Lifenaut – digital immortality?

Lifenaut is a fascinating service that allows you to create an interactive avatar based on the information you provide. Getting the information into your profile involves an extensive web-based dashboard set-up that you could easily spend hours configuring. At the end of it you’ve created a ‘mindfile’ that drives your avatar’s behaviour.

Aside from the avatar-based approach of Lifenaut, a further virtual world hook is the recent introduction to Lifenaut that occurred in Second Life at their New User Center. A ‘universal avatar’ is something desirable in some people’s eyes and services like Lifenaut will attract some interest if they manage to keep in sync with interoperability developments in virtual worlds.

Check it out in-world.

A year ago on The Metaverse Journal

We were gobsmacked by the Greenies build in Second Life.

Second Life web browser launched: Daden Navigator

UK-based virtual worlds outfit Daden Limited have released a web browser for use in Second Life. Their press release:

The first publicly available web browser for Second Life was launched today by virtual world consultants Daden Limited. The browser, called the Daden Navigator, allows residents of the virtual world to collaboratively browse the web, sharing one web screen between users who may, in real life, live on different continents.

Technology introduced by Linden Lab a couple of months ago allowed residents for the first time to view web pages live within Second Life – however they could not click on any links to surf from one page to another. Daden Navigator now lets residents do this – surfing the web collectively in the same way that Daden’s recent Google Maps viewer allowed residents to share Google Maps within the world.

Daden MD David Burden says “Daden Navigator provides all the functions that you expect to see in a normal web browser. It lets you set a home page or a bookmark, view bookmarks, and has back, refresh and search buttons. It is as close as you can currently get to a normal web browser in Second Life”.

To use the browser a resident just rezzes it onto the land they own. They can then use Second Life’s text chat facility to browse the internet. Simply entering the url of the website in chat will automatically bring up the relevant page onto media screens within their SL space. To follow a link from that web page to another the user just “says” the name of the link, or some unique keywords from it. The new web page then loads.

You can purchase the Navigator here and we’d be interested in hearing from anyone who uses it.

Check it out in-world.

A typology of virtual worlds

As mentioned previously, the Journal of Virtual Worlds Research launched its first issue and there’s some fascinating reading that we’ll continue to refer to in coming weeks and months.

First cab off the rank is A Typology of Virtual Worlds: Historical Overview and Future Directions . Written by three academics from the Universities of Alberta and Toronto, the paper looks at the usefulness of a typology proposed in 2004 for virtual communities. A typology is a descriptive structure, in this case used to explain all the virtual world variants. The one the authors looked at has five aspects:

1. purpose (content of interaction)
2. place (location of interaction)
3. platform (design of interaction)
4. population (participants in the interaction)
5 profit model (return on interaction)

The categories are broad enough that I’m struggling to find anything that wouldn’t fit the typology and the article comes to the conclusion that it’s particularly effective when applied to the history of virtual worlds:

We, thus, see that the five typology elements are useful for interpreting the historical
progression of electronic gaming and online social networking that ultimately led to virtual
worlds.
Indeed, the five elements (purpose, place, platform, population, profit model) focus on
critical questions that journalists, marketers, and service providers are taught to ask: (1) For
what purpose? (2) Where? (3) How? (4) Who? and (5) How much?

The second use for the typology argued by the authors is in examining future uses of virtual worlds and in identifying research areas:

because of the growth of consumer participation in virtual worlds, firms will
need to learn to manage the utilization of these worlds for the following business decisions:
(1) Choosing in which worlds to promote, advertise or engage in other
communications;
(2) Selecting in which worlds to open e-commerce stores, e-government
activities, and virtual service offices;
(3) Choosing in which worlds to offer classes; and
(4) Choosing in which worlds to perform market research, such as focus
groups, surveys, and test markets.

It all may sound a little dry but its research and discussion like this that’s laying the foundation for the evolution of virtual worlds in mainstream society. The full article is well worth reading just for the historical perspective on virtual worlds.

What do you think? Does typology get your motor running or bore your socks off?

On Being a Virtual World Whore – Virtual Addiction, Part 2

There’s been a great deal of debate of whether “Internet Addiction” and its close cousin, “Virtual World Addiction”, should be classified as disorders separate from other behavioral addictions. Psychiatrist Ivan Goldberg reputedly borrowed the criteria for substance use and impulse-control disorders from the Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV), and jokingly created the criteria for Internet Addiction Disorder (IAD) way back in 1995. Since then the debate has raged wildly – can these two addictions be meaningfully separated out and classified, or is there little real reason for doing so?

Smoking - one of the legal addictions.

Internet and Virtual World Addiction: what are the specifics?

Internet addiction, and virtual world addiction (by association), seems to revolve around five basic sub-types: gambling, sexual preoccupation, messaging and/or chatting, online gaming and information gathering.

None of these are new concepts. As previously discussed, the Internet and the virtual world are mediums. The problem is with the individual’s pathological need to carry out the activity, not with the medium that provides the means for that activity.  Each of the five sub-types mentioned can be performed using other mediums and indeed have been for some time.

Nonetheless, there is a definite appeal to engaging in these activities online. The internet and virtual worlds provide high levels of convenience. It is much easier and quicker to gamble from home, using electronic funds, than to be physically present or to accomplish the task over the phone. If you are looking to be secretive about your behavior, it’s easiest to hide your actions online – no need to hide physical evidence like books or magazines.

Still, this does not constitute sufficient reason to separate out these addictions from other behavioural issues.

What are the withdrawal symptoms of Internet and Virtual World Addiction?

Symptoms include: loneliness, boredom, anger, irritability, frustration, emotional “vacancy” or numbness, disconnectedness, loss, moodiness, depression and restlessness. Interestingly, these symptoms sound suspiciously like those suffered by people cut off from the rest of society. Internet users asked to give up their internet usage reported that they felt “left out of the loop” – an understandable reaction given how many people interact with each other online rather than face-to-face or over the phone.

Of course, these symptoms are not restricted to folks cut off from society – these apply to other behavioural addictions. Internet and Virtual World addictions do not have symptom lists that specifically separate them from other behavioral addictions.

What are the consequences of being addicted to the Internet and Virtual Worlds?

Having an addiction implies that one relationship or activity has become all-important, other relationship or activities are ignored or given a minimum amount of attention. As with any other addiction, this often includes a reduction in time spent at work (or complete absence), resulting in loss of employment, financial loss and hardship and less time spent maintaining or creating relationships. This leads to existing relationships breaking down, new relationships not created through other mediums, a more secretive approach to relationships (where the true nature of the addiction is hidden from other parties) and reducing relationship quality, Other obligations and chores are neglected, sometimes to the extent that a health risk exists.

For humans as social and physical animals, the most significant of these consequences after health health concrens, is the loss of close relationships with other people, particularly family relationships. Humans require some amount of physical contact to remain healthy – the portion of a relationship that can be experienced online is no less real when experienced over a distance instead of face-to-face. Nonetheless, online relationships will never be able to fully replace relationships where physical contact is possible.

Who gets addicted to the Internet, or to Virtual Worlds?

Intriguingly, those people who suffer from this addiction may have suffered from symptoms very similar to the symptoms for this affliction prior to becoming addicted: depression, guilt, and anxiety. There are often other symptoms (dysphoric mood, feelings of helplessness, interpersonal distress, low self-esteem) and other issues (abandonment, shame, fear) that presage this type of addiction. It’s surprising how common it is for people with these underlying conditions to become addicts; up to 86% of study subjects also exhibit other diagnosable mental health disorders.

Two of the factors that are not necessarily indicators for who will become addicted are age and social capacity, even though stereotypically socially awkward or inept youths are seen as the main sufferers. Daniel Loton of the Victoria University in Australia has shown that what he terms “problem play” (as relates to gaming in virtual worlds) is not restricted to those people who have little capacity for socialization. Low self-esteem is however a good predictor of whether someone will become an addict, according to the study.

Treatment of addiction in behavioural cases?

A diagnosis is most useful where it can be used to treat an affliction. Most behavioral addictions respond well to Cognitive Behavioral Therapy (CBT). Indeed, internet and virtual world addiction cases reportedly respond well to CBT. Thus, there would seem to be little reason to separate out internet and virtual world addiction solely on the basis of needing a treatment specific to the new diagnosis.

In conclusion, there seems to be no need for the distinct and separate classifications of internet and virtual world addiction. These terms merely clump together several different behavioural addictions with the same delivery method. It’s like saying that snorters and injectors of an addictive drug should get a different diagnosis. Even if there are cases where the presentation, withdrawal symptoms or consequences are different, the therapy used to treat the different cases remains the same. Unnecessarily differentiating labels seems to do no more than confuse more than they contribute.

In the third and final article of this series, we will look at behaviour that seems like addictive behavior, but isn’t all that it seems to be on the surface.

News of the Worlds.

Rezzable dumps down a new load of fun and excitement.

The SL Dumpster is a great place for dumping off unwanted portions of your Second Life inventory – and the virtual archeologists will thank you for it.

Metaforum announces that bloggers posting on virtual world topics have the option of being paid per post, where the post references a topic chosen by the Metaforum editor.

The Watch – virtual worlds in the news

1. TechNewsWorld – Second Life Goes Hollywood. “Ariella Furman took her first summer vacation as a college graduate to Walt Disney World, where reality hides behind princesses. When it was over, she returned to Ivyland, Bucks County, Pa., and her job making videos — or more accurately, machinimas — for the virtual world Second Life, where reality hides behind avatars.”

2. Israel 21C – Creating new worlds is kid’s play with Shidonni. “A whole new world is coming to your computer, and you’re going to create it yourself. That’s the idea behind Shidonni, a new Web-based computer game developed by an Israeli company of the same name, which allows youngsters aged four to 12 to create their own virtual worlds, then watch them come alive right before their eyes.”

3. San Francisco Chronicle – Second Life offers healing, therapeutic options for users. “”Every human being is interested in two kinds of worlds: the Primary, everyday world which he knows through his senses, and a Secondary world or worlds which he not only can create in his imagination, but which he cannot stop himself creating.”
In a garden pavilion on an island, I sat with an assortment of human beings – one clad as a teddy bear wearing a Santa hat, another as a brazen vixen, a blue man, a tuxedoed prom king – and poured out my heart from a place of loneliness and grief. Click click went the computer keys, like the staccato beat of my heart. Clack clack went their replies, their empathy and their own tales of triumph and woe. Via my avatar – the persona I’d created to engage here – I was participating in an “anxiety support group” in the free, virtual world of Second Life.”

4. The Times Online (UK) – Google’s Lively view of the future. “Lively reminds me of something like IMVU, an instant messaging program that enables 3D avatar chat, in that it provides off-the-shelf avatars with teen appeal for socialising. It’s a pretty simple: it’s about chatting in rooms that can be customised to reflect your taste, and is nothing like as grandiose as something like Second Life or There. It’s not a single persistent world, but a bunch of ad hoc virtual spaces that let people come together and show off their avatar identity through chatting and flirting.”

5. Computerworld (USA) – How to get started in virtual-world operations. “IT service companies, like many of the Second Life solution providers, will be happy to help you build a virtual-world environment for your network operations or data center. But it won’t be cheap. It might run anywhere from tens or hundreds of thousands to millions of dollars, depending on how much IT stuff you’ve got, how many people it’s for, and how much development and integration you need (and how many of these wheels haven’t been implemented yet). And even then, it may not have the features or provable reliability for mission-critical operations.”

6. Thaindian News – Hear your avatar laugh like you on your PC. “It wont be long that your computer avatar will be able to break into laughter or sneeze just like you do after hearing a good joke or under a cold spell, thanks to new software that has the in-built ability to recognise “non-linguistic” sounds, such as laughter, and generate an appropriate facial animation sequence. While animated characters are already “learning” to lip sync when played human speech, the new software could improve the quality of web-based avatars or computer-animated movies.”

7. Times Herald-Record (USA) – IBM customers say data analysis drives new projects. “IBM says small businesses need to take better inventory of their information to help reduce risk and derive more value from their business information. According to a 2008 survey of Big Blue’s customers, risk mitigation and data governance are key drivers of new projects to better track data through the use of metadata, which is information about information.”

8. Management Consultancy (UK) – US accountants live the virtual dream. “US Certified Public Accountants have taken the virtual world Second Life to new levels by holding the Maryland Business and Accounting Expo in it. The two hour workshop allowed the CPA to carry out a continued professional education programme with the second hour featuring a speaker linked up from his office in San Francisco.”

9. Silicon Valley Insider – Google: No Sex in Second Life-Killer Lively. “What’s the difference between Linden Lab’s (SAI 25 #11) Second Life and Lively, the new virtual world announced by Google? How much time do you have? Second Life requires its own software and needs a PC equipped with a high-end graphics card; Lively runs in a Web browser. In Second Life, anyone with a little programming know-how can create anything, which makes the experience “fun”; in Lively, avatars decorate their virtual hangouts with objects from an inventory provided by Google’s (GOOG) engineers and approved developers. If you can meet the hardware requirements, Second Life runs on Windows, Mac, or Linux; so far, Lively only works on Vista and XP. (Look into that, Google.)”

Berlin – live in Twinity

Berlin’s Hackescher Markt is the latest addition to the mirror world Twinity.

According to Metaversum, this is the first time that Berlin has been mirrored within a virtual world – the
Hackescher Markt district comes in at over six square kilometers of area in the real world. Twinity’s version has shops, galleries, bars, and clubs that all exist in the real Berlin.

You can still register for the current private beta phase.

News of the Worlds

Taken in an OpenSim sim.

The ANGEL Learning Management Suite (LMS) is to be integrated with Second Life to establish a secure means for students to submit coursework created within Second Life.

Eric Reuters interviews Linden Lab VP Joe Miller, breaking through the barriers created by Lewis PR, to find out how Linden Lab plans to alter their revenue model to face the challenges created by OpenSim and other emerging virtual worlds.

Robert Bloomfield ponders our future intellectual property rights; is it true, that you can’t take it with you?

Five jobs on offer at Metaversum (Singapore or Germany)

Metaversum, creators of Twinity, have a bunch of jobs up for grabs.

The roles are varied and can be based in either Singapore or Germany – check our jobs board for more info.

If you’re looking to recruit, why not use our free jobs board yourself?

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