits more than 200M registered users. “If you’re a teen, chances are you’ve checked into the Habbo Hotel. Sulake, the parent company of the cartoon-style virtual world, said today that more than 200 million people have registered as users for Habbo. That means they’ve created a virtual character called a Habbo. The virtual community is more than 10 years old. It started in Finland and has now grown to more than 150 countries. While traffic to virtual worlds has waned in the age of Facebook and the iPhone, Habbo’s numbers show it has fared well and is growing quickly. It shows that once a community hits critical mass, its growth can accelerate.”

10. Nextgov (USA) – Army taps Second Life for troop and family support. “The Army is bringing a program to improve troops’ physical and emotional well-being into the Second Life virtual world. The service is strengthening its Comprehensive Soldier Fitness program, established in 2008, with a “virtual resiliency” campus on an Army island in Second Life, said Maj. Gen. Reuben Jones, commander of the Family, Morale, Welfare and Recreation Command. The campus will offer soldiers and their families exercise tips as well as online, avatar-led classes to improve their physical fitness. The emotional, social, family and spiritual sections will help troops develop coping mechanisms and deal with post-deployment readjustment, Jones said. Should soldiers need more help, the campus will be backed by a network of volunteers recruited through the Army chaplain’s office, said Shaunya Murrill, chief of the outreach and strategic integration division in the command’s family programs directorate.”

UWA’s third machinima contest

Make machinima? Want to win half a million Lindens? Then read on:

MachinUWA III: Journeys (3rd UWA Machinima Challenge – 2011)
http://uwainsl.blogspot.com

We are happy to announce the 3rd Machinima Challenge put forth by the University of Western Australia (UWA). The theme is simply ‘Journeys’. We hope you are inspired by this to create many wondrous works as you have been through the years!

PRIZE POOL: $L500,000 (at least)
1st Prize $L100,000
2nd Prize $L70,000
3rd Prize $L50,000
+ L$280,000 in other prizes

WHAT: MachinimUWA III : Journeys

WHEN: Submissions are open between NOW (Feb 2011) till 1st May 2011

THEME : The theme is ‘Journeys’. What the journey is, will be left to the Machinimatographer. A journey through Second Life. A journey of self discovery. A journey within. A journey from SL too RL, or vice-versa. A journey through space, through time, a journey of hope, a journey of despair. Your own journey, or a journey by someone else seen through your eyes… or… through Second Life in 80 Days, whatever you can imagine.

MAJOR RULE: The most important rule is that the journey must either start or end at this location. Winthrop Clocktower at the UWA Main SIM. Winthrop Clocktower is the heart of UWA both in RL & SL. Apart from this, feel free to film anything, anywhere. You may use props at the location, or maybe want to change the footage later during the post process, this is up to you, as long as the clocktower is still recognized. http://slurl.com/secondlife/University%20of%20WA/109/213/25
􀀂

LENGTH: 4 – 6 minutes is recommended, but this is not a hard rule. The joint winners of MachinimUWA II were under 2 minutes and over 15 minutes respectively.

All prize winners will receive an exclusive MachinimUWA Trophy. All machinimatographers in the challenge will receive a specially designed medal of honour. Both designed by Laurina Hawks.

Shortlisted entries will be displayed on the University of Western Australia (UWA) Second Life Blog. http://uwainsl.blogspot.com

Winner will be announced by the 30th of May 2011 at a special gala function.

Method of Entry & Other Info:
* Load the Machinima anywhere, preferablly youtube or vimeo, and provide the link to Jayjay Zifanwe, White lebed and Laurina Hawks
* The length of machinima referred to above is only a suggested maximum, and will not be enforced nor cause entries to be disqualified
* Please acknowledge the lands or significant artworks and individuals you feature
* If you need to rezz (blue screen etc) on the UWA SIMS, contact Jayjay Zifanwe, White Lebed, FreeWee Ling or Laurina Hawks

Closing Date:
* Midnight 1st May 2011. Allowances on the closing date will only be provided IF the machinimatographer has contacted and explained the reason for the need for additional time prior to the closing date.

JUDGES
1. Professor Ted Snell (RL) – Director, Cultural Precinct, The University of Western Australia
2. White Lebed (SL) – Former Lead of Burning Life Art Department, Director of Special Projects @ UWA
3. Jayjay Zifanwe (SL) – Owner of The University of Western Australia (SL), Creator & co-host of the UWA 3D Art& Design Challenge
4. Yesikita Coppola (SL) – Official Machinimatographer for UWA 2011
5. Laurina Hawks (SL) – Reigning UWA MachinimUWA Champion
6. Raphaella Nightfire (SL) – Snr Writer Best of SL Magazine, Owner Sanctorum Gallery (SL)
7. FreeWee Ling (SL) – Curator, UWA 3D Open Art Challenge
8. LaPiscean Liberty (SL) – CEO AviewTV and UWA Media Advisor
9. Nazz Lane (SL) – Journalist and Author
10. TBA

Some Interesting Locations Across the UWA SIMS
(you’re welcome to use any part of UWA in the Machinima – this is IF you would like. No advantage will be given for having a lot of content featuring UWA locations)

The UWA Sunken Gardens (replica of RL)

The UWA 3D Open Art Challenge Galler

Area displaying the works that were shortlisted for the Grand Finale of the UWA 3D Art & Design Challeng

The Square Kilometer Array
(Biggest land based science project in the history of mankind)

UWA Visualisation Research Area

* Special thanks to Eliza Wierwight for creating the wonderful poster for this challenge

Disclosure: I have been asked, and accepted the invitation, to be a judge of this competition.

Virtual Worlds Best Practices in Education 2011

Monash University’s Debbie McCormick dropped me a line over the weekend to ask if I could post a heads up on VWBPE 2011. Obviously it’s something we’re more than happy to do, so if you’re an educator or interested in education and virtual worlds, read on:

Greetings Fellow Educators,

“You are here” – well many of you are, but there’s still room for more!

Last year was a year of change and many of you are transitioning to new and exciting teaching spaces with mixed feelings (was that tactful enough?); but regardless of where you are practicing and what you might think about those who shall not be named, we are still a community so don’t let those changes prevent you from participating in your community.

The Virtual Worlds Best Practices in Education is a community conference; it is YOUR conference, and your chance to share your experiences with the rest of your community (wherever and whatever that community might be).  We have already received some excellent submissions but we would like more!  The Call for Proposals (papers, workshops, posters) has been extended to midnight 15thFebruary, 2011.  All that’s required is a 50 – 100 word abstract (full papers optional) that:

·          Indicates how your work illustrates best practices in education

·          Indicates the outcomes/learning objectives participants should expect from your sessions

·          Describes how your work might be applied to a particular or multiple sectors of education, i.e. K-12, large universities, community colleges, adult education, etc.

Tell us how you learn and teach. Tell us your stories of what works well and what can be done better. Where does learning happen for you?  Who do you teach? How to you engage learners? Why is learning within the virtual important to you? What is the key learning you want to share with others?

The VWBPE is a free conference, organised and run by  committees of volunteers from K-12, colleges and universities from around the world.  While most activities will happen in Second Life (Linden Lab have kindly donated 20 sims) presentations and field trips can be scheduled for other parts of the metaverse – contact Kavon and her team at proposals@vwbpe.org for more information.  Likewise, while the main language of the conference will be English we welcome submissions for presentations in languages other than English.

As a community conference we are always in need of extra funds for activities such as providing transcribers and recording the sessions for viewing after the event; if you know someone who would like to be noticed by more than 2000 educators at the premier virtual worlds education conference then please direct them to http://www.vwbpe.org/calls/call-for-sponsorship..

You are already here – so come be part of the discussion and bring your friends.

http://www.vwbpe.org/calls/2011-call-for-proposals

Debbie McCormick

VVWBPE 2011

Chair – Marketing and Communications

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