Man vs Second Life: the sequel

Back in July 2009 we covered Man vs Second Life, one of the funnier pieces of Second Life machinima around. At the time it had reached more than 50-thousand views on Youtube.

At that time its creator, Sean Krueger (Hugity) posted a further piece to YouTube stating the original piece was a school final project, that he was going to seek real video work and in between some interesting insights on the making of the film, he made some fairly judgemental comments on furries in particular and Second Life more broadly. That video from Sean Krueger has since been removed from YouTube and he’s now released Man Vs Second Life 2.

You can view it here, but a warning it’s not safe for work or kids:

There’s also an interview with Sean over at New World Notes with some behind-the-scenes insights. This is one funny machinima from a team with an ambivalent relationship with Second Life – which is probably one of the key ingredients of their success.

(Mini) Review: Virtual Worlds – Learning in a changing world

Australian educators Judy O’Connell and Dean Groom have collaborated on a tidy tome called Virtual Worlds – Learning in a Changing World. Aimed squarely at educators who haven’t had any extensive experience with virtual worlds, it provides a concise overview of the current state of play, its implications for educators, and a comprehensive set of links for people that want to explore further. It’s a virtual worlds primer for a cohort of professionals who dually need the most insight into the area and who are likely to drive the substantive momentum in the field in coming years. In that aim, this book achieves what it needs to in a way that a lot of other publications in the field could do well to emulate.

You can purchase the book for AU$19.95 from the ACER website. Or – fill in our reader survey and if your name is drawn we’ll send you a copy as your prize – just specify that’s the prize you want in the appropriate section of the survey.

The Watch – virtual worlds in the news

1. Gamasutra (USA) – Report: Universal Monsters-Themed MMO Planned. “Universal Pictures reportedly signed an agreement with SEE Virtual Worlds, the studio behind the Michael Jackson-themed MMO, to create an online game starring classic movie monsters like Frankenstein and the Wolf Man. In last month’s announcement for Planet Michael, its MMO centered on the late King of Pop, SEE Virtual Worlds said it would create a “virtual reality universe of connected planets”, with each planet tied to other licensed film, television, sports, music, and entertainment properties.”

2. Coventry Telegraph (UK) – Coventry University publishes guide to virtual worlds. “A GUIDE to using virtual worlds in higher education has been published by Coventry University. The book, A practical guide to using Second Life in Higher Education, helps teachers understand how to use the online social networking virtual world. Professor Maggi Savin-Baden is one of the UK’s leading academics on the subject and has used virtual technology extensively as a teaching resource. Professor Savin-Baden said: “This practical handbook had been designed to support teachers who want to use Second Life and provides both an overview and a detailed consideration of the opportunities this immersive world offers for teaching, learning, assessment and research.”

3. Search Engine Watch (USA) – Mingling In Virtual Worlds. “Last week I talked about games within Second Life that you could play. In theory all of these games can be social, but just how do you get social through a game? It’s much easier than you might think. Knowing where people hang out is the key. Let’s start with the obvious one, the Roleplaying Games. With these games you show up at a specific location as your avatar dressed and ready to pretend to be the character for the game.”

4. Virtual Worlds News (USA) – HuzuTech Announces Virtual World Platform. “British technology firm HuzuTech has announced that it will launch a white label 3D virtual world platform, HuzuVirtual, next week. The platform is for use by brands, publishers, film, and TV production houses that want to create promotional virtual worlds. The platform is designed to be flexible, scalable, and fully customizable. HuzuTech plans to initially work with children’s publishers and is already developing a virtual world for the Scholastic’s Horrible Histories line set to launch in June 2011. ”

5. Kotaku (USA) – A Computer Mind To Finger The Real Bullies, Pedophiles and Killers of Virtual Worlds. “When the text-heavy fantasy worlds of multi-user dungeons first invaded the mainframes of Essex University and the dial-ups of Compuserve, there were few rules in place and even fewer ways to enforce them. But today’s most modern of virtual worlds now include cutting-edge technology used to not just provide an immersive experience but also to hunt down the potential real-world predators, bullies and criminals lurking in the online games. The idea of actively policing how people play massively multiplayer online games didn’t really come about until the phrase massively multiplayer online games became not only a part of gamer parlance, but also a viable commercial genre with the 1997 launch of Ultima Online.”

6. News.com.au (Australia) – What are video games missing? Swishy skirts. “Another obstacle on the way to super-realistic video games looks set to be demolished. Over the years, games have become more and more lifelike. Clouds, trees, buildings and bodies all look pretty faithful in today’s virtual worlds. But there’s one thing game developers still struggle with — the movement of clothing. Now researchers in Germany think they’ve solved the problem with a new way of creating virtual models of actors by comparing 3D laser scans and video footage. New Scientist reported that software developed by a team at the Max Planck Institute for Informatics was able to create “extremely realistic” avatars of actors and their costumes. When the avatars were programmed to perform new movements that the real actors never did, their clothes still swished and crinkled realistically.”

7. Gazette Live (UK) – Virtual world used to get teens talking. “Teenagers are to be encouraged to create their own virtual world to help Teesside University with key research. Researchers at the university are looking into what it means for young people to be British. They will be quizzing the teenagers about their values and aspirations using a virtual environment, as part of a citizenship project. To keep the youngsters’ identity secret, people taking part will be encouraged to create virtual worlds and their own avatar. The research is backed by a £250,000 grant, with £195,000 coming from the Engineering and Physical Sciences Research Council.”

8. Hypergrid Business (Hong Kong) – Paper: hypergrid allows virtual world to grow without limit. “The invention of the hypergrid will allow virtual worlds to grow to the size of the World Wide Web, or bigger, according to a paper made public today by OpenSim core developer Justin Clark-Casey. “The World Wide Web is much larger than any existing virtual environment system,” he wrote in the dissertation, submitted for his Masters in Software Engineering at the University of Oxford. “The World Wide Web has 1.6 billion estimated users while even the most popular online role playing game has only 11.5 million monthly subscribers.” One problem is that virtual environments are normally highly centralized — an environment’s servers, databases, even browsers are typically all controlled by a single company.”

9. San Francisco Chronicle (USA) – PlaySpan Integrates PayPal X Into its Video Monetization-as-a-Service Platform. “PlaySpan, the global leader in monetizing online games, social networks, virtual worlds and videos, announced today a partnership with PayPal to integrate PayPal X into its recently launched Video Monetization Platform. The first PlaySpan Video Monetization Platform integration to go live with PayPal X is on the PlaySpan Marketplace (PSM), where user generated commerce is transacted over virtual currency, virtual goods, games and videos. “We’re extremely excited about working with PayPal X to make PlaySpan’s in-video micropayments platform even more accessible to our media clients and providing them global reach to our gaming audience of millions of users,” Karl Mehta, CEO, PlaySpan.”

10. Kotaku (Australia) – When An MMO Dies. “A tricked-out dune buggy busts through a mural made up of post-apocalyptic imagery and battered road signs in the front of NetDevil’s Colorado offices, a lasting reminder of a world that came and went in the blink of an eye. Traditional video games are timeless. As long as one has the right equipment and their cartridge or disc is in working order, revisiting them is easy enough. Their levels, enemies and challenges live on. This is not the case with massively multiplayer online games. Massively multiplayer online games require a substantial investment. The developers spend time and effort creating these games, dedicate resources and manpower to maintaining game servers and supporting players and must continue to develop fresh content to keep players interested.”

Second Life in a browser on the near horizon

“Project Skylight” is its name apparently, and it’s the project that will hopefully deliver Second Life in a web browser. Tateru Nino got a confirmation from Linden Lab that testing will be occurring, so hopefully we’ll see some concrete examples in the short-term.

It’s a well overdue development, and one that is not so much innovative as essential for Second Life’s longer term survival. I know that for me my time in SL use will increase with a browser based version, as I can do it alongside my other browser activities. It’s a no-brainer really and kudos to the developers making it a reality.

Second Life / OpenSim developers sought

I had the pleasure of meeting Dale Linegar last year – he’s one of many innovative Australian educators working in virtual worlds. He’s after some developers as detailed below, preferably Melbourne-based. If you’re interested, drop him an email.

We are a small, dedicated team of educators, developers and programmers who are working on a range of virtual world, AI and mobile related products for several Australian Universities.

We are based in Melbourne and would prefer to work with locals if possible due to the complex nature of many of our projects, however we do have some remote staff and are always open to change.

We require people with one or more of the following skills;
– Lsl scripting
– Experience with XML PRC and REST
– Experience with Cakephp
– Experience running Opensim servers
– Experience with AIML, perhaps also radegast or program-o

Most of all, you should love what you do.

Pay and hours will depend on your skills and experience.

If you fit one or more of the roles above, please get in contact with dale@oztron.com.

Disclosure: Dale kindly paid a fee for this post, which has been donated in full to Metaverse Aid.

Have a job you’d like to advertise? Contact us to discuss. Rates start at a $25 Metaverse Aid donation for a two-month text link.

Metaverse Journal Reader Survey

It’s hard to believe this site has been around for four years now. Around two years ago we ran a reader survey and it’s well and truly time to do it again. Aside from wanting to get some good information on what we can do to improve, the survey is about getting a good snapshot on how you see the virtual worlds scene playing out. We’ll be sharing the results here as well, so you can some benefit for your time completing it.

If you can spare five minutes to fill out the survey, here’s where you go. Every respondent goes into the draw to win any item of your choice from our shop up to the value of US$30. Or if you’d prefer we donate $30 to Metaverse Aid, we can do that instead. The survey will close at midnight AEDT Thursday 18th November.

Reader Survey Link

Holy men

A Catholic Priest, a Baptist Preacher, and a Rabbi all served as chaplains to the students of Northern Michigan University in Marquette.
They would get together two or three times a week for coffee and to talk shop.

One day, someone made the comment that preaching to people isn’t really all that hard – a real challenge would be to preach to a bear.
One thing led to another, and they decided to do an experiment.

They would all go out into the woods, find a bear, preach to it, and attempt to convert it.

Seven days later, they all came together to discuss their experience.

Father Flannery, who had his arm in a sling, was on crutches, and had various bandages on his body and limbs,went first. ‘Well,’ he said, ‘I
went into the woods to find me a bear. And when I found him, I began to read to him from the Catechism.

Well, that bear wanted nothing to do with me and began to slap me around. So I quickly grabbed my holy water, sprinkled him and, Holy
Mary Mother of God, he became as gentle as a lamb. The Bishop is coming out next week to give him first communion and confirmation.’

Reverend Billy Bob spoke next.. He was in a wheelchair, had one arm and both legs in casts, and had an IV drip. In his best
fire-and-brimstone oratory, he claimed, ‘WELL, brothers, you KNOW that we don’t sprinkle! I went out and I FOUND me a bear. And then I began
to read to my bear from God’s HOLY WORD! But that bear wanted nothing to do with me. So I took HOLD of him and we began to wrestle. We
wrestled down one hill, UP another and DOWN another until we came to a creek.

So I quickly DUNKED him and BAPTIZED his hairy soul. And just like you said, he became as gentle as a lamb.. We spent the rest of the day
praising Jesus..Hallelujah!

The priest and the reverend both looked down at the Rabbi, who was lying in a hospital bed. He was in a body cast and traction with IVs
and monitors running in and out of him.

He was in really bad shape.

The Rabbi looked up and said: “Looking back on it, ……circumcision may not have been the best way to start.”

The Watch – virtual worlds in the news

1. IT Business (Canada) – Ontario’s virtual world recruiting effort. “Second Life isn’t quite the hot topic that it used to be.
Web-based social networks seem to have taken at least some of the steam out of virtual worlds approaches to digital collaboration. It seems people prefer instantaneous, mostly text-based social communications rather than immersive 3D environments that allow you to construct your own objects, code your own physics and program your own behaviours.
But the community of Second Life is still alive and well amongst a certain niche. The virtual world is still appealing enough for many instituions to particpate there, and for the Ontario Public Service to recruit new employees. The provincial government’s Second Life site is outfitted so avatars can particpate in the daily activities of many public service jobs including fire fighter, paramedic, and water tester.”

2. University of Ulster Online (UK) – Advanced 3D Heralds New Teaching Dimension. “‘Virtual world’ technology has the potential to transform education and learning, an international conference at the University of Ulster’s Magee campus heard today. It is a young but rapidly evolving sector but already every university in the UK uses it in some element of teaching and research, according to Michael Callaghan, a Magee computer scientist and senior lecturer who is one of chief conference organisers. At “IMMERS[ED] 2010: The Second National Workshop on Teaching in Immersive Worlds” today, leading educators and industrial experts unravelled some of technology’s mysteries and championed its promise before an audience of academics, researchers, teachers and “serious games” enthusiasts.”

3. Virtual Worlds News (USA) – More Social Games Including Customizable Avatars. “Customizable avatars are one of the defining features of virtual worlds and may soon become a major feature in social gaming. Zynga is introducing heavily customizable avatars into its flagship game FarmVille while CrowdStar is attributing high earnings from its new game It Girl to customizable avatars. While many social games have featured avatars before this and even sold avatar customization virtual goods, the feature was only rarely a major emphasis of the game.”

4. New Scientist (USA) – Game characters to get authentically rumpled clothes. “Computer game developers use sophisticated algorithms to inject real physics into virtual worlds – painstakingly mimicking the way that light reflects off objects, for instance. But there’s something unrealistic about the citizens of those virtual worlds: their clothes barely register a crease or crumple, no matter how much running and jumping they perform. That could soon change, thanks to software which ensures that a game character’s clothes ripple and ruffle realistically as the action unfolds. Carsten Stoll of the Max Planck Institute for Informatics in Saarbrücken, Germany, and his colleagues began by generating a 3D laser scan of an actor in costume, and manually added a simple virtual skeleton. Next, the team recorded video footage of the actor moving, and uploaded it into a program that tracks the actor’s silhouette through each frame. By comparing the 3D scan with the sequence of silhouettes, the software identifies which parts of the actor’s outline deform most freely, indicating that they are covered in loose cloth.”

5. Inside Social Games (USA) – It Girl, FarmVille Show Growing Social Gaming Trend: Avatar Customization. “Avatars have been popular for nearly as long as the web itself, and customizing them has been a key part of gaming and virtual worlds, from Second Life to IMVU to other sites worldwide. Likewise, paying for avatar decorations has been an important source of virtual goods revenue for many games. But the concept has gotten relatively little attention among social game developers. Most games have been focused on mechanics like harvesting and baking, and while those typically do provide players for avatars, the offerings have been slim.”

6. Gamasutra (USA) – Interview: Roblox, The Little-Known, User-Generated LEGO Competitor. “Unlike most highly commercialized free-to-play kids’ virtual worlds, Roblox started as an outgrowth of technology designed to simulate physics. It’s a pure physics-based play space; kids arrange the blocks into LEGO-like structures, and others can access these spaces as they wish. Rather than a virtual world, it’s a collection of user-generated spaces: in terms of how the site is set up, it’s almost like a YouTube of play. When its creators put it in front of kids as part of an educational package, they quickly noticed how much fun the kids were having with it, and moved to develop it into a product with that audience in mind. Now, Roblox has launched and found an organically growing audience, finally reaching the point where its first promotional deal, with Disney, has gotten off the ground. ”

7. Marketing Vox News (USA) – Can Wunder-app FarmVille Drive Traffic to the iPad? “Zynga has released Farmville for Apple’s iPad. The free app has been customized to take advantage of the iPad’s larger screen and touch interface, letting players zoom in and out to view their farms, harvest crops, or drive tractors with the tap of a finger. Push notifications alert iPad users to their crops’ status.”

8. io9 (USA) – In Iain M. Banks’ Surface Detail, a real war over virtual Hells. “Iain M. Banks’ new novel, Surface Detail, is some of the best work he’s done in his galaxy-spanning Culture universe. A story of virtual Hell and true resurrection, it’s about the consequences of technology that makes religious afterlives possible. At the center of a sprawling cast of characters – including hyperintelligent AI Minds, virtual avatars, politicians, slaves, and ambiguously-sentient alien habitats – is a woman named Lededje. She’s from a vast but low-level civilization called the Sichult Enablement, which has space travel and advanced science but still embraces a form of slavery called “indented intagliation.” When one family owes another money, they must give one or more of their children to pay those debts. The “indented” children are often bred expressly for this purpose, with a beautiful tattoo signifying ownership written into the structure of every cell of their body – essentially a fractal tattoo that covers the skin, and continues on into infinite smallness inside the DNA itself. Lededje is one of the most valuable tattooed “intagliates” owned by Veppers, a powerful businessman whose family made its first fortune in massive multiplayer games.”

9. GigaOM (USA) – Oh! Oh! Even Linden Lab Founder Is Leaving. “Four months after CEO Mark Kingdon left the San Francisco-based Linden Lab — the company behind erstwhile hot virtual world Second Life — interim CEO and founder Philip Rosedale is getting real too. He is leaving the company he started in 1999 in order to pursue his new idea – LoveMachine, a collaboration software company.”

10. Military & Aerospace Electronics (USA) – Simulation and training technology pushes graphics to create the most realistic learning environment possible. “Realism is of the utmost importance to the pilot in training; realistic flight simulation immerses pilots in training scenarios and lend to greater effectiveness. Like L-3 Link with its high-definition displays and rich content, Quantum3D in San Jose, Calif., is in the business of creating realistic visual environments that immerse military pilots into any virtual training scenario. “The military uses Quantum3D’s high-performance image generators for a range of flight simulation and training initiatives that demand a highly realistic visual environment, including initial and recurring flight training, evaluating cockpit designs, testing new aircraft characteristics and handling qualities, and other engineering simulation applications,” says Pratish Shahk, director of marketing at Quantum3D. Advances in shader technologies enable Quantum3D engineers to add more realism to scenes providing pilots and trainees a more realistic virtual world. “With shader technologies, we can integrate more realistic-looking environmental elements — clouds, oceans, and other effects — creating a virtual learning environment that looks and feels real,” Shahk says.”

Weekend Whimsy

1. Ms ladysunfire Erin Second Life Model Video

2. Second Life – Botanical Landscaping

3.Seperate Ways (Second Life)

Merged realities – events and issues for virtual worlds

1. After four months back in the CEO’s seat, Phillip Rosedale has taken a step back again. It’s hard to fathom the current Linden Lab strategy at present. Tateru Nino has a good wrap on the issue here.

2. For some impressive avatar dancing, Australians can tune into ABC 1 and ABC 2 in coming weeks:

When The Physical TV Company’s new film Entanglement Theory screened in Italy in May this year, media headlines read “Avatar dancers land in Naples” and articles went on to describe “the first dance movie that sees human dancers in a performance dialogue with their avatar” (DanzaBlog). When Entanglement Theory screened in New York at the famed Dance on Camera Festival in January it was dubbed the “best” animation on the festival by The New York Times, which went on to praise the film’s “new vitality”. Entanglement Theory, recently described by Australia’s RealTime as “a seductive reverie” now lands on Australian TV screens, with broadcast premiere screenings on ABC2 on Sunday October 31 at 8:20pm and ABC1 on Sunday November 7 at 4:20pm.

More info here.

3. Second Life Viewer 2.2 is now available.

4. Tonight Live with Paisley Beebe provides another week of engaging TV. Guests include guests CelesteAngelique Zapatero, Co-Founder Positive Arts, Creative Director Club One Island; Tip Corbett, classical/compositional improvisation for piano and Ignatius Onomatopoeia, Faculty Member of University of Richmond.

5. Multi-grid currencies continue to grow on the OpenSim platform.

6. Virtual Justice sounds like an interesting read and is likely to be available free online via Creative Commons in the near future.

Previous Posts