Tuesday, October 28, 2008

Oriental Dispatch: Nurien, MiniLife, Kloseup, Zeb

I can't read Korean, but did find many interesting services in Korea.

Nurien
Nurien uses CryEngine (you may know Entropia and BlueMars use it) and offers a superreal virtual world. (See video below!). Members have their own profile page, enjoy chatting and games like a quiz show or a dance compettion.

Nurien plans to launch in China, Hong Kong this year. and do a USA release next year.


Mini Life
Cyworld, Korea's leading Social Networking Service which has 22 million members(!) in Korea, has launched a new 3D world called Mini Life in June.


Kloseup
kloseup is a online machinima making service. Select scenes, animations, and create movies. Adding that, you can upload google sketchup files.



ZEB
I don't have much information about ZEB. I tried to visit the website again, but no response. The service is continuing?

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Sunday, October 26, 2008

Court Ruling in the RuneScape Case (2)

I thought I was pretty fluent in English, and my Dutch beyond question as I'm a native speaker. However, when digging into the actual court ruling in the RuneScape case as a follow up to the brief summary I posted last week, I had a lot of trouble understanding the contents in Dutch, not being legally educated and at times had even more trouble finding a suitable translation.

I did give it a try though, as the Google translation of the original document, which now circulates various blogs does not make sense at times. As it is a very lengthy document I've left out a number of things, these are:

  • Proof Recital
  • Evidence Recital
  • Proof Declaration
  • Quantification
  • Verdict Motivation

If so desired, I'll take a shot on those as well.

Court Ruling

COURT LEEUWARDEN

Criminal Division
Prosecutor number 17/676123-07 VEV

Verdict of the full court for the treatment of the case of the declarant against the accused dated October 21, 2008

[suspect],
born on [birth date] 1992 [birthplace],
residing at [address suspect]

The court has paid notice to the investigation presented at the hearing held on October 7, 2008. The suspect appeared, assisted by RA Schütz, lawyer in Leeuwarden.

Criminal Charge

A photocopy, certified by the Registrar, of the subpoena is attached to this ruling from which the content of the charge should be considered in this ruling. Clerical errors in the verdict will be corrected in reading. These errors will not hurt the suspects' interests.

Prosecutor's Claim

The prosecutor has argued at the hearing

  1. Conviction for the primary charge
  2. Assignment of Civil Service for the duration of 180 hours or 90 days youth detention alternatively as well as conditional youth detention for four weeks with a probationary period of two years;

Consideration regarding the request of the counsel to the hearing of witnesses.

The counsel called for the case to be held at the hearing, as provided for in Article 328 in conjunction with Article 315 of the Code of Criminal Procedure as it has become a necessity that the principal, the co-defendant and the interrogators of the suspects will be heard as witnesses. The court quotes the argumentation by the counsel.

Client strongly denies the alleged conduct. He claims not to have used any violence and has not seen the co-defendent use violence as appeared on the charges. The violence and threats comitted by the [suspect] as the declarant claims does not correspond with the profile of [suspect] obtained from the report of the Council for Child Protection.. It is inconceivable that someone like [suspect] , as we have got to know him through various recommendations, would conduct such violent behavior all of a sudden. According to [suspect] the declarant has erroneously connected the acts the [co-defendant] allegedly comitted with those of [suspect] . Possibly the declarant was confused by the acts of [co-defendant] in such a way that the criminal charge may give a wrong interpretation of the facts. The file clearly shows the declarant was quite upset. The fact that [co-defendant] also incriminated [suspect] , can be explained from the fact that [co-defendant] hoped to get a better deal if he would lay off part of the charges with [suspect] according to [suspect] .

[suspect] states that he has denied all involvement at the police in a first interrogation, but when the police made clear they did not believe him and told him he would possibly have to stay much longer at the police office, he acknowledged the accusations. The charge does not reflect this first denial of [suspect] .

Concluding from the previous arguments [suspect] thinks it is necessary that the declarant, [co-defendant] and interrogators will be heard to find the truth. The declarant and [co-defendant] to review the accuracy of the charge and interrogation concerning the incriminating facts to [suspect]; the interrogators to verify if [suspect] indeed was in denial at first and whether [suspect] has spontaneously told the story as it appears in the charge or if parts in the interrogation report or the charge have been adopted from the declaration of [co-defendant] which [suspect] may have acknowlegded.

Since due to a typographical error in the address on the letters which I sent to [suspect] these letters were returned to sender (in a late stage) and did not reach [suspect] , this case could not be discussed with him before friday september 26, 2008, being 10 days prior to this hearing which was the reason for not calling for the aforementioned withnesses 10 days prior to the hearing.

The court is considering as follows. In short, the counsel has argued the reliability of the charge and statements in his request. According to the judgement of this court this request is insufficiently substantiated according to legal standards and the documents and the argumentation at the hearing, also considering ther argumentation of the suspect , no indication has risen to further hear these persons as witnesses.

The constituent 'good' as provided for in Article 310 of the Penal Code

The Public Prosecutor has, in short, argued in court that the virtual amulet and the virtual mask are goods which fall under the constituent 'good' as provided for in Article 310 of the Penal code, whereas the counsel has argued the opposite during the hearing.

The court is considering as follows. In this case we have to deal with virtual goods, namely a virtual amulet and a virtual mask from the online game "RuneScape". The following is known ex officio to the court about "RuneScape". "RuneScape is one of the larger online games and especially popular among the youth. Millions of players, socalled online gamers, from all over the world play the game "RuneScape". "RuneScape is set in a virtual world in which the players can participate with their carachters. Players may fullfill assignments ( 'quests'), fight other players and deploy other activities. To this end players can procure 'items' such as a mask or amulet. The items each have a value. This value is expressed in this game in 'coins', fluctiating on the basis of supply and demand of these items.With those 'coins' a player can train skills. The more 'coins' a player posesses, the stronger he is in the game "RuneScape".

Declarant, suspect and co-defendant each had an account, which gave access to playing "RuneScape" and were also active players of this game. Declarant had in his posesssion a virtual amulet and a virtual mask.

Article 310 of the Penal Code aims to protect the property of citizens In answering the question whether or not virtual goods are 'goods' in the meaning of that article, this aim has to be taken into consideration. There are a number of criteria that must be met for these virtual goods to considered 'goods' in the meaning of this article.


First of all, it is important if a good has value to the posessor. This value does not need to be expressed in money. In today's society, the virtual goods from the online computer game "RuneScape" have become of significance. To large numbers of online players these goods have value. The more virtual goods a player has, the stronger he is in the game.Moreover, the virtual goods are bought and sold with money, e.g. through the internet or schoolyard. From this case it also shows that the mask and amulet had value to both the declarand and the suspect and co-defendant.

Of interest is that a 'good' need not be material. It has been determined by case law that non-material goods, such as electricity and giro transfers, are labelled 'goods' as well in a criminal sense. The virtual amulet and the virtual mask as considered in the case at hand are not material goods, albeith they are noticable. Regarding case law this is no prohibition to declare these as 'goods' under the meaning of Article 310 of the Penal Code.

Furthermore, jurisprudence shows it is an important feature of a 'good' in a criminal sense that the taker receives control over the goods in theft and the victim loses actual control of these goods. The posession of a good must be transferrable from one to another. When speaking of posession in a criminal sense, it means having actual power. Case law has previously determined the foregoing is not applicable in case of a PIN number, computer data and phone call minutes in a subscription bundle. In this case the virtual goods, namely a virtual amulet and a virtual mask, were in posession of the declarant. Only he had actual control over these goods. The posession of virtual goods can be transferred, e.g. by moving these goods from one account to another.

In the case at hand these goods have transferred, namely from the actual control of the declarant to that of suspect and co-defendant. Suspect and co-defendant have transferred the goods from the account of the declarant to the account of the suspect. In this act the declarant has lost actual control over these goods and suspect and co-defendant have obtained actual control over these goods.

As the virtual amulet and virtual mask as defined in the case at hand meet the aforementioned criteria, the court is of the opinion that these virtual goods are to be included in the concept of 'goods' as provided for in Artcile 310 of the Penal Code and belonged to the declarant.


Application of laws

The court has taken into consideration articles 77a, 77g (old), 77i, 77m (old), 77n, 77x (old), 77y (old), 77z (old), 310 and 312 of the Penal Code.

THE VERDICT OF THE COURT

Denies the request of counsel to hear further witnesses

Declares the primary charge proven, qunatifyable and punishable

Convicts suspect in this case to

Civil Service consisting of 160 hours of unpaid labor. Labor has to be done within a 12 months.

Orders, in case the convict does not carry out his civil service in good manner, alternative youth detention will be applied for the length of 80 days.

Youth detention for four weeks.

Determines this youth detention wil not be executed, unless the judge may rule otherwise in a later stadium, based on a probation period, which hereby is set at two years, if convict has commited a fellony.

Decalres not proven which is charged to suspect more or other than the proven and dismisses charges against suspect.

This verdict is ruled by mr. BJ de Jong, president, mr. MJ Dijkstra and mr. A. de Jong, judges, assisted by mr. G. Sannes, Registrar, and pronounced at the public hearing in this court on October 21, 2008.

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Thursday, October 23, 2008

Crowns of Power

I ran into quote a number of new (or rather new) online games this week and must admit my bandwidth has been tested a number of times yesterday in downloading several clients. Of the dozens of trials I ran, there's one particular game I’d like to highlight: Crowns of Power by Rampid Interactive.

When I first read this title, my mind wandered of to some of the great games of the past, such as Lords of the Realm, a great medieval strategy game. That would mean it would fit past weeks ranting on virtual history perfectly, but it turned out Crowns of Power isn’t a historic online game, but a fantasy game.

The tease was good enough though to give this game a shot. With all the fantasy games coming online day after day you might start to wonder if they’re serving us out of the box games but Crowns of Power has gone through a thorough development cycle. Early 2008 they finally went into public beta which closed august 2008.

8/17/2008 - Beta Has Officially Ended.

After a long successful open beta test, we are packaging the game for its first live release. Thank you to everyone who participated and helped out in Beta. As a reminder, all beta characters have been wiped. We will be awarding special prizes to active beta testers at the start of the live game. Check back soon for news on when we go live with our first real game world, Synge

We look forward to seeing you in game!

You probably don’t have to tell anyone what world of warcraft is about, but new arrivals on the scene need a good introduction, a narrative that captures your imagination and takes you along on the journey into the roleplay the game offers. Crowns of Power has an extensive introduction story that gets you on the road.

You wake up on a forest floor, naked and cold with very few possessions, if any. You are uncertain how long you were asleep. In fact, you aren’t certain who you are, where you came from or of anything for that matter.

Time passes. You’re cold and think that your safety might be jeopardized if you remain where you are. So you start to walk. It doesn’t take long before you find a group of humans, like yourself. You are relieved. You beg them to tell you what has occurred. Where are you? Who are you? Why are you without possessions?

They urge you not to worry. You are in a state that everyone experienced at what they call… Restoration. The memory loss, the uncertainty, everything is normal. You start to calm, thankful for companionship during this strange state of mind.

Then you meet the storyteller who introduces you to the world of the game. This world is ruled by magic, which is divided into 5 colors or classes of mana/magic - green (nature), red (fire), blue (mind), white (healing, protection), black (death).

Totally off topic, I’d say we could use some standardisation here too. Part of the classes make me think of elemental magic, like in the books of David Farland (The Runelords), and part of it makes me think of another legendary game; Heroes of Might and Magic (keep taps on this one as they’r working on an online version too).
The storyteller introduces you to the world, which is called Arder.

“To answer your question, you are on a planet called Arder, a planet fortunate enough to be located in the absolute center of the universe,” he begins. “Because of this centrality, Arder is a place of infinite power, where magic is commonplace and extremely potent. You see, the entirety of the universe is divided into five regions. Each region is the creation of one of five Gods, and ruled by this specific God. The names of the Gods and their particular powers, I will come to in time. Because Arder is located in the exact center of everything, all five of the God’s have an affinity for our planet.

Although Arden is also reminiscent of David Farland’s Runelord series in which the world is called Arden, it also sparks memories of Roger Zelazny’s epic “Amber” series in which Amber is the one true world, and has thousands of spin offs.

Getting into the game it takes a while to discover the unique selling points of this MMORPG but one that stands out is the community feel of the game. In most games, the community sense comes from being in a guild but albeit Crowns of Power also offers Guilds, it is somewhat more subtle.

In Crowns of Power, players will have the power to govern themselves in a volatile world where PvP (Player vs Player) combat can be engaged in nearly everywhere you go. With smaller world populations, there will be a sense of community unlike any other game on the market. Players will earn their reputation and role on the server, and be held accountable for their actions. Death will come with a steeper price, and make people think twice before committing acts against the community. As guilds develop, they'll be able to display their power by obtaining Guild Halls that they must maintain and protect, adding another social and contested element to the game.

That’s how it’s described in the “getting started”. As guilds develop isn’t a USP, the thing which attracts me is the smaller world populations. This is also emphasized by the description of the game objectives (also in the FAQ section);

The objective of the game is to evolve your character through adventures and quests while obtaining rare and unique items, spells and powers. As you progress, your role in the social and community aspect of the game could take on important roles as people elect fellow players into positions of power. Diplomacy, public relations, and mutual interests of the community will play a huge part in the players experience in Crowns of Power, and provide other means of entertainment that go beyond killing computer controlled monsters and raid encounters. Guilds will also be able to strive towards and obtain guild halls where their guild can meet, train, and even store arsenals in times of war. Guild halls will be able to be attacked and contested by rivaling guilds.

This is the type of gameplay that brings back memories of Swirve’s Utopia online which I’ve played quite addictively for several years being an alliance diplomat, Battlefield General and King,. Rather than bashing computized beasts it is about interaction, diplomacy and tactics.
If you’re in to fantasy along with a good sense of human interaction I’d invite you to give this one a try.

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Wednesday, October 22, 2008

Oriental Dispatch: Splume, Meet-Me, Vizimo

In this second post in the Oriental Dispatch series, I'll introduce some more Japanese 3D virtual worlds.

Splume

Splume is a 3D virtual world which has some interesting features.

  1. Splume is based on VRML. If you have some experience of making VRML, you can create your own rooms easily.
  2. Splume is offering Widget. You can put your 3D world to your blog or website.
  3. Splume is offering not only 3D virtual worlds but also SNS. You know, it's not easy to find interesting peolple in 3D virtual world. SNS is a good way to solve this kind of problem.



Meet-me

Meet-me is a virtual world offering a replica of Tokyo. Users can edit their avatars, move around virtual Tokyo, enjoy chatting and get coins by playing games. It's possible to exchange coins to "Amazon Gift Ticket" which can be used at Amazon.co.jp.

TOYOTA, a giant car maker, has a place called METAPOLIS in Meet-me. It has been promoting their cars. Recently younger generations in Japan seem to loose interest in cars. TOYOTA wants to attract youths by promotions in Meet-me.




Vizimo

At Vizimo, you can easily create 3D games such as Maze, a fishing game or 3D hockey. One of Vizimo's advatages is supporting physics.


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Tuesday, October 21, 2008

Court Ruling in Runescape Case


Last week I blogged a little newsbite from the Netherlands, where the case of theft of virtual goods was laid before the court in Leeuwarden, the Netherlands. As expected, the court has reached a virdict and has sentenced two boys to conditional detention and civil services because of the virtual theft from the game Runescape.

On September 6 last year the boys from Leeuwarden, at the time both 14 years old, forced a thirteen-year-old victim to hand over virtual goods, a mask and an amulet, and to transfer the items to their account. The thirteen year old had collected a large amount of credits with which artifacts could be purchased. The boys forced him to a house and there he was kicked and threatened with a knife, until he transferred the goods and credits..

Community Service

The lawyers argued during the meeting that virtual goods do not really exist, and transferring it does not conflict with the rules of the game, but the court thought otherwise. The court charged one boy with 160 hours community service and 1 month of conditional youth detention, where the second received a sentence of 200 hours of community service and two months probation. a month conditional jeugddetentie, the other 200 hours of labor and two months conditional detention. The prosecution had demanded 180 hours of service and 1 month detention with a 2 year probation.

Important precedent

Christiaan Alberdingk Thijm of SOLV Lawyers considers it an important ruling. He had been convinced that virtual theft should be punishable prior to the lawsuit. "It is a confirmation of standards which we find perfectly normal in the physical world, but still had no legal framework in the virtual world . Of course the use of physical violence played an important part in the ruling, as well as the fact that both boys showed no repentance. " Alberdingk Thijm expects the verdict will have a broad impact. In the past it has already been determined that electricity is a good, but not software. Virtual furniture are now in any case under the definition of a good, hence can be prosecuted under normal civil law and also concepts like fencing, computer misuse and destruction may be applied to virtual worlds or games.


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Monday, October 20, 2008

Best Buy Bailout

Last week I blogged the closure of the popular Second Life magazine "The Avastar," which in its heydays was a good source of information when it came to providing info on new companies entering Second Life. Currently they're running a review on the top stories of 2008, but I'd like to pick out a small article on a company in Second Life which they ran back in august and which I totally missed.

STAFF MEMBER SLAMS BEST BUY

Geek Squad Island closes
By: Jaager Himmel

GEEK Squad Island, which has helped thousands of residents with technical computer help, has been forced shut down by its RL owner, says one disappointed staff member. The island is set to close on September 7 after owners Best Buy continually refused permission for it to be properly promoted, according to the source who wishes to remain anonymous.

He told The AvaStar that he had been encouraging Best Buy to let him hold events such as computer training classes and technology seminars to boost traffic flow but was rebuffed at every attempt. He continued to try to promote the island by hosting events without telling Best Buy, and by working with other tech companies in SL.

Corporate ignorance

Best Buy ordered him to stop all further events, and hand over all contacts he had made with other companies. The anonymous staff member said: "It's a failure of corporate vision on the part of Best Buy." He added that, like many other firms in 2007, "they jumped into SL without any forethought". He cited a lack of basic understanding of how things work in SL as the main reason Best Buy has failed in its virtual venture: "Corporate ignorance of the ways of the grid lead to another untimely death of an island."

The question is, did I really miss it? Probably not. Still I'd like to put it up for sake of completeness as I've been trying to track all real life companies immersing in Second Life in the past year and a half.

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Virtual History

Last week I wrote a lengthy blogpost on IBM's virtual Forbidden city and wondered:

"The first time I walked the city and marvelled at its detail, I thought back to my days at Ancient Sites and wondered how it would be to walk from this city, to say ancient Rome or Athens, to have multiple sites like these exist. "

Fortunately I'm not the only one to think that Virtual Worlds can play an enormous role in our educational system in terms of recreating our cultural heritage. Today I came across Joe Rigby's blog, MellaniuM where he explores how virtual environments can aid in this way. There's a number of blogposts on his site I'd like to point out. Especially in regard to quoting myself above, here's part of a blogpost titled Archaeological Serendipity:

"Just imagine wandering at your leisure through a recreation of Athens or Rome at the height of their power and influence. At MellaniuM our very "raison d'etre" could be distilled as the creation, nay, I should say the actual resurrection at a virtual realistic level of the achaeological remnants of these glorious civilisations. Indeed there are vast assets of 3D models in databanks of acedemic institutions around the world which have been used to provide vistas and fly-through movies of the plethora of cities which flourished in the core of ancient civilizations from Mesopotamia to Egypt and from Athens to Rome. These models can now be used to their full potential to create a vast interactive space available for hundreds of participants from all over the World. What an experience it would be to be immersed with your friends in walking around these cities? To explore the art and decorations of some sumptuous villa in Pompeii or walk through the Parthenon as it was on the first day it was completed by Pericles in 435BC.

It has been stated that it will be another 5 years before this feat of virtual representation can be accomplished"

Read full blogpost here. A second post I'd like to point out is the most recent entry to the MellanniuM blog, titled Industrial Archaeology.

"Could you imagine that MellaniuM virtual realistic environments would ever connect industrial cultural heritage and a massive intrusion of granite under the South-West tip of England?

Well MellaniuM will be participating in the VAST 2008 workshop "Serious Games and Cultural Heritage”. As an example of virtual engineering we have recently finalised the replica of a famous old steam locomotive 0-6-0 “Jinty” 47279 designed originally in the early 20th century and still running at the Keighley & Worth Valley Railway."

Read the full blogpost here.

Now, you might start to wonder if there's an end to my interest, but this is once again a great hobby of mine. Actually, while writing this, I even start wondering how it is possible to find time enough to actually get some work done. Truth is, I like railroads, and especially the early railroads. In real life we just bought a new house which finally has enough room on the attic again to set up a new railroad and in the past months I've done some research on the great first years of Railroads in England and Scotland. As I'm also a Wiskey lover I'd been working on a railroad plan along the Great North of Scotland railroads, with its numerous branches like the Banff - Strathisla railway which provides narrative and scenery for the model railroad I'm designing, but now I'm ranting.

Anyway, in the real world we may visit historic sites, but many of these treasures have been lost, buildings as well as classic trains due to wars, reconstructions or just by rusting away in some trainyard. I'm sure virtual environments can work miracles in education in many ways. One option, like for example Joe's recreation of the Jinty in Second Life is just to provide an image of things lost to real life, but another approach is to exactly recreate the engine, make it larger so you can walk through and use it in a course to explain the history of engineering. This is also a thing we could do with historic structures. In medieval buildings there are various solutions in preventing the roofs to collapse. They didn't have steel or concrete beams strong enough to hold up the roof, so they had to use tricks. In a virtual environment with a proper physics engine you can demonstrate what happens if you take out a keystone for instance, something which you wouldn't do with a real life monument, just to demonstrate your teachings ;).

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Saturday, October 18, 2008

Coco Deep bridging the gap between web and virtual environments

On september 23rd I attended the 3rd Eduverse symposium in Amsterdam. To me, there was one presentation that lead the show, which was the presentation by Joaquin Alvarado, CEO of San Francisco based Coco Studios, who presented their upcoming 3D environment.

In my opinion this one by far is the most exciting new startup to dig into the Virtual World industry by far, and absolutely one to watch. Over the past weeks I've had some communication with Alvarado about their first product, named Coco Deep, which he kindly asked me to keep private until they were ready for live beta. Right now, they're moving stuff towards production servers to get ready for that kick off.

Since they're not live yet, I'd leave out the details for now, but what I do like to show you is their presentation from the Eduverse symposium.




Coco Deep is not a full virtual world, but rather a 3D environment, a room in with just one dominating element: a wall. Coco Deep is more than just another brick in the wall though, its strength lies in the fact that it's a split screen application. The upper half is your 3D wall, the lower half is your pc and the web. In a Minority Report kind of way you can drag documents, feeds or 3D models from the web or your PC onto your 3D wall, which you can share with others.

The first implementation of the CocoDeep environment has been done in a large educational system and integrated with Sakai, a free and open source Courseware Management System. It features a set of software tools designed to help instructors, researchers and students collaborate online in support of their work--whether it be course instruction, research or general project collaboration.

More to come soon.

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Historic Worlds - Monastery of Dordrecht

Yesterday I blogged (again) about the beaty of IBM's virtual Forbidden City from a historic and educational point of view, rather than it being technologically advanced. Today, I'd like to take you on a tour to a different historic setting: The Monastery of Dordrecht.

The Monastery of Dordrecht is not a fullgrown virtual world or a game, rather a simulation of one of the key locations in Dutch history.

The Kingdom of the Netherlands started in 1572 in Dordrecht. This historical fact formed the basis for an exposition in late 2007. The city archives organisation, DiEP, inivted Paladin Studios to create an interactive 3D visualisation of the so called ‘Court of Dordrecht’. The goal was to recreate the old monastery at the site, of which the only remains are some of the foundations, and show the changes of the site over the centuries. The result is an interactive visualization which provides historical insight and the experience of “being there” in the late Middle Ages.

The Monastery of Dordrecht has been developed by a Dutch game company, Paladin Studios. Its managing director Dylan Nagel has a backround in Archeology and it shows in the level of detail of this simulation.

Monastery of Dordrecht by Paladin Studios

Wireframe rendering of the Monastery


The final simulation has excellent graphics and wonderfull lighting, small wonder that it ended up as Quest 3D's Award winner in the 2008 competition.

The application starts with a short intro with singing monks in the background. When the intro is finished the user can navigate trough the monastery and its courtyard with a single click navigation system. The lighting creates subtle accents of sunlight and shadow. The 'gimmick' in this presentation is that the user can travel through time by using buttons that pop up at the bottom of the screen. When the user clicks in the time line the scene changes to different situations in time.

As I said, it's a simulation, not a world. You can't walk through this with an avatar, which is a pity, although it's rather easy to navigate.

Another feature is the bird's eye view that allows the user to have several overhead perspectives of the building. In stead of using the mouse to drag the perspective it uses a fixed camera path which is easily controlled using two buttons on the left and right side of the screen. Without a doubt this presentation would work very well with a touch screen interface, even for users that have little experience with navigating in a 3D environment.

The polished look and feel, the excellent use of lighting and surprisingly simple user interface made the jury decide to make this presentation this year's best entry.


When looking at the graphics, the Monastery of Dordrecht is a winner as a simulation. The next step I would love Paladin Studios to take is to make it a multiuser environment so we for instance could reenact the Dutch declaration of independence (1572) or the synod of Dordrecht (1618/1619), which once again makes you wonder about standards in 3D environments and interoperability. When I'm teaching history, I'd like to take my pupils along with me to the Forbidden City as well as the Monastery of Dordrecht without having to register again and create new avatars.

Quotes and images from the Paladin Studios Portfolio and Quest 3D 2008 Award website.

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Sun Inc Second Life Browser Viewer (Beta)

Another Japanese company which has comitted itself to virtual worlds is Sun Inc. They have released a first second life viewer for mobilephone since the end of 2007 (which is similar to vollee) and one for PC in June this year. You know, there are some second life viewers on web browser(Ajax Life is a famous one), but with this vieuwer you can log in to second life with streaming images.

Unfortunately, this java-based viewer is written in Japanese, so let me introduce. At first, visit the website and click the yellow button to launch the viewer.

Put your first name, last name, password into fields then click the button next to the fields(buttons are "login", "clear" from left). At this time, the viewer only supports HTTP connection. So I recommend you to use your ALT account for your security.

After logging in, you can find text field to chat and "say" button next to the field. 4 buttons below are "Close","Map","Search" and "Logout". Use the cursor key to move around, page up key to fly. You can't control your camera position.

OK? So let me teleport to rezzable. Click "search" button and put "rezzable" into field. Then double clicking on "Greenies Home Rezzable" from the result will let you go to the SIM.

Right/left click is enabled. This means that you can touch objects, show the pie menu and show edit dialog. Touching key "i" will let you show your inventory.

It's amazing that you can use second life with real time rendering within a webbrowser if you only have low spec PC.

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Friday, October 17, 2008

The Forbidden City - an ancient site

The Forbidden City

Today I strolled around the virtual Forbidden City once more to drink in some of the ancient Chinese history, thinking of great tales of Marco Polo, the Silk Routes or the terracotta army. I must admit, I'm a sucker for history.

Speaking of which, here's a short history of the Forbidden City, which launched october 10th and to which I already devoted two blogposts:

Exactly one week later, the number of registered users has grown to 128.101 users, which I think is great. This isn't exactly a social world but more like a dedicated virtual environment. Dedicated to one single real life space that spins a thousand tales. Over at the Eightbar blog, IBM's Metaverse evangelist Ian Hughes finally blogged the Forbidden City today in a blogpost in which he gave us a little insight into the history of this build.

John (Tovla) was exploring options for the project that rolled on from his previous one of Eternal Egypt. John specializes in running large innovative projects that use the web for more philanthropic reasons as part of what is called corporate community relations.

So there we were in SL, I had my personal shiny new island Hursley and he and his team were looking at how they might represent the forbidden city in the growing world of the virtual, non game metaverse. So I loaned the team the island, and a massively detailed chinese build started to form in the sky over the next few weeks whilst they procured their own official island. [read full article here]

What I do like to point out is that once again, it clearly names Second Life as the catalyst, the testing grounds for dedicated virtual environments. The other thing that excited me was the mention of Eternal Egypt.

I'd hoped this would be yet another virtual endeavor, which unfortunately it wasn't. It's a great resource website on the ancient Egyptian culture. This however does bring me to my next point.

The first time I walked the city and marvelled at its detail, I thought back to my days at Ancient Sites and wondered how it would be to walk from this city, to say ancient Rome or Athens, to have multiple sites like these exist. Given the current meme one would start talking interoperability right away, but I'd like to turn the other way for now.

Ancient Sites

The Ancient Worlds community started in the early 90's I think , under the name Ancient Sites, as a bulltetin board based community which initially focussed on history, but later developed into a widespread community with a lot of roleplay as well. Initially it was split up into 4 cities, Rome, Athens, Babylon and Thebes if I recall correctly and was later expanded with Machiu Piccu and the Ancient Celts. It grew in the early 90's to about 120K users, which historically speaking in pre-web2.0 times was pretty good. In the late 90's it went bankrupt, but started up again shortly after 2000 under the name Ancient Worlds but in 2005 returned to its former url: http://www.ancientsites.com/. In this second evolution of the community it was no longer strictly focussed on cities but more regionally. It was also extended with the Orient (hence the Forbidden City association) and the early German tribes. It never rekindled this old spark though, and now holds about 35K members.

Inside Ancient Sites I created my first internet handle, Johannes Nestor. It had about the same user format as Second Life has, predefined last names and free first names. These last names were familynames from well known historic people and families from these ancient cities. My initial interest in this site was history. At the time I was writing my senior thesis, titled "The Alternate Word - A comparison between Fantasy Literature, Mythology and Religion" and was looking for resources on various myths, both ancient Roman and Greek as well as Scandinavian and Etruskan. Through the bulletin board system I could easily find the tales I needed and came into contact with experts from around the world to find out more on these topics (who ever said the social web is a post 9/11 thing?)

I got caught up in Roleplay pretty soon though and one of the roleplays I got into was the recreation of the Byzantine Empire in which I tried to set up an economic system which earned me an estate on the isle of Naxos, made me a Patriarch and finally earned me the title of GrandMaster of the Knights Templar.

The plot thickened and we were up for war. So I created my second handle, Uriah Atrahasis, a Hetite named after Bathsheba's husband Uriah, which became one of the leading generals in the Byzantine army. We 'blogged' our travels to Syracuse and waged war on the Moors. It was a sport to do this as historically accurate as possible. So everything was checked against Sun Tzu's Art of War (which wasn't untill much later and on a different continent, but that made me win the wars), I dug up every scrap of information I could about old Roman galleys and other seavessels of that time, got into smithying, Phoenician and Hetite cultures, etc just to get the facts straight. In my roleplaying days at Ancient Sites I learned more about history and culture than I ever learned in school.

My third handle on Ancient Sites was Finn Folcwalding. In the initial plans for the extention of the ancient sites with the Germanic Tribes the creators focussed on the Goths and other tribes like Blatand (Blue-Tooth), Meroving, Habsburg and Scylding I urged them to included the Frysians as they were one of the strongest tribes fighting the Romans. Hence, the Folcwalding family was born. Not that it's a typical Frysian name, but Finn Folcwalding appears in (e.g.) Beowolf as one of the Frysian Kings.

From about the day I signed on to Ancient Sites I've had the believe that this had the potential to change our Educational system in the way which students could globally interact, learn languages, geography, history, art and you name it. Shortly after it's revival I worked shortly with the creators of the site to see if we could find a more 'immersive' way to set up the site and we experimented with flash based maps of the ancient cities. Unfortunately this wasn't sponsored by IBM, as is the Forbidden City, and had to make do with limited funds and knowledge so we never got that makeover work out.

The Eduverse Foundation

A couple of years later, i.e. present day, I still see potential behind this site in order to change education. Last year I encountered a recreation of Ancient Rome in Second Life, and again I wondered how this would work out at Ancient Sites. A short proposal didn't work out, the crowd there isn't into VW's much, but in the end it was one of the reasons I got involved with the startup of the Eduverse Foundation, which tries to chart the educational benefits of virtual worlds for educational purposes.

No doubt you'll find all sorts of arguments of why not to do this. Within the Eduverse Foundation itself I've had a number of discussions on this topic. Quite a number of Metaverse Evangelists are of the opinion that recreating Real Life things in a virtual environment is a bad thing, and shos a lack of understanding 3D-ness. I partly agree, but cannot deny its power to explain present and past as well.

In this regard I'd also like to point out the "Otherland" series by Tad Williams. When speaking of the Metaverse we always name Neil Stephenson and William Gibson, but I think Tad Williams should be mentioned in the same breath as it comes to visionaries on the Metaverse. In the Otherland series he describes a virtual world which has two aspects:

  1. A digital city, sort of a mainland area where people spend their time socializing and shopping, somewhat alike Stephenson's "The Street" from Snowcrash
  2. A vast realm of simulators, like Second Life Islands, which are connected through a river. Each of these simulators has its own theme. These themes range from scifi to fantasy.

A number of simulators described in the Otherland series are historical sims. We find ancient Egypt and Troy for instance. I would recommend reading this series to get an idea of what could be created in Networked Virtual Environments and what this could do to aid education.

Image from the upcoming Otherland Game

Concluding I'd say: IBM, please go on. Not from an innovative point of view, but from a historical point of view I'd like to see more environments like the Forbidden Citycoming

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Thursday, October 16, 2008

Oriental Dispatch: ai sp@ce, iA, ARis

Konnichiwa(hello!). I picked up some interesting services in Japan.


ai sp@ce


Dwango, a game developer for mobilephones, has launched http://aisp.jp/ this week. "ai sp@ce" is a virtual world. It's kinda lobby for game lovers. You can't create buidings or clothings in this world, but create game-scenarios and can sell them. Quite interesting.



iA


Sega, a famous videogame developer, is testing an avatar service called "iA(Internet Adventure)".


It's similar to weblin or RocketOn, but at iA, avatars appears on your desktop(like wallpaper). When you change URL of your web-broser, the place in iA will change automatically. I mean each URL has its own place.


iA is still in closed beta.



ARis


Last one is not a virtual-world-thing. But I guess many readers will have an interest in it.


"ARis" is kind of a virtual pet using Augumented Reality. A small girl appears on PC via web camera. You can poke her with sticks or give clothes.


Its price is 9800 yen(US$9.8 US$98.00). A little bit expensive?




UPDATE: Sorry, i made a mistake at the price of ARis. Thanks to shiela-san for letting me know that.

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Quantum of Solace in Twinity

Just when I was about to switch off my pc and go to bed, an email came in which I'd like to share. It's a mailing by Twinity on a promotional action for the latest James Bond movie. Go check it out at Twinity.


Click Image for large version

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Wednesday, October 15, 2008

Avastar cancelled due to success ?

Yesterday the Avastar, one of the leading newsmagazines for the Second Life community said Goodbye World.

VIRTUAL MISSION ACCOMPLISHED

The AvaStar says goodbye

By: Regis Braathens & Leider Stepanov

Dear AvaStar Readers,

It was nearly two years ago that The AvaStar broke new ground in world media by publishing a tabloid newspaper wholly dedicated to the virtual world of Second Life.
The PDF-based newspaper was launched in December 2006 as an experiment in user-generated content and online communities, and was aimed at finding out more about virtual worlds.

Virtual mission

Thousands of residents and readers made the paper their own by helping The AvaStar bring the best stories and the hottest trends to SLers. In doing so, The AvaStar gained a readership of tens of thousands of readers from around the globe, who helped to establish it as the number one tabloid newspaper in metaverse.

The AvaStar has now completed its virtual mission – and would like to thank all its readers for their contribution and support. The experience has been both fascinating and rewarding for The AvaStar and its parent company BILD.de, which will continue to track the development of Second Life and other virtual worlds. With the websites The-AvaStar.com and AvaStar.de soon to go offline, this week we will be taking a look back at some of the best stories and photos that made the pages of The AvaStar over the last 22 months.

Best regards
Regis Braathens and Leider Stepanov and the whole AvaStar team.

I don't get it. It's been a succesfull paper, written by passionate people, or was it driven by a traditional newspaper? Yes, the force behind the AvaStar has been the German Bild.de, but written by passionate people, people with love for the Metaverse and the community on Second Life. Now the parent company pulls the plug. Why? Because it wasn't making a profit?

I mean, mission succesfull. What does that mean? In these days when traditionally printed papers and magazines drop in copies day by day, having to be creative to find means to survive and break even, the AvaStar has quickly found a wide community of readers. They have done what none of the Bild titles have done in Real Life. The rewards is the plug is pulled and the ship is sunk.

How about letting it live on? Crowdsource it, let the residents continue, whatever, but I don't dig a story that says: We'll stop because we've been successful. I must admit, the AvaStar has never been of top quality in depth journalism, but on the whole it was a good read to see what was going on in the community. It has been my primary source of intel on new business builds in Second Life for more than a year.

What's your opinion of the AvaStar and it's saying goodbye?

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Will Dutch Court prosecute virtual theft?

Dutch prosecutors have demanded 180 hours of community service and conditional youth detention with a 2 year probation in case of theft of virtual goods in Runescape. This is the first time a Dutch Judge will have to say something on the value of virtual goods.

The suspects, two boys aged 14 and 15 alledgedly forced a 13 year old to transfer virtual items to their account in september 2007. Aside from physical abuse, the main issue in this case will be to judge wether or not virtual items can be considered goods which can be stolen and this can be considered a crime. If these goods have value to the owner, and he can no longer use them, then by traditional law this is judged theft. We'll have to see if this classifies in the same way.

It's not the first time a Virtual World makes it to Dutch court, last year a Dutchmen was apprehended for stealing furniture from Habbo hotel worth 4.000 Euro. By hacking accounts the Dutchmen could transfer these objects. Because Habbo Credits were bought with real money, the man was charged with hacking and theft. Uptill now, no conviction followed though.

The judge is expected to make a ruling in the Runescape case next week.

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Large Hadron Collider does create Black Hole

Earlier this week I ran into a highly succesfull build, of which I blogged the real life counterpart a number of times. What I'm talking about is the Large Hadron Collider, the multimillion dollar project that has about every scientist going crazy at CERN, Switzerland. A group of performance artists recreated the LHC in Second Life and got it to work before the real thing actually launched.

The Virtual LHC was created by Second Front, with special credits to Man Michinaga for this specific story and build, which was primarily done for the GOGbot Steampunk Festival in Enschede, Netherlands.

Yesterday I had an extensive talk with Man Michinage to find out more on the build and the work theyre doing at Second Front.

The install was for the international RL media fest Gogbot (gogbot.nl) and the theme was steampunk. Therefore we had to come up with something, and the hadron collider was a current event. We work in context of the situation we are asked to perform in.

One cannot compare the works of Second Front to a normal theatre group of actors who perform their works over and over again. Every performance is a unique event and requires a unique setting.

None of our work lasts in SL, usually no more than a couple days and we usually only do performances once. This is very unusual. Most of our work is documented in print, video and painting, along with blog for RL audience. Also we create so much stuff we woudl need a lot of sim space.

Let's have a look at this particular build and the performance.

Fau Ferdinand created the first part of it, the torus and the landscape given that this woudl be a very bare stage from which we woudl create the story. I thought of Jules Verne, Goeorge Pal's The Time Machine, and I am currrently reading the Difference engine by Gison and Sterling. The script was improvisation, out of my head

The story as it played out was the actual activation of the Large Hadron Collider to find out about the origins of the Universe, the Metaverse in this case.

Its real life counterpart in Switzerland has been powered down for an unknown period due to some technical problems. This one actually passed the tests and ready to let some particle beams collide. Find out about the creation of the Universe or the existence of the Higgs particle.

Critics in the real world fear experimenting with the higgs-particle may be a bad idea, as it may create a black hole. Well, the test proves they're right.

About Second Front

Second Front was originally formed as a seven member group of artists from Canada, the US, UK and Italy who create performance based work in Second Life and other realities.is the pioneering performance art group in the online avatar-based VR world, Second Life. Founded in 2006, Second Front quickly grew to its current 8 member troupe that includes Lizsolo Mathilde, Man Michinaga, Bibbe Oh, Fau Ferdinand), Great Escape, Gazira Babeli and Tran Spire.

Taking their influences from numerous sources, including Dada, Fluxus, Futurist Syntesi, the Situationist International and contemporary performance artists like Laurie Anderson and Guillermo Gomez-Pena, Second Front creates theatres of the absurd that challenge notions of virtual embodiment, online performance and the formation of virtual narrative. Created in 2006, they have already performed extensively, including in Vancouver, Chicago, New York, and has been featured in publications including SLate, Eikon, Realtime Arts (Australia), and the popular The Avastar magazine.

Most of the artists have real life experience in Performance Acting, but as a group they work primarily in Second Life, although they've done performances in other worlds.

We are primarily on SL, although we have used Opensim and World of Warcraft. I think the difference is whether we're installation artists, SL artists or conceptual artists who use SL. We love the SL community, but we're contemporary artists before SL.

What is so special about the Second Life community, how does it differ from the World of Warcraft community as an audience?

Different aims. Pretty basic, SL isn't so much a gaming community - it's much less homogenous. You have everyone from the evangelized to the casueal user whereas in Wow, everyone is there to play in the WoW universe.

Our Real Life audience is much more specific. Then we're really talking to the contemporary/performance art crowd. The SL crowd, many have no idea who Marina Abramovic or Guillermo Gomez-Pena is.

Me neither, so to exit this blogpost, a quick defintion of Performance Art.

Performance art is art in which the actions of an individual or a group at a particular place and in a particular time constitute the work. It can happen anywhere, at any time, or for any length of time. Performance art can be any situation that involves four basic elements: time, space, the performer's body and a relationship between performer and audience. It is opposed to painting or sculpture, for example, where an object constitutes the work. Of course the lines are often blurred. For instance, the work of Survival Research Laboratories is considered by most to be "performance art", yet the performers are actually machines.

Read the Original Snapshot Story at the Second Front Blog, or view other performances at YouTube

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Fire up that blog - Social Spark

Last week, the ReadWriteWeb, wrote an article titled "How Much Do Top Tier Bloggers and Social Media Consultants Get Paid? We Asked Them!" which probably is an interesting question to many bloggers out there.
Are you one of those that think they're making fortunes with their sponsored blogs, and would you like to do the same? Well, here's what ReadWriteWeb came up with:

Most people who are paid to blog are paid per post. What kinds of rates are our respondents seeing? The low end of the scale was $10 per post for very short posts. Almost everyone else said they were paid $25 per post. One person said they were paid $80 per post! One respondent said they were paid $200 per item of long-form writing; bloggers often do other kinds of writing as well.

Paid blogging is usually parttime stuff. Yes, people like Robert Scoble or the founders of big blogs like Download Squad and Engadget probably make a lot more. The question is, can you get paid to blog?
Well, actually, that's pretty easy these days if you sign up at Social Spark. Social Spark is a social network with two types of accounts: bloggers and advertisers. Start profiling yourself and your blog, add tags and start meeting the sponsors and advertisers.
On the homepage you see the latest sponsorship offers, featured blogs, cobloggers and the hottest blogs in the system. There are basically three types of rewards you can get at the marketplace at Social Spark: Sponsored posts where advertisers pay an amount for a reasonable blogpost with enough references, Sitewide sponsoring, just put up some ads on your site and finally, there's Affiliate sponsoring, which in my opinion goes somewhat into dark territory.
Once you put up your blog, you (or potential sponsors) can find a number of statistics about your blog, such as visits, real rank and alexa rank as well as demographics.

Okay, I signed up and there were actually a number of sponsored posts which I would be interested in doing but, alas, the MindBlizzard blog cannot participate as it has several guest authors. One of their criteria is that you and you alone own and create the blog. So much for this sponsorship deal as I value the input of my guestwriters more than making a few bucks on posts.

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Tuesday, October 14, 2008

Connect - Again?

It's been around for a while, but somehow it hasn't reached critical mass yet in Europe. It was not untill yesterday that I noticed Yahoo had a nice new app out on the web: oneConnect. It was launched as early as februar this year.

Yahoo has upped the ante in its campaign to rule the mobile Web.

On Tuesday, the company announced at the GSMA Mobile World Congress here OneConnect, a new tool that allows mobile phone users to aggregate their social-networking updates and messaging in one spot on their phones. The service integrates directly with a phone user's address book and allows people to share status updates and messages from a variety of messaging and social-networking platforms. This means it can provide status updates from Facebook or MySpace.com as well as provide access to e-mail and archived instant-messaging chats. [Read full article here at CNet]



Okay, here we go again. Time for yet another tribal migration, another MeToo social networking app where we can leave our personal data up for grabs. Right now every new web 2.0 app is about converging streams, plugging things into something else, creating more of the same data stream, to pretty much the same people. Why is this different than say Facebook, or Plaxo?

Let's have a look at some of the features.

There is a distinct difference. oneConnect does connect. It doesn't require building a new profile like Facebook, LinkedIn and Facebook. It simply leverages my existing social networks in their current states which saves me going through the hassle of importing contacts and extensive profiling once more.

oneConnect services the usual stuff, converging contacts and lifestreams from multiple sources, but also adds some new features into the mix.

This is what I consider oneConnect's biggest advantage over the existing competition, it allows you to post across different platforms. Better yet, it let's you select which platform you want to push your content to. And although we often use these platforms for specific purposes, often we'd like to update our status to all of our networks, or just to announce a new blogpost without starting up Pownce, Twitter and Jaiku.

Another new one (to my knowledge) in the social space is the integration with Instant Messaging applications making oneConnect one of the most versatile communication platforms out there at the moment.

Now does this all make oneConnect the next killer app for the web? Not yet. It isn't stable yet, it's buggy and has performance issues. It doesn't support enough feeds or services yet and you're pretty limited in the amount of contacts you can add.

Aside from the number of feeds and sources to leverage, there are a few other things that are still lacking to get the next revolution going. We still need some innovation to make the next level of social networking. Yes, oneConnect has some nice extra features over other lifestream aggregators and social portals but it isn't enough to herald a new massive tribal migration on the web just yet.

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Monday, October 13, 2008

Coke's Back with Nestea

An interesting story about the return of Coca Cola in Second Life. Through Reuters.

SECOND LIFE, Sept 30 (Reuters) - Will the marketing of real world brands in Second Life find a second life?

Maybe. Nestea, a Coca-Cola brand, announced today it’s sponsoring Second Life’s “Junkyard Blues” venue.

Neither Nestea nor Junkyard Blues’ owners were available for immediate comment. But a visit to Junkyard Blues shows a “Sponsored by Nestea” banner over the main stage. Don’t try clicking on the banner though — it’s non-interactive.

The sponsorship, while modest, represents an affirmation of Second Life as a continued destination for real-world companies to market their goods. A recent survey by BusinessWeek ranked Coca-Cola as the most valuable brand in the world.

Nor does the choice by Coca-Cola of a Second Life blues venue seem coincidental. Last month, Second Life bluesman Von Johin signed a record deal in what’s believed to be the first virtual musician to break into the real-life mainstream.

Coca-Cola was among the companies that made a strong entrance into Second Life during the first wave of corporate marketing with a “virtual thirst” campaign. However in recent months, the company has stepped back its Second Life profile, taking the virtualthirst.com website offline.


Find more on Coca Cola on the MindBlizzard blog

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Sunday, October 12, 2008

Pure Magic at 7Days

Yesterday Second Life saw the official opening of the 7 Days Magic Bakery, which I visited with high expectations, mostly because Aleister Kronos already blogged this build and wrote:


"I have to say that I think the build quality and approach knock just about every other corporate build into a cocked hat. In large part this is due to the decision by involve3d, the builders, to execute most of the build work outside of Second Life, using Maya. The resulting structures and textures were then uploaded for final placement in the sim. The result is a spectacularly successful marriage of forms and detailed textures - which is my pretentious way of saying: it looks great!"

7Days is one of the brands of Greek Vivartia, a foodconglomerate, which mainly produces packaged dough foods.

The Vivartia Bakery and Confectionery Division (following the absorption of Chipita International S.A.) is active in the production and distribution of standardized foods principally with a flour base. Since the establishment of Chipita in 1973, the Division has experienced steady development with particularly successful products both on the Greek and international markets. Always maintaining faith in quality and constant innovation, the Bakery and Confectionery Division of Vivartia has developed strong market labels such as 7Days, Bake Rolls, Molto & Finetti, which consumers trust on a daily basis.

State-of-the-art technology, constant support and the company’s vision for development all contribute to the dominant position held in all markets where we are active. Beginning with the individually packed croissant in 1990, constant research and development, the company improved and broadened the range of dough based products. Innovative ideas have led to new products such as mini croissants, strudels, tsoureki (brioche) and many others.Aside from sweet snacks, however, savory snacks also constitute an important part of the Division’s line with leading products such as Bake Rolls and Pita Bakes. Finally, the Division is active in the realm of chocolate products and produces the savory snacks par excellence – potato chips and cheese puffs. [Vivartia website]

As I said, the official opening was not ontil yesterday, when at 10 p.m. they hit off with a spectacular launchparty. It's been a while since I've seen a launchparty by a corporate build in Second Life. This alone makes the sim noteworthy. At this point in (media) time most companies flee media attention when it comes to their Second Life presence, either because their presence will justly be criticized as they don't know what they're doing in Second Life, or because the media still does not understand the values of the virtual world. Last month I blogged about CIGNA, an insurance company, with a highly succesfull presence in Second Life, and this is indeed another corporate gem, ready to go into the Best Practises for Companies textbook for Virtual Worlds.

So much for the introduction, let's immerse ourselves in this experience and see what all the fuzz is about. Upon teleporting in I receive a neat Landmark introducing the sim:

"Come play with your food! Meet rebellious robots and maestro bakers! Design, eat and trade your own custom pasties! A rich, whimsical bakery theme park … there's lots to do!"

And indeed, a whole town surrounds the bakery. After landing and walking through the entrance we meet Chef Vivardi on the first corner to start of the background narrative.



Next to the Chef you'll see a small sign. When clicked, the narrative starts. You'll find these points of interaction throughout the sim.

Chef Vivardi comes to life here whose job it is to supply the world with wholesome foods. Without taking any mystery out of your tour, the narrative of the brand – wholesome snacks to fit modern lifestyles – is present without dominating. Most importantly it forms the starting point of the 3D story, framing the entertainment, social aspects and interaction. There are rebellious robots, undeniably adorable machines all around, media textures that add life, and movie-quality voice-overs and music. In my opinion the music just totally makes it all come together. [Linda Zimmerman at Business Communicators of Second Life]

Moving on to the terrace



Undoubtedly, the centerpiece of the sim is the snack factory, towering above the surrounding village at the center of the sim.



Inside the factory you can take place at the production line an produce your own 7Days snack. Start with choosing your flavour, then color, topping, packaging and mood and be on your way with a customized snack. The production line is an excellent piece of scripting.




The idea of depicting a production line in Second Life isn't new, see for instance the blogpost "Second Life Yummy Garden" in which I describe how Ben & Jerry's did about the same over a year ago, which also was a big success in my opinion. Anyway, there's lot's more to see. This is a highly recommended sim. Enjoy your travels.

SLURL: http://slurl.com/secondlife/7Days%20Magic%20Bakery/182/116/45/?title=7Days%20Magic%20Baker

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Saturday, October 11, 2008

More views from the Forbidden City

As I blogged the newly launched Forbidden City yesterday, I was impressed by the beauty of it. Today I took a bit of a longer stroll to walk the city. I am pretty amazed by the level of detail and the brightness and light in this virtual environment. Here's just a few snapshots.






The Forbidden Cities offers several types of avatars. You can change style later on. These are the available options:

  • Imperial Guard
  • Imperial Servant
  • Imperial Craftsman
  • Imperial Boy
  • Palace Eunuch
  • Civil Servant
  • Imperial Woman
  • Imperial Consort
  • Imperial Girl

The avatars aren't as complicated as in say Second Life in which you can customize them, you just choose one of the above. Also in movement, they're much simpler, more like a gliding motion than actual walking.

Upon visiting the Beyond Space and Time community, currently there's a photogallery with user generated snapshots of the City (you'll see a lot of the same pictures) and a forum. Most of the topics I browsed were in Chinese, so can't tell what it's all about.

The only topic I managed to follow a bit was about the performance of the Forbidden City. It seems as quite a number of users have experienced performance issues, especially in the more detailed areas (i.e. highly decorated chambers). One of the remarks was that the City would be scaled in the near future to solve performance issues.

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Friday, October 10, 2008

Microsoft goes Mii Too on Virtual Worlds


Yesterday Microsoft went head on with rival Sony at the Tokyo Game Show as they presented their new immersive 3D Xbox experience, We've been seeing reports and snapshots of Soný's Playstation Home for a while now, but actual deployment has been delayed several times.
Sony Corp.'s twice delayed online "Home" virtual world for the PlayStation 3 console will be available sometime later this year, while U.S. software maker Microsoft Corp., which competes with its Xbox 360, is starting "New Xbox Experience" worldwide Nov. 19. [International Herald Tribune]

Microsoft promised to be more varied as a gateway to various entertainment, such as watching movies, going to virtual parties and sharing your collection of photos.

"Our goal is to make the Xbox experience more visual, easier to use, more fun to use and more social," he [Shappert] said in an interview at a nearby hotel. "We focused a lot on friends and other experiences outside just playing games."[International Herald Tribune]

What the International Herald Tribune didn't write is that it wasn't exactly Sony that Microsoft was taking on, they were on a collision course with Nintendo's Wii experience.

The moment MTV News revealed Microsoft was working on a Mii-like system called Avatars, accusations of copying Nintendo started flying.

That reaction only intensified when the rumors became fact at this year’s E3. Microsoft expected this reaction. At least, that’s what they told me while showing the “New Xbox Experience,” a complete dashboard revamp coming later this year.

“I remember the CES right after the Wii launched and all the [gaming] editors were asking, ‘When are you guys going to do your version of the Miis?,” Xbox director of marketing Albert Penello told MTV Multiplayer in a hotel suite interview two weeks ago. “I remember going, ‘You guys are going to slaughter us in the press if we ever do it.’ [lMTV]

Read the full story in MTV's Microsoft: Our Mii-Like Avatars Borrow From ‘World of Warcraft,’ Could Connect With ‘Gears of War’ .

Actually it's quite funny. I remember someone at Microsoft said (very recently): "Nah, social worlds don't work. No money to be made there". Remember who it was?

It was Microsoft's Craig Mundie who spoke at the MIT Emtech summit last month.

"Microsoft's Craig Mundie has dismissed the potential of "synthetic virtual worlds" like Second Life, saying that the potential for immersive environments will be likely realized through 3D tools that capture and model the real world.

Read the full story at MindBlizzard: "Microsoft: 3D Future will be Photosynth ". It isn't the first time Microsoft says something doesn't have any real future, yet buys in big a short while later on to make up for their initial misinterpretation of the trends.

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Philips Design Probes - I am becoming my Avatar

After blogging IBM's avances into virtual Fashion , it's yet another Fashion blogpost. This time from Philips. It seems fashion is getting fashionable in the Tech industry.

This time it's not a coproduction, but the presentation of a new Philips Product: Fractal - Living Jewelry.

Why limit yourself to a few beads or earrings when you can slip on a full-body 'living jewelry' suit that also changes in response to your behavior and mood? Introducing Fractal, the latest expression of the Philips Design SKIN Probes program …

Fractal is a stunning, figure-hugging outfit consisting entirely of huge imitation jewels augmented by pulsing LEDs. By incorporating sensors that measure movement, excitement levels and proximity of others - and using this input to alter the intensity of its integrated lighting - Fractal essentially becomes an extension of the body. It also serves as a platform for exploring emotional sensing.

Read more on Philips - Living Jewelry.

Over the course of last year, Philips has organised a number of Design Probe sessions in Second Life, in which they presented a number of concepts they were working on and discussed these with us, see Designing the Future 1a and Designing the Future 1b on this blog for detailed transcripts.

Under the title "Don't predict the Future, design it!" we discussed three themes back in august 2007, which were:

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

These brainstorm sessions have been a huge success for Philips, said Slava Kozlov at the 3rd Eduverse symposium last month. Not that we've actually invented new products for them, but as Slava added yesterday on twitter:

"As always in case of probes, it is difficult to point to a direct influence; it's a logical line from earlier 'emotional dress' concept. However, I feel that Second Life in general made a large impact on the designers' way of thinking "

The Electronic Tattoo

It's hard to say if Fractal, or the living Jewelry as you like, fits in one, two or all three of the above categories. A second project has been the Electronic Tattoo, which clearly falls under the self-expression category.

Tattoos and physical mutilation are amongst the oldest forms of personal expression and identity. Subcultures have used tattoos as a form of self representation; a visual language communicating personality and status. Philips Design examined the growing trend of extreme body adornment like tattoos, piercing, implants and scarring.

Read more - Philips Electronic Tattoos, including a cool video about the tattoos.


I am Becoming my Avatar

In Second Life we often see people trying to shape their avatar as much as possible to their Real Life appearance -kinda counts for beach babes and sixpack Joe's I guess) or the other way around, people shaping their avatar in their ideal sort of way and then try to become like this ultimate adonis in real life too. With this combined technology Philips will provide the change to bring this a step closer. Soon we will be able to project those textures and skins from Second Life on our own skins and clothing.

Off course, that is not the idea behind these projects. It is ultimately about sustainability, but also has commercial ends:

The relationship between the human body, apparel and the near environment is seen as one of the next big challenges. That is why explorations in this area can help build up essential knowledge that could serve as valuable input for future business activities. There could even be shorter-term spin-offs. "In Fractal we’re taking LED light, which can feel harsh and cold, and experimenting with it," says Van Heerden. "We pulse it at different speeds, making it appear quickly and fade slowly, and also diffract it through various materials. The result is warmer and more comforting, something that could be very interesting to our Lighting division."

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IBM gets into virtual Fashion

After blogging the Forbidden City today and Boulanger3D two days ago I've yet another post about IBM in Virtual Worlds. Rest assured, I am not becoming an IBM-er, I rather find it troublesome that IBM is the only bigshot from the traditional tech companies that is actually doing stuff in the Metaverse these days. Fortunately, it's not a guaranteed success with them for now. I was disappointed in Boulanger3D, but on the other hand found the Forbidden City actually quite exciting to explore.

This time is the news that's been inbox since yesterday when my obsession to get to hear Terry Pratchett in Second Life prevented me from keeping on top of the news. The news is actually not a release yet, but just a press statement that IBM signed a service agreement with the Fashion Research Institute.

Fashion Research Institute, headquartered in New York, NY, conducts research into technology-based initiatives and develops emerging technologies to overhaul traditional fashion practices and methodologies. FRI's mission is to reduce the carbon footprint and change the environmental impact of the industry in ways that are sustainable, replicable, respectful of the practitioners, and meaningful for all stakeholders. FRI maintains Shengri-La, a five-island complex in Second Life, and an OpenSim complex.

The most interesting point in the press release to me is that we have now officially left the small cash development scenery of Second Life (ranging from 50K to 500K for a sim, okay small cash which doesn't fit into my wallet either), but are actually moving on to million dollar assignments.

NEW YORK, NY, Oct 09, 2008 (MARKET WIRE via COMTEX) --

IBM today announced it has signed a multi-million IBM Global Business Services agreement with the Fashion Research Institute (FRI) to implement a first-of-a-kind Virtual World Product Lifecycle Management (PLM) Enterprise System.

...

"We're proud to pioneer the first big business solution that leverages the OpenSim virtual world platform to address economies of scale," said Shenlei Winkler, FRI. "The Fashion Research Institute understands how to design real world consumer goods using a virtual world environment, and IBM understands the scaling challenges of global enterprise. Taking on both simultaneously is a winning move."

This virtual world enterprise solution, expressly created as a product design environment, will offer a fundamentally new work flow addressing critical issues facing the design industry, such as ensuring manufacturability of designs and decreasing substantial sample costs by two-thirds. Users of this solution will ultimately be able to enter a virtual world, receive training on the systems, and take a design from concept to prototype -- with every step short of actual manufacturing being done virtually.

Read full press release here.

Another interesting point to note is that the FRI also has a presence in Second Life and Opensim. They've worked with IBM to explore Virtual Worlds. This experiment led to the believe it was worthwile pursuing a full scale Virtual World. Contrary to the believe that Second Life is a total business failure and stories about companies fleeing Second Life, this is once again an example of where Second Life has been the catalyst. The platform in which companies could (relatively low budget) experiment with 3D-ness and prepare a full launch in a socalled extraverse (also named themed world or branded world).

Visit the Fashion Research Institute in Second Life at the Shengri La island:

SLURL: http://slurl.com/­secondlife/­Shengri%20La%20Peace­/161/182/91

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Entering the Forbidden City

Today I walked the Forbidden City, which reputation has grown to mythic proportions. Though I did walk the streets of the actual Forbidden City in Bejing, but it's virtual representation which can be found at the Beyond Space and Time project page.

"The Forbidden City was the Chinese imperial palace from the mid-Ming Dynasty to the end of the Qing Dynasty. It is located in the Dongcheng District, in the middle of Beijing, China, and now houses the Palace Museum. For almost five centuries, it served as the home of the Emperor and his household, as well as the ceremonial and political centre of Chinese government.

Built from 1406 to 1420, the complex consists of 980 surviving buildings with 8,707 bays of rooms and covers 720,000 square metres. The palace complex exemplifies traditional Chinese palatial architecture, and has influenced cultural and architectural developments in East Asia and elsewhere. The Forbidden City was declared a World Heritage Site in 1987, and is listed by UNESCO as the largest collection of preserved ancient wooden structures in the world.

Since 1924, the Forbidden City has been under the charge of the Palace Museum, whose extensive collection of artwork and artefacts were built upon the imperial collections of the Ming and Qing dynasties. Part of the museum's former collection is now located in the National Palace Museum in Taipei. Both museums descend from the same institution, but were split after the Chinese Civil War." [wikipedia]

This Virtual representation of The Forbidden City: Beyond Space and Time is a partnership between the Palace Museum and IBM. According to the website the goal of the project is to provide the means for a world-wide audience to celebrate and explore aspects of Chinese culture and history. The Virtual Forbidden City is an immersive, 3-dimensional virtual world where you can interact with visitors from around the world and celebrate and explore aspects of Chinese culture and history.

After registering (you'll find me there as VJBURNS) and downloading the 200 MB client I could install the virtual city with a neat MSI installer and after a couple of forced software updates (which I'm not fond of) I immersed myself in the virtual city, which looks fantastic. I've always been a sucker for history (also been a member of the earliest online history communities, Ancient Sites since 1995 or so.)

From the official press release:

“The Forbidden City: Beyond Space & Time” Recreates Historical Treasure as a Fully Immersive 3D-Internet Experience

BEIJING, Oct 10, 2008 — Today, some 600 years after construction began on the 178-acre site that would become the center of unrivalled imperial power known as China’s Forbidden City, the Palace Museum and IBM will open the walled fortress — and hundreds of years of history and culture — to the world.

Three years in the making, IBM has meticulously built a virtual recreation of the architecture and artifacts of the former palace grounds, enabling online visitors to get a first-hand view into imperial China as embodied in the intricate design, history and storied culture of this newly accessible Forbidden City.

The Forbidden City: Beyond Space & Time” is a first-of-a-kind, fully immersive, three-dimensional virtual world that recreates a visceral sense of space and time of this Chinese cultural treasure — as it was centuries ago during the height of the Ming and Qing dynasties — for most anyone with access to the Internet.

Full press release here.

Well, I'm in early, the city just opened it's doors today and we're still under 2K registered users with about 300 online right now. Be prepared to take a few minutes for installing and loading, but then it looks lovely.


In particular two areas are advertised as being highly splendid on the website, being the Meridian Gate,

The Meridian Gate is the front entrance to the Forbidden City. It has five gateways, with the central gateway being reserved for the emperor.

and the Gate of Supreme Harmony

The Gate of Supreme Harmony is the largest gate inside the Forbidden City, and serves as the front entrance to the Outer Court. The gate is located on the central axis and lies just before the Inner Golden River.

More early birds on blogging the Virtual Forbidden City (coverage appearing while I'm doing this extensive download, installing and touring):

UPDATE:

  • The Forbidding is becoming quite popular. Registrations see a rise of about 2,000 per hour, barely one day in public mode it's already gotten to 32,000 registered users.

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Pratchett in SL - Sold Out

Yesterday, October 9th, had been a day I looked forward to as Terry Pratchett came to town. I'd blogged the announcement about a month ago and was ready to TP onto the spot where Pratchett was at to answer some Q&A. Unfortunately, Mr. Pratchett is a very humoristic man, and author of popular fantasy series like Discworld, so when I showed up, the island was filled to the brim.

Primarily, Pratchett was in Second Life to promote his new book, Nation, which happens to be modelled in Second Life as well. I hovered on the Nation sim, next to Elysian Isle where the Q&A session was held, and also this island filled up quickly, yet couldn't follow the convo there myself. Fortunately some relay and later on transcripts let me in on what happened.

Image by Samatha Pointdexter. More Pics on the Pratchett SL Flickr stream.

Here's the Q&A Session in stripped version, check out a full transcript with blah blah and confusion on From Rim to Hub:

[12:02] Vernes Veranes: I though roundworld was secondlife? :P
[12:02] TerryPratchett Morpork: As far as I am concerned, my books are Second Life.

[12:03] Matty567 Dallagio: Why was “Nation” not set on Discworld?
[12:04] TerryPratchett Morpork: Good question; for one thing, the fact of it being on Discworld would change all kind of things that I could do. After all, Nation is hardly full of laughs. Setting Nation on a thinly disguised “alternate” world does, I think, give it more power and urgency.

[12:05] Matty567 Dallagio: Why a slightly alternate Earth instead of the real one?
[12:07] TerryPratchett Morpork: Because the real one has already happened. I wanted this world, but with a few interesting alterations. One details I’m sure you will have noticed is that Carl Sagan is still alive in that alternate earth.

[12:09] ImmortalitySou Ballinger: okay first question: What was the inspiration behind the book?
[12:12] TerryPratchett Morpork: I came up with the idea in 2003 and it was not long before I was going to do a talk and signing in Folyes in London. I was so excited that I told Sarah Lefanu and I’m glad that I did because she is one person who can vouch that I came up with the idea before the big Asian Tsunami.

[12:14] ImmortalitySou Ballinger: Have you any thoughts on how your characters (from Nation, Discworld, Carpet People ) might react if they found themselves in Second Life ?
[12:16] TerryPratchett Morpork: I think Sam Vimes would be very annoyed, whereas the witches would just deal with it. I have to say that I quite like the idea of Second Life, because it is a totally human activity. Monkeys wouldn’t be able to join.

[12:17] Jo Sapeur: I noticed that religion was a major topic in “Nation”, how did the response from readers look so far? from
[12:21] TerryPratchett Morpork: Religion; fantasy writers like religion. It’s so interesting to play with and it is a great forum for asking questions.

[12:16] ImmortalitySou Ballinger: Q: Q: What are you views on people in second life creating people, places, and things from your books and either giving or selling them to other players.
[12:19] TerryPratchett Morpork: It would be interesting to see what the law could do about Second Life! Regrettably for you, copyright and trademarks exist everywhere, but in reality I see this sought of thing as fan activity.

[12:19] Ciaran Laval: Do you think Moist Von Lipwig would have managed the banking system better than those currently in charge?
[12:22] TerryPratchett Morpork: It seems that, primitive as it is, the Discworld economy is considerably more stable than the one here. And, come to think about it, Moist’s solution to the problem was not a long way from what has been done over here…

[12:21] Trago Mills: Terry we know you are a fan of computer games like Alien vs Predator, what do you make of Second life which doesn’t appear to have a plot or goal?
[12:24] TerryPratchett Morpork: Oblivion is my current computer game of choice, specifically because we (me and Rob) discovered modding, and I get a thrill from the thought that thousands of people write some wonderful mods and distribute them at no cost.

[12:25] April Kohl: If you haven’t already got too many questions, could I ask: “Was there any novel you found particularly difficult to write?”
[12:27] TerryPratchett Morpork: Probably it was Nation. Probably because I wrote the first draft in six months and then spent the next six months wrestling it into the right shape.

[12:28] Kelli May: I hope this isn’t too morbid, but a lot of the characters in Nation question why fate or the gods have inflicted various trials on them. Is this a question that’s on your mind these days?
[12:28] TerryPratchett Morpork: For obvious reasons, mostly because I am the poster boy for the battle against Alzheimer’s, there have been quite a number of days when I have been unable to write a word.

and, as an afterthought...

[12:30] TerryPratchett Morpork: Err, no. I don’t believe in Gods.

[12:31] Harmony Linden wonders if Terry believes in potatoes?
[12:32] TerryPratchett Morpork: Yes, I actually have a small potato in my coat pocket. In time of hunger a potato is more likely to be more useful than prayer.

[12:31] Carl Blue: Which of your characters do you feel is most like you?
[12:33] TerryPratchett Morpork: There is probably a bit of me in all the major characters. I would like to be like Sam Vimes, but deep in my heart I know I am Rincewind.

[12:32] Salaamata Afarensis: my wife Ab (sadly at work) asks: it seems from reading the early Discworld novels that you grew to respect characters like Granny Weatherwax and Sam Vimes the more time you spent with them. These two characters, in particular, have come to represent standards of ethical behavior. Do you find that your relationship with the characters in the books has changed over time?
[12:36] TerryPratchett Morpork: That is a good question. It seems to me that if you get a character just right, they start doing the work for you. It is as if they become a subroutine in your own brain and you are right when you point out the similarity between Granny and Vimes; you might notice that both of them seem at every stage to be fighting some internal demon.

[12:38] DeutroJesaja Gothly: I know you don’t belive in gods, but do you mind if books or quotes from your books is used in Christan teaching for young people?
[12:40] TerryPratchett Morpork: Not at all. I have no problem with the existence of Jesus Christ, who I think was very probably a wise man and a compassionate teacher. It’s just that I don’t believe in the same god that he believed in :-)

[12:45] Willi Reino: when you read for relaxation, who are your favourite authors?
[12:46] TerryPratchett Morpork: I have a whole library shelf of favourite books. However, I still think that one of the funniest and best works of fiction was the “Evolution Man” by Roy Lewis. My favourite bedtime reading at the moment is “Feeding Nelson’s Navy” by Janet MacDonald. Believe me, it’s considerably more thrilling than the title might suggest.
[12:53] TerryPratchett Morpork: Believe it or not, I seldom read a novel these days. Nearly all the books in the 3ft pile beside my bed are social histories or the biographies of intereting, if not important, people. I’m also a sucker for the kind of books with titles such as “Picky – The History of 500 Years of Snot in Britian”.

[12:55] DeutroJesaja Gothly: Howcome everybody knows a Granny and a Nanny?
[12:57] TerryPratchett Morpork: Because they are a widespread social sterotype and I am an observant author.

[12:58] April Kohl: Many writers and publishers in modern magazines talk about how much more difficult it is to get a first novel sold now than it was even ten years ago. Do you think you had it easier than the new kids on the block?
[13:01] TerryPratchett Morpork: I don’t think it was all that easier when I started, but the parameters have changed. If you can go on a comedy show and are on the telly long enough, and sometimes not for all that long, getting a novel published appears to be very easy and sometime you don’t even need to write it.

[13:02] SignpostMarv Martin: for Terry: There haven’t been any full-length official Discworld games since Discworld Noir in 1999- now that Discworld films are being made, are there any plans for new games to be made ? As an addition, Would Terry consider a Discworld-based MMO, perhaps using something like OpenSim as the underlying tech ?
[13:02] TerryPratchett Morpork: What is an MMO? What is OpenSim? Can we accept for a moment that I’m not that engrossed by online activities?

[13:03] SignpostMarv Martin: Massively Multiplayer Online game; lots of Discworld fans running around the back of the disk of a virtual Great A’Tuin
[13:06] TerryPratchett Morpork: Early in 2003 we had approaches from about 5 or 6 games developers. I told them all to go away and knock up something that would show me that they had a grip on what Discworld would be about, and none of them came back. I’m not unhappy about that. Certainly I would require a new Discworld game to be as immersive as Thief II and with the sound and graphics suitable for the times.

[13:03] Jo Sapeur: Is there a chance that you will return to SL for another Q&A session? I have several friends who are mourning because they couldn’t come after the the sim was full.
[13:08] TerryPratchett Morpork: I think you’re going to have to improve the graphics considerably before I come back to Second Life. The graphics in Oblivion allow you to see the graphics in the bottom of a pond and I think that came out in 2002.

[13:06] ImmortalitySou Ballinger: Dedric Mauriac: Have you ever drempt that you were in one of your novels?
[13:10] TerryPratchett Morpork: No, but I have often dreamt of scenes, usually just before I wake up.

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Thursday, October 09, 2008

Gibson Virtual Guitar Heroes

While browsing through the newsarchives in the business section of the Avastar, a popular magazine on Second Life, I came across an article on Gibson Guitars in Second Life. The article is dated July 19th 2008.

GIBSON guitars launched their new presence in Second Life with a party on Wednesday.

The famous corporation put on a spectacular music show at the event with Bob Welch of the band Fleetwood Mac appearing as Bobwelch Magic.

He was also joined Second Life artists in performing at the party. The land is in the shape of a guitar body and will be used to host a series of concerts in the months to come.

There are also plenty of freebies dotted around the land which includes a diner and various dance areas.



For those who have never heard of Gibson, here's some wiki-knowledge.

The Gibson Guitar Corporation, of Nashville, Tennessee, USA, is a manufacturer of acoustic and electric guitars. The company's most popular guitar, the Les Paul Standard, is a solid-body electric guitar. Gibson also owns and makes guitars under such brands as Epiphone, Kramer, Valley Arts, Tobias, Steinberger, and Kalamazoo. In addition to guitars, the company makes pianos through its Baldwin unit, Slingerland drums, as well as many accessory items. Company namesake Orville Gibson made mandolins in Kalamazoo, Michigan, in the late 1890s. Gibson used the same type of carved, arched tops in archtop acoustic guitars, and by the 1930s was also making flattop acoustic guitars and electric guitars. Charlie Christian, one of the first well-known electric guitarists, helped to popularize Gibson's electric guitars with his use of the ES-150 and ES-200. After being bought by the Norlin corporation in the late 1960s Gibson's quality and fortunes took a steep decline; by 1985 it was within three weeks of going out of business before it was bought by its present owners. Gibson Guitar is a privately held corporation (company stock is not publicly traded on a stock exchange), owned by chief executive officer Henry Juszkiewicz and president David H. (Dave) Berryman. [Wikipedia]

The funny thing is, I'd never registered this as a new build, which is mainly due to Aleister Kronos who blogged the Gibson presence in Second Life as early as February 2008. In early february the island was open to the public, but not finished at that time, which makes it vulnerable to criticism. This also shows in Al's blog:

"It is in part of the grid that has many new sims, and many more in the early stages of construction. This sim is no different. The main feature is a combination of terraforming and object creation that forms the shape of the Les Paul guitar body, complete with strings, controls and pickups. However, it looks like a first cut at the moment - a "build it and see what it looks like" experiment that may be developed into a more fully-fledged version in due course. One side of island has more practical public spaces - an acoustic stage, a diner/dance hall and an electric stage. However, it is immediately obvious when you arrive that the island is quite a way off being ready. There are various odd bits of things dotted about the sim, seemingly is varying stages of test.

As I've commented before, opening the doors too early is not necessarily a good idea, since you end up with non-reports like this one. I can't really make any fair comment on the sim because it is so incomplete - but that's because I am of a generous disposition. A meaner "me" might treat any open sim as public and hence fair game, and review it accordingly. It is better to get the sim to a state you are happy to consider complete before letting in the hordes."

Well, that was back in February, the island finally opened up in July. We're now a couple of months onward, so I'm a little late to check it out, but I'm curious to see what's out there now. The good this is that upon arrival there were actually quite a number of avatars flying about exploring the sim as well.


One side of the sim has a nice nostalgic American feel to it, it's major roads shaped like guitar necks lined with classic cars and typical American bars. Also Gibson Trolley will transport you if you so desire. Hether and thether you will see giant guitars standing out making it a bit of a jumble, but one the whole I like what I'm seeing.



The main venue is the Gibson store, and the great part about is, it offers you dozens and dozens of virtual Gibson guitars for free! This is merchandising. Lots of companies out there charge you a couple of Linden dollars for a lame t-shirt, this one gives away actually usefull stuff for free. They've understood that you won't make money selling small things, but have invested in building their brand and reputation. You also have the opportunity to win a Real Life Gibson.

"Over two-dozen “high prim” virtual Gibson models will be available throughout the Gibson Island only, allowing Second Life residents to own their dream guitar in this virtual world. The models will include Gibson’s Hound Dog Dobro, Hummingbird, SJ-200, Deluxe Songwriter, J-45, F5G mandolin, ES335 Heritage, 50th Anniversary Commemorative Explorer, Flying V, Les Paul Classic, Slash Inspired By Les Paul, John Lennon Signature Les Paul, Les Paul Robot, Les Paul Supreme, Double Cut Longhorn, SG Diablo, SG Angus Young Signature, SG Standard, and Les Paul Classic models." (Official Gibson website)

In the center of the island you'll find a clutter of things underneath another giant guitar neck with giant strings. One of these areas is the Gibson theatre in which you can view a number of presentation, among which a video about the production process of guitars.


There's a lot more to do and see, but as it is, this post is getting long enough. For a complete overview of stuff to do and see, visit the official Gibson Lifestyle page on Second Life here.

The island is surrounded by other islands, some in the early stages of development. I checked out one, a sim called Epiphony, which is also Gibson owned. I think this points out that Gibson's presence in Second Life has been a success sofar and they are expanding and investing in building a community.

SLURL: http://slurl.com/secondlife/Gibson%20Island/14/229/34

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Q&A about 3Di OpenSIM standard

Recently 3Di launched "3Di OpenSIM standard", first enterprise solution for OpenSIM(3Di moves OpenSIM into Enterprise mode). I know many people are interested in it, but feel frustrated because their website is only written in Japanese.


I sent some questions to 3Di, which they kindly answered. Here's a few that may help you out too.

Q:When can I read your website in English?
A:We are planning to release it at the end of Octorber. But it will be just a summary.

Q:Can foreign users try your product now?
A:Unfortunately, we don't have no demo software. But if you want, you can try our trial sim.

Q;What kind of usages do your customers want with your product? Educational purpose or enterprise one?
A:We have many kind of customers. Especialy, many real-estate developers are interested in our products. Because our next version will support 3D-CAD(Autodesk etc) data import feature.

Q;Any messages for readers?
A:Currently, we are developing 3Di OpenViewer. This works in-broser viewer using ActiveX technology on Microsoft Internet Explorer like Adobe Flash. Especially, for many people who aren't used to control 3D, it will be more easier to access virtual world.

Also, they said that 3Di will welcome to partnership for their products.

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Wednesday, October 08, 2008

French Boulanger could use a Rebake in Second Life

Yesterday I received news that a new company had opened up shop in Second Life. And this time it really is shop, as not merely opening up a presence, but opening up a retail point. Today I went in for a visit. The shop we're talking about is a French Multimedia and Electronics store named Boulanger.

The island is a single, isolated one, not connected to the popular mainland shopping areas, so probably they're not counting on casual passersby noticing the shop while strolling through busy mainland malls where I had expected it to be. When we look at the build, it's of pretty good design and quality, better than that of most mainland stores, but when it comes to sales, it's all about content.

Dancing on the Ceiling

Upon arrival I see the usual jumble outside. Again, it is of good quality, but you'ld expect nothing less from a build which has been done by IBM. However, I was under the impression I came to shop, so I wasn't really dressed up to go racing in VW Beetles, flying helicopters and do a Lionel Ritchie kind of Dancing on the Ceiling. If I was looking for virtual entertainment, I'd probably do it elsewhere (unless they would come up with a very good mixed reality mix, but no festivities were going on)






Let's have a look at the aims of this build.

The French retail company Boulanger announced today the opening of a store in Second Life with development and planning help from IBM Research and Global Business Services. The goal is to complement Boulanger's physical stores and website with an additional distribution channel and additional services. Initially the build allows users to view and interact with Boulanger objects in a familiar context, click to be taken to the purchase page on a website, watch service and repair videos, or talk directly to a maintenance aide.

IBM says it had two objectives in the build: "develop a community aspect through the 3D universe and propose new services (configuration of kitchen, cooking lessons, guides, etc.) -- while integrating the three complementary distribution channels."

So far retail hasn't really taken off as a use for virtual worlds, particularly with big pricetag items like Boulanger's specialties of "leisure, multimedia and households products." The relatively high barrier to entry for Second Life (I had to download a new version after clicking on the SLURL from the press release) doesn't help much either.

Full story on Virtual World News.

True, I'd been entering Second Life for the past months with an outdated SL client, the version released in march 2008 and had been able to hover around without forced updates uptill now. This due to the fact that the previous latest client had problems with several graphical cards. Fortunately, this latest version worked fine though.

Real Life Replica

When looking at the general build and layout of the island it is very real-life-ish in look and feel, and the last of the above pictures shows a rotating cube displaying the locations of the Real Life Boulanger stores. Time to head on to the main venue.


The frustrating thing was, it had closed doors. I had a hard time finding a way in, which I believe should not be part of the proposed new services. The store itself looked rather empty. Rather than that it was actually empty, it also felt empty.

Let's be honest, the store just opened up. It will take some time to make stuff available through this sales channel, so maybe that issue will be cleared. Nonetheless, I doubt if it will be a profitable saleschannel in the near future. Truth is, Virtual Worlds like Second Life are still a niche market, especially when you only focus on the French speaking world.

Let's get down to business

At one point in the main venue, a gigantic layout of one of their real life stores hovered, and this is where a Business Case could have been made for operating an outfit in a Virtual World.



I would have very much appreciated an island with no social decoration, no immersive experience helicopters and just a naked empty store if it would have been a clear training and R&D site. What I mean is this:

If you build huge real life store with tons of products it takes a massive amount of design and calculation to sort out what the best routes are. Where do you place your products, how wide should the aisles be. How do you position your products. Which ones do you single out and promote to your shoppers.

With IBM's knowledge and expertise to do tracking & tracing in Second Life (see Wimbledon for instance) they could have made the build an experiment in logistics. They could have build a user testsite in which they could track customers to see where they would be going first. To see what the patterns arewhich customers are walking through a store of this size, or what the best logistic routes would be for employees to refill shelves with products from the storage in order to improve planning, logistics and real life sales.

SLURL: http://slurl.com/secondlife/boulanger3D/203/188/23

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Credit Crunch Crash Course for VW's

Amidst all the turmoil on the current Credit Crunch, twitterati Malburns pointed me to an excellent article from the Metanomics.

My social web life seems to go down the drain because of the banking crisis, which makes me work day and night covering the endless stories of banks going bust, regulators and politicians scrambling to save them, the doom and gloom spreading and making consumers and investors extremely nervous.

It makes me aware of the fact that connectedness has its idealistic, hopeful face, like one can experience in the online Connectivism course but also a more ugly face, of spammers, griefers, online communities which seem to deal in hatred and stupidity.

Relating this to virtual worlds, I think there are some interesting similarities between banking, society at large and virtual worlds and communities.

Banking is an activity which is extremely connected. Long before people started talking about web2.0, social networks or even the internet, finance professionals linked up all over the globe using telegraph, phone, spreading information through private networks or monitoring wire services such as Reuters.

Not only good ideas spread through those networks. Also toxic financial products, like repackaged dodgy loans, travel at the speed of light. Dubious financial practices originating in the US end up in Europe and Asia. Reckless over-leveraging in Europe affects Wall Street etc.

Read the full article here.

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Tuesday, October 07, 2008

Apex Mashup: Using Oracle in a Web 2.0 environment

Today I finally had some time again to socialize with my Real Life colleagues and especially liked the conversation I had with a colleague, Simon Boorsma, on Oracle Application Express Mashups. He had just returned from San Francisco where he gave a pitch at the My Open World event on september 22nd.

Session 3: Apex MashupSimon Boorsma

One of the advantages of APEX is that it’s easy to integrate third party functionalities like mashups. A mashup is obtained collecting data from different sources and combining them into a unique result, like for example google news does.In this session, Simon Boorsma showed us nice examples of mashup integration with APEX. He uses google maps and amazon store APIs to collect information into an APEX page. He also made an example of using dapper to get flickr photos.

from: Oracle Apex Notebook

To my memory, Oracle has always been a solid database giant and somewhat has the image of being tied in with legacy systems. That's an unfair image, because it is often the client using Oracle stuff that doesn't upgrade. Oracle were on top of the competition in the 80's and build stuff that lasts. They've moved on, but some clients haven't. Especially the Oracle e-suite is
looking quite potential and now we're moving into the Mashup zone with Apex.

Looking forward to seeing new stuff from Simon who's at the front-end of Sogeti's Oracle experts, living up to the Certified Advantage Partner status Sogeti Netherlands has with Oracle.

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Daletto World

Hello! I'm ak.

First, I'd like to thank to MindBlizzard for inviting me. I'm glad to write about Services, Developers and Trends about Virtual Worlds here in Japan (in Korea and China, maybe).

There are a number of virtual world services which have started here in Japan. One interesting trend is that Video Game Developers are trying to create their own worlds. XBOX live has been getting more social and SONY is testing HOME. Therefore it might be quite natural that others are following. One example is CAPCOM. CAPCOM is a video game developer and famous for "Residents Evil"/"Rockman".

Capcom Co., Ltd. is a leading Japanese international developer and publisher of video games headquartered in Osaka, Japan. It was founded in 1979 as Japan Capsule Computers, a company devoted to the manufacturing and distribution of electronic game machines.

Over the years, Capcom has created some of the biggest and longest running franchises in video gaming history. The company released their first arcade game in 1984: Vulgus. Their early games were mostly arcade games such as the scrolling shooter 1942. [Wikipedia]

One of their latest projects is the launch of "Daletto World". "Daletto World" is a browser based world using ActiveX components. You can walk around the world, enjoy chatting, but can't change position/angle of camera, can't create something like buildings or clothing.


Several real stores put their virtual stores on "Dalette World". "BEAMS", a popular clothing store in the real world has their own store selling shirts/pants for avatars.


TSUTAYA, a chain of DVD rental stores, has their virtual store, too. At the store, you can search DVDs and make a purchase.

I'm a little bit disappointed because there's no Residents Evil or Rockman in "Daletto World". CAPCOM seems to attract non-game-users via their own world.

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Monday, October 06, 2008

Watch The Guild

The Guild is a very funny online series about the online and offline lives of four people who live in a World of Warcraft like virtual world.

The Guild has won a number of awards, like the 2007 Youtube Awards and2008 Yahoo Video Awards. From YouTube here's the first episode

Here's a couple of facts on the series:

  • The Guild has over 9 million hits web-wide for Season One (10 episodes)
  • “The Guild” won the SXSW, YouTube and Yahoo Web Series Awards in 2008
  • The show has been supported by fans with donations through Paypal since Episode 3
  • Over 400 individual donors have contributed: 1/3 women, 1/4 international viewers
  • The Guild’s YouTube Channel has over 55,000 subscribers: #88 - Most Subscribed (All Time)

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I'm loving it: McWorld

Early august the news (which I missed) aired that fastfood supplier McDonald's is revamping their HappyMeal.com website into a Virtual World. On August 4 Virtual Worlds News wrote:
"McDonald's is apparently in the process of soft-launching a virtual world to take over HappyMeal.com. It's not clear how old the world is, but the contest is still open for kids to pick the virtual world's name--and, according to the intro video, new games, lands, events, etc., to build the world from the ground up based on videos.. So I'm guessing the transition is pretty new, possibly even just from last week. There is already an eye toward real-world integration: entering a code from actual Happy Meal boxes and bags as well as McDonald's milk cartons and Apple Dipper bags will let users unlock exclusive items in the Flash-based virtual world."

Today, a two months later this particular contest has closed and now it's official: Surprisingly enough the winning name is: McWorld. McWorld itself is definately a kids world, aimed at youngsters and provides a whole range of simple games (much more simple than even those of Club Pinguin). I'm clearly over age in this environment, so I won't say I'm loving it. Anyone has kids to testdrive this world?


Read more on McWorld:

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Introducing ak Yip as MindBlizzard reporter Japan

Time and again I have been frustrated by the fact that I just can't make head or tale from Japanese sites. In the past year and a half many Japanese firms have established a presence in Second Life and set up supporting websites. I have had a hard time figuring out what the companies were about and which message they were conveying in Second Life. Besides Second Life, there is a whole lot going on in the Asian World when it comes to Virtual Worlds, of which only occasionally a name, a new startup comes through to the English speaking world.

Therefor I'm very pleased to welcome ak Yip as a guest author to the MindBlizzard blog. ak Yip has helped me out in the past quite a few times in providing details on Japanese firms and he has agreed to blog the Japanese Metaverse at MindBlizzard.

His main blog is AvatarWatch - which I can't read again as it is in Japanese. You can also find ak Yip blogging at 100 Innovations in Second Life and Metaverse Mashup

ak, I hope you'll enjoy blogging for MinBlizzard from Japan, as I'm sure we'll enjoy exploring the Virtual Realms from the land of the Rising Sun.

Cheers,


Veejay

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Intel and Qwaq team up to crack the Virtual Workspace

Ever since the plans were on the drawing table 3-D based collaboration software developer Qwaq has kept its eye on the price: The virtual workspace for the enterprise. It resulted in an environment where focus didn't go out to slick avatars, but towards integration of office applications.

Earlier this week Qwaq made a joint announcement with Intel according to which Miramar, a 3-D information space technology originally developed by Intel Corporation's research labs, will be brought to market by Qwaq, which reminds me somewhat of the joint collaboration of IBM and Linden Lab. It shows that the major players on the technology market understand the potential of 3D environments, have been working on it themselves for years, but failed to crunch the 3D-ness and need to team up with new emerging specialist companies, which in their turn could use a big partner to crack open closely sealed corporate IT doors.

First Intel is/will be using the Qwaq technology internally to improve their teamwork, an act which they apparently didn't get together in Second Life, where they also have a strong presence. It will enable information, which is now only available to individual departments or divisions, to be easily accessed and shared across the enterprise, in dynamic unified views.

Secondly, Qwaq and Intel plan to work together to integrate Miramar technology into a new cross-platform edition of Qwaq Forums, which is expected be available next year. As for Miramar’s backgrounder, the software with immersive 3D and 2D components was originally developed by Intel Architecture Labs aimed at increasing the productivity of distributed enterprises by enabling new information visualization capabilities across distributed teams.

A very thorough article on the collaboration was posted online yesterday at the TechRadar magazine and originally featured in PC Plus issue 274. Here's the introduction

Working in a virtual world

Leave your car - and yourself - at home. Here's a virtual office
you can actually work in.

The use of virtual worlds and genuine 3D interfaces for anything other than fun and frolics has been a long time coming.

Granted, virtual worlds such as Second Life get an awful lot of media coverage, but until recently they remained a niche activity, even among the gaming community.

However, thanks to years of research by Intel and a collaborative effort with a specialist company known as Qwaq, 3D visual metaphors in general and virtual worlds in particular are becoming the latest business productivity tools, used for all kinds of collaborative work, from conferences and training sessions to work groups and project management.

The story of Intel's involvement in 3D interface and collaboration technology is actually rather convoluted. To make sense of it all, PC Plus met up with Intel's Cindy Pickering at the recent IDF conference in San Francisco. According to Pickering, it all started in the late 1990s with a project known as Miramar in which Intel Architecture Labs was investigating the use of 3D metaphors as alternatives to conventional, fl at 2D workspaces.

3D Multitasking

The research began by observing how client PC users coped with complex multitasking and then studying the effects of adding a third dimension to the user interface. "Going back and forth between lots of windows introduces a lot of task overhead. Having that third dimension allows you to put things aside in a different way that means they're still visually available, but without dominating the virtual workspace," Pickering explains.

Read the full article here.

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Sunday, October 05, 2008

Breaking News: Virtual Worlds London cancelled due to shooting


Metaverse Week in Review just reports that the VWF London has been rescheduled due to a shooting.

Here's the official report from the VWF Website:


URGENT! VWF is rescheduled.

Early this morning there was an unrelated incident at the venue in which a member of the public was shot. The police have closed off the venue for three days, which means that we cannot use it for Virtual Worlds Forum.

With less than day to go, we cannot find an alternative venue over these dates. So we have taken the very difficult decision to reschedule the event.

What it means for you is

  1. The event will not take place as planned on Monday and Tuesday.
  2. For those people who are in London, the Four Day members pass to the Hospital is still available. Please go to 24 Endell St, London, WC2H 9HQ to collect your pass – there’s quite a few people in town, so lots of people to hang out with.
  3. The South by South West party on Monday night is still going ahead.

And obviously we are planning the reschedule and we will give you details as soon as we have them.

We are very very sorry for the inconvenience. We will do our utmost to make sure that you get the most out of your involvement with VWF and keep you informed as regularly as we can.

Sasha and the VWF Team

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Opening the Gates to Stargate Worlds

When the motion picture "Stargate" came out in 1994, starring Richard Dean Anderson, the personification of MacGyver, most of us did not take it very seriously. If you're hardcore Science Fiction, travelling between worlds doesn't work this way. Stargate was not SciFi, rather a mix of fantasy, nordic mythology and quasi religion.

Quasi religion? Yes. The basic premises of the movie is the discovery of an ancient device in Egypt which allows you to travel between worlds. This has been inspired by Erich von Däniken's theory of a godlike race visiting earth at the beginning of time with their spaceships being the pyramids.

Von Däniken founded his theory upon loosely interpreting three biblical passages from the Book of Genesis. Firstly, the creation of mankind is told two times, leading him to believe we have been created in a laboritory by genetic manipulation. The second attempt was succesfull and we're now clones of the 'gods'. The second verse he refers to is in which he sees the Aliens walk the earth.

"And it came to pass, when men began to multiply on the face of the earth, and daughters were born unto them, That the sons of God saw the daughters of men that they were fair; and they took them wives of all which they chose. " [Genesis
6:1-2
]

Well, it's not exactly rocketscience, but good enough for an adventure series and the Stargate SG-1 (1997) and Stargate Atlantis (2004) tv-series proved immensely popular. A Third series now is in production.


Now finally there's a fully 3D MMORPG coming out dedicated to the Stargate Worlds. It's been long in coming, but it is a very logical step to bring the series to the web. The series offer a wealth of worlds, scenario's, cultures and plots - and the means to go there through teleporting through the stargates. Last year I build myself a stargate in Second Life to let it act as teleport hub, but playing the real thing is of course a lot better.

Here some screeners from the official game by Cheyenne Mountain Entertainment which announced that Stargate Worlds will go into private Beta on October 15th. Already over 200,000 people signed up for Beta Testing this cool-looking MMORPG.

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Saturday, October 04, 2008

Enterprise mode? Why Bother?

After I heard 3Di is releasing an Enterprise version of Opensim, I read up on a couple of blogposts about getting the virtual workspace ready for business to prep my blogpost on 3Di (previous post). Most of these blogposts (including my own ramblings about making things fit for business) are very serious about this with all sorts of tea-circles and self-help-group-like things like the Interoperability Forum and groups like Professional Second Lifers, Virtual World Roadmap and Association of Virtual Worlds on LinkedIn and so on.

Don't get me wrong here. Virtual Worlds need serious pondering to make them fit for business. Companies do need privacy in certain areas. Think of what would happen if you could walk in, or eavesdrop on a session between a bank and a wealthy customer on how to invest his money, but every once in a while it would be good to take a step back, look at what you're doing and have a good laugh. Raph Koster did a very nice blogpost in which he wonders why we would have Enterprise VW's. Here's some quotes:

Enterprise VW's - do they suck ?

Second Life technology continues its slow move towards being an enterprise solution with the announcement that the SL-derived OpenSim project is getting commercialized by 3Di. Enterprise was a big buzzword this year at the Virtual Worlds conf in Hollywood. (Of course, in the midst of it, someone had to ask “what is enterprise anyway?” It means “selling VWs to businesses”). The penny has also dropped for some users that SL itself seems to be trending in this direction — as Tateru Nino writes on Massively,

When you look at the hiring of Tom Hale, the ongoing hiring of enterprise sales and marketing staff, and the licensing of the Immersive Workspaces product from Rivers Run Red, this all seems to signal a clear direction for where Linden Lab is taking Second Life. Clearer than anything else we’ve seen in a year, certainly.

Of course, we have also seen Forterra and their OLIVE platform (derived originally from the There.com codebase) continue to focus on this area over several years, with particular success in work for the military.

and

"So, no, the dream isn’t dead. Consumer virtual worlds are still coming on strong, despite the focus on enterprise lately. It may be that part of the reason why these slightly older worlds and platforms are having to shift is that they are simply the wrong design for the consumer space, and the future belongs to stuff that looks more like Lively, Whirled, SmallWorlds, Vivaty, and yes, Metaplace. I sure hope so, because the very different architecture choices made there can grow back to the big immersive experiences, but I am unsure that the big architectures can shrink down to the smaller needs of the ordinary person."

read the full article

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3Di moves OpenSIM into Enterprise mode

Last year many of us thought that Second Life would be the virtual walhalla for companies to conduct business. Yet over the past year, we've seen that in many cases a public, open world does not work out for businesses. ABN Amro was among the first to acknowledge that they needed more privacy with their customers and went to Active Worlds. Meanwhile IBM has been working on getting Second Life ready fit for business and made succesfull attempts to get Second Life running behind a Firewall. A parralel track has been the development of Open Sim, a reverse engineered open source version of Second Life.

Regarding the Open Sim project, 3Di, a Japanese subsidiary of the NGI Group, announced yesterday that they will be releasing an Enterprise version of Opensim. Based upon 3Di technology it is a reworked and extended version of Opensim, and prepped with additional tools and support under the name 3Di Opensim Standard.

Virtual World News has the following thoughts on this special Enterprise version:

"There's already been significant development on OpenSim, on both a consumer level and, as in IBM's integration with Lotus Sametime, for business. OpenSim itself is available as server software, so I'm interested to see what 3Di's model is to set its own software apart. Either way, I look at the commercialization of OpenSim as a pretty big step towards adoption.

It seems like 3Di's target audience is "corporations and academic institutions" looking to create their own virtual worlds. Possible use cases cited include real estate showrooms, education, and offices for collaboration. All of that would be much simpler with the browser-based interface 3Di is developing, but, as a feature, that's shared with all OpenSim worlds and, eventually, other platforms as well. It's not unique, but the upside of that is that it should help build an install base." (read more)

Massively provides a few techspecs for 3di Opensim Standard

3Di Opensim Standard version 1.0 runs on Windows Server 2003 or Red Hat Enterprise Linux 5 (with Mono support). Requirements include a dual-core 2Ghz processor or better, 4GB of RAM and 10GB of hard-drive space. Standard Second Life (or compatible) viewer software is required to connect to and use the virtual environment.

3Di Opensim Standard appears to go for a little under $5,000USD.

More info is hard to find as 3Di operates a fully Japanese website, illegible to us US and European bloggers.



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Looking for Phat Cash

In august 2007 I blogged about Phat Cat's Jazz club in Second Life, being one of the most popular venues at the time. They have remained in the top 10 of most popular venues continuously. On october 1st the island went up for sale on eBay.

According to the Phat Cat's Jazz Club website this sale is a once in a lifetime opportunity. Jody Smith (Jody Huet in Second Life) says:

"The sale provides a chance for new owners to administer and steward one of the most popular online destinations that has ever existed. Interested buyers should read the Terms and Conditions of the sale, and visit eBay starting on October 1, 2008 to place their bids."

No doubt it will be good fun to host one of the most popular places in Second Life, but I doubt Jody will be putting 'the chance to play virtual CEO' up for grabs and is undoubtedly looking for Phat Cash. Last year we've seen a successfull sale of Stroker Serpentine's Amsterdam (in his 2nd attempt)


Currently the meter stops at $2.500, which is nowhere near the price Stroker's Amsterdam was sold at ($50,000). It will be very interesting to watch the auction develop and see if we can put some value to the things we so lovingly create in Second Life.

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BT Group presence in Second Life

Earlier this week I blogged about the AvaTalk project which British Telecom ran in Second Life. I wasn't really positive about this project, which is about making phonecalls from Second Life to the Real World. I kept looking for positive things, and yes, there's more to BT in SL than first meets the eye.

First, let me introduce the players in the arena, which off course starts off with British Telecom.

"BT Group plc (formerly British Telecommunications plc) which trades as BT(previously known as British Telecom and still occasionally referred to by that name) is the privatised UK state telecommunications operator. It is the dominant fixed line telecommunications and broadband Internet provider in the United Kingdom. BT operates in more than 170 countries and almost a third of its revenue now comes from its Global Services division.

BT Group is the largest communications service provider in the United Kingdom. It is also one of the largest communication companies in the world." [Wikipedia]

British Telecom worked with Clarity International to create their Second Life experiences (note the plural).

Clarity International is a global design and communication management consultancy firm, headquartered near Milan in Italy, with offices in the United Kingdom and USA. specializing in helping clients simplify complex propositions and problems through focused expert consulting and visualisation of strategies, key concepts, products and services. (Clarity website)

Viewing Clarity's portfolio they have done quite a number of projects with BT, not only virtual, but in the real world as well. One of these projects is BT Contact - Your Personal Communication Hub! in which Clarity has been selected to work on the UI designs of BT Contact, a new way to manage all your IM, Email, VOIP and SMS communications on the web. If you link that to the AvaTalk project it starts to make a little sense.

BT Tradespace

Aside from the AvaTalk concept they have created a number of projects in Second Life. First of which is the BT Tradespace project.



BT Tradespace is an online community incorporating a business directory and marketplace. On its site you can buy and sell products and services, find a business and network with other like-minded individuals. Unlike a conventional business directory, BT Tradespace members can use social media tools such as blogs, photos, videos and podcasts to promote their products and services. For prospective customers, it provides the opportunity to get to know a business before buying from them and Clarity has brought this existing Tradespace into Second Life.


Read more on the BT Tradespace Trial on the SL Tradespace website.

BT 21 CN Innovation

Another Second Life project BT has done with Clarity takes place on an island named BT 21CN Innovation, which I think stands for 21st Century Innovation. In thisproject the virtual environment of Second Life is usedto explain the reuse concept. Avatars interact with a virtual shopping basket of capabilities to understand them, and view how these capabilities are "mashed-up" to create new products/services.

BT 21CN Innovation - Second Life - The funniest videos are a click away

A lot of my earlier scepsis has been taken away after digging into the other projects BT has done. They weren't the first of the telecom providers to dive into Second Life, they were probably the last one. Not everything they are doing is a smashing success, but at least they are trying to work out what they can do with their core business in virtual worlds, rather than use it as a marketing toy.

SLURL: http://slurl.com/secondlife/BT%2021CN%20Innovation/128/128/0

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IMVU - I N V U

The people I hang out with are either dedicated gamers (people that play World of Warcraft, Warhamemr, Lord of the Rings Online or Rapelz), or metaverse enthusiasts that explore virtual worlds and do interesting blah blah on interoperability and portability. In neither community we take 3D chatrooms very seriously and why should we? Those are just chatrooms, not entire worlds. When we chat, we use twitter, msn or skype.

I guess that's not fair on the chatrooms. Let's be honest. What have we seen of corporate use in virtual worlds sofar? Most users to Second Life do little else than using it as a social hangout to chat or do other social stuff which could easily have been done just as good in a 3D chatroom.

We can laugh at most of these 3D chatrooms and wave them away as being niche things in the industry. This is true for a number of these environments, as some can barely reach 2.5D or have a sole focus on sex, like Rapture or Naughty America, but there's one that stands out among its peers: IMVU.

I Envy You

You just can't miss IMVU these days. Whereas the majority of 3D related ads was taken up by World of Warcraft about a year ago, lately the ad market for 3D products seems to be dominated by IMVU. In the picture below a screenshot from the IMVU website, and 5 different IMVU ads I encountered in the last 5 hours at technorati.

Aside from the addvertisements, I don't hear a lot about IMVU, but it's serious business out there. In the past year they've grown rapidly - without much fuzz overtaking even Second Life in users - growing to over 20 million registered users, with about 600K active users every month. So what is IMVU exactly and why is it so succesfull

IMVU is a graphical instant messaging client with over 20 million registered users, and over 600,000 active monthly users, as of June 6th, 2008. Currently, it is in public beta, and has been available since April 02, 2004. It is developed by IMVU, Inc., founded by Will Harvey, a video game developer and founder of There.

IMVU has world’s largest catalog of virtual goods with over 1.5 million items, produced by over 100,000 content creators. It has generated $1 million in revenue per month, 90% of which comes directly from consumers who buy IMVU credits and virtual goods.

The primary focus of IMVU is the ability to use personalized 3D avatars and environments that let the user interact with the person they are chatting with. The secondary focus of IMVU is allowing the members to develop content that can be purchased by other members for use in personalizing their avatars and environments. [Wikipedia]

In general the presscoverage for Virtual Worlds has been dominated by Second Life, both positive and negative. The people I've spoken to, working at other Virtual Worlds generally feel most impact of the negative publications about Second Life, and feel they have hurt the industry and hampered growth. Yet again, this does not seem to be true for IMVU. They've mainly steered away from the press and did their own things. IMVU started up in 2004 and it took them four years (!) to release their first press statement, or as IMVU's CEO Cary Rosenzweig said last June:

"Today we take a big step for IMVU as a company - we’re issuing our first-ever
press release.

We are starting public relations (“PR”) activities for the first time in order to tell the IMVU story to a larger audience. We want to reach out and attract even more people to IMVU so that you have more people to meet, more people to have fun with, more people to buy your items from the catalog, more people to become content creators themselves."

And this was only after they've hit the 20M user mark.

In November last year I made a short overview of chatroom. To see what elkse is out there, check out this blogpost.

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Friday, October 03, 2008

Vectorform to redesign Second Life

This monday, september 29, Linden Lab CEO Mark Kingdon wrote a little blogpost on the official Second Life blog, looking back on his first 4 months at the head of Linden Lab, but what's more important, he's also looking forward to what's next. An interesting tidbit was his remark on a possible fullscale redesign of the Second Life interface.

"First Hour Experience: Shortly after I started, we kicked off a project to reinvent what we call the “first hour experience” (our web experience, the viewer, and the way we acclimate and acculturate users inworld) for new users. We’ve made great progress and will be working with an award-winning interactive design firm to help us complete the reinvention and bring it to life. Yes, we are creating a viewer that is new user friendly! Stay tuned for updates."

To most Second Life newbies and critics the userinterfacing and crude navigation has always been high on the list of Second Life mishaps. So this redesign should be very much welcomed.

On the forums or other official newswire there is no additional information to who this 'award winning design firm' is, but popular pick is it will be a prolonged teaming with Vectorform with whom Linden Lab partnered up back in April to redesign Landmarks and Navigation.

Especially if one looks at the jobvacancies at the Vectorform website, you'll see they're looking for much more experience than is needed to redo Landmarks and Navigation , besides that beta project is pretty much finished. Dusan Writer says:

"Now, that doesn’t sound to me like the kind of list that you’d need for their work on revamping the landmarks part of the viewer, about which Prokofy has comments and which will be included in a new release candidate that’s expected soon, according to Benjamin Linden.

What IS encouraging about the job posting is that it sounds like Vectorform takes usability analysis seriously - and have some serious process and innovation to back them up."

(Read full article)

Over at Massively Tateru Nino reported that Vectorform submitted the beta version for revamping Landmarks and Navigation.

"The project adds a new user-interface element to the screen that applies Web-style browsing semantics (forward/back/location) to virtual environment positions. Vectorform say that they recently submitted a beta of the modification to Linden Lab and are awaiting QA (Quality Assurance) feedback."

What I read here is dat Vectorform just submitted their ideas for QA review. Massively shows an image of the new design which comes from a powerpoint presentation which actually dates back to July and can be found at Second Life's Jira. What I think, in combination with Mark Kingdon's remarks is that the QA review has been completed, Linden Lab is satisfied and have decided to continue their partnership with Vectorform in order to revamp the entire interface.

I can't say with certainty the QA review has been completed, at least one is: Prokofy Neva has reviewed the new Landmark and Navigation extensively in her blogpost Destroying User Content to Make SL "Like the Web"

"Jacek is just splitting hairs, and it's not interesting to debate. But what he does say in refuting M Linden is that the Lindens' "Landmarks & Navigation" project may be what they *do* insert into the viewer. Alarm bells went off for me, because I remember seeing something about this on the God-awful wiki some time ago, and thinking "I better to something about this" but it was one of many things. I remember seeing that a group of graduate students were being hired by SL to work on tagging and such; but this seems to be an actual firm now hired by LL as an outsourced viewer-fixer."

It actually is fun to read the full extend of Proky's ranting. As Second Life's resident full-time critic she does have a point at a few issues. It may well be worth to read these remarks from a user point of view, and not only look at things from a design or technical point of view. That should be the core of interaction design. I know we IT guys screw up often enough in that area, creating marvellous things that work, but can't be handled.

Tag 'em & Bag 'em I'd say.

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Thursday, October 02, 2008

BT AvaTalk - TTYL

Sometime Mid 2007, at the height of the hype, we saw a number of telecom providers digging into Second Life. Now, these first wave pioneers are slowly moving away, such as Vodafone. Others still have got no clue as what to do in Second Life. When I talked to someone from KPN earlier this year, they were in Second Life, fiddled around, explored a bit, but couldn't find any real use yet. However, what they did do was setup a messaging center that could send SMS from SL to RL.

So, I was kind of surprised when I learned British Telecom ran a trial with inworld-outworld communications, a trialperiod which just ended though. They set up a splashing website called BT AvaTalk.


Interested to see where this would lead, I browsed the website to see where I could find BT in Second Life. Finally, I ended up in the FAQ section:

Where can I find the BT AvaTalk Phone Box?
You will only be able to find BT AvaTalk Phone Boxes in select number of exclusive Second Life regions

Well, that doesn't lead me anywhere either. Let's immerse then and seek out the goodies... The review at Digital Urban pretty much sums it up though:

The movie below provides full details into a service that we cant quiteunderstand - sure the main pull is that its free, but take away the free aspect and why would you ever want to call someone in the 'real world' from Second Life rather than just use a 'real' phone on your desk or a service such as Skype?



BT AvaTalk - Second Life - video powered by Metacafe

We tend to get a bit of flack at times for using Second Life in our research, but we fully believe that there is a strong argument for these collaborative environments in the realm of geographic and architectural visualisation. However, we still cant see why we would want to pick up the phone in Second Life to ring someone, as we obviously are not actually in the environment.

Perhaps we are missing something on this one...

I wouldn't be that sceptic either. I think it is a road we must pursue, even if it has no immediate use. Eventually it is about fast changing ways of communication. Who would have predicted we would stream microblogs to our mobile phone a few years ago? If we do move to a world like Second Life to do real business meetings calling in and out to the Real World might be very usefull for the ones left behind in a Traffic Jam, or could not be present for any other reason.

For now, it's TTYL (talk to you later) though, and I'll pick Orange as the most successful telecom provider in Second Life. There is activity there, for instance with the currently running Innovation Week.

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The Wheel of Time Turns and weaves Tar Valon in SL

One of the greatest works of fantasy in the known world is, beyond any doubt, "The Lord of the Rings" by J.R.R. Tolkien. The special Centenary edition (1892-1992) I have of this trilogy, published at the 100th birthday of Tolkien (post-mortem of course) quotes the Sunday Times:
"The English-speaking world is divided into those who have read The Lord of the Rings and The Hobbit and those who are going to read them."

Thousands of works of fantasy have been published ever since, yet few come close to the absolute mastery of Tolkien. There is one though, that may have surpassed him, which is James Oliver Rigney a.k.a. Robert Jordan (actually -and sadly- was, as he passed away last year) who wrote the epic Wheel of Time series.

The Wheel of Time series is currently an 11 book epic story about good vs. evil (no surprise there). A particular place in the series is the city of Tar Valon.

Tar Valon is a city located on an island on the River Erinin, within sight of Dragonmount. It is the center of Aes Sedai power and is also the largest, most populous city in the Westlands. Tar Valon also controls a small amount of territory directly adjacent to it, although it does not have as much land as it did before the War of the Hundred Years. Tar Valon is ruled by the Amyrlin Seat, although the day-to-day bureaucracy is handled by a council of Aes Sedai sisters and civil administrators. The city is notable as the only place where Aes Sedai have wielded officialized administrative power since the War of the Hundred Years. The population of the city in 1000 NE is roughly 500,000. It has remained independent of outside control for its entire existence, although it has suffered several major sieges and even direct assaults. [WoT Wiki]

A shade of this magnificent city was created in Second Life and just opened today, so time to take a few snapshots. Let me start off with an official map of the city as it appears in the books of The Wheel of Time.


The Second Life version has to do with limited space on a one-sim build, but the outlines are quite similar.

Dominating the island is the White Tower, seat of the Aes Sedai. A few snapshots from the inside. The 'knight' you see standing there in the library (of the Brown Ajah) is actually me, VeeJay as a 'Warden', which are masters of war, bodyguards to the Aes Sedai.

A close up of me dressed as a Warden. Well actually, it's not just 'a Warden' This is me as al'Lan Mandragoran,

al'Lan Mangragoran - Uncrowned King of Malkier, a land which was swallowed by the Blight shortly after his birth in 953 NE. He is Dai Shan (DYE SHAN) a Diademed Battle Lord of the Malkieri and the last surviving Malkieri lord. At the age of sixteen he began a one-man war against the Blight and the Shadow which continued until he was bonded as Warder by Moiraine in 979 NE. Warder. His full name is al'Lan Mandragoran and his title is Lord of the Seven Towers.

The Aiel call him Aan'allein which means "a man who is an entire nation" in the Old Tongue. [Encyclopedia WoT]

The armor was tailormade for me by Jet Control, master armssmith and possibly the largest armsdealer in Second Life and was inspired by the cover of the first book in the Wheel of Time series, "The Eye of the World"


In June 2007 is sought out the Wheel of Time fans in Second Life and called them to start building the World of Robert Jordan in order to enter a calendar competition, which at the time didn't succeed. Now finally we've got our first place to RolePlay. Enjoy the fun at Tar Valon.

SLURL: http://slurl.com/secondlife/Tar%20Valon/46/25/70

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Wednesday, October 01, 2008

Massively presents: Mines of Moria

Ever since I read the Lord of the Rings, in the early 90's, I've been a huge fan. When Peter Jackson made an epic movie out of it, I drooled. Now, we've got Lord of the Rings Online. The Guys and Gals over at Massively also have taken a liking of LotRO and put up a series of articles on the latest expansion to LotRO, the "Mines of Moria"

By this time you've scoured through our 43-image visual tour of Lord of the Rings Online's Mines of Moria, our PAX08 Moria preview gallery and our main Mines of Moria gallery, but you're ready for more! Guess what! You're in luck, because we now present to you an exclusive video of footage shot during our dev tour. This video was created by Massively's Features Editor Dan O'Halloran and showcases the expansiveness of the Mines of Moria. You'll find it just after the jump below.

If you still can't get enough Moria, keep your eyes glued on Massively over the next few weeks for more information, news, in-depth guides and more!



LotRO_Moria_Tour.wmv


Now I'm moving into dangerous waters, but I think I'll pick Lord of the Rings Online ten times out of ten over World of Warcraft. The graphics are outstanding, but so are those in WoW, so is the gameplay. The absolute winner for me is the whole background, the history, the heroic battles of Middle Earth, the epic tales of the Valar and the Maya, the treason of Boromir, the regalness of Aragorn, the desolate walls of Gondor, the tales of Theoden King and so on. This is a history, a background, a legacy that World of Warcraft can never compete with.

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My personal assitant: Voki

I ran into Voki, a nice little app to make an avatar which you can put up on your website to welcome viewers. Avatar based assistance on websites is one of the simplest uses of 3D applications, yet rapidly gaining interest with companies to guide their customers through the process to get a higher conversion rate.

Let Obama welcome you to the blog, don't bailout.




Get a Voki now!

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