News Of the Worlds

See ak's CLINIC before you die.

Zha Ewry exposits: the first steps have been taken, where to now for interoperability?

justincc wonders: why are there so many Second Life clients based on the original Linden Lab code? Where are all the clients built without it?

Virtual worlds, real skills. Perhaps, as with the telephone, people will realize that along with real, transferable skills, there are real people having real interactions in virtual worlds.

“Today we’re going to talk about building bridges. We’ve never built a bridge, nor have we talked to anyone who has; however, we are going to talk to a visually impaired chap who’s seen a picture of one …” Apparently, Second Life is dead.

Weekend Whimsy

1. Anguish

2. CYBER MATRIX Event 080607 flv

3. In Google Lively with the SLUniverse.com crew

News of the Worlds

IBM Green Business Centre and surrounds.

Damning Google’s Lively with faint praise; M Linden’s (Mark Kingdon, Linden Lab CEO) second post.

Tateru Nino’s reactions to M Linden’s post. Also read Gwyneth Llewelyn’s comments concerning the possible demise of the metaverse following Lively’s release.

Zee Linden gets the quarterly figures out in a timely fashion.

Linden Lab announces success with the interoperability projectone month after the fact.

My Metaverse

Last week we received a media release with the lead “The Virtual Worlds’ answer to MySpace has
been created” and our scepticism meter red-lined. We read on further to discover that Australia-based Steve Cropper (SL: Angelico Babii) has recently launched My Metaverse, a virtual worlds community based on the Ning platform.

The focus is “developing the new media arts and community across all the virtual worlds”. I asked Steve how he thought My Metaverse would gain a critical mass for success when outfits like the Association of Virtual Worlds already have well-established networks, let alone the larger user communities around.

Steve’s response: “Like AVW, we too are setting up on the Ning system, because it is flexible and offers a lot of functionality. Our plans include migrating to a dedicated website and that will follow once we have established the network and it is up and running – hopefully in a month or two or even sooner.

The Metaverse is still largely virgin territory. Like the pioneers of the North American and Australian early settlement, we too find ourselves meeting up with familiar faces in the path well trodden. It seems the Metaverse still has enormous growth left in it and I am as excited as the next person to see what lies beyond the next valley.”

So if you’re in the pioneering spirit, jump into My Metaverse. One warning – music auto-loads when accessing the site, which does give it one (albeit annoying) MySpace comparison for sure.

Lively – not a rival; still a challenge.

Will Lively supplant Second Life? Is it a rival, a match for, or a strong competitor to Second Life? Will we all someday have left Second Life and made the transition to Lively instead?

Living Lively in front of the TV.

Not likely.

Is this an issue?

Not really.

Lively is a pretty-looking mashup – it has taken multiple ideas and technologies from various places and smushed them together into something reasonably useable and useful. Sure, the camera controls are hard to handle, even if you come direct from Second Life, or from Blender, the open source animation package. Similarly, the avatars are difficult to move. Moving also requires that you have some control over the camera. Putting these considerations aside, I found the thing that worked extremely well – the TV, one of the furniture options in Lively, allowed me to seamlessly and effortlessly display YouTube material.

It was an awesome experience to be able to view a YouTube video with a room full of friends who could not be physically present. I wished that I could view the screen of the TV better, but the viewing quality was adequate. As I watched and chatted with the folks who had joined in for the Beta, my main thought was, “Hey, Linden Lab? See this? This is cool! I’d like some in Second Life!”
Second Life of course has various provisions for allowing video, but none are as sleek or as easy as Lively makes it.

Kicking back and sharing experiences in Lively.

I feel that Lively is a useful innovation for two reasons.

First, it brings people together in such a way that they can share web-browsing experiences (until now an activity made cumbersome by the restrictions of sharing links via instant messages or email), without getting weighed down by the choices that the ability to create content brings.

Second, it challenges existing and prototypical virtual worlds to keep pace and offer similar experiences to their residents. It is a challenge not in the sense that the whole concept of one world is challenging to the very existance of another, but in the sense that it sparks new ideas and desires in the minds of all virtual world users. I think all extant virtual worlds could learn from the slick way that Lively presents YouTube material.

The background information for Lively suggests that there is a lot more to come, particularly in regard to mashups with existing technologies. There is excellent potential for those mashups to be done extremely well. To my mind though, there isn’t even a question of whether Lively will rival Second Life, no matter how far it changes or evolves. I don’t believe it was designed to and I strongly feel that during their lifetimes, Lively and Second Life can co-exist happily, feeding ideas into each other.

Google Lively – be excited?

I try to avoid hyperbole with new product announcements but it’s hard to avoid at least some excitement over today’s Google announcement of Lively, its virtual worlds product.

A Second Life killer it’s not, but at the very least Lively is likely to be a key driving force towards mainstreaming virtual worlds. You can view the demo here:

Is it original? No – there’s dozens of similar worlds out there. Does it have a superior feature set? Not likely. All that said, its key value proposition will be its integration with web pages, the overwhelming market dominance of Google itself (chances of a Lively demo on Google’s home page anyone?) and the likely blitz of mainstream media coverage not seen since Second Life’s golden media era of late 2006.

Dynamo colleague Feldspar Epstein will have a more detailed walk through Lively in the next 24 hours. In the meantime, what are your thoughts? Will Lively break some ground or be yet another cartoon teen hangout?

IBM and Linden Lab take the next big step for (virtual) mankind

As announced on the Linden Lab blog today, IBM and Linden Lab have successfully teleported avatars from the Second Life preview grid to an OpenSim virtual world.

Some video of the event below or read the FAQ for future plans:

It’s another noteworthy step toward the holy grail of virtual world interoperability. Linden Lab state they’ll have their own Open Grid beta this month. It’s all very cutting edge for most of us but an echo of a very interesting future in virtual worlds.

SL5B Closure: Annual Prizes and disruptive technology

Today saw the closing address by Linden Lab’s board Chairman, Mitch Kapor.

Dusan Writer has an excellent write up but the take home messages for me were:

1. The announcement of an annual ten thousand dollar prize for achievement in Second life. Judges will be drawn from a wide range of sources including Second Life residents. Here’s hoping that 10K is US dollars, not Linden Dollars.

2. That Linden Lab not surprisingly remain fixed to the idea of Second Life as a disruptive technology platform being utilised by virtual world pioneers with particular succes sin education and health. Nothing earth shattering there and Linden Lab can hardly argue they have a well established platform with mainstream appeal – imagine the questions around profitability then.

Are you a Virtual World Whore? Virtual Addiction, Part 1

Do you crave the fun, excitement, and pleasure of virtual worlds to the detriment of the rest of your life? Would you do anything, give anything, just to be able to spend another couple of uninterrupted hours in a virtual space, Multi-User Virtual Environment (MUVE) or gaming environment?

Smoking - one of the legal addictions.

You have a problem. You are a virtual world addict.

What does it mean to be “addicted”?

The Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV) uses the term “dependency”. The upcoming DSM-V will use the term “addiction” once again to describe the condition, since “dependency” has other connotations that confuse the issue. “Addiction” is the term used by many physicians and most lay people.

Under the DSM-IV, “substance dependency”, the condition from which the diagnostic criteria for behavioural conditions was extrapolated, is paraphrased as follows:

  1. The substance is required for normal functioning, and withdrawal, a physical and psychological reaction, occurs when the substance is suddenly withdrawn. Additionally, any adverse consequences, be they physical, psychosocial, financial, etc, are endured for the sake of getting and taking the substance.
  2. The substance initially causes pleasure, euphoria and/or feelings of well-being, though this experience diminishes in intensity over time, so that more of the substance must be taken in to experience the same effect. This is known as tolerance.
  3. Any substance in which a person indulges in uncontrollably is addictive.
  4. A “reward circuit” is set up by substance dependency, in the brain; that is, taking the substance leads to a reward, and the brain undergoes a neuro-plastic change, so that the brain is then primed to desire the reward again.

What does it mean to have a behavioural addiction?

Being addicted to a particular behaviour bears a strong resemblance to substance dependency or addiction. The difference is the behaviour is carried out, in place of a substance being taken. The following items hold true:

  1. The behaviour needs to be carried out to maintain normal functioning, and withdrawal occurs if it is not.
  2. The behaviour induces pleasure; tolerance is built up over time, so that the behaviour must be carried out more or more often in order to achieve the same level of pleasure.
  3. Any behaviour in which a person indulges in uncontrollably is addictive.
  4. Changes in the brain occur in response to the repeated pleasure and withdrawal pattern.

“It's a compulsive behavior, and it doesn't matter if it's Everquest, Second Life, World of Warcraft, City of Heroes, Internet porn or gambling.

How is “Internet” addiction different, new, or special? (For “Internet”, read browsing, email, Instant Messaging, online porn, online gaming, and participating in MUVEs).

Short answer: very little. The specifics of the type of pleasure engendered, the type of withdrawal experienced, and the consequences of enacting the behavior differ from other addictions as other addictions differ from each other – otherwise there would be no point in having a different classification for each. The basics, though, are identical to the basics for all behavioral addictions.

“It’s a compulsive behavior, and it doesn’t matter if it’s Everquest, Second Life, World of Warcraft, City of Heroes, Internet porn or gambling,” states Tateru Nino. The sufferer “could not find balance.”

The essential problem seems to be that people mistake the medium for the message. When they hear that folks are “addicted to the Internet”, they blame the Internet, the medium, for the problem, whereas the Internet is simply provides a new source of behaviors for people who would have had behavioral addictions anyway. By extension, it’s not the fault of virtual worlds that people become virtual world addicts.

In the next article, On Being a Virtual World Whore – Virtual Addition, Part 2, we investigate the ins and outs of suffering from virtual world addiction: what are the specific classifications for this addiction, what are the withdrawal symptoms, and what are the consequences?

The Watch – virtual worlds in the news

1. Linux Insider – Virtual Worlds: An Untapped Healthcare Marketing Resource. “Second Life is part of a new media category known as “virtual worlds,” an area that has been receiving a lot of attention recently. The channel’s ascension begs the question: What possibilities exist for SL’s use in pharma healthcare marketing and sales? To better answer this, I recently went on an expedition to see what SL applications presently exist and which are being talked about, both in-world and out.”

2. Kotaku – From the Margins to the Mainland: the Future of Virtual Worlds? “Those concerned with ‘virtual worlds’ — as opposed to ‘games’ — spend a lot of time contemplating the role of virtual worlds in a wider market; over at Terra Nova, Bruce Damer looks at the potential future of virtual worlds, which could be a lot bigger than most people imagine. Some potential answers to keep the industry growing?”

3. Los Angeles Times – In virtual worlds, child avatars need protecting — from each other. “On the playground, kids pilfer lunch money and push each other around. But in the cyber clubhouses they’re filling by the millions, kids rig elections, sell fake products and scam each other out of every virtual-worldly possession. Sophia Stebbins recently joined one such online community, Webkinz, which lets its young members create avatars, play games and hang out. The 9-year-old from Irvine worked in a virtual hamburger shop, earned virtual cash and bought a virtual bed, couch and TV for her virtual house.”

4. The Boston Globe – New breed of armchair tourists explore fantastic virtual worlds. “I finally visited Stormwind Keep. I strolled the streets of Darnassus, another place I had wanted to see, and gazed from The Warrior’s Terrace. After a time, I found my way to the rolling prairies and floating islands of Nagrand, which soothed me after my long flight.
Hours or weeks later, I left footprints in the Abyssal Sands as I walked across Tanaris. I entered the vast Caverns of Time. The tunnel spiraled down to a network of caves, some filled with sand, some lush with vegetation. Huge statues loomed, meteors streamed by, and purplish cosmic mist shrouded the scene.”

5. Arizona Daily Star – Autism and virtual reality. “It used to be if you wanted to be someone else for a while, you’d wear a mask and go to a costume party. If no one knew who you were, there was no need to be self conscious. Now there’s a costume party 24 hours a day on Second Life,
a virtual-reality world where users create avatars, or character representations for themselves, with clever names that tell a little more about how they want to be perceived than the names their parents gave them at birth.”

6. GovernmentExecutive.com – Virtual Connections. “After a long search and quite a bit of wandering around, you finally find yourself at your destination:the Centers for Disease Control and Prevention. After checking out the building’s modern glass exterior, you are greeted by a friendly red-haired woman at the entrance. Then you walk inside, and an interactive billboard offers you information on smallpox. You climb the stairs to the second floor, where you can find the address of the closest lab that offers HIV tests or flu vaccinations. You turn right and come upon a desk where you pick up a dark-blue CDC rubber bracelet similar to the yellow Live Strong band that Lance Armstrong made popular years ago while promoting cancer research.”

7. Christian Science Monitor – Study abroad through Second Life. “When a group at Ohio University in Athens created a video tour of the school’s virtual Second Life campus, Christopher Keesey expected that it would be, by and large, for the OU community. Yet while browsing YouTube, he found a copy of that same video tour translated into what he thinks was a Nordic language, possibly Danish. “We didn’t know the person. The person, as far as we know, wasn’t even here, they were in Europe,” recounts Mr. Keesey, project manager of Ohio University Without Boundaries. Now the OU virtual campus receives visitors from around the world who regularly interact with student avatars on the virtual campus commons.”

8. The Industry Standard – Second Life users spending more time in world, but are they paying? “Wagner James Au found some interesting Second Life data points buried in Linden Lab’s economic statistics for the virtual world, where users find information from the financial state of the company to exchange rates for in-world currency. In the numbers, the average price for land shares in Second Life dropped from 3.23 Linden dollars (L$) to 2.86 L$ per acre. But an even greater concern for Linden Lab is the ratio of user hours to premium subscribers. Paid subscribers (those who pay a monthly fee for the privilege of spending more money on land rights) have been on a steady decline since December 2007, while the total number of hours users spend in-world has been on a steady upswing over the same period.”

9. Spiegel Online (Germany) – How Shelly in ‘Second Life’ Resists Vodka. “In her first life, Shelly (not her real name) was often drunk. On the day of her niece’s wedding, she downed half a bottle of vodka and took a strong painkiller. Just before the ceremony, while sitting in a white pavillion with a baby in her lap and in a complete daze, she suddenly slipped from her chair and the baby fell to the ground. Someone grabbed her by the arm and put her in a taxi. Shelly looked up and saw her mother, who she then pushed away. She says that she would have preferred to keep on drinking herself into oblivion.”

10. news.com.au – Teen plans to marry kidnap woman. “Ray and Wanda Martini say they are devastated their eldest son, Jonathan, left in the middle of the night to be with the woman once charged with his attempted kidnapping. Tamara Broome, 32, was arrested in June of last year at a North Carolina train station, on her way to meet the boy she fell in love with through online game World of Warcraft.”

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