Pool: the ideal Second Life tie-in opportunity for the ABC

I received a press release from the ABC’s Radio National, who have launched collaborative content creation site called Pool.

It’s a joint initiative between RMIT University, University of Technology Sydney and the University of Wollongong and runs on the open source content management system Drupal. The call is on for people to contribute their words, pictures, sounds or video with the ability (via a Creative Commons license) for every participant to download the work of others to build or collaborate on. It’s another plunge into participatory media for the ABC – something that’s been explored in the ABC’s presence in Second Life.

I contacted the ABC to ask about any potential tie-in of the Pool initiative with Second Life and at this stage nothing’s planned in that regard. There seems to be some obvious collaborative opportunities for Pool that involve Second Life, or indeed any virtual world, so here’s hoping for further exploration of that.

One way to drive that exploration would be to join Pool and start contributing material from your virtual world life…

The Watch – virtual worlds in the news

1. The Times Online (UK) – Lifelike animation heralds new era for computer games. “Extraordinarily lifelike characters are to begin appearing in films and computer games thanks to a new type of animation technology. Emily – the woman in the above animation – was produced using a new modelling technology that enables the most minute details of a facial expression to be captured and recreated.”

2. Press of Atlantic City (USA) – Virtual Realtor home finds real fans online. “I like stories that have something surprising about them, as I’m sure most readers do. While it’s nice to have what I know or suspect confirmed, it’s more valuable and maybe entertaining to find out something I didn’t imagine. Early last month, the New Jersey Association of Realtors announced it had opened offices in Second Life, a virtual world online. That was surprising enough, since its members’ obsession with real estate in this world leaves little time to worry about one where there’s no commission for property sales.”

3. The Independent (UK) – Stroke sufferers take virtual road to recovery. “It may look like a futuristic video game, but this virtual reality treadmill could hold the key to rebuilding lives for stroke and injury sufferers. A scientist at Portsmouth University has developed technology that can speed up recovery for patients by tricking them into believing they are moving more slowly than they actually are.”

4. Top 40 Charts (USA) – Worlds & Paid, Inc. Partner To Deliver Advanced 3-D Virtual World with e-Commerce For Darryl ‘DMC’ McDaniels. ” Futuristic 3-D social networking community Worlds.com (OTCBB: WDDD) and PAID, INC. (OTCBB: PAYD) have joined forces to develop a cutting edge, rich immersive 3-D environment for hip-hop legend Darryl ‘DMC’ McDaniels, who co-founded the pioneering hip hop group Run-DMC. The highly symbiotic relationship is expected to open an ever-evolving series of pathways to increase web site traffic, enhance the experience of WORLDS.COM users and PAID celebrities’ fans and grow the revenue and profits of both companies and their clients.”

5. The Vancouver Sun (Canada) – Break the rules in cyberspace and suffer exile in a virtual cornfield. “Where’s Roy Bean when you need him? The legendary hanging judge claimed he delivered the only law west of the Pecos back in the Wild West days in Texas. The modern-day equivalent of is nowhere to be found in the modern frontier known as the Internet. The Internet remains a dangerous place where real-life hucksters, thieves, sexual predators and fraud artists roam all too freely. But it is also home to imaginary worlds that are not unlike the gated communities of cyberspace.”

6. BBC News (UK) – Poor earning virtual gaming gold. “Nearly 500,000 people in developing nations earn a wage making virtual goods in online games to sell to players, a study has found. Research by Manchester University shows that the practice, known as gold-farming, is growing rapidly.”

7. Information Week (USA) – Google’s Lively Unloved. “So Google (NSDQ: GOOG)’s Lively isn’t so lively. According to The Economist, “Hardly anyone is using Lively.” That’s not exactly a surprise. As I said when Lively was released, “Lively feels more like a Google Talk-powered chat room with 3-D camera controls than an immersive environment like Second Life.” And that’s not to praise Second Life, which I find equally tedious.”

8. Christian Science Monitor (USA) – A second income on Second Life. ““Blaze Columbia” is, by any measure, doing well with his line of designer clothing. He’s on track to generate more than $100,000 in annual profits, barely a year after launching his business. And that’s in addition to a first career as a professional photographer. There’s just one big difference between the clothing that this Missouri resident produces and that of any other top-of-the-line dress or business suit: His don’t exist – at least not in the physical world.”

9. OStatic (USA) – An Introduction To OpenSim: the “Apache of Virtual Worlds”. “You’ve probably read a bit about OpenSim, the BSD-licensed virtual world server, and recent news that IBM and Linden Lab are working to make Second Life and OpenSim interoperable. Besides that project, what’s OpenSim about, who’s working on it, what are they doing with it, and how do you get involved as a developer and participant? Here’s a starter’s guide, created with the help of Tish Shute, whose virtual world blog UgoTrade is an indispensable resource on the latest in OpenSim news.”

Kim MacKenzie hits back on negative media coverage of Second Life

Kim MacKenzie, a PhD student from the Queensland University of Technology, completed some research into Second Life that formed the basis for an article that appeared in the Sydney Morning Herald and The Age this week.

Kim has posted a thoughtful response on the post that looked at the SMH article.

It’s worth repeating Kim’s elaboration in full here:

What is it with the Australian media? Why are they focused on slandering Second Life as a failure? I have recently discussed my research findings of commercial activity within Second Life with several journalists, where only minimal quotes have been used out of their original context; in order it seems, to support an obvious negative bias.

This is extremely disappointing as it is not an accurate reflection of the important invaluable opportunity that Second Life has provided pioneering commercial exploration of VR capabilities. Just because some commercial enterprises have pulled out of Second Life does not equate to ‘failure’. Vital 3D avatar immersion lessons have been learnt, modeling and building skills developed, use of digital agents, telepresence, interactive, navigational and communication applications explored, and platform and cultural limitations realised. This is all invaluable experience for commercial frontrunners preparing to invest in a virtual future. Fundamental lessons have been learnt, and these firms will reap the rewards by being well positioned to take informed advantage of future VR developments. And fundamental developments are essential that encompass service delivery stability, ‘in world’ governance and behaviour policing, legal and copyright protection, a shift away from ‘virtual reality is just a game’ consciousness, and mainstream user adoption.

However, even though a pioneering learning curve has been successfully realised by many commercial organisations, my personal views gained from the research study is that organisations are still very limited with their exploration of VR capabilities. Most of the activity was trying to mirror real world offerings. Whilst there is merit in replicating reality using virtual building tools, I believe that the potential of VR technology offers so much more. VR is essentially an extremely powerful visualisation tool. It provides the ability to build visions that users can immerse in and experience, which offers a tremendous opportunity. An inherent human capability is to use visualisation techniques to achieve goals and outcomes. Ask any high achiever, or acclaimed athlete, of how they build success, and I am sure the concept of ‘visualisation’ will be associated. A success vision is created, and the work is done step by step to realize that vision.

My point is this. The visualisation power of VR could be instrumental in shaping visionary goals/outcomes/solutions to all sorts of situations, including humanity’s greatest problems. For example, what would human equality ‘look like’, what would a sustainable earth ‘look like’, what would ‘world peace’ look like? Collectively trying to build a vision of these scenarios using VR capabilities could provide the roadmaps for eventual real world solutions. It also means working together and pooling ideas and resources, not competing as separate entities for individual profit or gain, but rather, collectively gaining some powerful potential to move humanity forward. It’s a big idea I know, and we need ‘vision makers’ to lead the way. It would be great to start a virtual global campaign, called something like ‘Vision Quest’ that unites individuals, communities, educational bodies, United Nations, and corporations, to build visionary solutions for the future. Now that’s a success formula!

Kim’s agreed to an interview on her research, which should appear in the next week or two.

Weekend Whimsy

1. The Queen Anne’s Revenge

2. Amelia Earhart’s airplane in Second Life

3. TEMPLUM EX OBSCURUM

Episode 7 of TMJ Podcast – Feldspar Epstein joins the fray

This episode consists of a discussion between Feldpar Epstein and myself on a range of topics including virtual worlds addiction, Google Lively, education in Second Life and much more.

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For details on how to automatically receive these podcasts, check our podcast page.

Second Life – on the wane for aussies?

Asher Moses from the Sydney Morning Herald has run a story titled ‘Few lives left for Second Life’. It’s based on research undertaken by the Queensland University of Technology’s Kim MacKenzie, who’s completing her honours thesis on Second Life and business.

The research findings aren’t surprising in a lot of respects – there are significant areas of Second Life that are ghost towns and yes the numbers of people on one sim are usually very low at any given time (something I’m quoted on in the article).

A point I did make that didn’t make the final cut was that businesses like Telstra and the ABC had been successful in Second Life because they were aware of the experimental nature of Second Life, particularly where business is involved. The notable failures occur when the business jumps in boots and all expecting true return on investment in the short to medium term. Telstra’s sucess in particular has been its ability to leverage its large presence to provide a breadth of activities including residential options.

The story overall is quite pessimistic but does accurately cite the challenges Linden Lab face. I’ve said it before and I’ll say it again now – 2008 is meant to be the year of bedding down stability for Second Life. Some gains have been made, but time and patience is running out for a lot of people.

What are your views – does Second Life have a few more lives left?

Melbourne Laneways on its last legs

One of Australia’s most striking Second Life locations is Melbourne Laneways on ABC Island.

It was launched in October 2007 as a joint initiative of the ABC and Multimedia Victoria. Unfortunately, its days are numbered, with the build being eliminated in the next week or two according to ABC Admin, Wolfie Rankin.

The upside will be the increased space for new developments on ABC Island but it’s fair to say that Melbourne Laneways will be missed. It will also provide an unfortunate perception that Second Life is continuing to dwindle as a desirable virtual world location.

Some further shots of Melbourne Laneways for posterity:

Check it out in-world while you can.

New Zealand OpenSim grid on the way

I stumbled across a communication from a consortium of New Zealand Universities, who are making a public call for support for their proposal (which is reproduced in full below):

I’ve been asked as a contributor to OpenSim to pass along the following.

There is a bid going on for a new public project in NZ, through the University of Otago, and the principles (researchers at the university) are making a general call for support for their bid.

If you could sign a letter of support for this bid within the end of the week, please forward it to me, and I will pass it on.

“Support” can be any thing of your choosing, and is non-binding. Samples are appended to this email.

I have been authorized to pass along the following excerpt from the application:

Executive Summary

Project Title: National Virtual World Grid

Project overview

Rationale for the project

The National Virtual World Grid (NVWG) project will develop an open access national virtual world grid based and bring together a community of researchers and educators with an interest in playing an innovative role in the development and usage of the next wave of the Internet: Web3.D.

Continual advances in telecommunications bandwidth and computer processing power are already giving users a more multimedia-intensive experience on the Web. Now with the advent of online virtual worlds (e.g. Google Lively, Second Life) we have the harbinger of the next wave of the
Internet: Web3.D, where users inhabit and participate in a 3D Virtual World (VW) by means of their
personal in-world avatars. An IT industry research and advisory company, Gartner, has predicted that by 2011, 80% of all Internet participants will be regular users of Web3.D technology. Already over 500 US universities are offering courses of instruction in Second Life, and major companies are
getting involved too (e.g. Vodafone, IBM, TelstraClear, Sun). The commercial nature of the most widely used Virtual World implementations, such as Second Life, places high financial costs on users who are charged for developing in-world content and for the traffic associated with accessing the remotely located servers.

This proposal describes how through the development of an national virtual world grid based on open
source software deployed on KAREN, and activities to promote the development of an active user
community, NZ tertiary educators and researchers can be given an accelerated opportunity to play an
innovative role in Web3.D development and usage.

Project outline

The National Virtual World Grid (NVWG) project will operate NZ-based computer servers running the OpenSim software (an open-source clone of the core functionality of Second Life) in “grid mode”. This will encourage uptake of Web3.D technology across New Zealand by enabling organisations connected to the Kiwi Advanced Research and Education Network (KAREN) to obtain free and high speed access to virtual world “regions” hosted in our servers, or to interconnect their own “region servers” with those of other institutions in NZ.

By developing, managing, and operating this National Virtual World Grid, and Web-based community
support tools for users, there will be an opportunity for all institutions that are connected to
the KAREN network to:

1) undertake both experimental and routine use of virtual worlds in teaching and research;

2) develop engaging, interactive in-world content customised for New Zealand use; and

3) develop new context-specific plugins enabling interaction with external applications that are
connected to the real (non-virtual) world and external services.

Expected outcome

The project will:

* Promote the establishment, growth and maintenance of a community of NZ users of Web3.D technology for tertiary education and research
* Provide the environment for New Zealand to become an innovator in Web3.D technology at the
international level.
* Facilitate the tertiary education sector to produce graduates ready to exploit Web3.D technology for the economic benefit of New Zealand

Project partners

University of Otago (Department of Information Science): Project leadership and management; grid
development and management of central grid services and Web-based community support tools.

University of Canterbury: deployment and management of Canterbury grid node (SIM); exemplar VW learning environments for two learning application areas.

University of Auckland: deployment and management of Auckland grid node (SIM).

It’s great to see such advocacy coming from New Zealand universities. I’m more than happy to be corrected on this but I’m unaware of such a project underway in Australia. There’s an enormous amount of development going on in the Australian university sector but is there anything as potentially unifying as the New Zealand model?

Thanks to Mo Hax (via Mal Burns) for the heads-up.

Peter Rowsthorn gets virtual

Last Friday night, ABC show Can We Help covered the topic of virtual worlds, with host Peter Rowsthorn being shown around Second Life by the RMIT’s Lisa Dethridge.

Watch it in full here:


SL
Uploaded by Wolfie_Storr

Thanks to Wolfie Rankin for the heads-up!

The Watch – virtual worlds in the news

1. Newstrack India – Stardoll.com is Brit kids’ most popular site. “Britain’s most popular website for under-12s has been set up to pass on the art of knitting clothes for dolls, according to a new survey. The survey by the Internet analysts Nielsen Online put Stardoll.com at the head of its Top Ten sites visited by the youngest web users. Second in the list was Club Penguin, a virtual world in which players adopt a bird and march it round the beach, theatre or school.”

2. Tampa Bay Business Journal – Entrepreneurs find typical business strategies don’t work in a virtual world. “After previous stops in New York, San Francisco and Chicago, the Second Life Community Convention steps into reality at the Tampa Marriott Waterside the weekend of Sept. 5. It’s visiting a city that already has had its share of entrepreneurs who have jumped into a realm only the Internet, and maybe even a little science fiction on the side, could create.”

3. The Times (UK) – Where the web kids are. “Are they lurking in the darker reaches of YouTube? Or delivering a series of ‘pokes’ and other greetings on the social networking site Facebook? Nope. Today’s kids aged 12 and under are likely to be whiling away their online hours playing games on sites you have never heard of.”

4. Wall Street Journal (USA) – Fluid Entertainment Invites Kids to Play With Purpose in Emerald Island. “Today, Fluid Entertainment announces the title and first details for Emerald Island(TM), their original children’s MMO (Massively Multiplayer Online) game. The company, whose formation and funding was announced earlier this year, is adding this upcoming title to their extensive library of software games for children. Currently in development and slated for release Fall of 2008, Emerald Island challenges players to become online eco-heroes in a mission to save a vibrant, imaginary, virtual world from environmental destruction.”

5. AsiaOne (Singapore) – Donation, sir? It’s online. “A Singapore charity has taken fund-raising to the virtual world, The Straits Times reported. Instead of selling flags or lucky draw coupons potential donors now visit the giant virtual universe Second Life. They enter a special zone filled with candy castle, lollipop trees and chocolate rivers. Each of these virtual goodies come with an option to buy them, and all it takes is a click for the cost of the items to be debited from their virtual accounts. At the close of the donation drive on Sept 21, the virtual funds, collected in Second Life’s currency Linden dollars, will be converted to real Singapore dollars.”

6. Ars Technica (USA) – One month later: Google Lively? Not so much. “In July, Google released Lively, a “Second Life in the browser” plug-in that lets anyone embed a basic 3D chat realm on a website or blog. We strolled through Google’s new social world back then and found that, possibly as a result of the “20 percent time” Google allows employees to spend on projects like this, Lively seemed to be 20 percent done. Now, a month later, we took another look to see if Lively is living up to its name.”

7. Times Union (USA) – Redirecting kids’ passion for video games. “Your son in high school can lay down a face-melting solo on “Guitar Hero,” while your middle school daughter can reach the highest levels on her Hannah Montana video game. They spend hours, without parental provocation, passionately engrossed in their Nintendo DS and Xbox 360 systems like young Einsteins burrowing into a physics problem.”

8. GigaOM (USA) – Why The MMORPG Subscription-Based Business Model Is Broken. “Famed game developer and analyst Scott Jennings recently announced on his blog that he’s quit online game publishing giant NCSoft to join John Galt Games. His new home is the small casual game startup developing Web Wars, a sci-fi game played via a browser plug-in, where web sites themselves are territories to fight over. (Sort of RocketOn meets battle cruisers.) The move is a bit like a top Hollywood producer quitting the movie business for an obscure online-video startup; it’s such a big jump, you want to know why.”

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