Tuesday, April 07, 2009

Conenza Corporate Social Networking Pilot

Conenza builds and manages online employee and alumni communities for Global 2000 enterprises. Conenza’s SaaS-based, white label social networking platform includes a growing range of interconnected modules that engage the enterprise and their employees and corporate alumni in relationships that create business development, recruiting, referral, innovation and philanthropic value for both the company and the community members. Today Conenza hosts and manages the official corporate alumni communities for four of Fortune’s Most Admired Companies.

Conenza Launches Corporate Social Networking Pilot Program

Enabling Global 2000 companies to quickly and cost-effectively prove the value of a corporate social network

SEATTLE, WA, (PRWEB) April 7, 2009 - Conenza, a leading provider of corporate social networking solutions for enterprise employee and alumni communities, today announced the launch of a Corporate Social Networking "Quick Start" Pilot Program.

Increasingly, global enterprises are adopting social networking technologies to increase collaboration and improve organizational efficiencies. Workforce communities enable large organizations to bridge geographical and departmental information silos increasing communication and fueling innovation. By breaking down traditional organizational hierarchies, an enterprise community helps a company tap into the knowledge and connections of current and former employees to drive significant business impact.

Read the full press release here

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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 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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Wednesday, April 02, 2008

Playboy gets Dressed

This weeks top story features Playboy getting dressed for the occasion. Playboy getting dressed isn't your typical April Fool's Day prank but a very smart move by the popular magazine, as reported by James Wagner Au at the NWN blog:

Smart Bunny: Playboy Sells Fashion Created And Co-Branded By Second Life Designers

With regular events and a staff of gregarious, frequently dancing Bunnies, Playboy's official Second Life presence, a tropical island club developed by Boston's Green Grotto Studios, is one of the few real world company sites boasting steady visitor traffic. (Direct SLURL teleport at this link.) And unless I missed a previous announcement, it can now claim another title: the first major company to link its brand with Second Life-only brands. In this case, Playboy-branded fashion sold on the official island, but created and promoted by SL designers who are an integral part of the label; among them, KO Designs, Alpha Male, Sharkture, and Simply Spoiled.

Playboy started out in the Metaverse with the opening of the Playboy Island in Second Life in June 2007 (read blogpost here), which surprisingly (for many) didn't become the house of sin in the sex-filled world of Second Life. No actually, there was nothing sexy about Playboy's presence.

This time, everybody is getting fluffy with the bunny as Playboy is now in cohoots with a quality selection of Second Life fashion designers. Reactions from the more marketing oriented blogs are pretty happy about Playboy's move;

Nic Mitham says:

"The company is selling Playboy-branded items on the island created by residents inside Second Life - they are tapping into the expertise incumbent in-world."

And Digodo writes:

"It’s an interesting move because apparently Playboy thinks they can fill a gap the Metabrands have - a recognizable, A-brand that separates the quality from the B products for people who haven’t spend months in Second Life. On the other hand, the metabrands bring ‘good will’ of the existing community to the table, a recognised and appriciated brand amongst people who have spend some time in Second Life and are well rooted into the community.

What the most important thing is, in my humble opinion is that Playboy seem to understand how communities work and that is even more important than getting your product out in the virtual world. I have been very disappointed with the things (the majority of) real world companies have done in Second Life sofar. It's been a marketing trip mostly, and the community just isn't interested. It's time companies skip the promo-attitude blabla and start taking their business into Virtual Worlds.

This would have been easy for Playboy, to bring their business to a Virtual World which is sex-infested according to many. Doing the opposite; getting dressed gets them my respect and it shows they understand the way the Second Life community works. Whereas most brands come in and invite people to 'leave their natural habitat' to come to their island, Playboy is bringing the brand to the community.

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Tuesday, March 18, 2008

Nikon puts focus on Scenery

Bienvenuto Nikonista! is the first thing I see when the world rezzes around me. Just after blogging the Japanese Pioneer Corporation build in Second Life I immersed at Nikon island. Although another Japanese company, it's clear this isn't the mothership which has landed in Second Life.

"Nikon Corporation is a Japanese company specializing in optics and imaging. Its products include cameras, binoculars, microscopes, measurement instruments, and the steppers used in the photolithography steps of semiconductor fabrication. It was founded in 1917 as Nippon Kōgaku Kōgyō ("Japan Optical Industries"); the company was renamed Nikon Corporation, after its cameras, in 1988. Nikon is one of the major companies of the Mitsubishi Group. The name Nikon, which dates from 1946, is a merging of Nippon Kōgaku ( "Japan Optical") and an imitation of Zeiss Ikon. Among its famous products are Nikkor camera lenses (notably those designed for the company's own F-mount SLR cameras), Nikonos underwater cameras, the Nikon F-series of
professional 135 film SLR cameras, and the Nikon D-series digital SLRs. Nikon has helped lead the transition to digital photography with both the Coolpix line of consumer and prosumer cameras as well as DSLR system cameras."
(wikipedia)

The island basically has one building, surrounded by a number of small information stands on the Nikon group in Second Life and competitions.


The main building has two levels and at ground level we find various seats in front of slideshows and some general info on Nikon and their latest camera models. The second level houses a museum with information on early Nikon camera's.




However, the sims main focus is not on the brand, but on the scenery, which I think is an excellent choice. Not just another build and another brand, but an attempt to show the beauty of things, trying to depict the essence of why people start with photography. I must say, the scenery is absolutely fantastic.




The build was done by an Italian MDC named "NoReal-it" (I doubt there's a pun intended), which in my opinion have done a great job at the scenery and in putting the foucs there.

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

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Tuesday, March 11, 2008

Nokia: Connecting Communities

Many telecom companies have ventured into Second Life in the past year. Usually they've played with the environment without much success. Once I noticed the Nokia sim and went over for a quick visit, my first impression was that it wasn't much different then what the other Telco's have done. The longer I stayed, the more positive I got though.

There are several Nokia Islands to be found, usually the Nokia-Siemens combination, but these aren't accessible. yet. This blog will focus on the Nokia island, in a later stadium I may blog Nokia Italia, which focusses on the Nokia Trendlabs.

"Nokia Corporation is a Finnish multinational communications corporation, focused on wired and wireless telecommunications, with 112,262 employees in 120 countries, sales in more than 150 countries and global annual revenue of 51.058 billion euros as of 2007. It is the world's largest manufacturer of mobile telephones: its global device market share was about 40% in Q4 of 2007. Nokia produces mobile phones for every major market segment and protocol, including GSM, CDMA, and W-CDMA (UMTS).

Nokia's subsidiary Nokia Siemens Networks produces
telecommunications network equipments, solutions and services.

Nokia plays a very large role in the economy of Finland: it is by far the largest Finnish company, accounting for about a third of the market capitalization of the Helsinki Stock Exchange (OMX Helsinki) as of 2007. "
(Wikipedia)


The first thing I received on the island which opened in february was a notecard which read:


Welcome to Nokia Island!


Have fun and relax!


Visit the beach and take a swim, and get a yourself a brand new free Jetski!


HOLODECK FUN!


Enjoy the spectacular experience of being inside a real Holodeck.


VIRTUAL DEVICES


You can view some models is the shop, from where you can 'Zoom in' on the object in the designated productrooms. Use the Shop sign to return to the store.


(Note the immense typo in the virtual devices part - I know my blog isn't typo-free, but this is a corporate build, come on!)


The second thing I saw was the Auditorium Maximus (left), which didn't really impress me. With this mindset I turned towards the Nokia shop (right) and thought it to be just one of those things.




Inside the shop it got a little better. On the ground floor it focussed on the usual promotion stuf, but it offered huds and flying phones as well.



The second floor has a phonestand in which you can give feedback on the various models



When I walked out of the shop, my view was largely blocked by a large peacock, which stood in front of a rental sign. "Oh no... not rentals," was my first thought.


Then suddenly I noticed the virtual representation of the Burj Al Arab, the world's tallest hotel.in Dubai, which had several empty floors, several Nokia branded offices (mainly Scope Cleaver Design) and finally I noticed a MetaLife office. Here I got my first impression that they are really trying to fit their slogan "Connecting People" to this virtual world.




With that in mind I suddenly looked upon the build with new eyes. The whole of the sim is set up as a beach resort with various huts and bars along the inner lake. Although the main landmark is the Burj al Arad from Dubai, the statues from Easter Island dominate the scenery. The beachhuts are filled with benches, fireplaces and jacuzzi's to meet up. The sitting animations are always in couples. It's about connecting people, not sitting alone.


Finally, I took a ride with the Jetski and noticed a Greenie on the sim as well.



It wasn't really busy at the sim, so I can't really tell if it's a big success. To me it looks like they've managed to take their presence a step beyond their competition, but I don't know if it will be enough to really start connecting communities. It will probably depend on the type and frequency of events they will plan at the island.

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

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Monday, March 10, 2008

Association of Virtual Worlds Advisory Board Goes Global

I just checked the PRWEB and didn't see the press release there yet, but I just picked up one that's about to air on the Association of Virtual Worlds.


Jacksonville, Fla. (PRWEB) March 10, 2008



The Association of Virtual Worlds welcomes four new members to its Advisory Board: Dr. Sara de Freitas, Director of Research at the Serious Games Institute at the University of Coventry in the UK; Darius Lahoutifard, CEO, Altadyn, with offices in Paris, France and California; Rahul Dutta, CEO, Trimensions-Metaverse Development, of Gurgaon, India; and Bruno Cerboni, Founder and CEO of Virtual Italian Parks, of Rome, Italy.


“I am thrilled that these four leaders in their fields have agreed to join the Advisory Board of the Association of Virtual Worlds. The Association is truly a global organization and the addition of these four international members to the Advisory Board underscore the global aspect of this new group.” says Dave Elchoness, Executive Director.


The Association of Virtual Worlds is experiencing rapid growth both in the US and around the world. “It is extremely exciting to see such an enormous global interest in this organization,” says Edita Kaye, Founder.


The Association of Virtual Words is a global industry association for the rapidly growing virtual worlds industry. It serves as a resource for those wishing to experiment and explore virtual worlds for work or play. The Association’s mission is to educate, network, recruit, and further the membership’s collective goals.


For more information please contact: dave@associationofvirtualworlds.com or edita@associationofvirtualworlds.com


Dave Elchoness,
Executive Director
Visit
Association of Virtual Worlds at:
http://www.associationofvirtualworlds.com/



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Saturday, January 26, 2008

Virtual Israel opens Borders

Today the Jewish Chronicle reported on Israel in Second Life, which has opened the doors on january 13 whereas the real Israel closes its borders. The article in the Jewish Chronicle is written for absolute n00bs, but here's a quote anyway:

"You can now visit the Holy Land without leaving home.

Rachel Fletcher logs on to an online virtual worldVisitors to the online virtual 3D world that is Second Life (SL) have long been able to attend a computerised synagogue, yeshivah, pray at the Western Wall, and wander round a Holocaust museum. But with the launch of Second Life Israel this month, the possibilities to live a virtual Jewish life have increased enormously.

Avatars — the characters users adopt when they visit SL — can now take a dip in the Dead Sea, tour the Church of the Holy Sepulchre and the Dome of the Rock, get down on a Tel Aviv dancefloor, experience the brilliantly coloured
underwater observatory in Eilat, or visit Yad Vashem’s Children’s Memorial. "

It is a little cramped, but indeed Israel has immersed on one sim. As far as construction goes in Second Life, I wouldn't call it a classy build. It has some great textures, but more often than not, the textures do not really fit. Throughout the sim there are new features under construction, but lack of space causes the builders to revert to textured decorums, which is a shame I think.






I really hope this community will grow and expand its borders in Second Life and hope to see more of the ancient city of Jerusalem and other sites from the Holy Land appear.

SLURL: http://slurl.com/secondlife/israel/128/128/24/

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Friday, January 25, 2008

Best Practises for Non Profits in SL

A number of papers have been published recently with findings from the SLCC 07 conference. One of these papers is prepared by Rik Panganiban and is called Best Practices for Non-profits in Second Life.

This report is a preliminary examination of some of the best practices of non-profits active in Second Life, inspired by a series of discussions that took place during the “nonprofit track” at the Second Life Community Convention in August 2007 in Chicago. This past year Second Life has become a testing ground for exploring the possibilities of using virtual worlds for the social good. Given the fairly recent entry of many non-profits into Second Life – many
non-profit offices are under one year old – these findings and recommendations are very much subject to revision. Indeed, we consider this just the beginning of a much longer conversation about what is the role of civil society,
philanthropy, and the public sector writ large in the virtual world.

Download the paper here.

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Prokofy Neva vs. Woodbury University

Late last night the infamous Prokofy Neva posted a mega post over at Second Thoughts over an intervention Linden Lab performed. This is bound to create another stir in the community.

Here's the short version:

Prokofy has long faught the presence of griefers in Second Life. Whereas some (including Wired magazine) approached them pretty naively, Prokofy (rightfully) saw these anarchists as a threat to a civil metaversal society. In 2007 the Woodbury University was taken off the grid, suspect of facilitating griefer activities. Ever since Prokofy claims to have been haunted, stalked and harassed by MC Fizgig, the alt of a Woodbury professor. Now Prokofy found out the Woodbury Griefers moved in next door...

"Land bought in Furness next door to me in Ravenglass for the sole purpose of harassing me and my tenants has been confiscated by LL, in a move which some might find as suspect and controversial, but others might see as part of a growing willingness by Linden Lab to leave their hippie anarcho-capitalist technolibertarian days, and become a more established business determined to make a grid viable for civil society online."

The bottom line:

"For once, they've (LL) responded within 24 hours, and responded very decisively in a way which is sure to raise controversy..."

Because of Prokofy Neva's reputation it didn't take long for the first insinuating posts have started to appear on the Second Life Herald and Your2ndPlace.

The SLH speculates in FIC Tables Turned - Ex-Critic Crows About LL Land Seizure that Prokofy apparantly has some tie-ins with Linden Lab and thus becoming part of the FIC (Feted Inner Core -- the group of alledged Linden Lab adorers which receive friendly favors of the powers that be) Prokofy has so assidiously fought over the past year.

Your2ndPlace also speculates on the same issue:

"But for the topic at hand - if she claimed that she had something to do with someone having their land taken from them and banned, even by innuendo, she's claiming the power that she accuses others of having. If she didn't say that,
then Shaun Altman is a liar - as are a few other people I have communicated with. And if she said it and actually had something to do with it, well, the latter would explain why Prokofy Neva has lead such a charmed Second Life."

Both these reports are based on Shaun Altman writing:

"Prokofy Neva went on to inform me that the avatar who purchased this land had been banned from Second Life, after the seizure of the avatar's property (land) by Linden Lab. He then asked me a very chilling question. I didn't log it, so I can't quote it verbatim, but it was directly along the lines of, "Do you see what I can get done if I want to?".

The issue here is in Shaun's last line: What's stirring up the fuzz is:

"Do you see what I can get done if I want to?".

The weakest link here is:

"I didn't log it, so I can't quote it verbatim,"

Now, I don't have all the evidence at hand, but here's a number of thoughts which have crossed my mind:

  1. There have been suspicious activities at Woodbury in the past. Evidence seems solid enough to justify the removal of the sim from a legal point of view when looking at the ToC.
  2. Where possible, action should be undertaken against griefers. Although they can perform very little actual damage, they are a threat. They will hamper growth in qunatity as well as quality.
  3. I personally it is a bit overdone to call the whole scene a "Woodbury Conspiracy", but I can imagine griefers not being happy over expulsion and stalking the person responsible for their exposure.
  4. Based upon Prokofy Neva's narrative of the situation, Linden Lab has taken a rightfull decision. When this is going to cause havok, I hope LL does have some unbiased evidence to support their case.
  5. The sole reason for the SLH, Your2ndPlace and Shaun Altman blowing this skyhigh is Prokofy's reputation. I'd rather see them try to figure out facts - though must admit

    "Do you see what I can get done if I want to?"
    is an interesting line. I do have some thoughts there, but won't articulate them yet as they are thoughts, not facts.

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Monday, December 10, 2007

Metaverse Update November / December

Last weeks have been either too busy to blog or too quiet (i.e. I'd taken some days off to spend some quality time with the RL family), so I've lost track of a couple of new metaversal releases. Here's a couple of tidbits from the other blogs:


Ambling in Second Life

Aleister has been quite busy in the past weeks and blogged on a wide variety of topics, here's a few picks:

Another report from Ambling in SL is titled "AOL Pointe RIP", and reads:

AOL opened their AOL Pointe island in Second Life around the start of the year. I rather liked it, as I wrote back in February. However, I heard quite a lot of sniping about the site thereafter, and rarely saw much sign of an emerging SL community. By the end of the Summer I was hearing the damning "ghost sim" in relation to it. So perhaps it should come as no suprise to find that AOL have pulled out of Second Life.According to this AOL blog:

AOL Pointe was built to provide a fun and engaging place for the Second Life community. We created this experience to learn more about virtual worlds and what people like and don't like.

It has been a fun and rewarding ten months, with streaming music (Rock and Roll Hall of Fame, Linkin Park, etc.), Sticky Wall contests, and Friday nights at Club AOL. We are grateful to the avatars who attended these events, as well as took advantage of places like the Centrifuge Skate Park and the Quiz Time Lounge.

We've gained a lot of insight from our participation in Second Life and we're now refocusing our efforts in virtual worlds. While we have closed AOL Pointe, you will soon be seeing more of AOL products and content across the metaverse. So stay tuned to aol.com for more information about when and where.

AOL are not the first company to follow this route, and certainly won't be the last. I would be curious to know the real story here... or rather, the full story. And what of the future? Will we see AOL3D next year? Or more dabblings in other virtual worlds, such as There or (if you want to go global) HiPiHi?I still liked the AOL build and am sorry to see them go.

AOL isn't the first company to leave Second Life but it's good to know they're still game for virtual worlds.

3PointD Crash

Another departure is even more stunning, as the one time leading metaverse blog 3PointD has collapsed without prior notice. I mean I've been bad at blogging for some time now, but Mark Wallace used to be a paid blogger. I'm wondering how the 3PointD sponsors (Electric Sheep Company) feel about their investment and publicity engine gathering metaversal dust.

KZero's metaversal marketing news

KZero's Nic Mitham must have been bought. His attention and anticipation of the arrival of Football Superstars has been incredible. Another FS snapshot series can be read here: Latest player and environment imagery from Football Superstars.

But there's more to be read at KZero:

You've been Metaversed

Where 3PointD crashed, stocks are going upward for Nick Wilson at Metaversed.com. After a hugely succesfull start up of the Things to Do group (spring 2007) there was the more or less succesfull Grid Safari (summer 2007) and a promising podcast series (Second Rant with Prokofy Neva - which sadly went down the drain. After a slight dip Metaversed came up with another smash hit, the Metanomics sessions (fall 2007) on virtual economy (allthough some argue that this is a sponsor event and you get all sorts of economy and financial hotshots telling you all about how it should be without ever having been in a virtual world themselves).

Latest addition to the Metaversed event line-up is the VBI sessions, the Virtual Business Innovators (winter 2007) which focusses on the native metaverse content creators and innovators, the "Virtual Brands" as KZero would call them. Too bad I missed the first session.

There's a downside to this though, as there's no longer room for fun sessions like the Geek Meets (not even the Gadgeteer sessions) because it's no longer attractive (sponsorwise). That's a problem when you have to make a living of blogging and depending on sponsorships. I can blog, be critical, have fun and not wonder if I can buy dinner tomorrow. Anyway, it just takes away a bit of the fun and puts a slight ? behind "objective journalism"

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Saturday, November 24, 2007

Generali's Virtual Heroes

It's been quite a while since I first noticed the Generali island, but at the time it was still under construction and closed for the public. Today I tried once more and it's open. It's a good build with a lot of detail and well designed furniture.



Generali, Italy's largest insurance company plans "to engage with the SL community and explore the nature and ‘insurability’ of risk in virtual worlds, as well as to interactively promote the Group’s image and business."



Let's start of with a few snapshots:









Since it's still early saturday morning I'm not going to describe the island but quote from Generali's Second Life flyer:


In Generali’s perspective, Second Life represents an opportunity laboratory for innovating (prototyping new products and services), learning and communicating as well as an interesting emerging market – virtual worlds inhabited by dynamic and knowledgeable users.


The main objectives of “Generali Virtual” could be summarized as follows:

On the left, places and areas on Generali Virtual

  • explore the extent to which virtual reality might affect and extend the nature of risk and risk management services
  • experiment with new insurance-related services relevant to a world where connectivity and virtuality become dominant features: insuring virtual risks in reality and real risks in virtuality
  • witness Generali’s effort in providing innovative services, and promote the Group’s image throughout non-traditional environments and communities.

The success of Second Life itself may be transient, but the phenomenon of technology-enabled virtual worlds will not and the Group is keen to put itself in a position of monitoring and learning early on in order to be ready for future challenges.

The Generali island is organized around a central piazza – the Community Area – which provides a space for presentations and virtual encounters, and potentially an alternative channel for real-world corporate events. A large screen can be used to show a registration or the live video from the event. On one side of the piazza the Generali Building provides up-to-date information about the Generali Group and links to the generali.com website. Close to it, a structure informally known as “Chill Area” is designed to provide a context for hosting some social, educational and entertainment activities of the SL community.

The large Water Tower is a panoramic view point with a room that gives a view of the whole island. The most interactive part of the island is the Warehouse Set, where a game can be played by visitors, in fact Generali Virtual offers to visitors an interactive game, a sort of “car chase” with prizes to be won, that is meant to convey a simple but effective message about the rewards for risk-adverse behaviour.


To be honest, I really couldn't spot the interactivity, tried a few warehouses but couldn't really get in. Perhaps there's a teleport point somewhere. A second thing I couldn't really figure out is what the islands' subtitle "keeping heroes safe" means.

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

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Friday, November 23, 2007

Power to the Community


"Power to the Community" was the title of one of the main sessions prior to Rod Beckstrom's presentation on the Starfish and the Spider at the "From Web 2.0 to Enterprise 2.0" conference in Utrecht last wednesday.



I liked this presentation, not because Patrick Savalle is a Sogeti colleague, but I like his way of thinking. It was what you could call a boardroom wakeup call. The essence of the presentation was moving the crowd from version 1.0 to 2.0.

One of the things to churn on was explaining the Peter Principle which often occurs in centralized organisations (the spiders) which pionts out that a hierarchy every employee tends to rise to his level of incompetence.

His second thought focussed on emergent behaviour; In a crowd we all do things we wouldn't do as individuals. We've all been suckered into buying things we don't need by early marketing guru's like Edward Bernays who laid the foundations of mass manipulation and crowd control.

His final thought was called Social (web-) Design. When looking at social networking sites you have to find what makes these things attractive. How do you build communities? It's in little things, it's in poking, it's in listing events, in smilies, profile pictures or tweets: all these little things are a frameset in which the crowd interacts and grows into a collective community. This collective community will eventually return to emergent behaviour so we have to be carefull. Edward Bernays, much like his uncle Sigmund Freud, wasn't all that happy with what he did to humanity. Maybe in 20 years we'll have a generation of social webdesigners looking back at how they manipulated the masses.

In my opinion that's a pretty spooky thought. Walk along that path and we might even end up with Asimov's famous Psychohistory;

The basis of psychohistory is the idea that, while the actions of a particular individual could not be foreseen, the laws of statistics could be applied to large groups of people and used to predict the general flow of future events. Asimov used the analogy of a gas: in a gas, the motion of a single molecule is very difficult to predict, but the mass action of the gas can be predicted to a high level of accuracy - known in physics as the Kinetic Theory. Asimov applied this concept to the population of the fictional Galactic Empire, which numbered in a quintillion. The character responsible for the science's creation, Hari Seldon, established two postulates:

  • That the population whose behaviour was modeled should be sufficiently large
  • They should remain in ignorance of the results of the application of psychohistorical analyses.

So my question to Patrick would be: Shouldn't the title be "Take power from the community" instead of "give power to"?

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Monday, October 22, 2007

virtual Girlpower



One of the most targeted audiences for Virtual World and general online advertising has become the teen and tween girlscene. In the wake of tv-programmes like (America's) Next Topmodel and various makeover series this group has an appetite for fashion and beauty.





doll 2.0


By the end of october Red Chocolate will come with doll 2.0 which will have to put this Dutch startup ahead of compeition. Doll 2.0 has been developed with the watAgame software. This Danish enterprise is also responsible for girlcommunity goSupermodel, and recently received an additional 3,000,000 euro in funding. goSupermodel now has about 1,5 million unique visitors worldwide.




Girlz'own City


Another Dutch girlpower developer is CiC Mercurius which teamed up with Mindscape. Last june saw the beta release of Girlz'own City. Mindscape backs up the technical aspects and CiC Mercurius powers the look & feel from a marketing point of view.



Girl Classics


Other specialised Girly sites are Cartoon Doll Emporium, Stardoll, Girlsense and Barbiegirls.
Another Dutch site dealing with fashion and dressing up is Why Robbie Rocks which brings a beauty shop and an ELLE-girl special mashup.

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Friday, October 12, 2007

Big Business Money based on trust

Thursday, 4:30pm - 5:30pm


Virtual Currency / Virtual Business = Big Business Money


(Virtual currency) exchanges promise the opportunity to stimulate virtual economies not just throughout individual virtual worlds but across worlds. Join us for a discussion on what the future will look like as these exchanges take off and how users will conduct commerce. What does it take to build and foster a thriving virtual economy?



John Bates of Entropia was double booked, so he started off with a little insight on Entropia. This virtual world is the only one that has it's currency really pegged with the US Dollar at an exchange rate of 1 USD to 10. Entropia is a mixed world with gaming and social elements and when things cost you real money, it changes the came. Buying guns and bullets that cost you (even if it's nano-payment) makes the game take on a new dimension.


Anshe Chung Studios now is one of the largest of 45.000 profitable companies in Second Life, with total assets going up to the region of 800 islands / sims. What would happen if they withdrew all their assets at once? Both John Z of Linden Lab and Guntram Graef aren't afraid it would blow the economy. Linden Lab is putting on about the same amount of servers every month. Stop that for a month and the economy will stabelize.


The same happened with the banning of Gambling, said Zdanowski. We had to do this because of US regulations or run the risk of being shut down. Overnight the user to user transactions dropped with 40%. Was gambling such a large part? Not really. Zdanowski estimates that gambling was only up to 3% of the market. The exchange rate never dropped and within 3 weeks the stock exchange was level again. The Linden Dollar has been very stable in the past year and a half, leaving not much room for money traders and fluctiating only a couple of Linden cents to the dollar in this period.


Zdanowsky doesn't see the Linden Dollar as a real currency though, but more a licence to use certain aspects of Second Life. Residents have to have trust in the currency, it's stability, in order for Virtual Worlds to create successfull economies. Earlier this month Linden had to add VAT to their game for European Users. This also because of international monetary regulations, and the Lindens are fully aware that this puts European users, about 35% of their community at about a 20% disadvantage. User to User transactions aren't taxed though.


I asked John Z and Guntram how to make the economy safe, as in the Netherlands we've seen a story extortion and abuse over Runescape money several weeks back. Also think of money laundring between virtual worlds through the Anshe Chung Exchange. No problem here again, according to Linden's CFO. They're monitoring transactions and if there's a resident wanting to buy Linden dollars worth say 10.000 USD he'd personally invite them to fly in and find out what the heck they would wanna do with the money. This economy is based on trust. One fundamental rule for us is to know our residents. We know who makes money. It can happen that all of a sudden you're a new sucessfull virtual entrepeneur, but then I'd like to personally meet you and get to know your business. He expects the next wave of regulatory action to take place in the banking sector in Second Life and Linden have hired a hotshot laywer and former internet crime prosecutor to be up to speed with all the world wide regulations regarding this.


There is a lot of scepcis, a lot of resistance against Linden playing a strategy that's so much hands-on on the economy. Yet Virtual Worlds do take a new place in the world of global economy. They're dealing with micropayments all over the world. The European VAT regulation was never designed for this, it was designed to protect the local market in the 80's as US based companies like AOL started pricedumping their ISP services on the European market. Now Linden has to deal with it, or again risk shutdown in Europe. In my personal opinion, they're on the right track. John's solid performance was a sign of confidence on behalf of the Lindens that they're on top of the game.


Final tidbits:



  • Chung obtained an Entropia Banking Licence earlier this week

  • Chung is now implementing an interface to exchange IMVU credits

  • Chung also provides Venture Capital for virtual startups.

  • It took Peter Philips, former Linden Lab employee less than three weeks to program the Lindex

  • Entropia has a Swedish banking licence

  • Companies have to closely watch the market to stabalize it. Neither inlation or deflation is a good thing for an economy, even if it is virtual.

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Thursday, October 11, 2007

Navigating Uncharted Terrain



One of yesterday's sessions was IBM's talk on Navigating Uncharted Terrain. Here's the announcement:






Wednesday, 11:00am - 12:00pm





Virtual Worlds: The BEST platforms for Enterprise Value
An Examination of Virtual World Platforms From the Enterprise Perspective.
The number of virtual worlds platforms are proliferating from publicly operated virtual worlds to private world engines. Where does an enterprise start when evaluating a platform based on BEST: Business, Economic Value, Social Interaction and Technology? This detailed session will review the leading platforms for enterprise use, talk about the real business value being realized in virtual worlds today and have a look into the future of virtual worlds fit for business.






Speaker: Sandy Kearney, IBM Global Director, IBM 3D Internet and Virtual Business






Here's my notes:








  • Like With the internet we've explored, done a lot of things that we don't want to repeat.


  • It's uncharted terrain with new tools to navigate


  • 3D internet is everywhere, anytime


  • It took IBM 10 years to understand the e-business. It took us 8 months to understand the value of v-business


  • IBM is currently engaged with over 400 clients in v-business.


  • There's an increasing market accelleration.


  • Market trends are guideposts for pioneers.


  • Orienting goals towards Business Value: BEST
    (Business, Economics, Social and Technology goals)




  • There's an enormous value in Enterprise and consumer social platforms: Recognition, interaction, social bonding and a sense of belonging in global enterprises.


  • The IBM Intraverse runs on an Active Worlds platform. A presentation of the intraverse was given at Cornell, and was live-streamed into Second Life to the Metanomics meeting.


  • We're going do see 4D very soon. Already there are people programming their avatars to do stuff when they're long gone. VW's are going temporal.


  • As a community we need to
    - realize business value (leverage the 3D capability)
    - sustain & protect value (ensure 3D internet is fit for business and community)
    - expand value (ensure interoperability, make vw's open and available, easy to use)


  • The desire to be plugged in is growing


  • A universal and generic approach makes VW's more open and available, mass marketable.


  • We're moving from the information age to the conceptual age.


  • Identity management is going to be a very very hot issue in VW's in the coming years.

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Sibley's Keynote

I already blogged a few things that came by during today's convention sessions, but here's some more on the Keynotes.


The convention kick-off was presented by Sibley Verbeck, CEO of the Electric Sheep Company. Now everybody was exited about this CSI thing, but Sibley also said a few other noteworthy things.


He started with an overview of the industry. Here's a few pointers:


  • Lots of Virtual Worlds focus on special agegroups

  • Teen worlds are currently the most successfull when it comes to business returns.

  • We're still early in the game, but there are already some breakthrough sucesses.

  • Teen worlds are going to see brutal competition in the next year and a half.

  • Because of this competition and success, teenworlds are the spots where the innovation will be.

  • One businessmodel comes to taking existing teen communities and communications and add virtual components and value.

  • Other models will be build around sponshorship and advertisement

  • I'm missing VW's that take all and incorporate profiling and stuff.

  • In adult spaces a lot of technology has been developed, yet it's lagging in innovation.

  • In 5 to 10 years from now there will be more e-commerce in Virtual Worlds than on the World Wide Web.

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Saturday, October 06, 2007

VeeJay @ San Jose Conference

Real Life has been very stressfull and very very busy this last month. Since there's Mrs. V and the Kids to keep in touch with I haven't really had time to dig into Second Life, let alone blog it.

Sorry folks.

The good news is, I'm getting back up to speed, starting with visiting the Virtual Worlds Conference and Expo next week in San Jose, California. I'm really looking forward to it, especially since I've got an appointment with a Linden Lab employee on tuesday.


On wednesday and thursday you'd probably be able to catch me on these tracks:

Wednesday (10th):

  • Business Strategy & Investment --Economics of Virtual Worlds
  • Entertainment, Media & Marketing -- ROI How the rules are changing
  • Entertainment, Media & Marketing -- Entertainment in Virtual Worlds - It's Not Games. it's Not TV. It's....
  • Virtual Worlds for the Enterprise -- Applications that Work

Thursday (11th):

  • Business Strategy & Investment -- The Future of VW's
  • Virtual Worlds for the Enterprise -- Best practises for employees in VW's
  • Virtual Worlds for the Enterprise -- Creating a user community
  • Business Strategy & Investment -- Finance in a VW

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Friday, July 27, 2007

Virtual Banking (13): BCV

Sharp readers will have noticed I skipped no. 12 in the series of Virtual banking. No. 11 in the series was Crédit Agricole and no. 12 is Cofidis, as French banker and insurance company. That blog was titled "Have a little Cofidis" due to the Tour de France debacle.



Bank number 13 is a Swiss bank, called the BCV (Banque Cantonale Vaudoise). Here's their profile from their website:



"BCV was founded over 160 years ago to serve the people of Vaud, and we have kept our strong community focus to this day. We offer a full range of services, including retail banking, corporate banking, private banking and asset management.In addition we engage in BCV has trading activities in various financial markets. "



The island is quite craftly landscaped, stepping away from the 'normal photorealistic' trees and stuff, but doesn't hold much more than BVC's virtual Headquarters, but for a venue dating back to 7 februari 2007 it's part of the early bankers in Second Life.





In a second stage - a second Island - they've must have started looking for deeper involvement with the Second Life community and opened up BCV island 2. On this sim you'll find different venues, maybe from partners, or maybe collaborative builds but of lesser quality and inspiration than the main venue.


In a past life I used to do some webdesign and one of the deadliest sins in the business was - and still is - putting a visitor counter on a professional website. On BCV island 2 there is one ! It's on a building which counted me as visitor no. 63 since june 17.



(Okay, it's nice if you're called Esmee Denters and get 0ver 40 million views on youTube, but it's a bummer when you're a big corporate name and get only a few visitors).



SLURL: http://slurl.com/secondlife/BCV%20Island/156/121/60

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Monday, July 23, 2007

SLBoutique ReRezzed

For quite some time the SLBoutique has been a topshopping site for Second Lifers next to the SL-Exchange. As the Second Life economy grows, these shopsites grow accordingly. Most started over a private initiative and SL-Exchange evolved into what I'd call a typical Open-Source community design.
The SLBoutique was taken over by the Electric Sheep Company several months ago and was pretty mothballed due to ESC's neglect, and in its latest design it's just pushing the ESC logo and brandname.
Today, July 23rd, the curtain falls for the SLBoutique as it will be taken offline to return in the shape of Shop OnRez come thursday. In the meantime its content will be migrated.
The Shop OnRez previews I've seen look very promising, giving it an overall slick Web 2.0 look and feel. I've never been much of an outworld shopper -primarily due to crappy navigation on these shopping sites - This one I might check out.


Last friday, ESC's Giff Constable promoted the new OnRez shop at the weekly Geek Meet. In the wrap up I've published just a part of Giff's comments on OnRez, here's some more:
"To give you a quick intro, The Electric Sheep company has long been known as a consulting company for virtual worlds, but our business goals always included building a consumer software business. Our goal is to create technologies to make virtual worlds easier to use and make information flow more efficiently.
We are launching a new brand around these consumer technologies called OnRez, with the first step launching next Tuesday. Shopping has always been important to us, which is why we bought SLBoutique in early 2006, but while we focused on our consulting business SLBoutique was neglected.
That changed early this year when we looked closely at the technology and decided we needed to overhaul the entire SLBoutique system. On tuesday we're launching Shop OnRez. Our goal overall is to make shopping easier wherever you are, and to make life a lot easier for the small businesses of SL.
We've made a lot of changes to make the whole thing more robust, to make deliveries more stable, and the whole thing better functioning. SL has some tricky things around object deliveries that took some finagling.
What really interests me though is how we're trying to bridge the Web and SL (as some others are as well). We provide a single place for a seller to load their goods, we now provide scripted vendors so they can sell those goods on the Web or in their stores. We provide search capabilities so that you can walk into a store and search right for the item you want.
The in world shopping can take the form of a scripted vendor specific to a seller, or a general OnRez shopping HUD, or a shopping kiosk you can put up. Frankly I view HUDs as rather crude, so we're also working on the open source SL client to see how we can improve shopping by embedding functionality right in the experience, but HUDs are the best we have right now!
A HUD is built on prims and LSL and it's text display and input capabilities are rough, to be extremely kind, I'd like to see more widget type functionality but that's not a tomorrow thing. we're months away from that but my view of all of this is that we need Linden Lab to improve the SL performance and scalability -- make what we have now better, but we also need to see innovation on top of this platform.

In a few weeks we'll also be relaunching the second life search engine. Linden Lab is also working on one, and I look forward to what they come up with, but we are going to go ahead and try to put out some better Web search capabilities than currently exists right now."

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Tuesday, July 10, 2007

Real Life Cities (10): Brugge

Second Life is getting busy. Many new sims and companies from all over the world. Sometimes it looks like some countries are lagging. This seems true for the UK and Belgium, with very few companies and 'official' sims compared to the number of Brits and Belgians active in and blogging on Second Life.
The Belgians are getting upto speed though, SL-wise. Last month I blogged Belgacom as one of the first major Belgian companies to arrive in Second Life and last weekend I've blogged on the Brussel sim. Today's Brugge time.
Here are some snapshots, taken by Pieter Bosch of the SecondLife Crew blog, an excellent Belgian SL-blog.



The city of Brugge is still under construction, being build by Belgian content creators Metacon.
I've seen more and more professional content creators build Real Life cities as a promotional and community creation platform, and indeed this sim is aimed at creating a Belgian community and will be a mix of commercial and residential buildings.

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Saturday, July 07, 2007

SLCC dispute

Second Life seems to be at the center of debate these days. This time it is no legal argument, no violation of the ToS but the SLCC (Second Life Community Convention) that's infuriated many residents and bloggers.

NickWilson of Metaversed reports:

"Second Life's SLCC mixed reality community event has been a hot topic of late. Since the publication of a "community standards agreement" which among other things prohibits the recording of panels, even by the panelists themselves, residents have been in uproar. The overbearing, restrictive rules being imposed upon attendees is not the only point of contention however. The question monopolization, and the "non profit" status of the organizers, Future United and their partners Phreak Radio, (who have exlusive rights to everything panelists and musicians produce at the show), was called into question today by vocal critic, Prokofy Neva."
[Read full article here]

Let's track back a while.

People have been working hard on getting the annual Second Life Community Convention on the road, making tons of arrangements. The Convention is supposed to be a big Fan meet, sponsored by Linden Labs, Millions of Us, Rivers Run Red, Anshe Chung Studios and many many more more and/or less known content creators.
Something happened on the way, as Moo Money reports in the Second Life Insider:
"With the registration of a couple of controversial Second Life residents, some are in a state of panic. Many feel that these individuals would hamper their convention experience. Another issue that has also cropped up is the entrance of "press" requesting permission to film. Due to these incidents, The Future United Group has decided to clarify their policies in a Community Standards Agreement."
This happened on June 28 2007 posted in the SLCC Community Standards - Agreement, which did not seem to calm down residents, but instead irritated a lot of people. A few days later irritation turned into aggravation with a waiver sent to performing artists.

The full text of the 'document' can be read at SL LIVE Music Blog and includes indeed an aburd requirement for artists. As SL Live author Slim Warrior rightfully remarks:
"lemme get this straight… I am asked to perform, having sent off an “audition mp3′ then, I fork out a fortune to get to this event. I also pay a registration fee and of course will be performing for FREE! but if I ‘don’t’ sign, I can resign from the line up…. Thanks for that! "
This has caused several artists to cancel, among which the turntable wizzard DJ Doubledown Tandino who commented "I, Doubledown Tandino, ain't gonna go livin' by no contracts no mo'."
From a performers point of view this is indeed a killer-contract for artists who write their own music and thus own the copyrights. They are asked to perform for free and give all their rights to Phreak Media so they can “recover a small portion of their costs’

SLCC's doomsday bells

SLCC's doomsday bells tolled when Prokofy Neva reported:
"Has everybody seen what a road wreck the Second Life "Community" Convention is? It's an accident going somewhere to happen, unless its sponsors, including RiversRunRed, Electric Sheep Company, New Media Consortium, Anshe Chung Studios and many more step up to the plate immediately and demand participation in, and accountability from, the organizers in the form of the Future United Group and Phreak Radio -- these intertwined FIC entities that have hijacked the conference process for years now, and whose chickens are finally coming home to roost."

SL's Land of the Free

Second Life is getting a lot more press than any other virtual world at the moment, though publicity seems to be on the negative side right now. This is bound to happen as SL offers much more freedom to their users than any other VW / NVE. Second Life is the ultimate virtual representation of the Land of the Free, the American Dream.
Linden vs. Bragg could never have been Kaneva vs. Bragg and Linden vs. Familes de France could never have been There.com vs, Familes de France. Linden vs. Woodbury could never happen in Stagespace.
These legal suits are inevitable and some will be won, some may be lost by Linden Labs, as Second Life becomes the testground for virtual law. They will get media attention, good or bad, but that should not influence our opinion of Second Life.

Home of the Brave

The case with the SLCC is different though. It is nog an argument between Linden and residents upto no good, or careless naive users that happen to be at the wrong place at the wrong time. SLCC is all about Enjoying Second Life. We have a mutual interest to have Second Life succeed. Both Linden and SLCC will like to see the Convention leaving positive thoughts on Second Life.
I am sure all sponsors, who have a financial interest in the success of Second Life, and all residents who invest money and/or expensive time in Second Life all wish to further Second Life's advance. With that objective in mind I would like to call on the SLCC organising comittee to take a deep breath.
Sit down together and decide a mutual course of action. Dare to rewrite and admit 'clumsiness' where possible. That would be Brave.

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Thursday, July 05, 2007

StageSpace - Stage 2: The Return

As you may have read I registered at StageSpace after Tao Takashi's report to check it out.
As it was quite late I didn't do much exploring, but here's a brief on my return to StageSpace.

The welcome was warm, a nice lady awaited me upon my return. However, this was just when returning to the website. On my first visit, and on this second trip I did not encounter any other lifeform inside this world. After talking to Tao he'd noticed the same thing. Perhaps we should try and do a Geek Meet session in this environment to see how it handles a large audience.
The technique about StageSpace is quitwe interesting. It is Java (Webstart tech) based and doesn't need a client installation, which makes it accessible from about everywhere -and no updates! Starting the engine could take some time because everything needs to be streamed from the server, but with my empty inventory it doesn't take too long.
After starting the Java app you're inworld immediately. As seasoned traveller I noticed a lack of advice. It took quite some time before I understood how to walk and move my camera. SpaceStage is no open world like Second Life, but has only 3 parts in this alpha stage (hotel, disco and lounge). It is quite easy to teleport to the various locations, but you can't walk from one to the other. It isn't clear to me yet how to change my appearance and buy stuff, so that'll have to wait for visit no. 3.
This one I'll wrap up with some of Tao's Thoughts:
"Asked about user generated content he (StageSpace CEO Fabien Röhlinger) said that it might come in the future but most likely only a special group of users will be able to create new items as their main intent seems to be to keep the environment controlled.

And that’s also part of the business model because the StageSpace version you can see on their website is only a demo. The main idea is to manage individual branded virtual worlds for their clients. They will manage hosting of the server, billing, registration and the like. Their clients will get a controlled and branded environment in which members of their communities can interact. If there is an existing community already they will also provide a single-signon method so that users can log into the 3d part with their normal username and password. They claim that they can setup an instance for one of their clients in 2-4 weeks depending on integration work."

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Sunday, June 17, 2007

VeeJay juggles Web 2.0 Chaos

Being under pressure to come to twitter I finally signed up. Web 2.0 is getting a little confusing right now.
What I'm facing right now is juggling email accounts to and fro:
  • My snowcrash@usa.com account at http://www.mail.com/ for old times sake
  • A yahoo mail account for del.ici.us
  • A google mail account for blogger
  • A hotmail account for MSN
  • A private hosting account for private emails
  • An email account at my ISP
  • And 5 email accounts for various sideshows and clubs I'm involved in.
Then there's IM-ing or communication thingies going down at
  • Twitter
  • ICQ
  • Skype
  • MSN
Then there's stats to watch and pimp at http://www.technorati.com/ and AWstats for my hosting account. Finally there's some 100 RSS feeds to monitor, my pages at http://www.linkedin.com/, xing and ning and my page at http://www.hyves.nl/ to maintain, not to mention the old 90's crowd at http://www.ancientsites.com/ who know me as Johannes Nestor.
The one thing that keeps me standing up in this total chaos is for the most part http://www.netvibes.com/ which I prefer over iGoogle. It offers me widgets for webmail, weather, rss feeds, twitter, del.ici.us, flickr, digg it etcetera, so I've only got about 3 tabs to scan every morning. Still, some of the aforementioned socalled essentials to Web 2.0 are don't integrate as well.
Web 2.0 is about social networking, but in my case that network is almost too widespread to maintain and too many accounts are needed to keep a grip. This world needs more unified communications. (My collegues at Sogeti would agree, and I guess the almighty Epradator agrees as well as he said much of the same on his view on Virtual Worlds).
Tech Rocks, but for tech-savvy folks it's getting a full-time job to read the various sources that tell you what your job should be. Information overload, or load balancing is the question.

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Wednesday, June 06, 2007

ABN AMRO Dances 4 Life

Friday the 8th wil see the launch of a new ABN AMRO venture in Second Life; the Young Professional Island. The opening will be supported by DJ Jesse Voorn, ambassador to Dance4Life with a simulcast or cross-reality concert from the Panama Club in Amsterdam .

In this coop ABN and Dance4Life are opening an island for people at the start of their careers. It will be a place to meet, socialize and relax. The Dutch bankers will organise several events for the community. The island is one of the new builds from the Dutch Lost in the Magic Forest and the Dance4Live club on the island is build by ABN AMRO themselves.
According to Lost in the Magic Forrerst the build is not complete yet, but will be further developed in coop with the YP community.
DJ Jesse Voorn will perform between 00.00 and 01.00 (CET) in both Club Panama as well as Second Life. Jesse is no stranger to Second Life, as he has done a rather succesfull gig earlier this year.
Dance4Life is an international organisation which gets young people together in the fight against hiv and aids. Dance is the international language that binds young people all over the world. Dancing is combined with television programmes, media campaigns and fundraising to benefit projects in areas that suffer strongly under the presence of hiv and aids.
ABN Amro is one of the sponsors of Dance4Life

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Wednesday, May 09, 2007

Aloft Revisited

One of the grand openings this month is not a newcomer to Second Life, but actually an early pioneer. Aloft entered Second Life mid 2006 with a rather static sim -which was not a deadly sin at that time - but certainly understood the principle of crowdsourcing much better than Visa (previous post).

They've received an enormous amount of input from visitors and redecorated the whole sim. Aside from a dominating Aloft hotel, there are many interesting fountains, gardens, beaches and other retreats that will keep you busy for a while.

You'd assume they're here to stay, but they're not. Aloft has received enough input for a year ;) Now it's back to the drawing table for them to transfer that knowledge into their Real Life business. Their grand re-opening is at the same time a say goodbye.
One last great crowdsourcing trick that will surely involve the community: They're offering their sim for a whole year. Tell them how and why YOU need the sim for a year, and it's yours...

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Thursday, May 03, 2007

Good Samaritan Group Gathering

It's only been about two weeks ago that the V3 group organised a major SL tech event, the ITE 2007. This time its.... The Good Samaritan.
This week sees the Joysco Convention Center filled to the brim with the latest inworld tech, and other exciting stuff, all sponsored by Sun Microsytems Joysco Studio Journey (Legendary Rock Band) AvaStar SLCN.TV Reallusion.

When you get into the Convention Center, you'll think you're immersed in the next IT event, but it's not. This Expo is Johnny Austin's idea, who wanted a place where the business and creative communities in Second Life could come together and meet each other and work together. .. And yeah, Second Life is filled with tech-savvy people, so small wonder Sun Microsystems digs this (since they're hot on community building). However, it's not all High-Tech, there's plenty of room for other things, like Education and Clothing.

One of the participants, Hyperstring.net commented on its blog that after building their own stand, they were asked by several other companies to do so. That's good spirit! Another participant, Meta Mart is releasing its long awaited new HUD, "We will be doing some demos of newly released 3'rd generation of Meta Mart ( yes by then we will release it :) ) and also of other items from Meta Mart, showing all the possibilities," says Robbie Kiama from Meta Mart.

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Wednesday, May 02, 2007

Dutch polder virtual seas

Aleister Kronos from Ambling in Second Life has been blogging his travels in the Metaverse for some time now. During his travels he spotted many new sims and had some nice scoops. Since earlier this year he has noted that several Dutch companies, towns and universities have come to Second Life. From an SL point of view, they're most welcome to add to the community, from an RL point of view, Aleister is getting a little frustrated that one after the other Dutch sim opens up while the UK, his hometurf, is lagging severly.

A short wrap up:

  1. Damanicorp (SL Content Creators)
  2. Lost in the Magic Forest (SL Content Creators)
  3. SLionhead (SL Content Creators)
  4. Randstad (Job agency)
  5. Content (Job agency)
  6. ABN AMRO (banking)
  7. ING (banking)
  8. BNN (television)
  9. Avro (television)
  10. Talpa (television)
  11. Nextstrategy (advertising)
  12. Heineken (beer)
  13. Philips (electronics, consumer goods)
  14. Aegon (insurance)
  15. In Holland (education)
  16. TU Delft (education)
  17. Vrije Universiteit Amsterdam (education)
These are just a few of the noteworthy virtual escapades of the Dutch, there are a lot more. Some of these like Heineken, Aegon and InHolland are still under construction, or at least not accessible to public, but already give rise to speculation.


Adaptiveness

So why are the Dutch so apt to get immersed? Here are some likely and unlikely possibilities:

  1. The Netherlands is too densely populated, so it's obvious they're looking out to polder new areas.
  2. The Dutch have too much spare time on their hands.
  3. The Dutch are very jealous. If your neighbor has a big car, then you need to have a bigger one. If your neighbour has a big sim, make sure yours is bigger.
  4. The Netherlands is tired of IT domination coming from the US and needs to show we dig this immersive thingy.
  5. Being a traditional nation of Merchants, it's only logical for the Dutch to spot potentially profitable new markets.
  6. The Dutch have always had an international horizon. Being able to communicate in different languages gives them an advantage in utilising Second Life's potential.
  7. The Dutch hate travelling (since the Netherlands is so small everything is in walking distance), so Teleports are a relief.
  8. Nothing ever happens in good ole Holland, so Second Life gets a whole lot of attention in the media.

Truth is, I don't know. It might be nice to get a complete list of Dutch virtual ventures and it may also be worth doing some market research on this.

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Saturday, April 28, 2007

Cisco Community Center

Triggered by one of the things I read earlier today about Cisco, I decided to go in for a look.
Cisco has got 4 islands, actually I should say sims. The sims are a terraformed like a cluster of smaller islands with gazebo's and nice bridges crossing the waters
Cisco's really getting into community, also giving some room for their partners if you're able to read the signs below. Trust me, there's a lot of different areas, no real events or fun thingies, but plain old community building and collaboration.
I like the build, the general setup of different islands, quite open but with a sense of privateness. The architecture is a little simple though.

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