Friday, August 31, 2007

Designing the Future 1b

Here's blogpost number 2 on the Philips sessions on Designing the Future. The first can be found here, where we started of with the Philips Design Probes and discussing the topic "The Future of Self-Expression." This second post will focus on the second brainstorm topic we discussed:


The Future of Packaging.


Philips themeselves are quite interested in new ways of food packaging


"We have been especially interested in the packaging of food. In fact food packaging is a large part of our waste."


But what do we need from packaging, and how will this evolve in the next 20 years? From a Philips point of view, packaging obiously is a new market in which they can put new gadgets. Instead of enthusiastically get involved with all sorts of gadgetted packaging stuff, I advocated less packaging. Here some ramblings:


"I'd be happy to go back 50 years in time to get rid of all this plastic waste.
I hate it to see my meat being packaged in foam, then ceiled, then bagged in a plastic bag.. I don't ask for it. Some stuff at the supermarket is triple packaged. So biodegradable and non-toxic packaging would help a lot."



"But what concerns you most - amount of stuff or possible danger to products?"


"We're getting too peculiar I'd say. Partly it's a self sustaining economy. We enhance our food, do tricks to keep our cows fat, thus more risk of all sorts of bacteria, thus need of more sterile packaging I think."



"Oh, I like this train of thought, that its not only packaging per ser, but in fact whole system."


"Packaging is at the end of the production chain, so logical to see where the need comes from. Is our plastic industry build upon the waste and need from oil companies? or does it serve purpose? ok, that sounded far too much conspiracy theory.... non intentionally. so if technology finds another source of energy rather then oil, we'd have less plastic?"




After the obligatory fit about our current society we got down to business though tinkering about new ways for packaging, amongst which RFID technology, the impact of Technology on our elderly people, Identity Management and what have you got. Too much to cut into decent bits at this time anyway, so here's the transcript:


[12:31]  Una Gackt: three things expression , cloth and package are same interests, I suppose.

[12:32]  Una Gackt: It reveal what it contains or at least It pretend what it contains

[12:32]  Centrasian Wise: and in every topic we are in fact interested in how people will interact with these new thingies

[12:33]  Una Gackt: I really love the show of Philips design probe : SKIN

[12:33]  Centrasian Wise: our next topic :)

[12:33]  Una Gackt: it gave us some messages of what people to express, and pretend.

[12:33]  Una Gackt: and the tool to attempt to the wills.

[12:34]  Centrasian Wise: in some sense, packaging can be compared to the skin of the product - but what do we expect from such skin?

[12:34]  Tara5 Oh: that is interestin point una because pretending is an important part of self expression!

[12:34]  Una Gackt: right...

[12:34]  Centrasian Wise: yes, I sense a dilemma here

[12:34]  Una Gackt: and it is also a good biz in SL

[12:34]  Una Gackt: SKIN production^^

[12:34]  Centrasian Wise: it all goes to the trust again

[12:34]  Eolus McMillan: the skin should know when we need medical attention

[12:35]  Tara5 Oh: i think it is not necessarily a dilemma

[12:35]  Centrasian Wise: if you trust me, I don't have to pretend, I can be myself...

[12:35]  Centrasian Wise: yes, right Tara, I was looking for a better word :)

[12:35]  Tara5 Oh: for instance sometimes self expression is just a way of making contack it doen't have to be scientifically accurate

[12:36]  Tara5 Oh: there are all those silly games on facebook for example like how alike are wee

[12:36]  Tara5 Oh: they are totally inaccurate but noone cares it is a way of breaking the ice

[12:36]  Una Gackt: haha, scientifically accrate,...that's impossible...people are people, and they are full of errors and they enjoy it.

[12:36]  Centrasian Wise: same as we say 'dress to impress' - packaging of today often works as a way of impressing, seducing even

[12:37]  Tara5 Oh: yes there is a lot of pleaure in mistaken identity games!

[12:37]  Centrasian Wise: but at the same time informing, communicating

[12:37]  Centrasian Wise: :)

[12:37]  Tara5 Oh: hey my dress shows i am sad but i am really happy!

[12:37]  Una Gackt: true...SL itself is the joy of gap from the reality.

[12:38]  Tara5 Oh: sometimes and sometimes its p[ower comes from communicating reality in new ways

[12:38]  Tara5 Oh: it is both

[12:38]  Una Gackt: yes...

[12:38]  Centrasian Wise: i wonder of something similar will emerge in packaging.. with similar level of playfulness

[12:38]  Una Gackt: both...

[12:38]  Una Gackt: yes...the point is playfulness.

[12:38]  Tara5 Oh: if a doctor was talking to a patient in SL the patient might want to show their pain accurately

[12:39]  Tara5 Oh: or as accurately as possible

[12:39]  Una Gackt: SKIN makes people happy and feeling of satisfaction about their self esteem.

[12:40]  Centrasian Wise: why do you think it so, Tara?

[12:40]  You: however, if this all this info gets digitized, you might get serious privacy problems / issues

[12:40]  Tara5 Oh: but privacy has different meanings to different people

[12:41]  Una Gackt: haha....almost Zen philosophical...

[12:41]  Tara5 Oh: for example some people don't like the idea of companies knowing what products they like and use

[12:41]  Una Gackt: all depends on their intension.

[12:41]  Tara5 Oh: but peronally i like havinf relevant info pushed to me

[12:41]  Centrasian Wise: issue of trust?

[12:41]  Una Gackt: you're first person who said that loving the push info.

[12:42]  Tara5 Oh: i don't watch TV etc anymore so i need to know what is out there

[12:42]  You: yes. but that would require a closed web. A single sign on. so you can adjust what you would like to share / receive

[12:42]  Centrasian Wise: if i trust my friend, i will share with her a lot, because i am sure she will be helping, not harming

[12:42]  Tara5 Oh: i actually depend on it!

[12:42]  Una Gackt: I see.

[12:42]  Tara5 Oh: but i like it to come from social networks best

[12:42]  Tara5 Oh: but i still want to know about new products

[12:42]  Tara5 Oh: in my areas of interest

[12:42]  You: social networks are too scattered, no interchangeability

[12:43]  You: for most people ;)

[12:43]  Una Gackt: other than the consumer info what is your SN source for?

[12:43]  Tara5 Oh: well I rely on last.fm for music

[12:43]  Dennis Slocombe is Offline

[12:43]  Centrasian Wise: do you think they will stay like this in the future, VeeJay?

[12:44]  You: no, I think the way we use the web will change. As I said to a short of single sign on. Desktop usage will be transferred to webbased Document Management and merging of private, social and professional networks

[12:44]  You: there will be huge leaps to be made with Identity Management / web 2.0 profiles

[12:44]  Una Gackt: if you googled, then it's already there.

[12:45]  You: Una, it's there, the basic outlines.

[12:45]  You: but not the whole deal.

[12:45]  Centrasian Wise: so if i project this vision to, say, packages - a lot of its current functions will done by the networks, right?

[12:45]  Una Gackt: it brings you everything to your personal top.

[12:46]  Una Gackt: you just logged in, and there ...you ...go

[12:46]  Una Gackt: no more surfing.

[12:46]  Tara5 Oh: not just the generic info

[12:46]  You: yes cent.

[12:46]  Tara5 Oh: yes I would like packages to delive the information that i am interested in personally

[12:46]  Tara5 Oh: for example i am very fussy about how my food is produced

[12:46]  Tara5 Oh: but i don't care about the calories etc

[12:46]  You: so focuspoints would be unified communications and identitymanagement

[12:47]  Una Gackt: OK, Veejay might be in the area.

[12:47]  Una Gackt: security and privacy engineering

[12:47]  Centrasian Wise: but for us, desingers, it will also mean whole new way of interaction with products

[12:48]  Tara5 Oh: yes and i think that people want to bring environmental consciousness into all purchase

[12:48]  Centrasian Wise: or, designing for such inteactions

[12:48]  Una Gackt: now a days it is very hard to say designers design the product.

[12:48]  Tara5 Oh: i.e. what is the carbon footprint associated with the whole product life style

[12:48]  Una Gackt: customers or markets shaping its need until designers understand their need.

[12:49]  You: productinformation / production information / manuals from products streamed to your feedreader / document management system on purchase

[12:49]  Centrasian Wise: but it's interesting, that this consciousness is emerging from the relations *around* the product

[12:49]  You: guarantee and service notes stored

[12:49]  Una Gackt: now adays, designers task is the producing but watching or observing.

[12:50]  Centrasian Wise: not even manuals per se, even, but rather social distributed knowledge

[12:50]  Tara5 Oh: for example I would like to know my product was manufacutered in an energy monitored EOLUS faciltiy!!!

[12:50]  Yel Oh: Hi guys :-)

[12:50]  Una Gackt: but in the future they will spend more time for watcing

[12:50]  Centrasian Wise: Yes, very right Una


Then there was a short break, after which we continued:


[13:03]  Centrasian Wise: The interaction between the human body, apparel and the near environment is going to be one of the next big challenges

[13:04]  Una Gackt: aha wearabel computing...

[13:04]  Centrasian Wise: and we will be very happy to show you our ideas and concepts in this area at one of the next meetings

[13:04]  You: why is that a challenge for a technology company like philips?

[13:04]  Una Gackt: which sense your temperature...mood, health, and even your happiness.

[13:04]  Tara5 Oh: yes I like the ID of shirt that people can point and click their phone at to go to my blog

[13:04]  Una Gackt: hahahaha...

[13:04]  Tara5 Oh: he he

[13:04]  Centrasian Wise: ^_^

[13:04]  Una Gackt: clever.

[13:05]  Centrasian Wise: Is it available already, Tara? :)

[13:05]  Tara5 Oh: I wplus i think cards are very outdated!

[13:05]  Tara5 Oh: oh can you send me one1

[13:05]  Tara5 Oh: should be point , click and save1

[13:05]  Una Gackt: each name card has its own texutre...

[13:06]  Una Gackt: not just color and shape.

[13:06]  Una Gackt: that's why it should be a card.

[13:06]  Una Gackt: you can keep and bring the texture.

[13:06]  Tara5 Oh: no i mean in RL not SL this time

[13:06]  Tara5 Oh: i don't want RL cards

[13:06]  You: I like technology. I like information, but there are times I like to get away from it. And that'll be hard if you even wear communicative things ;)

[13:07]  Una Gackt: hehe...I mean RL...in fact.

[13:07]  Una Gackt: I love the physical products.

[13:07]  Una Gackt: it has a texture, weight and shape.

[13:07]  Tara5 Oh: no coc you could turn it on and off

[13:07]  Eolus McMillan: but if the thing is smart it would know that you are in a mood of not having any communication

[13:07]  Eolus McMillan: and it would act accordingly

[13:07]  Una Gackt: that's the part of its won attributes.

[13:07]  Tara5 Oh: yes eolus even better in case you forgot to turn it off!

[13:08]  Eolus McMillan: a simple thought would turn it on or off

[13:08]  Eolus McMillan: in the back of your mind

[13:08]  Tara5 Oh: but i think jewellry ismore appropriate cos my clothing wears out too fast!

[13:08]  You: ok. we're looking at it from the exciting vantage of new technology things. But surely, especially you Eolus and Tara would have to wonder if it is usefull and not waste. What purpose would it all serve?

[13:09]  Centrasian Wise: good question! :)

[13:09]  Eolus McMillan: it might be usefull for old people

[13:09]  Tara5 Oh: cards are waste they use non renewable resources

[13:09]  Eolus McMillan: people with disabilities

[13:09]  You: My mother would rather die or get lost before she wears self thinking boots

[13:09]  Tara5 Oh: anyway wallets are going out soon i guess

[13:09]  Una Gackt: what is the gesture cent...

[13:10]  Una Gackt: did you look at your watch?

[13:10]  Eolus McMillan: it really depends

[13:10]  Una Gackt: how is it possible....

[13:10]  Tara5 Oh: but my mother loves this kind of technolofy

[13:10]  Centrasian Wise: :)

[13:10]  Tara5 Oh: she is frail and lives on herown

[13:10]  Eolus McMillan: if thinking means taking over

[13:10]  Eolus McMillan: then i agree

[13:10]  Eolus McMillan: but if a thinking boot assists you in finding a place

[13:10]  Eolus McMillan: or not stepping on something dangerous

[13:10]  Centrasian Wise: i better stand up, to stop confusing you, Una :)

[13:11]  Eolus McMillan: then it might not be so bad after all

[13:11]  Tara5 Oh: she relies a panic button for her asthma

[13:11]  Una Gackt: ^^

[13:11]  Eolus McMillan: there must be a right balance

[13:11]  Una Gackt: it is a wonderful session. and for it's time to go.

[13:11]  Una Gackt: it was great pleasure to meet you all.

[13:12]  Eolus McMillan: bye Una, was nice discussing with you

[13:12]  Una Gackt: bye everyone...

[13:12]  Eolus McMillan: bye

[13:12]  Centrasian Wise: Thank you, Una!

[13:12]  Una Gackt: thank you cent^^

[13:12]  Centrasian Wise: I hope you will join our next session!

[13:12]  Una Gackt: see you Tara5

[13:12]  You: I see many elderly growing more and more unhappy in this society we live in. Too much change. From moving from hard cash to virtual money to credit cards to mobile paying is too much for them (only one example)

[13:12]  Una Gackt: definately.

[13:12]  Eolus McMillan: yes , i agree

[13:12]  You: they don't understand society anymore

[13:12]  Tara5 Oh: yesnice to meet you!

[13:13]  Eolus McMillan: so that really means we must take all those facts into consideration when designing such things

[13:13]  You: what i mean is that technology can have a downside as well

[13:13]  Eolus McMillan: it is up to us to make it right

[13:14]  Centrasian Wise: but what's the choice, VeeJay? To stop? Or to offer them support in learning? or may be even 3rd way?

[13:14]  You: well, the issue I'm having with it is what the real business drivers are.

[13:14]  You: which are the motivators behind change and innovation.

[13:15]  You: technology can make life easier, but more complex as well

[13:15]  You: can bring people together, but devide as well

[13:15]  Centrasian Wise: well, even if we would reflect on what we do here

[13:15]  You: even wedge first and third world more

[13:16]  You: can help overcome environmental problems as well as create much more pollution and waste

[13:16]  Centrasian Wise: when we try to bring people INTO innovation - it is exactly to make sure that chances to produce useless technology are lesser

[13:16]  You: when money and profit is the motivator, you'd just have to hope the right choices are made

[13:17]  Centrasian Wise: Yes, all your words are very valid observaitons, Veejay

[13:18]  You: so, are what's the base we're designing our future from? Is that from the viewpoint that we can think up a whole lot of new gadgets? or

[13:18]  You: is it a viewpoint in say, let's see what life is about, forget everything we've got now and see what that live needs

[13:18]  Centrasian Wise: <-- quickly say 'NO'

[13:18]  Centrasian Wise: lol, the 'NO' was to your first question :)

[13:19]  Centrasian Wise: one of issues as we see it is that it's very diffult to say 'what live needs'

[13:19]  You: mmm, looking at my history I see I've been very sceptical today

[13:20]  Centrasian Wise: and how it evolves is through multiple probes and tryouts

[13:21]  You: actually, I'm pretty interested in seeing where it goes, looking forward to explore new technology, but it has to be balanced ;)

[13:21]  Centrasian Wise: If you remember, we call this program Probes - to exactly do that, see what reacion our concepts can trigger

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Coke lost its bubbles?

It's been a while since Coca Cola entered Second Life. When they finally entered, a lot of us were expecting a whole lot from them. Now they're turning their backs on Second Life with outright disappointment. What happened?



Let's get back to the start. In early april an enormous buzz surrounded the anticipated immersion of Coca Cola. We'd all expected Coke to launch a cool island in Second Life, but they didn't. Led by marketing agency Crayon they've set up a small campaign on the Crayon island as an extention to Coca Cola's new marketing campaign, "Virtual Thirst". The buzz created in the days leading to this release was good. The actual immersion a bit disappointing to many residents and bloggers.



[image from Coffee with Crayon]



Yet Crayon seemed to be doing a good job. The "Coffee with Crayon" sessions showed commitment to the community, or engagement (one of the 5 essentials according to Information Week's Mitch Wagner). I think over the past months, since april 2007, respect grew for the way Crayon & Coke handled things. At least, I've seen pretty positives things in the blogosphere and we were curious to see where this was going.



[image by Cyn Peccable at Flickr]


However, Coca Cola has a reputation when it comes to marketing. It spends millions of dollars on brilliant television ads, most of which we can recall pretty well. I personally had expected them to create such an epic adventure in Second Life as well. But they didn't. And now they're disappointed.


The infamous Wired article "How Madison Avenue Is Wasting Millions on a Deserted Second Life" tells about Coke's adventures in Second Life and their disappointment in the number of visitors they drew inworld:



"Yet Donnelly decided to put money into Second Life anyway. He's no digital naïf: When he joined Coke last summer, the company was being ridiculed for its huffy response to a spate of Web videos showing the soda geysers that erupt when you drop Mentos into Diet Coke. Within weeks, Donnelly had Coke and Mentos sponsoring a contest on Google Video that's gotten more than 5.6 million views. But Second Life was different. 'Many places you go, there's still nobody there," he concedes. That's certainly the case with Coke's Virtual Thirst pavilion, where you can long linger without encountering another avatar. "But my job is to invest in things that have never been done before. So Second Life was an obvious decision.'"


Nick Wilson at Metaversed is also having second thoughts about his initial excitement on the Coke-strategy for Second Life, as he writes:



"What they didn't count on though, was the fact that Second Life isn't full of the same echo chamber web2.0 commentators that wave and cheer and throw their knickers at mere mention of user generated media. No, it's made up of ordinary folks interested in their own stuff -- their own shops, groups, businesses and friends. And when you realize that, is it any wonder that the figures cited by Joel Greenberg are less than stellar?"



These Greenberg figures are:



  • 300 blog posts about the contest

  • 33,000 links

  • 150+ photos in Flicker

  • 31,000 Youtube views with 160,000+ comments.


Tony Walsh from Clickable Culture writes:


"Here's what I think: Hardly anyone entered the Virtual Thirst contest, which is why Crayon kept asking for submissions, why Coke didn't mention how many entries the contest got, and why the official site now rots before us. If the contest did receive an impressive number of entries, where's the evidence on Flickr, YouTube, MySpace, or the official Virtual Thirst site? "


Furthermore, he remarks "And then... nothing. No mention of the fact that the contest judging was delayed by over a month. No major Virtual Thirst site updates, just an announcement of the winning entry two months after submissions were closed. At the time of this writing, the official Virtual Thirst site doesn't even acknowledge the winner."


Where does this all add up to? Has Coke failed to impress the way it usually does with marketing campaigns? And can we conclude that Second Life is a bad platform for marketing activities? The next quote (by Ordinal Malaprop) perhaps says it all:


"Would it be reasonable to put up a promotional video on YouTube that not many people wanted to watch, leave it there, see that it didn't get a lot of views and conclude that YouTube was a useless medium? Or, for that matter, to publish one issue of Wired and then complain that people stopped buying it after a while?"


This was said in response to Chris Anderson's The Long Tail: Why I gave up on Second Life, another of those examplary articles of old media not understanding the world we live in today.


It's not fair to say this blog by Chris Anderson is another examplary article. It's pretty much the same article. Chris Anderson writes for Wired and both the Long Tail and Madison Waste article are signs of personal frustration. They're only looking for the negative aspects in this story and don't leave room for (even small) success stories.


Donnelly said in public he thought this first entry into Second Life a success. We don't have all the data, Coke has. We don't know what their criteria for success were at the start. But if the client is happy, why say it's a flop?


This was also said (again) by Electric Sheep's Joel Greenberg:


"'Coke was in Second Life prior to us actually entering SL,' said Donnelly, referring to coke machines fans were making and putting in the world. Taking what the fans were doing to the next level, Crayon and Coke developed a contest to make a vending machine, with the idea that SL residents are thirsty for experience. Of course, avatars don’t have physical needs like eating and drinking, but by taking the brand value of coke and appropriately translating it into a virtual world, Crayon and Coke created an appropriate, successful campaign. To be clear, I’m not saying they were successful, Donnelly the client said the campaign was successful based upon the criteria they set for themselves."




Okay, one last quote, this time by from Second Effects blogger ArminasX Saiman:



"In such a small market, you must expect small returns until the economy grows. You cannot expect big things to happen. Consider an analogous situation: a big-city manufacturer shows up in 45,000 resident Smallville and spends $1M on a spanky new store. By the way, the big city manufacturer produces items that are not usable in Smallville. What do you think is going to happen?"

So did Coke blow the bubbles or didn't they?


Coca-Cola by nature is not a virtual brand. It's products (soft drinks) have absolutely no value in a virtual environment. Avatars don't need nutrition. This means Second Life, or any other virtual world, isn't suitable as a product selling platform. It has merits though when it comes to branding. Coca-Cola is a strong brand and is capable of creating a strong brand experience in tv-commercials. If they're capable of creating Christmas they must be able to create a Second Life experience as well.



More recent campaigns, such as the one above would certainly be strong material to create immersive shared experiences in Second Life. Personally I've never been enthusiastic about Coke's Virtual Thirst campaign, but reading the evidence I wouldn't call it a flop. I just hope they're getting involved in the Community and create Cocalicious experiences. Is it worth doing so in an environment with 'so few active users'? That will be up to Coke. As long as they take into consideration that:

  • We're just in the early days of Virtual Worlds and they will grow, no matter what frustrated journalists say.
  • The userbase (which might not be as large as many would have liked) in Second Life is a very active, downright creative and critical userbase. And if they can "make it there, they'll make it anywhere."

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Thursday, August 30, 2007

Holland SL

It's been a while since I blogged a new arrival from the Netherlands, but here it is. The latest addition is the New Holland island, so not to be mistaken with Our Virtual Holland.



The sim is brought to us by the official Tourism Board, and credits go to Aleister Kronos, who picked it up, shortly after he blogged the World of Tui in Second Life at the 3PointD blog.



The Second Life location is part of a new promotion campaign that was launched yesterday;



"NEW YORK, Aug. 29, 2007 (PRIME NEWSWIRE) -- The Netherlands Board Of Tourism & Conventions announces the launch of http://us.holland.com, a fully Web2.0 based site, as well as the official launch of the world's first National Tourism Board in Second Life, www.hollandsecondlife.com."



I'm a Dutchman, so I'd be proud we're finally first in something...

But wait. Wasn't Mexico's National Tourist Board first with the Chichén Itzá?



Anyway, the US.Holland website looks slick and here's the screener from the teleport spot.



The New Holland sim is shaped like a tulip and the flower holds a small canalstreet with typically 17th centurty Dutch warehouses. Main focus in this build is on the Dutch Masters, the

classic Dutch Artists.



First two images are of the van Gogh club, and the last two of the Dutch Masters' House with paintings of other painters.




The build is neatly done by Unreal Designs Emporium, but contracted by Brink Media. It's nothing too special though, this unfortunately is still just a sideshow... The real fireworks has to come from the website, which is pretty cool.





SLURL: http://slurl.com/secondlife/New%20Holland%20/92/164/29/


More images can be found here

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Wednesday, August 29, 2007

Put yer Trust in Second Life

There's tons of new goodies coming to Second Life. Windlight, Voice, Gambling Ban an now Age Verification. Okay, now I'm making friends....

Gambling Ban a good thing? Yes it is actually. Without it, there wouldn't be any Second Life left I think. In past issues of the Avastar and on many blogs there has been a row over Linden suddenly imposing a ban on gambling.

This ban saw an enormous dip in the SL economy, especially when it coincided with several banking scandals. It was unavoidable though as US law has very strict lines on gambling.


Anyway, these past hectic months may have been leading up to Linden Lab moving for Age Verification in Second Life in an attempt to steer the community into calmer waters.


"Trust is the foundation of any community. And one cornerstone of trust is identity. You’ve got to know something about the person you are dealing with before you can trust them. Knowing who to trust in an online environment presents unique challenges. Traditionally Second Life users have based their trust on relationships built over time, and often on some basic verification such as ‘Payment Info on File’," says Robin Linden.


Basically there are supposed to be two advantages:


"The IDV system aims to deliver two things. First, for Residents, it gives them the chance to independently verify certain aspects of their identity (their name, age, location and sex for instance) if they choose to. This will help establish trust by removing a layer of anonymity for those they interact with. It’s much easier to trust someone who puts their name behind their words and actions.


The second benefit of the IDV system is to help land owners and content publishers be sure that minors do not get access to inappropriate material. Again this is voluntary, but we wanted to provide the tools for estate owners to restrict access to content of a sexual or violent nature to those they are sure are over 18. They’ll do this by flagging the content as ‘Restricted’ which will only allow avatars verified as over 18 to access the land. Visitors to Restricted areas can also be reassured that all other visitors are over 18 as well."


I wholeheartedly agree to the second benefit, but the first one has me wondering. Where's the benefit in that? Here's the whole Identity Management discussion again. Where's privacy going in Web 2.0?

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Second Life ain't dead

Second Life ain't dead yet. Despite what most media in the Netherlands and Germany tell you. It's alive and kicking. That's what you can read in the Dutch e-zine Emerce today as it runs a story on Edwin Rijkaart's visit to the SLCC. Mr. Rijkaart is the proud owner of Virtual Amsterdam, which has been purchased recently from Stroker Serpentine after an earlier deal gone down the drain.


Here some translated tidbits from the Emerce article:


What's going down in Amsterdam?


"Since our putchase we've done various things. Some buildings have been relocated, especially those involved in erotic merchandise. We have also added several new buildings, like the virtual replica of the Amsterdam Stock Exchange (which figures, since Rijkaart also owns www.beurs.nl, a dutch stock site). We'd like to draw larger crowds in the near future to make the sim more attractive to shopowners. That's where the money has to come from."


How do you want to draw these crowds?


"We're going to connect the 2D and 3D internet, through our sites Beurs.nl and Buienradar (a site where you can see if it's raining by radar). Through the forums of these sites we want to give people an easy access to virtual Amsterdam. We're looking for an interface with which people can easily switch between the sites and the sim. Once a week we're going to organise Stock sessions in the virtual stock exchance and for visitors of Buienradar we're going to do a monthly meetup on climate chances."

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Tuesday, August 28, 2007

Designing the Future 1a

Last night I finally had time to slip into one of the Philips Design meetups. Due to scheduling issues I hadn't been able to attend before so I was glad I finally had the chance to meet up with the Philips Design Crew.


It was quite a session, over 2.5 hours of full-scale brainstorm on 3 topics, giving me over 14 pages of textlog to read back and condence. This will be a post in bits and pieces I think.


Don't predict the future, design it!


The sessions are titled "Designing the Future" and today's introduction was given by Centrasian Wise, one of Philips Design's inworld evangelists.


"We plan to have a series of interesting discussions with you and these discussions will be about …. the future! As we say in the panels at the top there, we don’t want to predict the future, we want to design it, or rather co-design it with people, with you.


In the next few months we will be holding a series of meetings here in SL to share our ideas and our work but also to learn what you think about them. The meeting today is an introduction to this new series."


Design Probes


Philips themselves have been thinking about the future themselves for some time now;


"Already for some years now Philips Design is carrying a design research program called Design Probes. It is an in-house future research program that explores what new lifestyles and people behaviors might emerge in the future and under 'future' we mean 2020 for these discussions. This program was set up to identify long term social changes and to anticipate changes in future lifestyles. It's far enough to already expect changes, but still foreseable.
So, we study new and emerging technology, socio-cultural trends and possible effects of political, economic and environmental changes.
Based on this knowledge, we then design a number of ‘probes’, or visionary concepts we call 'Probes'.
They reflect our understanding of potential futures, but also provoke and challenge existing assumptions. For example, our Design Probe Program wants to challenges the notion that our lives are automatically better because they are more digital.So, In the coming weeks we will present some of the results of this program."



Since Philips is a technology and digital gadgetting firm, that last remark shouts profit driven motivation. Or is there a more social spark driving the Probes?


"You'll have to see in the coming weeks whether it is technology-drive or people-driven :)."


Just like any good traditional sermon, this brainstorm session came in three topics:



  1. The future of self-expression
  2. The future of packaging
  3. The future of clothing


Where does it all lead to? Is Philips going into virtual clothing business in Second Life, or are we up to new and exciting adventures with self-thinking or self-guiding boots?






The Future of Self-Expression


After the the introduction the group split into three smaller groups for some severe brainstorming, almost good enough to call it a MindBlizzard. My little group saw Centrasian himself als moderator and also consisted of Ugotrade blogger Tara5 Oh and Implenia / EOLUS founder and thoughtleader Eolus McMillan and several other residents with backgrounds in Design and Technology as well. This made up for the producing end of the chain, it would have been good to see some from the receiving end (i.e. consumers) in there, so I went a little into skeptical mode.





The question at hand is how technology can augment our senses and the senses of those we communicate and interact with.


The discussion spiraled down to sensor technologies, or as Tara put it:


"I am particularly interested about how sensor/actuator networkscan enhance self expression in hyper connected eletronic environment s in new ways. By that I mean how can the kind of emotional bandwidth these kind of sensor technologies bring to communication be integrated into an immersive social networking environment like SL..... phew that is a bit long winded! But reall what are the interesting ways biometric sensors can be introduced into networked virtual environments?"


Now we don't have to get all creepy about Matrix-like plugins or neuropods from Tad William's Otherland series, or Neil Stephenson's Snowcrash visors. Here's some of the discussion:


[12:11] Tara5 Oh: but id i can't say it here where can I!
[12:11] Centrasian Wise: But would happen if we would add ‘sensing technology’ to our bodies?
[12:12] Centrasian Wise: Enhance it? Amplify?
[12:12] Una Gackt: I hope it would not be our body, but thinking things.
[12:12] Tara5 Oh: well I like the idea of the mutual enhancement of virtual and real environment through biometric sensors could be quite simple
[12:13] Tara5 Oh: like communicating the way you are feeling to a group on online friends
[12:13] Tara5 Oh: could be quite complex and move into the extreme life logging area
[12:13] Centrasian Wise: Like, to show your emotional state?
[12:13] Eolus McMillan: hehe to apply the expression in RL to your avatar in sL
[12:13] Tara5 Oh: yes!
[12:14] Tara5 Oh: and then combine that with some of the special communicative qualities of this eletronice environment


Well that's all folks for today. I'll have to find some time to put up the other two topics, which partly intertwine with the above discussion.

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Monday, August 27, 2007

Apple Inside?

Second Life is a place where looks matter, maybe even more so than it Real Life itself. Thousands of residents spend lots of money on looking good. Money is spent on clothes, housing and cars. Lifestyle icons are important to the general Second Lifer.

And when looks and lifestyle get more important than functionality and usability, Apple shouldn't be far away. And it isn't... is it?
Well, there's an applestore in the SL search. And it brings genuine Apple replica's for absolute rockbottom prices. gPhone L$ 50, gPod L$ 20 and gMac L$ 500. Note the "g" as it isn't an official Apple outlet, but a "Grape"

Which in my opinion is a missed chance. Is it worth going into Second Life? For a lot of companies probably not. But it would have been for Apple. Second Life is about lifestyle, but even more so, it's userbase is largely an applecrowd; Creatives, Bloggers, Designers and Geeks.

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Runescape upgrades Player Kit

Runescape, one of the more popular JAVA based MMORPG's is tweaking its userbase a little with a new Player Kit.


"The player kit update brings you a whole new selection of outfits and customisations for your character that you can choose from. If you have ever felt the need for a new set of clothes or a funky new hairstyle then you will be pleased to know that you can now visit Thessalia in Varrock and the Hairdresser in Falador to add that special touch to your appearance. Members can also visit Reinald in Keldagrim for a new selection of armguards!




At Thessalia's clothes shop, you will find a new range of styles for both men's and women's clothes, ranging from the highly tailored princely outfits down to the ragged clothing of the local peasantry. Visiting the Hairdresser in Falador, you will be able to sculpt your hair into fascinating new styles including braids, ponytails and more. If you are of the male persuasion, give yourself a fancy new beard or moustache style such as the 'Vizier' or even the 'Dali'! Reinald offers a range of designs for your wrists, in both silver and gold, so you can accessorise to go with your favourite clothes.




Most importantly, it can be a hard task to find the right clothing fashion and hairstyles to suit you, so for the first week Thessalia, Reinald and the Hairdresser will allow you to change your kit for free!"

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Guild Wars Eye of the North

I was a bit slow to pick this one up, but there's a new, cool looking expansion coming to Guild Wars. There's more good looking to this than the spicey dressed vikings that show on the covers. Adding a little spice seems to become the trademark of these games and no doubt it'll help sales more than listing the new features.

PRESS RELEASE:


Brighton, England, July 2nd, 2007—NCsoft® Europe and ArenaNet® announced that Guild Wars: Eye of the North™, the first ever expansion to the subscription-free Guild Wars® franchise of fantasy online role-playing games, will be released to the public on August 31, 2007. The Guild Wars: Eye of the North expansion will be available for an expected price of £24.99 / €34.99 from retailers in the United Kingdom and across Europe, as well as through the NCsoft store at PlayNC.com and in the Guild Wars in-game store.


Guild Wars: Eye of the North will continue the no subscription fee model pioneered by ArenaNet, and will provide new content accessible to players who own both the expansion and any one of the three previously released Guild Wars campaigns (Guild Wars, Factions™, or Nightfall™).


The Guild Wars franchise has sold more than 3.5 million units since the release of the original Guild Wars campaign, in 2005, making it one of the most popular online role-playing games of all time.


The story behind Guild Wars: Eye of the North follows up on events told in the original Guild Wars campaign, and is set in previously unexplored areas of the continent of Tyria. The expansion contains a host of new features that will appeal directly to veteran Guild Wars players, including 18 large, multi-level dungeons, 150 new skills across all ten Guild Wars professions, ten new Heroes, 40 new armor sets, and more items, weapons, and titles.




Additionally, through the innovative Hall of Monuments, Guild Wars: Eye of the North creates a path for players to carry the legacy of their characters into the upcoming Guild Wars 2. The Hall of Monuments will allow players to preserve their accomplishments and titles from Guild Wars, Factions, and Nightfall, which can then be claimed in Guild Wars 2.


“Guild Wars has one of the most committed and loyal player bases I’ve ever seen, and Guild Wars: Eye of the North is our way of delivering prized content to veteran players and creating a link to the future of Guild Wars,” said Jeff Strain, co-founder of ArenaNet.


For more information on the Guild Wars franchise, go to: http://www.eu.guildwars.com/. The award-winning Guild Wars campaigns can be purchased from retailers or downloaded from the PlayNC store at https://secure.plaync.com/cgi-bin/Store.pl?language=en-gb.

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Saturday, August 25, 2007

Daily paper screws SL advertisment

Dutch daily free newspaper Sp!ts blundered last week as it didn't pay much attention to where they put their advertisements. On the page below you see an advertisment from the Dutch Hotelplan company (the red part) reading: "Second Life? Rather go on a REAL holiday"

Nothing special sofar. It's not really a Second Life advertisment at all. However, timing and placement couldn't have been worse, as the rest of the page is filled with "Laatste applaus voor Jos," a tribute to one of the great showmasters of the Netherlands who passed away last week.

You can't blame Hotelplan for this error, and Sp!ts has made their apologies for this inconvenient situation.

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Phat's Vibe

Second Life is a rich environment for shared experiences. One of these experiences is listening to music and dancing together with your friends, enjoying the music and the vibe. No wonder there are tons of disco's and bars playing (live) music. What's the general SL taste?

Not the techno trance you'd expect, but the slowdance to classic songs like "over the rainbow" at Phat Cat's danceclub is the current favorite. The Phat Land sim stands firmly at the top of Tateru Nino's Headcount list with an estimated weekly average of 25.000 visitors!


But dancing isn't the only crowddrawer at Phatland. Aside from just being a place to dance, almost half the sim (island) is filled with shops and boutiques so everyone can find their perfect ballroom attire and dance in style. This is serving the crowd, providing the tools at the spot.




SLURL: http://slurl.com/secondlife/PhatLand/150/89/58

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Businessweek cracks business code for Second Life


In the past weeks the Second Life blogosphere (me included) has complained a lot about 'Old Media' being cranky on Second Life and not understanding it. There's one notable exception though, which is Business Week, where Mitch Wagner posted an excellent article, Five Rules For Bringing Your Real-Life Business Into Second Life, which probably sums it all up.



Mitch wrote:

"Second Life is one of the most controversial technologies to hit the Internet. Praised last year as a platform that would turn the net upside down, this year it's being dismissed as an overhyped fraud and a waste of time and money.



The truth is somewhere in between last year's hype and this year's backlash. Second Life is revolutionary, but the revolution will take a few years to play out. For now, the virtual world is rough around the edges, and at times very difficult to use.



Nonetheless, you can get a lot out of bringing your real life business into Second Life. You can use Second Life for effective marketing, building relationships with customers and partners, and creating business value."


Then there's his Five rules:

  1. Do Like Captain Picard Said: Engage
  2. Add Value To Second Life's Communities
  3. Don't Believe The Backlash
  4. Be Smart About Keeping Out Trouble-Makers
  5. Think Of Second Life As Beta Technology


This article was also the input for last thursday's Metaversed - Live session



"On this week's Metaversed Live, Metaversed.com's weekly business and technology talkshow hosted live in Second Life and on Talkshoe, Cisco Systems Christian Renaud, SLNN's Aliza Sherman and UgoTrade blogger Tish Shute join Metaversed Nick Wilson to talk about what the second wave of businesses coming into the virtual world are going to have to do to succeed, and hear how Cisco turned around their entire virtual worlds strategy based on hands on experience in Second Life. "









The podcast from the session is available here at Metaversed.

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25% of Global top 100 in SL

In June I wrote 30% of Dutch Top100 corporations in Virtual Worlds, listing the top Dutch companies in Second Life. Earlier this month though SLionheads' Timbo Urbanowicz did the math on the global top 100 companies.



Based upon the Top 100 Global Brands Scoreboard he checked to see which companies were in Second Life and concludes 20% of these Global brands have a presence in Second Life:

"Interbrand takes many ingredients into account when ranking the value of the
Best Global Brands. Even to qualifyfor the list, each brand must derive at least
a third of its earnings outside its home country, be recognizableoutside of its
base of customers, and have publicly available marketing and financial data. "


1. Coca Cola

2. Microsoft

3. IBM

6. Toyota

7. Intel

10. Mercedes-benz

13. BMW

18. Cisco

25. Sony

29. Nike

31. Dell

42. Philips

43. Siemens

44. Nintendo

52. MTV

62. Amazon

69. Adidas

76. Reuters

81. ING

98. Nissan




Missing on this list are apple (33), SAP (34), eBay (48), Accenture (50) and BP (84) though, so it's closer to 25%.



Some, like Coca Cola and SAP only hold a small spot in Second Life, others such as IBM have a multble island presence and others (like eBay and BP) are still under cosntruction.

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Thursday, August 23, 2007

Googlemap pinpoints locations in SL

Today I stumbled upon the Sunverse blog which happens to have a really nice gimmick up.
A google map with pinpointers to RL locations in Second Life.

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iPhone Bills come in a box

Over at iJustine the supersized American life gets another dimension. AT&T, the sole provider of iPhone stuff has a neat billing system - that comes in a box - so you can fill a whole new scrapbook putting together a month of iPhoning





Fortunately, AT&T is going to simplify it's billing. This will help save the rainforest!



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Wednesday, August 22, 2007

Hypecycle Management

It can't be missed. Second Life is getting a lot of bad press lately. I've commented on this, as well as other blogs that most old media and most companies don't really understand the world we live in, among which Gartner:



"Gartner analyst Steve Prentice made a pretty big blip on our radar when he predicted that 80% of internet users would have a virtual life by 2011 in April this year. He recently put a spanner in the works by warning companies away from Second Life. " (Metaversed)



When checking with the US content creators it's clear that US Based companies don't really get distracted by this news. Aimee Weber Studios, for instance, has a portfolio that's filled to max capacity. The Dutch buzz though is that several projects have come to a halt. Even finished builds remain closed for the moment.



Now the Dutch seem to have been in the grips of hypecycles for several years now, on a range of subjects. The nation is becoming governed by the whims of media. The point is that most companies don't really have a clue either to what they want from a virtual world like Second Life.



It still seems like many companies establish a presence in Second Life because everybody does so (that's no longer valid). It's like users: If you register for SL and have no idea what you want to do there, you're likely not to return. You're at a loss. Companies should have a goal in Second Life as well. Innovation, Exploration, Crowdsourcing, User Acceptance, Branding, Sponsoring whatever, just make up your mind and set some goals...



This would make entry independent of hypecycles. Draw your plan and act on it.

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Metaverse news august

Last week has been very busy with pressing Real Life projects, so I've not been following the news properly. Here's a round up of some interesting news from the virtual world blogoshphere:



Ambling in Second Life:


  • Brand Protection in Virtual Worlds

    The topic of branding should be close to the heart of any organisation setting up in a virtual world. In theory, this new environment should not pose any greater problem than existing communications channels, such as the web, TV or the printed word. However, there is one key difference between this and existing channels: it is an unknown.
  • Another Second Life Conference is Cancelled

    I have just received news that SLCC 2007 - Deutschland, due to be held from 21st to 23rd of September in Dusseldorf has been cancelled.

Virtual World News:

Metaversed:

  • 15 Things You Should Know About vSide, The New 3D Facebook

    The Grid Safari group got the grand tour of recently launched vSide today by Doppelganger founder Andrew Littlefield. We took a long look around the entire system, and learned a whole truckload of new tricks in what has to be one of the best looking 3D social environments, if not the best, I've been in. vSide is a beautiful space for teenagers to hang out, socialize and listen to music. As Littlefield puts it, if Second Life is Myspace, then vSide is Facebook.
  • Google Earth + Skype + Multiuser = Unype

    Created as a free project by Holoscape Inc. founder Murat Aktihanoglu, Unype allows multiple users to interact with the Google Earth API together and speak to one another through Skype. While there has been much speculation about Google's plans for future virtual worlds, Unype demonstrates how easy it might be to put something really interesting together. It's in a very early beta stage, but at a tiny 210K download it's definitely worth taking a few moments to look at. (Unfortunately, Windows only at the moment.)

3PointD:

  • Conduit Social Gaming World Gets $5.5m Round

    Susan Wu, who was instrumental in arranging the Virtual Goods Summit I moderated a panel at in June, emailed me some embargoed news earlier today, and though I begged and pleaded, she asked me wait until midnight to post it. However, I see that the news is already out there, so I have to apologize to Susan and jump the gun, if only slightly: The news is that Charles River Ventures, where Susan is a partner, has just co-led a $5.5 million Series A financing of Conduit Labs,
  • Metaverse Roadmap to Singapore

    The fifth annual State of Play conference on legal and social issues in virtual worlds is under way this week in Singapore. I had to cancel my trip out there, which is a shame, since SoP is consistently one of the most interesting gatherings of VW thinkers. Jerry Paffendorf is there, though, and reports that the chin-wagging is already gathering steam.

KZero:

  • Beastie Boys live in There

    Beastie Boys live in There. That’s live as in appearing in real-time as opposed to living in There, just in case you were wondering. As part of their recently agreed partnership, Capitol Music Group and There.com brought The Beastie Boys in-world on Monday night to hang-out with the residents. Other planned event sclude Korn, Yellowcard and Lily Allen.
  • HiPiHi announces global strategy

    HiPiHi announces global strategy. The Chinese 3D virtual world HiPiHi announced its global strategy on 20th August 2007 in Singapore,and has confirmed their strategic investors, including ngi group.


Ugotrade:

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2007 sees multibillion dollar investments in 3D environments

Triggered by the 3PointD article Conduit Social Gaming World Gets $5.5m Round on another capital venture investment in 3D initiatives I've made a quick survey of 2007 investment news on the aforementioned 3PointD blog and the Metaversed blog.

Just coming from these blog is 1.651 Million in investments in the year 2007 to date. Surely, they've missed out on many private investments, startups and corporate investments.


Reports on BBC, MTV and Disney investing in new startups and others virtual startups like Stagespace, Metaversum's Twinity, 3D City (ABKsoft), VastPark (Worlds Collide), Ogoglio, Sony's PS3 Home and Mattel's Barbieworld come without figures.


Awomo (a world of my own) is, said to be worth 1 billion euro according to Virgin Records mogul Sir Richard Branson.

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Thursday, August 16, 2007

Blog4Life

My professional network is growing with people who are 'professional' bloggers. In the Netherlands we don't see many full-time bloggers. We just don't see how it would work out. Sponsored blogging... that would jeopardise objective reporting. Doesn't it?



Just taking a look at 3pointD, sponsored by the Electric Sheep Company and SecondLife.nl sponsored by DNB Media are just two examples. Is it enough to go blogging full time? Are these blog subjective or objective when it comes to their sponsors presence?



Everyone needs some recognition. I must admit I'm pretty keen on keeping track of my Technorati ratings and blogs that link to this blog. I'm quite satisfied at the result I've made sofar: A Second Life blog, loosely focussing on the business side of life getting into the Technorati top 100K blogs within 4 months.



But what's it worth? I've put time into it. An awfull lot. Near 100 hours a month. So what's it worth? Now there's a tool by Technorati that values the MindBlizzard blog at 37K in USD.





My blog is worth $37,259.64.
How much is your blog worth?



But how valuable is this? It's said to be based upon proper research:



"Data from Technorati and inspired by research from Tristan Louis. "

But how valuable is this? Is it like American mortgage loans getting wrapped and traded by hedgefunds? What would you pay for a blog like this? Here's a contra-expertise:



I ran the test once more on a fresly set up blog with just one post:





Then what's Scobleizer worth, or 3 Point D? Robert Scoble is valued at $1,860,723.84 and Mark Wallace at $426,792.24.



The question remains. This is what research says. But how much would you like to pay? Are you offering me 37K US Dollars? I don't think so. Value of blogs is based on content and its value changes for every reader. Maybe this post has value for you, or maybe only my last post on Rezzable, or my series of posts on Banking in Second Life... Or maybe this blog means **** to you because you're only looking for sex in SL.



What's art? That's a similar question. The answer lies in the eye of the beholder. And still: Is a sponsored blog able to give unbiased reviews?

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Wednesday, August 15, 2007

TU Delft: Putting SL to use

Yesterday I was triggered by an article in the Dutch (print) Magazine "Computable" on the activities of the Dutch TU Delft (Delft University of Technology). There's actually 2 things that triggered me. First was the presence of the TU Delft itself, which I've noticed several months ago but couldn't get in yet, and secondly an advanced importscript for importing technical drawings into Second Life.


FLOATING CITY

[text and images from this TU-Delft webpage]

"The Floating City is a concept for sustainable, innovative urbanization in a densely occupied delta area. The concept was developed by Deltasync 04, a multidisciplinary team of master and doctoral students at Delft University of Technology. It was awarded first prize in the international Royal Haskoning Deltacompetition, which was held October 2006."





In the near future, visitors to the virtual world of Second Life may come across a floating city with a TU Delft logo.

Uses of Second Life are becoming more serious
Until recently, virtual worlds were associated with entertainment, but now the emphasis is shifting more and more towards serious uses. This is why Dr. Igor Mayer from the Faculty of Technique, Policy and Management thought it high time the University made an appearance in this virtual world. Dr Mayer is a research worker and also one of the leaders of the project on Second Life which, according to him, “is a wonderful arena for promoting designs and inventions that originate in Delft. You may soon be able to travel around the campus in the submarine Wasub, or go kite-flying with one of Professor Ockels’ energy-generating kites.”

Floating city becomes campus
At the moment, a team of researchers from TU Delft are developing two islands – as the units of land are called in Second Life jargon. One of the islands is going to be transformed into a revolutionary campus, surrounded by virtual water – something which has never been done before. The TU Delft’s floating campus is modelled on the floating city idea.

The other island will be called Next Generation Infrastructures. Once it is has been completed, researchers will be able to experiment there with new interactive communication techniques. This island has the same name as a national research programme in the Netherlands that is focussed on new knowledge infrastructures and in which TU Delft is taking part.
Second Life is sustainable

The Second Life version of TU Delft aims to give its students and employees the chance to see how the University’s objectives are being accomplished. The theme ‘sustainability’ is particularly suitable for this purpose.

SLURL: (not open yet)



Importing 3D structures in Second Life

The main point of the Computable article was on importing technical drawings into Second Life. The Second Life Research Group has created a Maya script (MEL) which can translate 3D models into a textfile which can be read by the Thraxis Epsilon "Offline Builder".

"In the virtual world of Second Life, objects can be constructed from so-called prims (cubes, cylinders etc). By means of tools known as ‘offline builders’, it is also possible to import components from CAD (computer-aided design) programs such as Autodesk Maya and 3DStudio. However, these tools cannot convert complex or exiting models. Bart Roeffen, one of the members of the TU Delft Second Life Working Group, has written an import function which does allow the conversion to take place. Using Maya, every technically drawn object, such as a building or a car, can now be transferred to Second Life.

TU Delft is applying this import routine to the many eye-catching prototypes made by researchers and students for Second Life. These prototypes can then be demonstrated and experienced. TU Delft will make the script available to the Second Life community as soon as the TU Delft islands are opened at the beginning of September. This allows others to be able to use the import routine so that it can be developed further in other countries. Until this happens, we want to develop and expand the script ourselves.

At the moment, we are working on import routines for other packages such as 3D-Max and AutoCAD. We are also investigating how textures can be imported. The behaviour of objects cannot be imported so they will have to be programmed in Second Life for the time being.

For more information about the script, please contact Bart Roeffen, b.roeffen [at] deltasync [dot] nl"

Importing textures and working around large objects are the biggest challenges the SLRG faces at this moment.

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Monday, August 13, 2007

Citroën Brasilian style

From the mediterranean to the Copocabana is just one TP. The Copocabana houses a positively Latin metropole and several Brasilian companies. Brasil is doing SL Brasil style as it doesn't wait for the official international companies to arrive in Second Life, but follow their own branding and marketing agendas.

For several months Fiat Brasil has been under construction - and it should open soon - and now Citroën Brasil takes a / the stand as well.

However, there's supposed t be an official Citroën island. I've not spotted it yet, but here's a YouTube screener:






SLURL:

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Thursday, August 09, 2007

Passion 4 Fashion

Don't worry, I won't start blogging Fashion in Second Life... There's a ton of good, bad and ugly blogs about fashion in Second Life.


..unless it has some RL impact of course. Summertime now, time for some mediterranean moods while I drink a nice chilled Sangria it's time to head back to Bershka for some snapshots of the finished build of this Spanish house of Fasion.






Next stop on the mediterranean tour is the rumours of Armani coming to SL, supposedly at this island. If it's true, they will have to compete with several 'impostors' as there are many Armani, Emporio and other related groups and shops in Second Life.
According to KZero this rumour seems to be part of a bigger strategy:
"The SL launch is being tied into a wider strategy to implement e-commerce solutions across the Armani brand range."










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EMI / Virgin and more Japanese Stuff

Al 'superscooper' Kronos and I have made several trips to the Asian parts of Second Life, as we both look forward to welcoming millions of new residents bringing new culture and business to Second Life.

A major new arrival is EMI music / Virgin music Japan which is a hovering platform with two piers filled with small booths where recommended artists are shown and a gallery in the main building.
More can be found on Al's blog in this post

SLURL: http://slurl.com/secondlife/Aoyama/128/128/0

Then there's my obsession with Suntory. I've visited this sim several times before and first recorded that it laid bare for two months, then saw some first designs appear, then something more and now something else completely.

It doesn't look corporate anymore, but it's certainly becoming a nice build

Just across the sim border there's Intelligence, and on the other side there's a tower branded Color Chips, a Japanese ISP. I'm not sure what these companies are all about, maybe our Japanese readers at Second Life Watch 2 or Metaverse Japan would be kind enough to comment...

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10 steps to a perfect SL corporate project

It could be said I’ve been around the block a few times with contracts. I’m currently working with 5 companies on 6 separate projects, all with their own unique problems, glitches, and issues.

It’s interesting to me to see how certain companies do business, how much paperwork varies between jobs, and how well management reacts to creative problems/logistics issues.

Off the top of my head, here’s my personal pet list of “The best project to work at evar”. This includes both sides of the equation, management and creatives (although, it should be said that I’m firmly a creative, so the list will probably tilt that way).

The Holy Grail of Corporate Projects should:

Involve the creatives very early on. One mistake I’ve seen lately is the tendency to let management handle “the talking stuff”, and then suddenly throw 4-5 creatives onto a project with a week deadline. The creatives have no attachment to the product, they have no input as to how to fix things, and generally the project shambles along, a soulless hulk of an idea. This puts strain on management as they struggle to explain to their clients why the build looks like crap, and this puts strain on the creatives because while they’re getting yelled at by management to fix the issues, the deadline is marching ever closer. Instead, invite the creatives to the concept meetings. Ask for their input every step of the way. If a project looks like it might have an issue, having the creative say “hey, this won’t work” 2 days in is better than saying it with 2 days left.

Assemble a mobile “team” of creatives. I’ve seen many times companies that toss disparate people together on random projects. On the upside, you get to work with a bunch of creative people. On the downside, everyone has their quirks, their weaknesses, their non-specialties. The solution, I think, would be to assemble small teams — a builder, a scripter, and a texture artist — to work as a single unit on projects. The builder handles the geometry, the scripter handles effects and scripts, and the texture artist paints a pretty picture on the geometry. Eventually artistic cohesiveness is achieved, meaning less work for the creatives, and a much better outcome for the clients.

Give them time to work on the project. This is key. I hate insane deadlines. This might sound like stock bitching, but seriously. 48 hours to build an entire sim? Fuck no. But it happens. 3 weeks to cram 10 highly detailed buildings into an urban area? You’ve got to be kidding. But it happens. Look, I know that your clients can be all “get this done yesterday”, but it’s management’s job to herd these ridiculous demands into a corner. There are some things that cannot be done quickly, especially when it comes to concepting and design. I’m not saying take 6 months just to get a concept, but get an idea from the creatives (by involving them in the process earlier, natch) and gently work from there. Shoehorning “creative solutions” into a short timetable is a recipe for a disaster, not only for overworked creatives, but the final product will look like shit. If your client says it should be done in a month, say two months. If MANAGEMENT thinks it should be done in a month, it’s two months. You hear that, guys? Double it.

Don’t lie about deadlines. Don’t send frantic emails that shout “this job needs to be done by tomorrow or we’re all dead! aaaahhhhhh” that send the creatives into a frenzy of half-baked ideas. Then, when the deadline comes, management is nowhere to be found. Ah, we find out later that it wasn’t really a deadline at all. Thanks for the info.

Keep the paperwork to a minimum. I won’t lie, I’m horrible with paperwork. I forget to pay bills, forget to sign NDAs, and mailing things goes right over my head. I’m working on it, though. But one of my big pet peeves is an endless mountain of paperwork. NDAs for every single project. Contractor agreements every time a check goes out. 40 pages of legalese. I’m a busy guy, I want to create stuff for your company, not spend a couple days poring over the mountain of dead trees you sent my way. Double bad points for insisting it be mailed AND emailed/faxed over.

Give time to polish. This part is epically important. Too often a project is considered “done” whent he original deadline hits. Wrong. That’s the time to move on to the next phase: polishing. This is when the creatives and management go over the sim experience, looking for bad texture alignment, poor effects, holes in the walls, and so on. This is critical. Punters won’t care that the sim was done with 3 days to spare. You didn’t spend the time polishing and making sure it looked great. As a result, your image suffers, and creatives get pissed because they know they didn’t have time to make it look good. This shouldn’t be a problem if given enough time (see above).

Keep management drama away from the creatives. If the CEO and CTO and COO and project managers are having a spat, it’s best to not let the creative guys know that the company is stalled and/or on fire. This hurts morale, and dragging creatives in to pick sides (like a ridiculous child custody battle) means bad blood all over. Management’s job is to insulate us “sensitive” creative types from the hustle, bustle, and toil and trouble at the main office or whatever.

Drop useless creatives. Sorry, it’s just business. If a creative type misses reasonable deadlines, or causes a shitstorm of drama every time they’re put on a project, it’s time to let them go. Dramabombs do nothing but hurt morale and ruin productivity.

Creatives can’t read minds. I know, sometimes the work creative types do is awe-inspiring (one look at Rez/Endira’s work for the Sheep is enough to make me weep and die a little inside), but we can’t do anything without sufficient information. Give us every possible scrap of information you have on the project. Give us source images akimbo. give us the backstory. Give us the company history. Tell me what their headquarters look like. Anything that would help the creatives get their job done, and tune into their client’s needs.

Cross promotionals. I’m surprised this doesn’t happen more often, actually. Got a build that has a parking lot? Do you have assets from a car company? Fill up the parking lot with cars from the company. Is your client Faboo Cola? Put your Faboo vending machines in Omnicorp’s office lobbies. Doing movie work for “Death Vengeance Rabbit Head 3?” Plaster movie posters on the car company’s build’s city billboards. This is called product synergy, and should be used as much as possible.

    That’s just off the top of my head. What else?

Tuesday, August 07, 2007

Rezzable Detox

From the makers of the Greenies Home comes a second immersive experience, the Toxic Gardens. Today I received a preview of the new sim produced by another team of excellent builders, among which Botany Black.




It won't be long until this new sim will be open for public, though it needs a little detoxing before it happens. I was killed on the spot several times by oozing tendrils, steaming locomotives and heavily mutated killer wasps;



"Toxic waters: The toxic waters, upon touching your skin, begin to cause a numbness that covers your entire body. As it spreads, you find it hard to stay upright, and eventually fall to the ground, and then into sleep..."



SLURL: http://slurl.com/secondlife/Toxic%20Garden%20Rezzable/128/241/24

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Saturday, August 04, 2007

Pinguin Gibson Stephenson and Metarati

Somehow I've written and deleted the first line of this article about 10 times in the last hour.


What I had in mind was a short blog on William Gibson, acknowledged metarati and author of (a.o.) Neuromancer.


No Maps for these terrirory


Alas, sometimes even visionairs are ruled by their publishers, and so it seemed on this feat. A few weeks ago there was a screener of a documentary called No Maps for These Territori, which is a 90 minute film about Gibson, and is praised as the Documentary of the Year by the LA Times. This was a good and glitchless performance so a 'reading' wouldn't be too hard.

So August 2nd would have been the day to meet one of the cyberpunk and metaverse metarati on a heavily piblicized official Pinguin public reading, but I missed out due to the spectacular (official) opening of the Greenies.

However, through several friends I heard I hadn't missed out on much, as the event was far from smooth. Metaverse Territories reports (and also kindly provides the image above on the No Map Screener):

"...but marketing ploys like Penguin’s organized, very publicized reading by William Gibson is another case altogether. Events like this must go smoothly in order for the world to become a credible place for business AND art, fun AND work. First of all, for SL users who came, it is as much an investment of their time and energy, which for me, was a wasted one (started late, the feed didn’t work until 10 minutes into his reading, didn’t know where to go, never actually saw the avatar etc. etc…). "

According to Gibson's blog he himself was left with a peculiar feeling as well. This should be amended!

Pinguin Presence

Being present in the metaverse these days requires a presence with a mission, or a message. It is going from pages to places in a quest for immersive and shared experience. Pinguin's line of thought isn't a bad one, when it comes to public readings. It just needs work and a fullscale programme (and maybe a few other things).

However, their speck of virtual land doesn't hold much that will draw crowds:

Second Life is an excellent platform to experiment. Even for publishers. A few months ago I wrote some thoughts on that in a post on the Amsterdam Public Library;

"In this new metaversality it would be a challenge for libraries (and publishers for that matter) to explore new formats that would draw back readers to good books.

Neil Stephenson, one of the metarati, is most famous for his novel "Snowcrash" in which the concept of the Metaverse is explored, but another excellent work is called "The Diamond Age" in which the future of reading and publishing is explored."

Here's another thought. Perhaps it would work for Pinguin to setup a giant ancient bookprinting press, have their books (f)lying about like old press letters and create an experience about books.

... just a thought, not a guaranteed success.

The Cyberpunk Metarati

Earlier this week I blogged on the Infocalypse project, a decorum for cyberpunk stories, of which Nexus Prime is one. I didn't check my numbers and linked it to the sim Nexus. Wrong! It should have been Gibson of course. Reading the firts part of the blog entry, it sounds pretty obvious why a cyberpunk-sim is named Gibson. When I first got there (sometime 2006) there ironically was placed a Neil Stephensons' Snowcrash promotion by Pinguin books. Now it's gone though, and replaced with a neat Gibson Spook City promo.

However, since the reading left Gibson with a peculiar feeling, there should be another change for the metarati to explore and experience the metaverse in all its richness and creativeness. I'm not sure who will take up the glove, but here's a proposal.

Geek Meet Challenge

What I'd like to see is Gibson and Stephenson to get a guided tour of the Cyberpunk cities, thrown in with some new Kowloon and steampunk Caledon to see the world they've envisaged and then settle down for a good panel discussion on the metaverse at the weekly Metaversed (and Dr. Dobbs and Information week) Geek Meets.

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I can has cameras and stuff

I believe I can fly - or I can has camera's?

Yesterday was a quiet day at the office and we had some nice talks on Second Life. There was quite a fun discussion going on about building our Sogeti presence in Second Life.

At some point in the discussion we were al making fun of staircases and escalators in Second Life. "Who needs escalators... you can fly man." One of my colleagues thought himself to be a great, well-metaversed, explorer and never walks in Second Life, only flies. However, our good friend Damanios Thetan once said: "you fly? I never fly. I move my camera..."

Just a small example of how we all have to adjust to the metaverse.

I can has good ranking

Earlier today I took a peek at Technorati to see if their were any new links to the Mindblizzard blog. Bummer. No new fans. Looking at the rating I'd say there must be something strange going on...



Mindblizzard blog rank 1? That's an error. Or do I misinterpret? World no 1. blog surely is I CAN HAS CHEESEBURGER.

Teva Shoes logo

Last week we bought new shoes for my daughter (nearly 3 years old). They were sandals of the Teva brand. Nothing special, nothing fancy, but just good quality of a fairly well known brand. It wasn't until yesterday I noticed their logo... Looks familiar, dunnit?

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Friday, August 03, 2007

Geek Meet - the Celeb Edition?

Another Geekmeet Friday with a show packed with Second Life goodies went down at Dr. Dobbs island again. Tonight's lineup:


  • MSo Lambert and Sensual Casanove from Synthetic speaking on the Subscribe-O-Matic.
  • Navillus Batra, aka Jacob Sullivan of i3D demonstrating the brand new LSL unit testing tech that Linden Lab commisioned his company to build.
  • Felix Wakmann and Diva Canto of the SLBrowser giving a demo of the new 2.0 version.

Since this was a first (full) voice edition, it was a bloggersnightmare, but a great show once more.

The Subscribe-O-Matic is basically tying to work about a couple of problems business owners face when trying to use groups to stay in touch with their customers, or potential customers. It is a networked system of devices that sellers can use in their shops, which customers can simply touch to "subscribe" to their Subscribe-O-Matic list


The best way to say something on the Unit Testing done by i3D is by giving a quote from Metaversed:



"Scriptors will be able to plug individual units of code into the system and stress test and debug with verbose reporting. They'll even be able to track individual functions performance within different units, helping to narrow down bug hunts, and tune performance of complex apps. "



read full piece here




The final stand was made by Felix Wakmann on the SL Browser, which is to some extend a mash-up of the Metamart hud and the Electric Sheep Search Engine.




Perhaps due to the talks on i3D's testing unit the Geekmeet turned out to almost being a celeb-edition with several Linden employees attending and also Aimee Weber was sighted.



Aric Linden, Linden Labs' QA has enjoyed working with i3D pretty much:



"We've really enjoyed working with them and we're very excited to be able to collaborate with folks. We hope to be doing more of it in the future."



Aimee has told me a few weeks ago that she was too busy to keep up with stuff, but has been meaning to come to one of these events for some time now. This time she finally found some time to squeeze it in her busy schedule.


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Intergalactic News update

Time for another blogosphere-update of the metaverse. Some nice newsbits passed by last week. So here's another hails from the VERSE

KZero reports:

Secondlife Blogo gives a nice addition to the metaversemap with an overview on VW's 4 Kids:


They also report on the article from the New York Times saying that Club Pinguin has been sold for 350 Million USD, with another 350 Million to follow after certain requirements are met.

Nick Wilson over at Metaversed reports:

  • Multiverse v1.0 Released!
    The long wait is finally over. After years of planning, volumes of hype, and the input of thousands of beta developers, Multiverse has finally released v1.0 of its platform. The Multiverse Platform is "a comprehensive software solution that gives development teams the technology, tools and assets to create virtual worlds for almost any purpose, including games and business tools." Basically, you can make worlds with it...
  • The XTR 3D Human Machine Interface
    A company called Extreme Reality (XTR) announced last week the creation of XTR 3D Human Machine Interface, an advanced motion tracking software designed to work with a regular commercially available webcam. Head and arm movements would be tracked automatically, and no more complicated equipment is needed other than a relatively blank wall behind the user. It even detects when the user reaches forward, toward the camera...

3PointD reports:

Last but not least the Belgian Second Life Crew reports that where Linden Lab bought Windward Mark to boost graphics, they're outdone by MindArk, producers of the Entropia Universe who incorporated the CryEngine2.

Here's the Mindark press release:

"Entropia Universe, the safest virtual world utilizing a real cash economy, has signed a license agreement to use the stunning high-tech game engine CryENGINE 2®, from German developer Crytek, creators of “Far Cry®” and upcoming “Crysis®.” This will make Entropia Universe the closest-to-reality looking massively multiplayer online game ever seen. The transition to an Entropia Universe platform built around this new technology is expected to be finished by mid-2008, and will be available to all Entropia Universe partners. Creator MindArk PE AB’s CEO Jan Welter Timkrans explains, “The upgrade of Entropia Universe will be built around the spectacular features supplied by CryENGINE 2®, offering a complete and immersive experience to Entropia participants. It will create synergies between the proven and safe Real Cash Economy backbone, the Entropia storyline with colonists fighting to establish a new world, and the very life-like visuals supplied from CryENGINE 2®.” He continues, “When we saw what the engine was capable of, we immediately understood that it would be perfect for Entropia, as both MindArk and Crytek are pioneers in their respective fields.”


Avni Yerli, Crytek’s Managing Director says, “We are thrilled to have been chosen by such a well regarded and successful industry leader as MindArk to be their future engine provider for Entropia Universe. We think the combination of our CryENGINE 2® technology and their extremely popular virtual playground will result in a new kind of rich and immersive experience that has not been possible until now. It will also expose a wide new audience to the stunningly realistic graphics, environmental physics and believable animations which are made possible by the award winning CryENGINE 2® together with some of the most recent advances in PC hardware and operating systems.”"


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Thursday, August 02, 2007

Glory to the Builders

My previous blogpost, Day of the Greenies ,was the of the official opening of the Greenies Home in Second Life, but not the apotheosis, the masterpiece of this build. A small crowd gathered since Rezzable's founder Right as Rain Rimbaud had niceley build up expectations in the past weeks. Right as Rain Rimbaud:
"we have a new piece from Light Waves. We all cried like little babies when we saw it first time: It is unique in metaverse."
And truly , this 30 prim sculptie is of exceptional quality. Look at the level of detail and shadow. Inside this oversized build the statue doesn't look all that big, but trust me, it's supersized.

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Day of the Greenies

ay is not the day of the Triffids, but the day of the Greenies. The invasion has begun! Even in their prelaunch state the Greenies have drawn huge crowds:



"Then there's "Greenies", from a small British development company called Rezzable, which plans to use it for retail and events. But where SL sites for large corporations like Dell, Sun, and Reebok attract but a few hundred visitors, Greenies is, with little official promotion, already bringing in several thousand visits per week," according to James Wagner Au at New World Notes earlier this week.



Prelaunch views

To make final preps for the official launch the sim has been closed since July 29. I was lucky enough to get a special invite for the preview and this is the real deal. Rezzable has done a great job creating expectations and now it all has to come together. So let's see what the little green men are up to...

Okay, the keyword again is explore, and TOUCH.



The abduction has begun...

It's time to have a peak at the mothersip, grand place of Greenie Merchandise. You've got to do some work though to find the teleports. Nothing in Greenie-land is an easy grab.


Glory to the Builders...

After some hovering I had time to have a good chat with Pavig Lok, one of the builders and Right as Rain Rimbaud, the Rezzable initiator to go to the bottom of the Light Waves story that runs on the Second Life Herald. Turns out to be the Herald can see the prim, but not the build once more and will need to re-research their story.


On Rezzable

The Greenies Home is the first project by Rezzable, which was founded in 2007 in order to create exciting new entertainment areas in Second Life. The company believes that as the number of residents in the virtual world continues spectacular growth, there will be massive demand for high-quality content and engaging activities.

SLURL: http://slurl.com/secondlife/Greenies%20Home%20Rezzable/141/16/22

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Wednesday, August 01, 2007

Mindblizzard now top 100K

Thanks to all readers and commenters the MindBlizzard blog now entered the Technorati top 100.000. Quite a good job I think, considering I started out barely 3 months ago.


Next objective is 50K :)

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