1. My Teen Second Life Photo Album
2. Burning Life 2009: Second Life
3. Kittymel’s Second Life Part 1
Tech -- Culture -- Humour
1. My Teen Second Life Photo Album
2. Burning Life 2009: Second Life
3. Kittymel’s Second Life Part 1
Back in May, we covered Frenzoo, a fashion-centric world with a lot of promise. Since that time, Frenzoo has continue to grow and has received further funding to continue its development.
CEO Simon Newstead is an expatriate Australian based in Hong Kong, and I took the opportunity to get some insight into Frenzoo‘s progress and future plans. He also discusses the role of Robin Harper and Anshe Chung, integration with services like Facebook and quite a bit more.
The take-home message for me is Frenzoo‘s focus on content creation, placing it amongst a handful of other players dedicated to that space. Fashion’s about creativity, so it’ll be interesting to see what growth trajectory Frenzoo takes. Read on for the interview:
Lowell: Can you give a brief biography of your career pre-Frenzoo?
Simon: Sure, before jumping into the online world with Frenzoo, I worked in Internet networking with Juniper Networks, the upstart competitor to Cisco.
There I was leading the Emerging Technologies team for Asia. That was a great job, dealing with customers in Korea and Japan through to emerging countries like India and Vietnam. Learning how and how not-to introduce new solutions to market, winning over early adopters, feeding requirements back to development teams – a lot of fun.
Before that I was in Melbourne with Juniper where I worked with Telstra to help design their 2nd generation broadband infrastructure (their DSL network). That was a great job for a young engineer, although I recall a lot of late nights living in their labs 🙂
Lowell: How would you describe Frenzoo’s progress over the past 12 months?
Simon: Great! After a slow start we’re starting to find our groove – a fledgling online world and 3d chat & creation community is up and running. Still early days but revenue starting to come in and growth picking up.
When we started our beta a year ago we had nothing – no users and a website with virtually no functionality: I remember an early tester making a comment “I love my avatar so much… but ummm what can I do with it?” It was a rude awakening, but all the early feedback helped us learn and adapt quickly – I really do subscribe to the “Fail Fast” startup school of thinking.
Since then we have learned a lot on what makes people them invest time and money and what they want out of Frenzoo. We’ve added and iterated our product countless times based on all the customer feedback: a big part of our culture – we gather a lot of user feedback, run regular usability tests, analyze usage data etc.
A turning point was introducing User generated content via our own web creation tool as well as 3ds modeling and collada import function. This has been great – the creative folks just love to design new things. When the world around you changes so much there is always inspiration for something new. People who love to mod sims love our environment – in fact some of our top content creators today are huge The Sims modders and creators.
Six months ago, the only things in the shop were made by Frenzoo, with limited choice. Now all the content on the marketplace is coming from the community and there are many thousands of diverse creator items to shop from and growing each day.
Lowell: What’s the company’s funding situation at present?
Simon: Earlier in the year we secured a solid round of funding from ASI – the Skype co-founders and other important angel investors. That takes us a long way to realizing our vision – by the time we consider the next phase of funding we should have completed the core development and started to ramp up audience and monetization.
Lowell: Virtual goods commerce is currently the core of your revenue model – can you explain a little how both you and designers can make money?
Simon: Sure. We run a dual currency system – we have silver and gold coins. Silver coins are the earned currency (being active on the site), gold coins are bought currency. When an item is purchased by a user using Gold coins, the creator of that item gains the Gold Coins (Frenzoo takes a small commission). Gold Coins can be sold for real money on 3rd party sites like First Meta Exchange and Anshe X. Those sites also allow transfer to and from other virtual currencies such as Linden dollars and IMVU credits.
Lowell: How many staff does Frenzoo have and are they still all based in Hong Kong?
Simon: We have a team of 10 folks – 7 engineers and 3 designers. Apart from that it’s myself, and Ceci, our marketing lead. We’re based in Hong Kong and we also have a couple of fantastic remote interns in the US who do a fantastic job helping with the community management.
We’re also lucky to have three very helpful strategic advisors – Robin Harper (ex Linden Labs) and Anshe Chung – Ailin Graef and Guntram Graef have really helped with giving us guidance and the insights from their considerable experience.
Lowell: What’s the geographic breakdown of your userbase at present?
Simon: Most members are coming from the US, however we have a healthy international mix from Europe and Asia. Australia is in the mix, a few percent of our base. We have localization to over 10 languages, including Japanese, Spanish, Chinese, Portuguese, German, Russian, Dutch etc It’s one of the many advantages of being purely browser based – it’s easy to add this. Right from the start we wanted to make this a global offering, not just English only.
Lowell: What percentage of the designers are making significant money?
Simon: We’re just getting going, no millionaires I’m aware of yet 🙂
The majority of our creators are doing it for enjoyment – it’s a lot of fun dreaming up new designs, meeting people, entering contests, being creative.
For those folks when they earn a few bucks in the process that’s just a bonus. However we’re now starting to see the first few professional operations coming onto the site with the aim to make money. Anshe Chung Studios is one example, it’s also easy for them to publish their created items to both Frenzoo and other platforms like IMVU. We’re also looking forward to introducing 3D scenes so, for example, creators of Second Life environments and props can explore our platform.
Lowell: What mistakes that competitors have made are you hoping to avoid?
Simon: I have a lot of respect for the other avatar communities out there, I’m a big fan of Second Life in particular for their creative and open content environment. One thing we are striving to do is make our user interface really simple to use, and also make creation fun and accessible to everyone – in fact most of our active active members have created their own items.
As we are web online world compared with most others who are client based, we have our own unique set of challenges and opportunities. For example cross browser differences and testing is a hassle (don’t get me started on IE6!), but on other hand web based means we support Mac and PC as well as being able to quickly mash up and integrate – e.g. post pics to Facebook etc.
Lowell: Speaking of Facebook, do you have any plans for integration with other web applications like that?
Simon: We’d like to do more web integration next year for sure. Once we have built out most of our core platform we plan to swing back and look at off site integration and add what makes sense, be it Facebook app or other platforms and techniques. Whether that app might be avatar chat or creation or a mix is still something we have to think about.
Mobile is something also we considered when we settled on our 3D rendering engine – in fact Unity3d which we use is one of the leading engines for iPhone 3D games today. It’s an interesting future possibility for us and technically feasible.
Lowell: Who do you see as Frenzoo’s main competitors?
Simon: In terms of web 3D community with UGC marketplace and creation tools we are first to market, to my knowledge. Actually even in client solutions, I haven’t seen similar to our accessible fashion design tool.
Actually most of our energy is built on listening to our users and improving our service. Whilst we monitor and learn lessons from other virtual worlds (e.g. Second Life and IMVU who have built up successful economies), we’re mainly focussed on our users and improving for them.
Lowell: Do you have an estimated date for Frenzoo coming out of beta?
Simon: Not for some time yet…
Beta really is a mark that we are in constant iteration and improvement, it’s a label that encourages us to always be listening and improving. Of course, we’re running a virtual economy today and security and robustness are important but we like the idea of being in beta mode and responsive – it’s a cultural attribute.
Lowell: What’s the roadmap for Frenzoo over the coming year?
Simon: Now UGC is kicked off, our next big move is “social”. The first step is 3D chat, which we just launched 2 months ago. It’s pretty sparse now but we will be building it out. As part of the social drive we’ll be introducing 3D scenes, which will be the biggest upgrade to the site since launch. This will let people be creative and social a lot more than today where the avatar is in 3D but the scene is just in static 2D. A 3D online world in Frenzoo has been one of the top requests from our community.
Our goal within the next few months is to have a fun user created environments – dance parties people can hang out and virtual chat in, maybe beaches for moonlight walks, glamorous catwalk shows, and hopefully lots of ridiculously pimped out apartments 🙂
We’ll also continue to build out the creative tools and then start to do more mashups and integrations on the web to help people share their experiences easier.
Lowell: Can you shed light on the core Frenzoo user?
Simon: Sure. Our age ranges from 13 all the way to 30 and beyond. Several of our most active members are in their 30s, 40s and older. Our average age today is hovering around 18-20 years old, and we skew very heavily towards female. One of our goals over coming months is to also make Frenzoo interesting and engaging for us guys.
Lowell: As an expat Aussie, what’s your take on the virtual worlds industry here?
Simon: Well, I’m a big fan of some of the virtual world personalities who live in Australia – folks such as metaverse bloggers Tateru, Anstia and yourself, Steve Cropper who runs the Life On-Line show etc Also it’s nice to see some virtual world developers in Australia such as VSide/Exit Reality…and in general some great tech projects such as Google Wave out of Sydney. I’m always rooting for more Aussies to make it on the global stage 🙂
(This story originally appeared over at sister-site Metaverse Health earlier this week).
Over the past few weeks, there’s been a spike in mainstream media interest around virtual environments and health. I thought it’d be worth showcasing three notable stories / issues that you may not be aware of.
Amputee Support
A press release from ADL Company Inc. and Virtual Ability, Inc. touts the launch of a project to provide peer-support to those who have undergone amputation of a limb. The project’s impetus has come about due to some sobering US-based facts:
Recent US military casualty figures for Operation Iraqi Freedom and Operation Enduring Freedom indicate that between September 2001 and mid-January 2009 over a thousand amputation injuries occurred. Of the 935 amputations considered major, one in five wounded warriors lost more than one limb. While the rehabilitation goal is for the soldier to return to active duty, many reintegrate into their civilian communities. In either case, military amputations are often accompanied by additional wounds, depression, fear, phantom limb pain, and post traumatic stress disorder.
Spouses and family members often become the caregivers of military amputees after they are released from military hospitals and rehabilitation programs. Family support members have their own grieving process to go through related to the amputation and to the change to family life.
The platform for the project is the recently released Second Life Enterprise product, meaning that users have a greater deal of privacy to explore issues in a group context. You can also read about the project from the perspective of ADL Inc’s President, and regular virtual worlds writer, Doug Thompson (SL: Dusan Writer).
Avatars: Perceptions of Self
New Scientist has a good article on a study looking at brain activity (as measured by MRI) when discussing perceptions of real self versus a heavily played World of Warcraft character. The methodology:
To probe what brain activity might underlie people’s virtual behaviour, Caudle’s team convinced 15 World of Warcraft players in their twenties – 14 men and 1 woman – who play the game an average of 23 hours a week, to drag themselves away from their computers and spend some time having their brains scanned using functional MRI.
While in the scanner, Caudle asked them to rate how well various adjectives such as innocent, competent, jealous and intelligent described themselves, their avatars, their best friend in the real world and their World of Warcraft guild leader.
For the early results, read the article, but essentially things aren’t black and white about how we perceive ourselves versus our avatars. No big surprise there. One particularly interesting signpost for future research is the idea that those who perceive themselves and their avatars in a similar way may be the individuals at higher risk for addictive behaviours in regards to their use of virtual environments.
Health Games Research
Health Games Research is a website well worth perusing. It’s a US-based organisation devoted to “research to advance the innovation and effectiveness of digital games and game technologies intended to improve health”. There are yearly grants for research into games and health, with the 2009 funding round announced last week.
A fortnight or so ago we covered the great work being done by the University of Western Australia in Second Life. One of the centrepieces of their activity is the 3D Art and Design Challenge, with the October winners now announced.
You can see all the finalists here, but here’s the summary:
IMAGINE CHALLENGE – 3D Art
1st Prize:Willow by Bryn Oh ($L5,00
2nd Prize: Holophrasis by Snubnome Genopeak ($L1,250)
Best Non-Scripted Entry: Concentric Shells by Ichiko Miles ($L1,250)
Honourable Mention (Emotion): In Uterus/Pregnant First Record by Silene Christen ($L500)
Honourable Mention (Harmony): Living in Syn by Maya Paris ($L500)
Honourable Mention (Immersion & Application): Come Go With Me by Alizarin Goldflake ($L500)
Honourable Mention (Hidden Wonder): Beauty/Beast by Feathers Boa ($L500)
FLAGSHIP CHALLENGE
1st Prize : Sci-Fi Gallery by Nyx Breen ($L5,000)
2nd Prize: Art Gallery by Dusty Canning ($L1,250)
For those interested in the real detail of what UWA is doing, Jayjay Zifanwe’s speech announcing the winners is worth perusing. I’m really thrilled to be on the final judging panel for the competition and the UWA team have done a brilliant job in building some real interest in its activities through encouraging one of Second Life’s real strengths: creative expression.
Jayjay’s speech:
Greetings everyone, and welcome to the University of Western Australia, or UWA as she is known and also welcome to the October Round announcement of winners for the UWA 3D Art & Design Challenge. As is tradition at UWA, I would like to acknowledge that the University is situated on Nyoongar land and that the Nyoongar people remain the spiritual and cultural custodians of their land and continue to uphold their values, languages, beliefs and knowledge.
I am so happy to see all of you here today. You honour us with your presence, and we have also been honoured by the incredible, varied and wondrous artworks submitted by the artists of Second Life for this round, with a total of 40 artworks and 11 building designs.
Artists & Builders taking part so far have come from Canada, the USA, the UK, Scotland, England, Spain, France, Brazil, Denmark, Holland and Australia.
Before going on, I would like for everyone to give a big round of applause to a tireless champion of the arts, the person most responsible for everything we see all around us now, and co-host of the UWA 3D Art & Design challenge, quadrapop Lane !!!
I also want to acknowledge the Cultural Precinct at the University of Western Australia and ShedworX.com and www.etshirts.com who have all contributed such that the total prize pool for the UWA 3D Art & Design Competition is sitting at well over $L357,000.
Something new for November only at the moment, is that an Artist Book Prize is being awarded. Juanita Deharo who owns Second Edition group is offering a L$2000 prize for an ‘artist book’ . “An artists’ book is an artwork in a book format, or an artwork which has its origin in the form or concept of the book.” You can interpret this in any way you want. This prize may be ongoing. All entries to the IMAGINE CHALLENGE that have conceptual roots in a book will be considered for the Artist Book Prize.
The special Artists Participation Pool that had been established, raised $L6,000 for the artists participating in the October round. I want to acknowledge the generosity of Sasun Steinbeck, Tranguloid Trefoil & Phillip Vought whose contributions form the bedrock of this pool.
I would however like to quickly acknowledge evryone who did contribute. Please forgive me for this long list, but it is important to me to acknowledge them!
Thank you MidnightRain Glas, Jesse Keyes, Lady Caitlyn Inglewood, Dusty Canning, Juliete3D Quinzet, Kayo Houston, Ichiko Miles, Lubnatsi Papp, Rae Larkham, Mab MacMoragh, Tweetie Birdbrain, Mrs Brandi, Genivieve Caproni, Briarmelle Quintessa and Bacon Hellershanks
As described previously all artists who submit a genuine entry (not a block of plywood) and who do not receive one of the main prizes, will receive a share of what has been contributed to the donation jar for that month. Nothing is being kept for the land tier, 100% will go back to artists.
I know the amount is not a whole lot, but following this months total contributions, all participating artists who are not one of the main prize winners will receive $L220 for the October round. I know for a few it will be the first time they received Lindens based on an art creation by them, and for the vetrans, I am sure this can be out to you in furthering the cause art or helping others in need!
This was reset today, and the pool restarted with $L4,000
Also, something else new that was initiated a week ago is A People’s Choice Award, along with the judges categories. We hope to give this award every month. Voting panel will go up each month for the days between the closing of the month’s entries and the announcement of the winners. The panel will be just along the pathway between the main entry landmark and this platform holding the IMAGINE entries. You register your vote by touching the image of the work you like best – one vote per person. This award is a fun award with a $L500 prize.
I would like also to acknowledge the members of the judging panel. On the panel were:
1. Professor Ted Snell (RL) – Director, Cultural Precinct, The University of Western Australia
2. Frank Roberts (RL) – The University Architect, The University of Western Australi
3. John Barret-Lennard (RL) – Curatorial Director, Lawrence Wilson Art Gallery
4. Raphaella Nightfire (SL) – CEO of the Evane Model Agency, CEO of the SW&MB Fashion Productions, Seniorr Writer for Best of SL Magazine, Owner Sanctorum Gallery
5. Tranguloid Trefoil (SL) – Owner of WASP at the University of Western Australia
and yours truly
The panel for the Grand Prize will be an expanded one and will include:
1. Frolic Mills – Best of Second Life & CO CEO
2. Sasun Steinbeck – artist, scripter, and maintainer of the Art Galleries of SL list at http://sasun.info/ArtGalleriesofSL.aspx
3. Wil Dreadlow, ICON Lifestyle Magazine CEO & Publisher
4. Lowell Cremorne, Owner of The Metaverse Journal
On the panel for the Artist Book Prize, are:
1. Juko Tempel – Australian living in Paris. Librarian, photographer, linguist, educator and collector of new media art.
2. Victor Vezina – Journalist, artist, writes weekly column on digital toys and virtual worlds for Guardian newspaper, London. Gallery owner, experimental artist, art collector in SL.
3. Juanita Deharo – Gallery owner, Art educator, professional artist specialising in artist books, small sculptures, printmaking.
and yours truly
I apologize for the long speech. Now to announce the winers. The winers will be announced in 1 minute intervals. We do invite everyone to comment and congratulate the winners and for the winners to respond before the next announcement. Winners also please do ensure you get a photo of you and your artwork taken by quadrapop before you go. This will go into the UWA in Second Life Blog and a number of other journals and blogs. http://uwainsl.blogspot.com/
A lot of images of the artworks and buildings are also up on KOINUP (with thanks again to the expert camerawork of quadrapop) http://www.koinup.com/UWAinSL/works/
4 Honourable mention prizes have been awarded by the Judging panel for October for the IMAGINE challenge.
The Honourable Mention prize of $L500 for EMOTION is awarded to:
‘In Uterus/Pregnant First Record’ by SILENE CHRISTEN
The Honourable mention prize of $L500 for HARMONY is awarded to:
‘Living in Syn’ by MAYA PARIS
The Honourable Mention prize of $L500 for IMMERSION & APPLICATION, is awarded to:
‘Come Go With Me’ by ALIZARIN GOLDFLAKE
The Honourable Mention Prize of $L500 for HIDDEN WONDER, is awarded to:
Beauty/Beast by FEATHERS BOA
Next we move to the newly established People’s Choice Award which carries a prize of $L500. It was very very very hard for people selecting to only choose one single work. It was extremely close, and almost impossible to seperate, but in the end, by a nose…. the award goes to:
Drill by GINGER GRUT
Next we move to the 2nd overall prive for the IMAGINE Challenge. There were an incredible array of remarkable entries, and it was very difficult for the judges to seperate. After long consultation, the 2nd prize ($L1,250) was awarded to:
Holophrasis by SNUBNOSE GENOPEAK
Failing by a whisker to defend his win from the September round!
Next is the prize for Best Non-Scripted Entry ($L1,250). There were a number of very interesting pieces, but the one that caught the judges eye the most and to whom this prize is awarded is:
Concentric Shells by ICHIKO MILES
Now, we go to the 2nd Prize for the FLAGSHIP CHALLENGE (L$1,250). There were 11 submissions for this challenge for October, and a number of fascinating ideas. Again a close battle among the top 4 entries…… after much deliberation, 2nd Prize was awarded to:
Art Gallery by DUSTY CANNING
Can everyone please set land to midnight, and CAM to look at the front area and balloons from a distance.
Now for one of the overall winner prizes. Again,as mentioned, very little seperated them the art… as all of you can see…. so many deserving of honour, but in the end, the judges decided that winner for the October Round of the UWA 3D IMAGINE Challenge (L$5,000) is :
Willow by BRYN OH
Willow has a secret, that I hope all of you managed to find 🙂
The final prize for the day, is the winner of the FLAGSHIP CHALLENGE (L$5,000) for October. Now we had the fireworks for the winner of IMAGINE, but we are going to go party at the location of the winner after the announcement, as quadrapop Lane will reveal a special TP panel to take us there where there will be music and dance with our wonderful DJ, Briana Spires (and I ask all of you to please look after her for me). And so, the winner of the FLAGSHIP CHALENGE for October is:
Artstractions Gallery by NYX BREEN
With that the official parts of today have come to a conclusion. We already ahve 15 artworks submitted for November, please do start submitting your works for the November round, and letting your friends know about the competition.
quad can you please reveal the TP panel, winners please find quad, and have your photo taken with your artworks & buildings. Everyone please join us for the party 🙂
It’s fairly well recognised now that virtual environments provide a powerful collaboration solution for business -it’s just widespread adoption that’s yet to occur as real-world ROI cases are still fairly sparse. Forterra Systems are a virtual worlds provider we’ve covered a few times before, and their focus is very much business and government.
With the recent concern over the 2009 H1N1 Flu Virus (colloquially known as ‘Swine Flu’, there’s been quite a bit of focus on the impact of a true pandemic on the population as a whole. Businesses are obviously concerned about their ability to maintain operations in an environment where a significant proportion of their staff may be out of action and the rest are concerned about going the same way. Within that context, Forterrra have repackaged their OLIVE platform as RemoteOperations. Being the cynic I am, I initially assumed this was smart marketing and not a lot else, so I touched base with Forterra’s VP of Marketing, Chris Badger:
Lowell: Is this version of your software different in any way i.e. is this an evolution of your offering or a pitch of your current offering’s usefulness for continuity of operations?
Chris: RemoteOperations is a new use case or application for our software. There are no new features we are introducing with this announcement. However one of the details in the announcement is that Forterra is now offering both hosted and SaaS options for organizations. We are providing these options to help both small and medium sized businesses who don’t have any or much IT staff to manage this technology themselves. In addition our SaaS offering is packaged as a monthly user subscription so its a very affordable way for any organization to start using a business oriented virtual world in a pilot or test. The SaaS offering is going through a beta program now so we can refine the offering based on the customer feedback. However we can accept other interested parties into the beta program if they want to participate. We will do a formal announcement about the SaaS offering early next year.
Lowell: Do you have any entities on board as pilot sites for that purpose at this stage?
Chris: We discovered that several of our leading customers were in fact using OLIVE as a business continuity application as one of many use cases for OLIVE. For example one of these customers is a large Italian bank who is using OLIVE for meetings, events, employee skills training, business continuity, and emergency preparedness simulations/training, ie explosion in their data center. Within our own company we have had about 10% to 20% of our own employees come down with severe colds or the flu in the last 6 weeks. No one has swine flu yet! Of course we send them home but they can still participate in project planning and status meetings using OLIVE. The point we discovered is that the business continuity application is a very real, timely solution using OLIVE that has not received much visibility within the industry.
Lowell: For the option hosted by Forterra, what sort of continuity of operations / redundancy do you have in case of a severe outbreak? How will you ensure you can keep things running yourself if it were a true pandemic.
Chris: Both our hosted and SaaS offerings are fully redundant and have fail over capabilities. When we do our formal announcement of the SaaS offering we will mention that service level agreements are provided that assure high availability and uptime.
As you likely know the experts indicate a pandemic can force a company to operate with only 60% or 50% of their staff. Our operations group is large enough and every one is cross trained so we can support our customers even if 50% of our operations staff can’t work. There is rarely much hardware support work required, which our hosting provider does and they are very large. Our own operations team can do their craft at work or at home. As we have personally experienced we can have employees staying at home with the flu but they still get a few hours of work done using OLIVE. Ultimately the service level agreement with our customers assures them of uptime and availability independent of any issues we have to deal with.
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It’s far from certain that the H1N1 virus will evolve to a pandemic, but what’s more certain is the need for effective remote operations solutions given the increasingly dispersed workforce for larger businesses in particular. Business continuity plans that factor in newer solutions may be considered a riskier approach, but it could also help to ensure real continuity rather than holding things together for a few days. One of the specific challenges of a pandemic is the potential length of time a business may need to run on reduced staff: this is the test for products like the one Forterra are offering. If they provide a true collaboration solution for extended situations, then expect to see even conservative businesses taking a closer look.
1. CNN (UK) – Virtual businesses: Going to the office in Second Life. “As travel budgets are squeezed and slashed in the recession, companies are increasingly seeking innovative ways of bringing employees together for conferences and meetings remotely. Virtual community Second Life is seeking to tap into that market by creating a new tool that allows businesses to have virtual meetings on their own computer networks. The company’s Enterprise tool will let employees’ avatars — animated alter egos — meet in virtual worlds from the privacy of a company’s own network, rather than the public networks used in standard Second Life. That extra security could encourage more companies to take up the technology.”
2. Boston Globe (USA) – To build up real business selling virtual goods, firms change tactics. “ust after Labor Day last year, Pano Anthos flew out to San Francisco to unveil his new start-up, Hangout Industries Inc., at a major technology conclave, the TechCrunch50. It was an opportunity to show off the three-dimensional virtual environment his Boston company had been working on, intended to attract young Internet users and allow them to deck out online rooms with all sorts of branded merchandise – some of which they might also decide to buy in the real world. Then, they could invite friends over to socialize. Hangout, Anthos told the crowd, would combine some of the best elements of MySpace and Facebook, the two massive social networks, and The Sims, a popular video game. After his presentation, Anthos got feedback – much of it positive – from a panel of on-stage experts that included Marissa Mayer, a senior executive at Google, and Ron Conway, one of the investors who bankrolled the search company in its earliest days.”
3. Reuters (USA) – Can Virtual Worlds Provide Support to Military Amputees? “Virtual worlds can provide military amputees with an opportunity to enhance their overall quality of life, expedite their reintegration into society, and improve their physical and mental wellness. ADL Company Inc. (ADL) and Virtual Ability, Inc. (VAI) announced today the start of a project to establish best practices and protocols for the provision of on-line peer-to-peer support services to this community, with funding from the Telemedicine and Advanced Technology Research Center (TATRC) of the US Army Medical Research and Materiel
Command (USAMRMC). “For individuals with disabilities, virtual worlds are a powerful way to connect with others, to access peer support, and to participate in activities that might not otherwise be possible,” said Alice Krueger, President of Virtual Ability, Inc., a not-for-profit corporation. “This project will establish the best way to adopt this technology for the unique needs of the military amputee community.”
4. New York Times (USA) – Virtual Estates Lead to Real-World Headaches. “Two avatars, Leto Yoshiro and Enchant Jacques, met in the virtual world of Second Life in 2005. They married online the same year and built a house together on an island they had brought out of the waves that covered much of that world. In real life, Leto was a film producer from Michigan, Enchant an accountant from England. In 2008, after three years together for the couple, several real-life encounters and thousands of hours logged in, Leto died of liver failure while awaiting a transplant. About six months later, the island where they had lived, along with everything on it, was erased under the terms of service that Leto had signed with Linden Lab, the company that created the platform for Second Life. It had been bought in his name in Linden dollars — on Friday, $1 bought 259 Linden — and Enchant decided she could not pay the fees to maintain it. All that remains are a few objects of which she had copies.”
5. New Scientist (USA) – How your brain sees virtual you. “As players who stay up all night fighting imaginary warriors demonstrate, slipping into the skin of an avatar, and inhabiting a virtual world can be riveting stuff. But to what extent does your brain regard your virtual self as you? Brain scans of avid players of the hugely popular online fantasy world World of Warcraft reveal that areas of the brain involved in self-reflection and judgement seem to behave similarly when someone is thinking about their virtual self as when they think about their real one.”
6. VentureBeat (USA) – Max Levchin on Slide’s big virtual goods bet, scams and — mating. “Slide, which started in photo-sharing, moved into Facebook widgets and then raised funding at a reported $550 million valuation last year, shifted gears this year and went aggressively into virtual goods. The company’s looking to become a mainstream version of Second Life, where there’s a virtual economy at work of real people buying and selling goods. Instead of churning out new apps like many of its competitors, the company has focused its existing ones — including seven on Facebook like SuperPoke, Top Friends and FunSpace, with about 27 million users between them. Slide introduced a virtual currency into its SuperPoke! Pets application, where you can raise and care for a virtual pet. You can earn gold through the game or you can purchase 10 pieces of Slide Gold for $1.”
7. Massively (USA) – Exclusive interview with Linden Lab CEO Mark Kingdon. “Mark Kingdon, Linden Lab’s CEO, has been a bit of a mystery figure since his appointment about a year and a half ago. While he has not been uncommunicative, it’s been hard to get a very good sense of the man at the helm of Linden Lab, his passions, interests and direction. We were very pleased, therefore, when he took the time to sit down with us and answer a whole grab-bag of questions, about himself, about Linden Lab, and – of course – about Second Life. Bear with us, because we’ve got a lot of ground to cover.”
8. Kotaku (USA) – Visually Impaired Gamer Sues Sony. “GameSpot reports that a man has sued Sony, Sony Online Entertainment and Sony Computer Entertainment of America, contending the company violates the Americans with Disabilities Act for not making its virtual worlds more easily navigable by the visually impaired.”
9. Data Center Knowledge (USA) – Virtual Goods and the Cost of Infrastructure. “In an economy built atop virtual goods, how do you manage capacity and sort out whether the business model is able to pay for the infrastructure required to power it? That’s an important questionas as virtual item purchases become a key revenue stream for fast-growing social networking platforms like Facebook. Managed hosting specialist GNi, which offers an Infrastructure as a Service (IaaS) hosting platform for online games, offers a window into the evolving infrastructure requirements of virtual economies. In the U.S., popular understanding of online gaming has been shaped by the popularity of World of Warcraft and other virtual worlds that generate through monthly subscription fees. That approach is increasingly yielding to a “free-to-play” business model.”
10. TechCrunch Europe (Germany) – 20 years on, explore the Berlin Wall in Twinity’s virtual Berlin. “With only days away from the 20th anniversary of the fall of the Berlin Wall, how best to mark the occasion? Rebuild it or at least a virtual two kilometer stretch. That’s the approach being taken by Metaversum, the Berlin-based company behind virtual world Twinity, who have constructed a replica section of the wall in-world. Visitors to Twinity’s virtual Berlin will be able to travel back to 1989 to explore a two km-long, true-to-scale section of the Berlin Wall, from the Reichstag, past the Brandenburg Gate and Potsdamer Platz, ending with a realistic replica of Checkpoint Charlie. Along with the wall itself, visitors can also access various multimedia content, including video and audio guides at seven key points describing the building of the wall, important dates in its history, witness accounts and, of course, the climatic events of 1989. The exhibition is a collaboration between Metaversum, the Berlin Senate and media partner Berlin.de.”
1. Halloween in Second Life® on Info Island (Community Virtual Library)
2. [Second Life- Burning Life 2009] Hahaha-SNSD
3. Aion Halloween – Koala Vlog
1. The announcement of Second Life Enterprise has certainly sparked some discussion. There’s some interesting debate here and some barely amusing coverage here – surely the ‘flying penises’ anecdote has been flogged to death a few dozen times by now?
Finally, here’s a great example of how the standalone offering is already being used (although it could just as easily have been done on the main Second Life grid).
2. World of Warcraft continues its work on extracting as much money out of players as possible. fatfoogoo argues it’s the next step toward microtransactions in the MMO. I’ve already had one guild member fork out US $10 for Lil’ K.T.
3. UK-based Second Life resident Tyche Shepherd does some amazing work crunching data over at her Grid Survey site. On the SL Universe forums a few weeks back, she posted some interesting information about the level of private ownership of mainlaind sims in Second Life. 70% is privately owned, the rest by Linden Lab.
4. Lost amongst the clamour around Second Life Enterprise, Linden Lab have released Q3 economy statistics. More than a billion hours have now been clocked up in-world by Second Life residents and Australia continues to be a significant player in terms of user-to-user transactions and hours spent. All the details here.
Linden Lab will announce today that their second “work offering”, Second Life Enterprise, is entering an open beta period, prior to release. The preliminary beta for the Second Life Enterprise has been running since April this year; the open beta program will run through Q4 this year, and general availability will be announced during the first half of 2010.
The associated service, the Second Life Work Marketplace, which is currently in development, will go into closed alpha at the end of Q1 2010.
The Second Life Enterprise bundle is priced from US$55,000, and this price will cover both hardware and software sides of the solution; two servers will be provided, one for spatial voice (VOIP) and one for virtual environment simulation of up to 8 regions, supporting a maximum of 800 users (though 800 users with spatialised voice seems like a recipe for chaos).
There is no indication yet as to whether the Second Life Enterprise product will replace Immersive Workspaces, the Lab’s first and, to our knowledge, only other, “work offering”, or whether the two will exist in parallel.
Organisations already participating in the beta program include IBM, Northrop Grumman, Naval Undersea Warfare Centre, DefenseWeb Technologies, Case Western Reserve University, and The New Media Consortium.
Intriguingly, Linden Lab has announced that “content owned by the company can be moved from the main Second Life environment into the Second Life Enterprise Beta environment”.
This, of course, raises many questions. Technically, by the Second Life Terms Of Service, Linden Lab has the right to distribute other people’s content for any purpose related to the operation of the service without explicit permission from creators.
Will any and/or all content on a simulator owned by a company be able to be sucked up and spat out again in the Enterprise environment belonging to that company? How will content ownership be determined?
What will happen with third party content, given these circumstances – especially given that a lot of enterprise presences on the main Second Life grid are composed of a reasonable percentage of third-party content already, under wildly different permissions.
Of course the Lab can bundle that up and copy it all off-grid. They have that right, so long as it continues to be “a part of the service.”
These issues aside, though, Second Life Enterprise looks to be a solid business product, particularly for virtual meetings, prototyping and data visualization – three areas where Second Life technology does well.
Denise Wood (SL: Denlee Wobbit) is Senior Lecturer in the Bachelor of Media Arts program at the University of South Australia and the Teaching and Portfolio Leader of the School of Communication, International Studies and Languages. As one of Australia’s many educators who are utilising virtual environments in their roles, I was aware of Denise’s work in regards to disabilities and accessibility, so I asked her to have a chat about her efforts to date in Second Life.
As you’ll see below, that discussion covered a number of areas in detail. It’s yet another example of the promising work being done by Australian educators. I was particularly struck by the growing level of collaboration between institutions, which is imperative for ongoing success.
If you’d like to see the University of South Australia’s Second Life presence for yourself, here’s where to go.
Lowell: To start off, can you give a little history of how you got involved with Second Life at first?
Denlee: Sure – We initially became involved out of interest in the possibilities that virtual worlds offer for experiential learning. As an educator in the field of media arts, I was interested in exploring possibilities for engaging students in problem solving activities within a flexible environment that facilitates collaborative learning activities. So we applied for a University of South Australia (UniSA) Teaching and Learning Grant initially to fund the purchase of the island and to maintain it for a year while we conducted trials with some identified courses. That grant was successful and that is how we initially funded purchase and upkeep of the UniSA island.
Once I was teaching in Second Life (SL) I became concerned at the issues for students with disabilities. As someone with many years experience working with people who have disabilities and as an educator teaching in a University that prides itself on access and equity that was a concern. So we applied to the Australian Learning and Teaching Council (ALTC) for a grant to develop an open source environment to enhance accessibility in virtual worlds
Lowell: So how much experience with SL did you have prior to making the grant application i.e. was there a key event or experience that ‘turned the light on’ so to speak?
Denlee: I had very little experience in SL prior to applying for the grant. Most of my knowledge was based initially on review of the literature. I spent some time exploring SL prior to applying – and enrolled in building classes and so on, and of course visited education sims, but most came from reading case studies and my own knowledge of simulated learning environments.
Lowell: So how were those first days and weeks in SL for you – did you find it an incredible eye-opener for its opportunities or did it seem a natural extension for you on previous work you’d done?
Denlee: It was a wonderful experience – naturally a little overwhelming initially. Having applied for the grant and received the funding close to the end of the academic year was rather fortunate as it meant that I was able to spend many, many hours over the summer break immersed in SL – I was in SL every day – 7 days a week for about 6 weeks and really did become part of the community through that process. Knowing that we would be trialling courses the next semester was also great motivation to spend the time and make the commitment. I knew I would need to feel very confident myself before attempting to teach students in this environment. And attending building classes gave me the skills but also ideas about what works and what doesn’t in teaching in this context.
Lowell: Let’s talk about the first courses you taught involving SL – what were the educational objectives you were looking to achieve?
Denlee: I trialled two initially. One was a course focusing on games design so SL seemed a perfect environment for achieving the learning objectives relating to that course, which focused on problem solving, team work, collaboration and communication. Students (5 or 6 per team including external students) created immersive games using holodecks on sky platforms.
The other course was one in which students create online portfolios to market their design skills. They created Websites and built complementary portfolios (kiosks) in SL that linked to their websites. The aim was for the students to understand the changing nature of designing for electronic media and the relationship between Web design and the future potential of virtual worlds as an extension of that. What surprised me was that students at first seemed to enjoy the activities and they did some fabulous work, but they were not as positive about the learning experience as we had anticipated.
Lowell: What were the issues they seemed to be unhappy with?
Denlee: Some of the issues seemed to be about the platform (buggy issues and so on) but that didn’t explain it all. And when we really analysed the evaluation data it appeared to be related to their inability to see the connection between the learning activities and their future career aspirations. Many said they would prefer to have created the game in another platform like Flash or Director or another gaming platform. And some of the web design students said they couldn’t see the value as they didn’t believe the future predictions that 3D virtual worlds would become more popular for businesses and marketing.
Lowell: Did they perhaps see SL as less graphically appealing, so more like ‘work’ than play?
Denlee: Actually it was the reverse. Some saw it as inappropriate because it was too much like play – almost as if they had preconceived ideas about what is a valid or authentic learning environment.
Lowell: Ok that’s interesting! So are those courses still being taught in that context – has SL become part of the core work done given the mixed feedback?
Denlee: Well after that experience I was unsure of how to next proceed. But I decided to try again with a different course this semester, only this time I gave students the option of choosing to work with a “real client” in actual life or a client in SL. So in this course, students learn how to create accessible Web sites that are W3C compliant. They are required to work with a client organisation and either redesign an existing website or create a new site that meets very high standards in accessible design. Out of the 20 students in this course, 7 chose to work in SL and that course has proved very successful. The seven students meet with their clients in SL every week and attend a tutorial I facilitate in SL every Saturday. They are also working with disability groups in SL. And some of the tutes are conducted with Gentle Heron from Virtual Ability Island.
The difference – and this is the eye opener for me about virtual worlds – is that they are not focusing on the platform but using it as a conduit to engage on “real” work with “real” clients. What is particularly interesting is that in the previous trials we put enormous effort into running tutorials on how to use SL and we had mentors to help the students, yet they still complained it was hard to navigate and so on. However, in this class the students have had no training in SL at all – I left them to their own devices. They have taught themselves and helped each other. This has shown me that students will engage in learning activities when they are focusing on “real” world issues and not on the technology. The previous courses focused a lot on building in SL, and it appears that perhaps the students would have been more engaged in those courses if they had undertaken projects for clients and not focused so much on learning to build and script. In other words, problem solving can be more effective when students are focused on the project not the skills required to achieve the overall aim of the project.
Lowell: So let’s move over to your area of interest, accessibility. What specifically led you to that research area?
Denlee: I worked in the disability sector for many years prior to being appointed as an academic at UniSA. I was a researcher for an organisation that provides services for children with disabilities and then moved on and established a Govt funded organisation providing training in multimedia for young adults with disabilities. We provided contract work on multimedia projects to graduates of that program. While working in the field I was also actively involved with other organisations providing training in accessible web design. So when I came to UniSA it was only logical that I would want to redesign courses so that our students (future designers) would be equally skilled and committed to accessible Web design and I was able to progress my research at the same time.
Lowell: So did SL seem a natural progression for the work you;d been doing in that area?
Denlee: Yes, very much so. Many of the same principles apply – but we do need more creative solutions to tackle some of the challenges imposed by such highly graphical and multimedia rich environments. Once we received the ALTC funding, we embarked on ethnographic research with people in SL who identify as disabled. I leased an apartment on the Wheelies SIM and conducted many interviews from there. I was interested in identifying the benefits experienced by people with disabilities in virtual worlds as well as the accessibility challenges.
Lowell: Virtual environments are often touted as a boon for individuals with disabilities that may restrict some real world experiences. What’s the more objective view on the challenges and opportunities?
Denlee: The virtual communities provide a wonderful place for people with disabilities to socialise, gain information and for advocacy. The virtual environment also provides a place for people to experiment with identity and so they can choose to represent themselves as someone with a disability or not. It’s their choice – and those who choose not to appear “disabled” find they are more likely to be accepted for who they are, not judged by appearances. For those who are not able to get out of the house much, environments like SL provide a wonderful means for meeting others and also for providing the opportunity foe people in that situation to contribute to the virtual communities in SL. And what really fascinates me are the ways in which these communities have worked together to create their own solutions to some of the challenges.
Lowell: And on the other side of the coin, what are the accessibility challenges that stand out?
Denlee: Obviously SL is a very visual environment – so those with significant visual impairments find it difficult or impossible to navigate. Those who use screen readers for example, can’t access SL without assistive technologies in world as objects and inventory, and locations are not exposed to a screen reader. Then of course most multimedia is not captioned in SL. As voice has become more popular, the environment has become less accessible for those with hearing impairments when they are communicating with residents using voice and not text chat.
Lowell: So with these shortcomings, is there significant momentum toward solutions? And if so, is it primarily community driven or are Linden Lab actively driving some enhancements?
Denlee: Linden Lab has started to show greater interest of late because of the initiatives taken by residents themselves. A good example was the awareness raised by the Helen Keller Day event hosted by Virtual Helping Hands.
Lowell: What are some of the community driven activities that have inspired you?
Denlee: Well, groups like Virtual Ability Inc (VAI) who set up Virtual Ability Island, and of course Virtual Helping Hands and their virtual guide dog you see here. Wheelies and Cape Able (now owned by VAI) and the Health Support Coalition – all these groups show the power that comes when people who share common goals work together on solutions. What we are doing is building on that knowledge using the funding from ALTC to design an open source client that is accessible and can be used with SL and OpenSim. So we are working with these groups to ensure what we create is suitable and informed by their significant knowledge.
Lowell: Ok so how’s that progressing? Can you give a synopsis of key groups involved in its development?
Denlee: We are working with all the groups really – Virtual Ability, Virtual Helping Hands and members of Wheelies. Our contracted programmer is a member of VHH and we meet regularly with others from VHH as we proceed with design and development. We are also working with ReactionGrid, which is based on OpenSim, and they have provided us with four sims for our development work. They are very supportive of the importance of accessibility in virtual worlds.
Lowell: What does OpenSim offer that appeals in lieu of SL?
Denlee: The fact that it is open source. We can work with the open source community on solutions. Everything we do contributes to that open source community as well. We can work on the open source client when it comes to SL, but not at the server level, whereas we can tackle both with OpenSim. But, we are very mindful of the very large following of SL so we want to work at both levels since SL is still a wonderful conduit for linking people together given that large population base. The ideal solution is what I believe Linden Lab always envisaged, a grid with various virtual worlds linked together.
Lowell: Onto UniSA’s presence here – can you give an overview of what’s offered here and what any future plans are?
Denlee: We will no doubt continue to maintain our UniSA island here – we are planning to trial using our island to facilitate career building – running careers fairs and so on. We are also undertaking research in the area of performing arts and hybrid performance. Intermediality – where actors on a “real life” stage perform with actors in SL.
Lowell: Is the UniSA presence a cross-faculty collaboration or predominantly your faculty?
Denlee: UniSA island is managed by me, but there are several other faculties (we call them Divisions), which plan to trial courses on our island including education and health sciences, and our computer science school also has a presence on SL. We are also doing collaborative work with many other universities. Our ALTC project is a collaboration involving UniSA as lead institution with Monash University, Edith Cowan University, the University of Sydney, RMIT and Flinders University, as well as the University of Sheffield in the UK. And we are also in communication with other Australian universities which have ALTC grants relating to this area.
Lowell: What’s your perspective on the Australian research momentum in relation to virtual worlds – are we leaders or followers?
Denlee: I think Australia is certainly undertaking significant research in this space – so definitely not just following the lead of international universities. We have a very strong presence in virtual worlds in both teaching and learning, and innovative research. Australia is certainly an important international player and making a significant contribution to the field. I think we will see that activity escalate in a short space of time as so many universities are now collaborating and sharing their expertise across many diverse disciplinary areas. A good example of the level of this activity is evident each year at the annual ASCILITE conference, which has attracted a rapidly increasing number of high quality research papers focusing on teaching and learning in virtual worlds.
Lowell: Do you feel there are solid collaborative structures in place to support the growing interest in a way that will be effective?
Denlee: We are seeing that happen I think at a number of levels. Firstly, the ALTC has funded quite a few projects relating to teaching and learning in virtual worlds so this is recognition of the importance of these environments. The ALTC requires universities to collaborate and so these projects bring together teams from universities across Australia. They also provide a mechanism for bringing projects together – so all that bodes very well for supporting collaboration. Also, we have seen a growth in interest in the informal networks recently established and AARNET is playing a major role in supporting collaboration among universities – it is well positioned to do so as the major internet service provider to universities across Australia. Education.au is becoming very active in this space as well and has shown great interest in working collaboratively with us.
Lowell: One area that seems to have a long way to go is public-private partnerships, including research. Do you think Australian business is being too hesitant or are there some structural issues more broadly that make collaborations like that difficult?
Denlee: Many of us are looking at the opportunities in that space and one obvious funding source that can assist research in this area is the Australian Research Council (ARC) through their linkage funding scheme. While the ARC does not fund teaching and learning projects, there is considerable interest from academics in undertaking high quality research relating to virtual worlds in partnership with industry groups, and I think you will see increasing uptake of research in this area in the foreseeable future.
Lowell: A final question. What are your plans over the coming 12-18 months?
Denlee: We will be continuing our research into accessibility solutions – that project is funded until the end of 2010. We will also be trialling careers fairs and industry engagement in the coming few months. I will be continuing to teach in SL focusing more on using SL as a platform for facilitating interaction between my students and clients via SL. We are furthering our research into mixed media performance in virtual worlds and we are currently working on a pilot project with the University of Adelaide focusing on entrepreneurship training in virtual worlds. I am working with Professor Noel Lindsay from the Entrepreneurship, Commercialisation and Innovation Centre at the University of Adelaide on that project.
Lowell: Any last words?
Denlee: I guess for me the most powerful thing about a virtual world like SL is that it provides a medium by which researchers, academics and students can come together to collaborate, undertake research and also for providing experiential learning opportunities for students within a global platform. The other significant aspect of this environment is the flexibility it affords for engaging people who might otherwise not be able to meet, whether due to disability, geographical location or other circumstances.
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