VastPark and NICTA: Badumna beta

The title of this story would have to be one of our most obtuse, but the story behind it is hopefully a little more transparent.

VastPark is a developing virtual world platform well known to regular readers. NICTA (National ICT Australia) also has a number of years pedigree in some of the technological underpinnings of virtual worlds. In the case of the collaboration with VastPark, peer to peer (P2P) is the focus. The joint project announced this week involves the release of the beta version of an MMO P2P engine, christened Badumna (which incidentally are a genus of spiders). It’s a promising development and a further shot in the arm for VastPark.

The issue of being able to have more than 50-60 people in one area of a virtual world is one that’s received a lot of attention. Some argue that having many hundreds or thousands or avatars in one smallish space would bring a much-needed buzz to popular virtual worlds. Others argue it’ll just become a crowded mess (imagine voice capabilities in such a scenario). What partnerships like this do is ensure that we’ll actually have the option of finding out what population level works best:

According to NICTA’s P2P Project Leader Dr Santosh Kulkarni, Badumna can support millions of users with minimal infrastructure. “It provides a significant competitive advantage over traditional network engines,” he maintains. Badumna has already been successfully integrated with the platform of 3-D virtual worlds platform provider VastPark.

Of course, this claim has been made before by multiple developers – a notable Australian example being Project Outback. That said, NICTA have serious credibility in their area and VastPark have a lot more development runs on the board than Project Outback ever did (though there was a NICTA connection involved there too).

I think it’s safe to say that P2P as virtual worlds network engine has plenty of life in it yet – check out the NCITA project page for more details.

Superstruct: six weeks to save the world

Superstruct homepage

Play the game. Invent the future.

This is the tag line for the MMO forecasting game Superstruct, an alternative reality game set in the future, developed by a team at The Institute for the Future (IFTF). It’s a SF game, where SF has the original meaning of speculative fiction – crises are speculated upon by the game’s designers, and the objective is to speculate upon solutions to those crises in a collaborative manner.

The game launched on October 6 and will run for only 6 weeks. The IFTF, based in Palo Alto, California, is “an independent nonprofit research group.” Assisting organisations to prepare for the future is a major aspect of the work they do. The game draws on their knowledge and foresight to place crises in front of players, and to judge when players have made substantive leaps forward towards the game’s goals.

Superstruct is billed as “the thinking person’s MMO” – strictly, this means that people who get enjoyment out of thinking will enjoy and appreciate the game (there are no orcs to kill here). Nonetheless, it’s important not to be too off put by this description, because no one player is expected to present complete solutions alone, and because as we now know there’s more to intelligence than scoring high on IQ tests. Within the context of the game, people who are able to collaborate well, to get along well with other people, and to bring teams together, will also fare well.

Su`per`struct´ v. t. 1.To build over or upon another structure; to erect upon a foundation.

Humans have been superstructing for centuries. You could look at it as “standing on the shoulders of giants.” We build upon what our ancestors have done before us. In times of crisis and trouble, humans pull together and launch off from the failures and successes of our predecessors – hopefully this tendency, coupled with the power of our current technologies, will help us survive the super-threats facing us in the near future of Superstruct.

Super-threats

The super-threats are a comprehensive listing of specific crises the world is likely to face in game in the years following 2019.

  • Quarantine covers the global response to declining health and pandemic disease, including the current Respiratory Distress Syndrome (ReDS) crisis.
  • Ravenous focuses on the imminent collapse of the global food system, as well as debates over industrial vs. ecological agricultural models, and basic issues of access, energy, and carbon.
  • Power Struggle tracks the results of energy resource peaks and the shifts in international power as nations fight for energy supremacy and the world searches for alternative energy solutions.
  • Outlaw Planet embodies the volatile mix of new forms of surveillance, transparency, civil rights, and access to information as people work out new rules for human security.
  • Generation Exile follows the massive “diaspora of diasporas” underway globally, as the number of refugees and migrants skyrockets in the face of climate change, economic disruption, and war.

Keeping score

As the game is played out, three things are being tracked: how many people are playing the game, how many “survivability points” have been earned by players, and how many years are left before humans face extinction. The score is a combination of these three items – the higher the score, the longer the human race has left to live on this planet.

“Superstruct is played on forums, blogs, videos, wikis, and other familiar online spaces. We show you the world as it might look in 2019. You show us what it’s like to live there. Bring what you know and who you know, and we’ll all figure out how to make 2019 a world we want to live in.”

Openlife: the momentum builds

Openlife resident Macphisto Angelus has posted an excellent summary of a recent meeting for Openlife residents. There were a couple of notable announcements out of the meeting.

First, there’s the partnership with realXtend and its promise for a graphically rich world. Second, a range of browser options are on the way, including a Mac version (Mac users can only use Openlife via the Second Life browser at present). Third, some fascinating avatar enhancements are on the way, leveraging off the realXtend platform.

Since we first dropped in on Openlife in February it’s been evolving steadily. If you’re wanting to dip your toe in the waters of an alternate grid, now might be a good time and why not support the Australia-based Openlife?

realXtend – the not so slow burner in virtual worlds

Back in February we profiled Openlife, an alternate Second Life-based grid. The realXtend platform underpins grids like Openlife and since February they’ve achieved some significant milestones. Now up to version 0.3, the 3D modelling in realXtend is something to see now. Here’s a snippet:

Caleb Bookers states “When these guys hit 1.0 the web will quake”. At the very least, the graphical improvement on Second Life will cause some sort of impact.

If you’re super keen, download realXtend for yourself – Windows PC’s only at this stage unfortunately.

Twinity moves to public beta

Metaversum have moved Twinity to the next stage of it’s development, announcing its public beta phase. A media event was held in Germany with Berlin’s Mayor Klaus Wowereit, to formally open virtual Berlin. Wowereit was even presented with a key to the virtual city.

Jochen Hummel, CEO of Metaversum remains upbeat on Twinity’s development: “With the launch of our public beta phase, we have laid the foundation for Twinity’s international rollout.”

You can sign for the beta program here.

VastPark release Immersion player

VastPark have been a littler quiet on the news front recently but they’ve changed that today with the announcement of a virtual worlds’ player called Immersion. The player, which will be open source, will allow for VastPark-created worlds to be embedded into websites. VastPark themselves mention Google Lively as the obvious comparison.

CEO Bruce Joy’s take:

“We think that virtual worlds will start to become more utilitarian: you can create a room in minutes and decide to have a VoIP based meeting in there. This will lead to many businesses wanting to host their own micro worlds just as they host their website. We want to make that easy, low cost and provide an open source and a commercial white label software choice.”

Immersion will have scriptable “PowerPoint-style” controls and the current Browser and Viewer technology used in VastPark will be merged into Immersion.

The open-sourcing of Immersion comes on top of the VastPark server code being open source, so it’s an overt strategy by VastPark. It’s probably a necessary strategy as well given that behemoths like Google Lively are now competitors. That said, the open source route is being pursued with some protections built in for the company. Lead Developer at VastPark, Craig Presti, explains:

“VastPark is built for developers, by developers. The whole system is easily extended by developers creating plugins that can remain proprietary or be open sourced at the discretion of the developer. We’ll continue to release binaries under an entrepreneur friendly end user license. That’s much better than being essentially forced to open source your widget or your plug-in by the GNU GPL. We think there’s a middle way.”

Whether this middle way is the path to success is obviously up for grabs. What’s encouraging is that a smaller (and partially Australian-based) player is remaining in the game and not being fazed by the ever-growing competiition in the marketplace.

We’re waiting on confirmation from vastPark on Immersion’s release date.

Saddle Club virtual world on the way

A Canadian digital entertainment company, GS New Media, have announced development of a virtual world based on The Saddle Club â„¢ TV show, a Canadian (Protocol Entertainment) and Australian (Crawford Productions) co-production. It’s a show targeted squarely at pre-teen kids with a heavy female slant.

Crawford Productions Pty Ltd. (Australia) and Protocol Entertainment, Inc. (Canada)
The platform for the world will be Sun Microsystems’ Project Darkstar, which can be seen here:

For a glimpse of the tween fan base for the show:

The purpose for the development is not surprising and transparently stated:

“The online tween and teen market is a hot spot for investors and advertiser alike, a result of critical user mass meeting proven subscription-based business models. More than $1 billion was invested in 2007 in virtual world companies with an additional $185 million committed in the first quarter of 2008 alone.”

GS New Media have some fairly subsantial people on board although this it’s the company’s first development of this scale.

This is the type of virtual world development (like Hello Kitty) that’s leveraging off a huge fan base. The perpetual challenge is to convert that group into devoted virtual world users. There’s plenty of failures in these developments but at this early stage you’d have to put money on some degree of success with the popularity of the franchise.

2009 is the broad launch date. I can already hear the squeals of a few hundred thousand or more tweens…

The seven-minute tour: fifty virtual worlds

Gary Hayes has completed a fascinating walk-through of fifty virtual worlds. It’s well worth spending the time having a look:

Montages like this emphasise the growth and potential of the virtual worlds sphere. It also emphasises the challenges around interoperability, determining appropriate levels of governance and the role of business in the mix. The only sure thing is that a significant number of the fifty featured won’t gain the critical mass or niche for longer term survival.

Over to you: how many of the fifty worlds have you participated in? I can count a dozen I’ve spent more than 10-12 hours in, and another dozen I attempted to sign up for but didn’t progress because of restrictive computer requirements. More on that later this week.

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.

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.

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