Thursday, November 27, 2008

The Meta Crunch Continues: Reuters bails out too

After the global Credit Crunch, recession kicks in in the metaverse as well. We've seen this one coming a year ago though. After the media hype in 2006/2007 brought dozens of companies into the virtual world of Second Life, the brain drain started in august 2007 when wanna be hotshot marketeers failed to digg how Virtual Worlds worked and companies bailed out of their virtual ventures.

Last week we saw Google pull the plug on its shortlived Lively project and this week saw the bankrupcy of Sun, a Japanese Second Life development company and the Register reports that Reuters pulling out their embedded reporter Adam Pasick. The Reuters Second Life website has been silent since september 30th. This probably won't be a big surprise. The buzz in and around Second Life has died down over the past months. Even I find it hard to find Second Life related news to blog and am straying away to other worlds and I'm not the only one. Here's a selection of my former reading list:

  • Ambling in Second Life has been quiet for four weeks now.
  • Digado has been dead for two months as well.
  • The Belgian Second Life Crew has made its last post in July.
  • Second Life Blogo, once operated by Second Life Development Company Lost in the Magic Forest has even ceased to exist.
  • Dutch SL Community site NL0031 (formerly known as Second Life NL) has been silent since July.

A number of CEO's from virtual worlds have said to me that Second Life may have done the Virtual World industry a bad service while trying to ride that wave of media and corporate attention which now results in not just a fading hype, but the start of a real Meta Crunch. They may have a point, but in my opinion this is a needed shake-out. The space is getting too overpopulated with hundreds of startups trying to get a piece of the pie without bringing innovation into the arena. We've passed the "Yet another Social Network" stadium and moved into the "yet Another Social World" phase. Somehow the picture of the "Dungeon Master" came to mind, a wise old game-guide. We might need one to show us the way in the Metaverse and help us out of trouble.

It's turning into a grim story now, with the Metaverse being sucked up into a black hole. The universe had a big bang, exploded, expanded and now contracts again and diminishes into yet another very very niche market. Chris Williams at The Register put it quite boldly:

Last one to leave, turn off the flying penis

I don't think it is that drastic. It's time for a good old shakedown. Get rid of the cowboys that dream of getting rich faster than you can make instant coffee. There's tons of schools, universities and other institutions out there in the Metaverse (including Second Life) who are still exploring, still paving the way for the masses in finding cool, real and usefull applications of Virtual World technology. We just have to be patient. Explore, accept failure, rejoice in small victories. Keep it going. We'll get there, but have a long road ahead in which we must innovate.

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Tuesday, November 11, 2008

Linden Lab writes out 10K innovation contest

Linden Lab are offering $10K for projects that improve real life through virtual world.

Linden Lab, the company that runs Second Life, just announced that they are launching a $10,000 (USD) "Linden Prize" for "an innovative inworld project that improves the way people work, learn and communicate in their daily lives outside of the virtual world." The criteria include:

  • Work in Second Life that also achieves tangible, compelling results outside of Second Life.
  • Distinctive, original work using Second Life that clearly demonstrates high quality, execution, function, aesthetics and technical sophistication.
  • Work that has the capacity for inspiring and influencing future development, knowledge, creativity, and collaboration both inside and outside of Second Life.

The price money offered is a substantial increase from previous initiatives (which in my opinion have been nothing but shameless crowdmining projects), including USC's "Public Good" challenge that offered $1,200 to three winning projects and the Foundation for Rich Content which has been providing small grants of $80 for projects that enhance Second Life in some way.

However, with 10K in the offering, I doubt it will be enough to attract larger real life businesses to compete and in the passing make a difference. For individual entrepeneurs and Metaverse evangelists, this might be a daring opportunity though.

Entries for this innovation contest are due January 19. See the Linden Prize site for further details.

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Monday, October 06, 2008

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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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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Monday, September 29, 2008

Linden Lab appoints Tom Hale as CPO

Early this morning Linden Lab, creators of Second Life, released a press statement in which they announced Tom Hale as Chief Product Officer. To Linden Lab it is the next of many steps they've taken over the past year to move Second Life from a startup to a viable, mature, business.

Linden's CEO Mark Kingdon says:

“Tom brings deep experience at every stage of the product lifecycle – from creating, launching and marketing great products to building large businesses
around them. Second Life is made up of an unusually complex array of products, and few executives have the range required to craft and execute a product strategy for such a rich, vibrant and diverse experience. Tom does. He will play a pivotal role in taking Second Life to the next level and will be a great partner for me.”

Indeed, Second Life is made of remarkable products, but most of these reside with the inworld residents. It will be Tom's job to productize the grid, splitting it up into neat customer and business-ready packages to monetize.

Read the full press release here (along with Tom's CV)

Curious to see where Second Life be going? Then join in for tonight's Metanomics session where Philip Rosedale, former CEO of Linden Lab will be attending a panel discussion on his vision for Second Life.

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Tuesday, September 02, 2008

Grid Jumping

Tomorrow the Fall-Edition of the Virtual World Conference and Expo starts again, this time in Los Angeles. It's been a year since I visited the one in San Jose. At that time, there were a few buzzwords around, amongst which "Interoperability" was very hot.

Popular belief is that in order to become mainstream, virtual worlds need to have interoperability, i.e. the possibility to exchange information between various virtual worlds, like teleporting your avatar from say Habbo Hotel to World of Warcraft, or to put up the Wikipedia definition:

"With respect to software, the term interoperability is used to describe the capability of different programs to exchange data via a common set of exchange formats, to read and write the same file formats, and to use the same protocols.(The ability to execute the same binary code on different processor platforms is 'not' contemplated by the definition of interoperability.)

The lack of interoperability can be a consequence of a lack of attention to standardization during the design of a program. Indeed, interoperability is not taken for granted in the non-standards-based portion of the computing world."

A year ago, this was the gospel according to IBM and Linden Lab that would change the face of the virtual earth. And thus they made a deal to work together. Aside from this more or less official partnership, dozens of companies, like Philips and Cisco teamed up and the Interoperability Forum was opened, a wiki to discuss interoperability issues. This forum didn't really live up to my expectations, with barely 50 posts (50% of which deal with organisation proposals and quabbles) in a year and the last post more than 3 months ago.

So, what happened to interoperability, is it dead? Not yet. In June 2008 IBM officially announced they had succesfully teleported an avatar from the Second Life grid to OpenSim. The following account, posted by Zhaewry gives a little insight into the extent of interoperability:

"At about 11:00 AM, Linden, Ruth arrived on an OpenSim server, quite quietly, and to her surprise. We had been testing some code, and I’d asked Layla Linden to try to log on again, to see how the bug looked on the client side. But.. the latest fix, put on moments earlier, was, in fact, the last one we needed. I logged in as well, and several other folks from Linden lab joined us.

What’s so unusual about logging into OpenSim? Nothing. But.. this wasn’t a normal login. All three Avatars had been logged on via the Agent Domain in the Linden Lab Aditi test grid. The Agent Domain took a “place_avatar” request from the client, and issued a “rez_avatar” request to the OpenSim, which handed the Agent Domain the necessary details so it could relay it to the client, and permit a login. We’re all Ruth, because we’re not yet syncing the agents with openSim inventory yet. That’s just a small matter of programming… (Well, that’s what we programmers always say.) We have no inventory, and we’re stuck on the single region. But.. It’s a very nice first step."

It is not full interoperability yet, but it's a step. I'm wondering how big a step it actually is, as OpenSim is a reversed engineered Open Source Second Life thing in which both IBM and Linden Lab themselves highly participate. It actually is miles off interoperability between say OpenSim and Active Worlds. The question is, will it ever get there?

Dozens of worlds out there do not see the value of interoperability, right from the start, as I wrote in one of my reviews on the VW Conference last year:

"While talking to Craig Sherman on this he let me know that Gaia is pursuing its own target group and has no intention whatsoever to even start thinking about portability. pretty much the same goes for Habbo Hotel, as Timo Soininen doesn't see much chances to asses the value of goods for portability."

Tomorrow the fall edition of the Virtual World Conference 2008 kicks off. I am curious to see if Interoperability degrades into a purely Linden Lab - IBM project, which really would be a shame. Maybe the interoperability these two pursue isn't the one that will fit the market, but there will have to be standards in the end. We've tried Microsoft Passport, OpenID and a few others for the flat-web, and those were also disappointing.

It's going to be a long hard road. Don't stop walking it.

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Saturday, August 09, 2008

Linden Lab Appoints Frank Ambrose as SVP Global Technology

Through Bloomberg.com


"Linden Lab has hired Frank Ambrose as SVP Global Technology, according to CEO Mark Kingdon in a Bloomberg.com article this week. The move reportedly comes as part of Linden's efforts to ramp up in the face of competition from the recently launched Google Lively. Although Second
Life
is increasingly being used for collaboration and Lively seems, initially, like a social play, Linden is still hiring for competition. In addition to Ambrose, who previously oversaw network and technical infrastructure services as an SVP at AOL, taking over computer systems, Kingdon said the company would hire new sales staff to bring in more businesses to Second Life.


"Who wouldn't be concerned when Google comes after their business?" Kingdon told Bloomberg. "We want to supercharge that growth by making it more accessible."

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Saturday, March 29, 2008

exitSL Avastar Recap

The new Linden Lab Trademark policies have caused a row amongst bloggers and citizens of Second Life. Allthough the actual legal impact may not be as big as feared at first sight, it still is a fuzz and the manner in which in was announced has certainly caused havoc. The exitSL logo I created to express my 'frustration' made it to this weeks' Avastar (Issue # 67).

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Wednesday, March 26, 2008

inSL Program - exitSL Fun

Logging into Second Life yesterday, a new ToS (Terms of Service) was pushed. As usual, you hardly read these things and click 'accept', but this one is tricky. Especially for bloggers.

The thing is... they've started being picky about the use of the Second Life(TM) logo. On monday the 24th, Linden Lab opened the all new Brand Center;


"With the Brand Center, we’re also launching the inSL Logo Program, which provides a new community logo for Second Life Residents. Display the inSL logo to show you and your brands are a part of the Second Life community. This logo may be used on your website, business card, promotional materials, product packaging, and in many other places where you may wish to promote your contributions to the Second Life world. When using the logo, be sure to follow the Guidelines for Using the inSL Logo."

Be sure to comply, and change your blog. You've got 90 days;


"If, after reading the Trademark Guidelines, you realize you’re using a Linden Lab trademark incorrectly, please use the next 90 days to change your use to comply with the Guidelines. For more information, see our FAQ. Signing up for the inSL Logo program is fast and simple."

Signing up for the inSL Logo program might be fast and simple, changing years of blogging is not, and, what does it actually mean to you and me? As James Wagner Au describes it at New World Notes:

The Lindens have announced a 90 day amnesty for third party sites and individual users which incorporate the company's eye-in-hand logo or the Second Life/Linden Lab name into its material. Extensive FAQ here. An SL bloggers group has an extended conversation here, and offhand, I tend to agree with Kanomi Pikajuna, who says, "A company as dependent as Linden is on the goodwill and contributions of their community cannot possibly be stupid enough as to harass their fans for failing to put a TM after their company name. My guess is these guidelines are there to give them protection and cause to go after bogus currency exchange web sites and other profiteers."


Unsurprisingly, the new policy has caused some ripples of anxiety, particularly among longtime Residents who've enjoyed five years without this being much of an issue. (Especially as it'll apparently impact sites that have long included variations of "second life" in its URL.) Jennyfur Peregrine, for example, who co-launched the annual Second Life Community Convention with the Lindens' blessing in 2005, says, "I know that we are not alone in our contempt for this new decision."


One resident, Rheta Shan, has gone to extremes though in cynically replacing every mentioning of Second Life in her blog to You-Know-Where.




Another way is to replace the old Second Life(TM) logo with the logo of a Dutch shoe manufacturer, called Teva, which basically is the hand...

What happens if I don't agree with this new stuff? I'm going to get kicked out of Second Life (TM). The thing is. I'm a paying resident. I agreed to the terms of service at the time I registered, and when I renewed my subscription. I'm actively considering to not renew my subscription and follow the EXITSL strategy as Linden Lab isn't doing much to keep the fun alive, nor to improve on business usage of the Grid.

PS - there's absolutely no Trademark or Copyright on the EXITSL logo. Use freely.

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Tuesday, March 18, 2008

Mercedes (B) Enz SL Adventure

In skimming the blogosphere a post caught my eye, which read: Mercedes-Benz ends Second Life test run with positive findings.

The article in question was posted earlier today on the Mercedes Benz SL blog which had been quiet since august 2007. Seeing the inactivity at the blog for the last 7 months, this isn't a big surprise, but it doesn't mean Mercedes has been inactive in Second Life during these months.



The remarkable thing that they end their test run with positive findings. The blog reads:

"A little over a year, Mercedes-Benz opened its dedicated presence in the virtual world of ‘Second Life’. Since the launch of the brand’s virtual island, we won several vital insights and received plenty of positive feedback, especially for our unique communications policy. Over the course of the year, our brand avatar ‘Mercedes Milestone’ led more than 10,000 inspired dialogues.

We truly enjoyed developing this new, innovative communications platform and would like to extend our thanks to all those who visited Mercedes-Benz Island and demonstrated interest in our virtual outpost.

Our ‘Second Life’ stint will draw to an end on March 18th 2008 – as of this day, you will no longer be able to access Mercedes-Benz Island. This brief and exciting foray into virtual communities brought us several essential realisations and the conviction that 3D worlds play a vital role as engaging communication channels. We will continue to monitor this theme and keep you updated on any new developments."


Well, Mercedes has new insights. Good for them. It is still a withdrawal from a virtual world, and the umpteenth withdrawal from Second Life which makes it very clear that companies still have a very hard time in making a usefull and persistent presence in a virtual world and that Second Life desperately needs to improve if it wants to play a role as a business platform.

Since august 2006 Second Life has been the premier platform for companies to start experimenting with the Metaverse, which worked for a year or so. It's key attraction point has been the relatively low cost its ease of building and its economy. Due to this immersion Second Life has seen an enormous growth between august 06 and august 07. Since august 07 the corporate exodus has begun as the initial advantages are getting outweighed by its disadvantages, such as:

  • Lack of security
  • Lack of real collaboration tools
  • Lack of interfaces

Take heed Linden Lab

No doubt Linden Lab will state that they're not worried by the exodus of companies. There's still hundreds left, and more coming. Yet these initial pioneers have greatly aided in the growth of Second Life with the attention they received. Linden Lab is probably focussing on making a better world, but if they can't provide for these companies, if they can't make the tools work that companies need then there's only one conclusion possible:

Second Life will degrade to being just another pimped 3D chatroom, a game with bad graphics or a chaotic placeholder for a surplus of user generated content no one needs.

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Saturday, March 15, 2008

SL's Next Gridmaster ?

What if... Usually it's pretty useless to talk about 'what ifs', and perhaps it is in this case too, but it's an opportunity.


Yesterday we received the news that Philip Rosedale is stepping down as CEO of Linden Lab, the Metaverse Service Provider (MSP) for Second Life and as far as the news goes, no successor has been named yet.


I am of the opinion (and there are others with me apparently) recognition of the fact that a big, grown-up company (which Linden Lab has now become) requires an entirely different sort of leadership then the hip, young start-up LL has been in the first years of development. Though not everyone has the same idea though, one of the contradictory views is voiced by Prokofy Neva in the comments to my previous blogpost as she writes:


"I find it really distasteful seeing all these tekkie male Internet gurus slapping each other on the back and saying "I told you so" about having Philip, the visionary, "log-off" and have "the grown-up management types" come in, as if
this is progress."
(full comment here)

Linden Lab, Headquartered in San Francisco, has grown rapidly over the past year and a half, but has been one step behind the explosive growth of Second Life for most of the time. A lot of metaversal residents still feel LL needs to improve its service, the stability of the grid and so on...


The question is:


What would you do if you were appointed Second Life's Next Gridmaster?


This almost sounds like a contest like America's Next Top Model or American Idols, but I challenge you to write down your ideas for the future of Second Life. What are the things you would change. What are the things you'd choose as keyprojects? What would the future of Second Life and Linden Lab be in your eyes?

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Friday, March 14, 2008

Rosedale logs off

Mister Second Life himself, Philip Rosedale a.k.a. Philip Linden, founder and CEO of Linden Research Inc. announced he steps down as CEO.


“I feel that the most important contributions I have made and will continue to make to Second Life are related to building both the product and the company through my direct contributions to vision, strategy, and design. As we grow, the role of our CEO will increasingly be to hire and grow the right team - to lead and help the company scale - to thousands of people and tens of millions of users of Second Life. I believe that we can hire a fantastic person in that
role, and also give me the ability to totally focus myself on the job that I do well. I bet this will be the most interesting job opening in the technology world.”

It is not that the man who brought in the idea and the streaming technology into Sansome Street, San Francisco, will be shut off from the grid entirely, According to Reuters he...


"will become chairman of the Linden Lab board when his successor is found, replacing Mitch Kapor, who will remain a board member and the company’s largest investor. Rosedale said he will also keep a full-time role at the company
working on product development and strategy."


This move comes as a surprise to many as Philip has been the real life personification of Linden Lab. Will it really change? Will Phil fade to grey as this snapshot predicted?



Though nobody is panicking, things are changing at Sansome street. By the end of 2007 we saw Cory Ondrejka leaving the buidling as well. Aleister Kronos has a pretty accurate remark about the change of flavor and Linden Lab:



There doesn't seem to be any air of panic, just the recognition that a big, grown-up company (which Linden Lab has now become) requires an entirely different sort of leadership from a hip, young start-up. I made this point (as many others did) when Cory Ondrejka left Linden Lab at the tail end of last year: "once you have a large (and largely
successful) implementation on your hands, your focus shifts from rapid innovation and heads more towards Quality of Service and effective service delivery."


Provided they get the right person - and that's a big proviso - then this should be a good thing for consumers of Linden Lab's services - that's us residents, both private and corporate. Hopefully, we will continue to see innovation and creativity from the Lab, after all Mr Rosedale is only moving within the outfit, but tempered with the skills needed to deliver a customer-centric, high quality service. Well... I can hope, can't I?


The question is, who's going to be the new man? I do know a couple of candidates...

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Monday, March 10, 2008

New HOAP for Second Life















I had lost a little faith in Second Life, but there's new hope coming about when it comes to Second Life being a serious tool for business: Html-On-A-Prim.

Gwynneth Llewelyn wrote an excellent article on this new feature and its implications, here's a short extract:

"A few months ago - not many in terms of “real life”
hours, but an eternity in Second Life® - a brief discussion with Linden Lab exposed the rumour that they were planning to integrate an HTML browser inside the Second Life application client. This is not a revolutionary breakthrough - things like ActiveWorlds or OpenCroquet have done it ages ago, and the world did not shatter and end at that time.

Some eager residents of SL were happy about the idea. At the very least, you would be able to exchange notecards with “rich text”. Perhaps even have a way to browse a bit while in-world - no more need to open up your browser to check the Help pages, do some forum posting, or even insert events directly from in-world.

On a second stage (according to Linden Lab®), HTML may be directly drawn on top of a prim face. This would mean, for starters, a way to get outside information on top of a 3D world. Older platforms already allow for this usage of HTML. Things like proper text management on top of a prim are finally possible - books, slide-show presenters, coreboards, even clothes vendors, will be able to get away with textures for writing text, and use HTML-rendered text instead.

The third stage is full integration. Prims with HTML pages (and LL is still thinking on how this will happen) will be point-and-click browseable. Neither we nor Linden Lab have yet figured out how exactly this will be implemented..."


HTML on a Prim boosts options for virtual workspace

Although the features at this time are pretty basic, it has brought Second Life back into focus for me as a possible platform for serious collaboration. My frustration with SL was mainly caused by lack of real collaboration possibilities.

What it all boils down to is that you rez a prim and put a webpage on it. Now you can look at a webpage with others. Nothing spectacular, but it gets more serious when you can look at secure webpages. I've done some tests with a colleague displaying secure content. Through the built-in media browser you can access and log into secure sites, then use the option to 'send current URL to parcel' and it will display set itself at the parcel media URL and display at the screen. Your fellow observer won't see the webpage unless he's logged in as well. Today we started working through some of our project tools (like JIRA) in which we can monitor our projects.

It works. We could both look at 'classified content' and discuss the status of a project, manage service calls and have a look at the time budgets for the project at hand. At the end there was one question nagging me: Security? Anyone?

The thing is, Second Life doesn't have the reputation of being a safe and sound business environment (remember ABN is partly moving to Active Worlds because they need a secure environment). What happens with my username and password when I enter this info in the built in browser?

A Quick HOWTO:

Maybe it's me, but it took me some time to fiddle out how it worked. And because there's a little bug (it can crash your sim) I thought I'd do you the favour of a quick 'howto'.

The feature only works with the new Release Candidate 1.19.1 client (March 6th) and there are a few new features that are obvious - such as the extra media tab next to the talk settings - and some little settings to tweak in the 'Preferences' bit.

The basic element for displaying web content is in the estate management settings, the 'About Land' configuration where you have the option to set the media url for the parcel. The downside is that you can only set one URL per parcel. Remember to select the texture that will be used on the prims to display the content as well. If you're working behind a firewall or proxy, you now have the option to set proxy stuff as well in the preferences bit (pic right)


Then build the prim, select the desired texture (in this case the new *default media texture) corresponding with the texture set at the media options in the previous step. Then go to the general tab and select prim properties. Where you used to have buy, open and sit options, there are now two extra's: Open Media Content and Play Media Content.

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Friday, February 29, 2008

Campus Hamburg

At the Eduverse Symposium Dr. Torsten Reiners of the Hamburg University (a.k.a. Xon Emoto in Second Life) gave a tour of the virtual Campus Hamburg. The island is still in development, but there are several spots that are really worth looking at. Upon entering the island you immerse at a very nicely designed auditorium.



Although I'm under the impression the simulation isn't fully finished yet, it contains several student projects. The largest project (both in terms of decorum and potential imho) focusses on Supply Chain Mangement.

As the city of Hamburg is a former Hanzetown and one of the larger Northern European ports it's no suprise it starts with life at the docks.



While building the simulation, the students must have been frustrated with Second Life at times, and have made several jokes as you'll find containers like "Linden Lab - Bug shipment" and "Prims R Us - Butt Uggly Plywood Prims" on the ship.




The second simulation is on top of the supply chain area and is a project on waiting lines. It simulates how queues are formed and how they can be designed.

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Monday, January 28, 2008

Breaking News: Linden Lab to Open server code

One of the main questions in (Second) Life is when Linden Lab finally goes open source. In this article I wrote:

Linden loves Open Source

Linden Lab did
react to the user comments by stating:‘we’d dearly like to open-source the servers’

Which sounds pretty hopefull, but...


‘The big problem is that in the current architecture, servers are trusted. Identity information, ownership information — all that is stored on the servers, and in a closed-source, behind-the-firewall environment, we can communicate between the servers securely. Trust, identity, connectedness — all of these are huge problems.’

However, I've already seen infrastructure designs that would make this possible. The plan is on the table, so please don't hesitate to make it happen.


Wéll, it seems they've taken swift action, according to this Information Week article Linden Lab is planning to open up the servercode for Second Life in before 2009.
Miller said Second Life in 2009 will change from one grid to multiple grids. Linden Lab said in April it plans to open-source the Second Life server. The company open-sourced the client a year ago. Next year, users will be able to run their own Second Life servers, optionally behind a firewall or temporarily, for an individual event. Residents will be able to bring the same identity with them from one private Second Life grid to another.

I think in their eagerness the guys from SL Review misread the article, as they wrote:
"Linden Lab said in April it plans to open-source the Second Life server. The company open-sourced the client a year ago. Next year, users will be able to run their own Second Life servers, optionally behind a firewall or temporarily, for an individual event. Residents will be able to bring the same identity with them from one private Second Life grid to another."

What I think happened here is that they read April. This is about the 2009 architecture, Mitch Wagner wrote about april 07 when Linden Lab first spoke of their ideas to go open source. Prokofy Neva was probably right as she suggested the departure of Corey Ondrejka as CTO of Second Life in December was probably because of differences over the speed of going open source. I think she thought Corey wanted to speed up, and maybe she's right. Corey might have wanted the grid to open up sooner and Phil had his second thoughts about that. Anyway, we'll have to wait, but we'll get there.

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Sunday, January 27, 2008

Geekend, Backend & Open-end

Orange Geekend.

Trough Ogoglio Trevor Smith's twitter stream I noticed phone company Orange had organised an interesting meeting on Scalability and called it the ‘Orange Geekend’. It was a rather interesting technical update by PhD John Plevyak on scalability. The obvious thing in the future of Virtual Worlds is in cloudcomputing but Plevyak suggested some of its load will go back to the user in peer 2 peer sharing of CPU power. The meeting was interesting, yet a little out of place. It would have sutied better in a natural habitat, like Intel...

Xeon 5148 upgrade for Linden Lab

... but Intel was celebrating a nice new deal as Linden Lab purchased a nice load of new Xeon 5148 servers. Starting February 1 you can upgrade your sim from class 4 to class 5. Upside is you get better performance, downside is rentals go up from $ 195 to $ 295 monthly (US Dollars).

Residents didn't take that rise very well and reacted heavily on the Linden Blog, and dearly want Linden Lab to open the source of the servercode shortly. This will make islands a lot cheaper and will give users and companies alike better opportunities to experiment with Virtual Worlds.

Linden loves Open Source

Linden Lab did react to the user comments by stating:

‘we’d dearly like to open-source the servers’

Which sounds pretty hopefull, but...

‘The big problem is that in the current architecture, servers are trusted. Identity information, ownership information — all that is stored on the servers, and in a closed-source, behind-the-firewall environment, we can communicate between the servers securely. Trust, identity, connectedness — all of these are huge problems.’

However, I've already seen infrastructure designs that would make this possible. The plan is on the table, so please don't hesitate to make it happen.


(The Grid Now - Tao Takashi)


(The next Grid - Tao Takashi)

... we'll have to be patient though. I remember Linden Lab's Joe Miller stating that Second Life has no future as long as there's only one company controlling the grid. Outsourcing or Opensourcing seems to be question for Linden Lab as it is said that Linden Lab does want to open up its sourcecode --but only to a select group of companies (often mentioned names include Google and IBM).

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Saturday, January 26, 2008

It's Corey's Turn

MyTurn is the name of a new metarati column on the Virtual World News site. Yesterday it was Multiverse Executive Producer and Co-Founder Corey Bridges' turn, and he was pretty bold and blunt.

"This is no time to go wobbly," Margaret Thatcher once famously said. That's especially pertinent advice right now. Second Life and its owner Linden Lab are going through tough times. And, nascent as the virtual world industry is, many
people confuse it with Second Life itself. To the less informed (and even to some people in our industry who should know better), Linden's current difficulties speak directly to the viability of the medium of virtual worlds.

They're wrong, of course; for those of us who work on other worlds and platforms, business has never been better."

True, Second Life has gotten more media attention than any other world and it has entered the hypecycle ahead of the flock, but I'm sure other social online worlds will start to experience this in the coming year. The more storyplay or gameplay a world has, the less affected it will be by this hype though.

"Here's some of the news that should make us all bullish on the future of our industry: according to a recent Forrester Research report, in a mere five years virtual worlds will be just as important to businesses as the Web; the ever-staid Gartner Research predicts that in four years 80% of Internet users will have avatars; and, as a sign of industry maturity, there are now many participants in each market segment of our industry--from platforms to service agencies to users of all stripes."

That's not the whole truth there Corey. Gartner has adjusted that prophesy in later researches and also, the Forrester Research report (as discussed here) also drops a few stitches.

"But it's undeniable that dark clouds have gathered over Second Life and some of the companies that have relied on it. I don't think I need to recount all the ominous stories from the last few months, but the bottom line is that many
companies and consumers are now avoiding that world. Linden Lab is going through some internal turmoil and may be on the verge of lean times itself. Even staunch Second Life cheerleader IBM has people wondering if it's hedging its bets by
mocking virtual worlds (the second article)."

Except for calling ePredator a cheerleader (can someone photoshop this?) I pretty much agree. However, I don't read Corey's column as the words of a thoughtleader in the industry. While naming a few very valid points, its tone is too agitated in my humble opinion.

Electric Sheep Company COO Giff Constable jumps on the train and steps up in defence of Linden Lab (never bite the hand that feeds you):

"It is true that Linden Lab has quite a list of challenges ahead of them: general stability, performance and usability issues… they are handcuffed by early architectural decisions (physics on the server rather than the client; many artificial constraints that limit flexibility such a sim size, spatial privacy, group limits, etc; the performance hit that comes with prims; enforced last names; centralized asset server; a limited and laggy scripting system, etc). They have announced many technical improvements with great potential but which never made it into production. Linden Lab also has many strengths, some of which I laid out here, and I think they will be around for a good while yet. Their platform has weaknesses, but it has some unique selling points which cannot be dismissed."

Giff has to conclude that Corey has a point though:

"I agree with the root of Corey’s message, however, which is that the virtual worlds industry is not in crisis. There is a lot of interest out there, and many really exciting projects."

I really hope ESC's portfolio is filled to the brim, but I doubt it as they laid off 20% of their employees just before Christmas. True, the NVE industry is not in crisis, social worlds have taken on a challenge to prove themselves fit for business.

I fully agree with Corey's last lines though:

"But the medium is much larger than any one company. To use another British turn of phrase (I've been doing a lot of business in the U.K.), "Keep calm and carry on."

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Philip Rosedale at the Davos conference

One of the hottest tech events these days is the World Economic Forum in Davos. Through twitter I've received a lot of updates, especially through Robert Scobleizer's stream. Seems like things get pretty seesmic over there.



One of the interesting points from a Second Life point of view was Adam Pasick of Reuters' interview with Philip Rosedale, CEO of Linden Labs. The interview touched some interesting topics and even though Philip tried his best to stay as political as possible, some to the point questions resulted in some interesting answers (as summarized by Digado)

…HTML in Second Life

“Maybe, quite possibly in the next couple of months. Not on the main grid but in a close to ‘finished’ state so…. May 2008. Definitely.”

…People leaving second Life soon after Signing Up

On the question whether Philip regrets seeing so many people leave Second Life close after they signed up he told Adam he did. He tells us he would have loved to step in a time machine, go back, and change things before they left. But he also says the problem was or is twofold. One is obviously the software, Linden Labs ‘part of the deal’ - and then there is the community, responsible for the content of Second Life. The content of Second Life wasn’t appealing enough to these people either to keep them from leaving, but he is confident this will change in the future as he talks about media the media coverage of 2006.

…the media hype

Philip goes on to say the media has created a ‘too pretty picture’ - thats why many people came into Second Life to early, and left when they were faced with disappointment. Second Life has not been able to live up to the High expectations but Philip was confident these people will return once they find Second Life offers more applications, and is able to meet at least some of these users in their expectations. He continues to say we will see more Hype Cycles because of this every 12 to 18 months for the next 5 years.

…Signfarms

Sounds like Prokofy has been calling in, and Philip says: I don’t care. Well spoken Philip.

…Copyright issues

Technical rights management is not too difficult, he claims it is within the range of Linden Labs capabilities at the moment. What will take time is to implement these rules and get them right. He wants to make certain he doesn’t underestimate the issue of ‘Content Right Control’ and is well aware Linden Labs is on an experimental level here.

The complete interview can be found on Reuters and is well worth a listen.

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Friday, January 25, 2008

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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Dazzling View?

Allthough Virtual Worlds have really taken a flight in the past year, there still is a lot of skepsis towards social worlds. Often heard complaints are:

  • The graphics suck (gaming worlds usually have much better graphics)
  • The interface sucks

Linden Lab seems to take note of this. Early 2007 they have acquired Windward Mark Interactive LLC which resulted in a first windlight client in may 2007 with improved athmosperic rendering. After a shortlived testing period, Windlight was withdrawn from the standard viewer, but it's back again and being implemented in the standard client soon.

The client never changed though and other's gave it a try. Probably the best effort was the socalled Nicholas viewer, but with all the updates Linden Lab pushes it's hard to keep the viewer up to date. Pretty much the same goes for the OnRez Viewer, built by the Electric Sheep Company. While the OnRez viewer certainly looked a lot "fresher" and more up to date, it never really took off.

Now, Linden Lab has been working on updating the look and feel of their client for some time now, codenamed Dazzle. The first screenshots are promising. The client looks fresh:


It will take more than a visual facelift to take away complaints on the usability of the viewer. It will need reorganisation of functions. There should be more interaction design and usability testing to determine the best ways of accessing the inventory, or juggle IM screens.

We're not there yet, but every step is a step forward.

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Monday, January 21, 2008

jSLplus: Joomla SL mashup community builder

jSLplus is community-software that offers a mashup between the new Joomla 1.5 framework, and Secondlife scripted objects. Its goal is to offer a rich communication environment, where secondlife-users can authenticate, register, send messages, send objects, blogs, postcards, etc. to the website's interface. From the Joomla perspective, a user will get a much better insight on a secondlife community, by bundling information into profiles, events, items (object distribution system), simulators (allow basic communication between linden lab's grid, and opensim), etc.


The current status is pre-alpha, but afirst alpha-release is coming soon now. It's been developed by Jeroen van Veen, but could use some extra hands.


Read more on the Joomla SL project.

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Saturday, January 19, 2008

Real Life Cities revisited: Brussels, Utrecht and Brugge

One of the trends in 2007 was the creation of Real Life Cities in Second Life. Most of these sims were MDC showcases providing a home for their community. Quite a bit has changed though at a few of them.

Brussels

In July I blogged on the Belgian city of Brussels (Bruxelles), which housed a grand casino in the Royal Palace. I needed a clear Belgian sim as a decorum for a machinima and went back to Brussels to find it completely changed. Probably this is due to the gambling ban Linden Lab imposed, but the current sim is an assorted mess of prefab homes.


After a bit of a search I found another Brussels (Capital of Europe) replica in a quarter of the Edmond sim, which looks a lot like Brussels, but is of a far less quality. It mainly is a sim full of basic square prims laden with textures.


Utrecht


For the same machinima I went in search of Utrecht, but found it taken down. The MDC Evident evidently has overplayed its hand on this one.


Brugge


In July I also blogged Brugge, another Belgian city which at that time was at the early stages of construction, but had a promising look. Now it's finished and looks marvellous:








The only problem I have with these sims is that they're so heavy on textures that it takes ages to render the graphics at high resolution. So forgive me for a couple of snapshots of bad quality when I grew too impatient to wait for the screen to fully rez.

[UPDATE]

I received an update on Brugge:

Hallo Veejay, ik merk dat je op je blog over brugge spreekt. Er zijn namelijk 2 sims met Brugge. Virtueel brugge heb je besproken de eerste keer (sim = Belgie), nu heb je een "ander" Brugge besproken. Het klopt dat Virtueel Brugge
voor mij een showcase is als MDC. Meer info op
www.louisplatini.com en www.virtual-bruges.be

which reads: There are actually two sims that are Brugge builds. This one is one the Brugge sim, the one in the older blog is Virtual Brugge, build on a sim called Belgique and is build bij Louis Platini

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Monday, January 14, 2008

The value of Virtual Money

The dust seems to have settled on Linden Labs recent 'Banning of Banking Activities'. A long overdue statement by Linden Labs who have taken a stance against malicious scammers, some who have managed to acquire over 700.000USD in two to three years. Several banks have protested, as well as several clients and residents. Casualties of this decision by claiming to do fair and honest business, or just general concern to get their money back.

But what caused the most controversy in my opinion is the fact Linden Labs seems to have acted as a 'Network Overlord', ruling law between citizen disputes. In earlier 'bannings' many felt Linden Labs hand was forced by long existing, international real world laws, such as the gambling policy and the stance against 'ageplay'. Dramatic extrapolations of this decision to ban banking speak of moral policing, where Linden Labs as owner of Second Life begins to seriously force their own values on their users resulting in the following question: Is Linden Labs policing citizens, interfering with things that aren't their concern in the spirit of free economy?

I don't think they did, I think they struck first at a potentially very dangerous, juridical situation, and here is why:

The value of the Linden Dollar

Just because the residents of Second Life pay money for their virtual 'credits' doesn't make in real money. You won't be able to exchange it outside the realm of Second Life, or Second Life related websites, its value is bound to the laws of its software (or rather its popularity), and it has a lot more flexibility than a real currency. But the Linden Dollar has more resemblance to real currency than any other 'gaming money'. It can be bought and redeemed at variable costs, based on supply and demand. There is an overseeing institution and it can buy services, even products not related to the software (Second Life) itself. But even though the Linden Dollar has some properties to qualify for a real currency - its not in the eyes of the current juridical system. So why then, would Linden Labs be afraid of lawsuits resulting in scams based on this 'play money'? As Rheta states in the comments - Couldn't Linden Labs easily claim "banking is a game activity like any other, and that losses are no more prosecutable than losing a fight in Counterstrike?"

Law & Order in the Metaverse

Even if the Linden Dollar is just 'Virtual property' instead of real money it doesn't put Linden Labs (or its users) in the clear. In the Netherlands a group of teenagers recently got arrested for 'Virtual Theft'. In the virtual chatbox Habbo Hotel they scammed furniture out of the account of several other players. Habbo Hotel works a bit different in the way that teenagers pay Habbo Hotel in order to get their 'online credits' - credit cost US$5.25 per 25 Habbo Credits. The players (mostly teens) are able to buy furniture of the Habbo Hotel owner, the Sulake Corporation - and only of the Sulake Corporation - to increase their status within the community by 'pimping' their rooms. This furniture can then only be traded, and Habbo Credits can not be changed back into real dollars.

But what the Habbo incident has proven is - at least in the Netherlands - Virtual Property has juridical value. It can be stolen, and the thieves can be held responsible for real life laws. In October 2007 a bank collapsed with estimated assets of over 700.000USD, the Habbo Hotel thief stole furniture worth about 4.000 Euro. Linden Labs new policy is only a confirmation of what can only be the logical conclusion to a fact real life laws have yet to catch up on in meatspace. The Linden Dollar is real money, real property, and stealing it is real theft. Not part of the gaming process.

Linden Labs strategic decision

So to answer the question "Is Linden Labs policing citizens, interfering with things that aren't their concern in the spirit of free economy?" - No they are not. The banning of banking activities was a preventive strike at what could be a major problem for the Virtual World in the near future. Linden Labs has declared their money 'real'. Real money, real scams, real crimes, and by doing so they have paved the way for the continued development of Second Life as a serious Business Platform. It fits perfectly in the line of banning gambling and 'ageplay' because of international law, it's just Linden Labs struck first this time instead of waiting for yet another media outrage.

Disclaimer: This was a guest publication by Rick van der Wal (Digado). My views may not necessarily represent those of Veejay Burns, main author of this blog.

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Friday, December 21, 2007

Season 2b Jolly

It's the season to be jolly.... lalalalala something.


Anyway, as the first tiny snowflakes are falling outside, it's time to get into that white christmas mood in Second Life as well.




This afternoon, or early US morning the Lindens woke up with adrenaline rushing throuh their veins as the were in for a good snowfight. Within the space of several minutes 5 sims filled up with residents waiting to snowball the Lindens.

Jolly good ! Can't take life too serious all the time.

Last but not least, snow's starting to fall at the Sogeti Netherlands island as well:

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Wednesday, December 19, 2007

More Forecasting on 2008

In my previous post I already did some forecasting on 2008 and 2009 in terms of where the NVE industry is going. Today, Virtual World News (the guys from the VW Conferences) released a survey on the trends for 2008. In this survey some 45 industry leaders participated.


For a good overview of the contents of the 36 page whitepaper visit Fleeep's blog. My general observation is that each of the respondents is very positive about the developments of the industry. 2008 will see explosion this, massive growth that and so on. Since the majority of the respondents are either from MDC's (Metaverse Development Company) or from MSP's (Metaverse Service Provider) this positive view can be expected. I'm not sure it's fully safe to base your investment plan on their opinion.


The Questions


The questionairre is simple, it's not a long list to pick and choose, but 5 open questions which makes it possible for all of us (not among the 45 chosen) to ponder them ourselves. The questions are:



  1. What are your top 3 trend predictions for 2008?

  2. What business goals have you set for 2008?

  3. What challenges do you expect 2008 to bring for the virtual worlds industry?

  4. A number of new platforms are launching in 2008. What are the biggest impacts this will have on the industry?

  5. How will the above changes affect your specific segment of the industry in 2008?

The Answers

  1. What are your top 3 trend predictions for 2008?
    At this moment I don't have a clear top 3, I see a number of scenario's and trends emeriging this quarter though, here they are:
  • In 2008 we're going to be disappointed in Virtual Worlds. As I've pointed out a few times in the past weeks on this blog the current setup is it's Dozens of Them (which by the initials DOT is probably heading for another dot-world crash). What I mean by this is that we've seen about a hundred big companies immerse in Second Life, all with pretty much the same content: Information stands, auditorium and some entertainment stuff. While these are created with great skills by the MDC's it's pretty much the same stuff over again. Right now, most of these virtual enterprises are Marketing & Communication department babies and they're going to be disappointed as they don't bring USP's and ROI's. From this angle we have to differentiate between type of immersion, like:
    - mere presence
    - branding
    - crowdsourcing
    - engagement
    and forget about Business Development.
  • As a result of this disappointment, more MDC's will have to cut down capacity like ESC, or bring in different expertise. 2008 will see a slight shift from the current MDC's to more traditional IT companies like Sogeti or Capgemini who have longterm relations with their clients and a proper supply of Business Analysts who know their clients core business and have the ability to translate that core business to IT and VW solutions.
  • The former means that 2008 will focus on integration, creating API's and mashups, providing data-mining tools etcetera.
  • From a social point of view there will be disappointment in Virtual Worlds as well, mainly produced by lag and hardware power. 2008 will be a good year for NVidia, Intel, AMD and other hardware producers as both the Gameverse and the Metaverse will require a boost in sheer graphical and processor power. Another fundamental part of this new univerese will be the availability of bandwith as worlds like Second Life use streaming technology and are producing over 8 Gbps in data traffic. It will be up to Internet2 / Lamdarail to put their 100 Gbps network into full production (which will probably be beyond 2008) to service this bandwidth need.
  • The Metaverse in general will concentrate in general on the Extraverse, the branded or themed worlds. Since we do not have the ability (in most cases) to translate our core processes into virtual representations, the NVE industry will still be an instrument in marketing media in 2008.
  • As far as extraverses go, they will get more and more aimed at specific groups, for instance girl worlds like Barbieworld and GoSupermodel will grow rapidly. 4th quarter 2008 might see it's first VW specifically aimed at 50+ agegroups in beta.
  • The majority of funding will be coming from governemental organisations exploring virtual worlds in serieous gaming ventures.
  • Social Worlds will lean heavily on the gameverse to find the key to upgrading registered users to active users. This will mean that more and more storylines will be implemented in the Metaverse and offer new handles for interactive media (convergence with television a.o.)
  • Another challenge for Social Worlds will be the mashup with social networking sites like linked-in, Facebook and the likes. This also brings in the all important question of Identity Management (and in its wake interoperability and portability).
  • On the part of Second Life we will see improvement in stability as Aric Linden's QA team will be finalising their tests on the new Windlight client in January, making it the most stable release Linden Lab has ever produced. Havok 4 will be implemented somewhere mid 2008 as physics engine.
  • Aside from taxlaws and other governmental regulations the industry will gain some significance for retirment funding and insurance companies as more and more people will earn their living in virtual environments.
  • A huge issue will be the "What if I die" scenario: What happens to my second life and my virtual assets when I'm no longer there. When I'm gone, who owns my identity, will there be successionrights?

Okay, past bedtime now, the other questions will have to wait.

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Monday, December 17, 2007

How linden lost its Core

On December 11 there was a glitch in the Metaverse as Linden Lab crashed the core of Second Life: Corey Ondrejka had left the building. Immediately a stream of rumours began to appear in the blogosphere, good for 4.500 + hits on the search "Ondrejka + Fired" at Google within a week.


The official reading is that Corey thinks its time to look for a new challenge after a couple of hectic years at Linden Lab. The word on the street however says that he disagrees with the man upfront on the future of Second Life. This disagreement could lead to a departure on friendly terms, but judging from an email that popped up at Massively the general consencus is that he was fired:



Trying to sum up 7 years of work at Linden is an impossible task. All nighters at the Linden Street office. Gaining 20 pounds but then losing 70. Flying 350,000 miles on Linden travel. Recruiting and hiring many of you. Creating a programming language that now had 2.5 billion lines of code written in it – note to self, next time spend more than one night designing language. Changing the world.


It has been an absolute thrill working with all of you on Second Life. When Philip looked across a rickety card table in November of 2000 and told me that we would do more than build a great product, we needed to build a great company, too, I knew it would be a wild ride. Through the peaks and the valleys, Philip's ideas challenged and inspired me. They often led to solutions I would never have considered and helped to make Second Life what it is today.


I continue to believe in both Second Life and Linden Lab, but Philip and my visions for the future of Linden Lab are divergent enough that he decided to lead in his own way. While I will miss all of you, I have confidence in
engineering - in all of you - to adapt and excel going forward. You are a phenomenal collection of talents and I know that both Linden Lab and Second Life will be hugely successful.


Valleywag, which first reported on the separation on Tuesday, says that Ondrejka was fired over the same differences of opinion that Ondrejka mentions in his email (especially the last paragraph).


Philip Rosedale responded:



"I can confirm that Cory Ondrejka, CTO, will be leaving Linden Lab at the end of this year, in order to pursue new professional challenges outside the company. I wanted to take this opportunity to publicly thank Cory for his tremendous contribution to the company and to Second Life, in terms of its original vision and ongoing progress.


As it grows, the needs of our company are changing, and
the role of CTO, or technical lead, has also evolved. herefore, Cory and I are in agreement that our paths, at this point in time at least, lie in different directions.


During Cory's tenure the engineering team has grown tremendously, and given the breadth and depth of our technical expertise, we do not foresee any impact on our development plans. Together, we've produced great things in the development of Second Life, and I know Cory will go on to achieve excellence in his chosen field."


Which, according to massively is a basic formula of saying "we fired him". This gets fuelled after (again) massively obtains an internal Linden Lab email reading:




8:47pm EST] I have obtained a copy of Philip's email that he sent to his employees, which you can read after the jump


...Cory is going to leave LL. He has been with us for 7 years, and was the fourth person to join. So this is a big deal. Cory has been a huge part of the company, having
designed big parts of SL, hired many people, contributed greatly to the culture, and given a powerful voice to SL and LL. Among other things, he had the original design idea for the love machine, single handedly wrote the scripting language, and got us all doing A&Os back in 2001. Losing him will be hard for the company. I will miss him a lot.


What's worse is that ultimately his leaving is my decision.Cory and I have differences in how we think Linden should be run, differences that in the past few months have become irreconcilable. These are tensions that were more manageable when we were smaller, and there have been times that they have helped us do great work together. But now, as we change and grow as a company, I feel that we need a different set of strengths in engineering leadership.


I strongly believe that this is the right decision, although not without pain, for both LL and Cory. Of course, I'm not going to go into the details of these differences. This is one of those times when, in having me as your leader, you will also have to trust me in my decision. I will hold a brown bag as soon as possible to talk about this with anyone who would like, and will schedule time both in-world and in person here in San Francisco.



Please send any external questions you get about this change to Robin who will make sure they get answered.


Philip


What will be the effect of this sudden departure? The large majority reads it as a bad omen. Tateru Nino writes:


If you asked me this-morning, "Who can Linden Lab least afford to lose" my answer would have been simple: Cory Ondrejka and Robin Harper. At least (sitting on the outside here), every other member of staff seems to be replaceable.

I tend to disagree and go with the other reading, which was clearly voiced at Ambling in Second Life:


As a friend of mine put it, small companies need uber-hackers - they ignite the process, build innovative solutions and get you up and running quickly. I may be doing Cory a disservice, but it seems to me he fits into this category. However, once you have a large (and largely successful) implementation on your hands, your focus shifts from rapid innovation and heads more towards Quality of Service and effective service delivery. The skills for
this sort of role are quite different, and this may be where Rosedale has identified a key weakness. God knows, most of us are aware that this has been a key weakness!

Second Life has exploded over the last year, from 500K registered users in August 2006 to 11 million now. Scalability and Stability of the grid has been an issue and resulted in the Project Open Letter initiative, a call for more stability by hundreds of residents. Linden Lab has done a good job on these issues in the last six months though, as the grid capacity for concurrent logins has been doubled from 30 to 60K and with Havok 4 to be implemented on the main grid soon, the issue of stability will be largely addressed as well.


If this would do the trick for Second Life, it would put Corey into the driving seat. But when you put it into the perspective of Mark Lentczner's (Zero Linden) vision for Second Life, it falls short massively:


(Headlines from Zero Linden's office hours, posted by Dizzy Banjo on Soundtracking Virtual Worlds)



  • Linden are not just talking about the sim limits we have now - they are talking truly epic scale: "to evolve the SL architecture into something that is internet wide."

  • Transition to "SL2.0" is being designed to be as seamless as possible.

  • Now for the numbers: 60Million regions; 2Billion avatar accounts; maybe 50M to 100M on-line... though admittedly hypothetical

  • And "on-line might mean something more lightweight in the future"

To achieve this, it seems pretty obvious that coding Second Life needs a different approach. With Linden Lab slowly turning away from that cowboy TAO approach and slowly implementing a more structured approach to avoid the issues that have angered the crowd in the past there would be no room for a rogue-programming approach to Second Life.


Now the speculative part. Would Mark Lentcner be LL's new CTO? I think he would be a good choice, as he is actively communicating with the Second Life community he has credit there. The only problem is, what is it with Second Life and Eastern European names? (Ondrejka out, but Zdanowski and Letcner and whathaveyougot...)

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Thursday, November 22, 2007

Why Starfish can’t jump

Ogogolio’s Trevor Smith posted a nice comment on the Starfish presentation:

Thanks for posting the videos. I'm a bit surprised that you can grok his message but choose to work in the spider verse of SL instead of contributing to one of the starfish.

Second Life is controlled by a single corporate entity, hosted on centralized hardware, governed by a single legal structure, and is fundamentally structured around the centralized idea of One Big World.

In this analogy, Linden Lab is the spider head and if you chop it off then Second Life is dead.


I think I have to disagree with Beckstrom then, I guess ;). And I really do.


The thing Rod says about Starfisch companies is that they are decentralized but in order for this to function, there needs to be a very very clear set of operational protocols.



In this, each organisational cell has to have the maturity to operate autonomously within the main ideology. But what happens in unforseen circumstances? Who makes the decisions when a company comes into a crises? It is impossible to have a full starfish company. What happens if we’re in a hostile take-over situation or a scandal? Who will have to pick up responsibility in the end? What if two decentralized cells or organisational units have different interests, or even conflicting interests, who mediates or puts out strategy in the end?


An example of this would be typically Dutch churchlife. In the Middle Ages we had the Catholic Empire. Super centralized and only the clergy had Bibles, their handbook, protocol set. That didn’t really work and Calvinism rose and in the ages past dozens of religious factions appeared. Each having their particular organisational model. Some with centralised governing bodies, others decentralised. The particular set I go to is kind of decentralised. Locally governed churches. Each member of the church has his/her own handbook nowadays and we’re all considered to be really smart intelligent people. There are occasions though that Elders put out a different gospel, to keep with the handbook, a cell leader that thinks the set of protocols needs to be altered a little, or other issues that can’t be solved at a local level. For this occasion there’s a national assembly every four years to judge these things. Consider changes or addenda to the protocols and make a ruling in cases where protocols have been violated, or challenged.


Optimal performance is a cross between Starfish and Spiders I guess, or every rule has its mandatory exceptions.



Now when it comes to Second Life, is it really a Spider company? In part it is, it’s true Linden Lab brings us Second Life. It’s true they’re responsible for many things. But in part it isn’t.


Linden Lab itself isn’t a spider corporation. There’s the tao of Linden which allows each unit or individual employee incredible freedom in picking his / her own priorities (LL should be more Spider in this regard). De grid is spread over several hosting locations, yes true, all LL owned. Take out part of the grid, the other part lives on.


Ogoglio of course is different. It’s open source and if we chopped off Trevor’s head (that’s a no-no) Ogoglio would live on. You can run it at home. Great stuff, and very very Starfishish.


There’s a wide range of variety though. Second Life is open, decentralized sometimes even anarchistic when it comes to user generated content. If we’d cut off Philip’s spikey head (also a no-no) would content creation stop? We’ve got tens of content development companies and we’ve got an active, contributing community. This can’t be said for a range of other platforms, even when the are enterprise platforms and you can run your own version of it, you’re still by far and large dependable on the platform owners for content creation.

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Saturday, October 27, 2007

CSI (5) The Aftermath

It's saturday night. Just a few days ago we were all watching the grid with great anticipation to see what would be the outcome of the first CSI:NY goes Second Life show. There's many blogs out that that voice an opinion, but I'd pick out Ambling in Second Life over almost any other blog.

Here's Aleister's views:




As the hubbub starts to subside on the whole CSI:NY thing, I thought I would record some of the stuff that’s been rattling around in my head over the last few days.



My first reaction when I read all the hullabaloo coming out of the Virtual Worlds Conference was: “Meh.” However, folks with a far keener interest and knowledge of the entertainment and media industry were at pains to assure me that this was groundbreaking stuff, and that is was “game changing.” I thought I should wait and see. The impression given was that this represented a real leap forward in the pursuit of convergent media, and is the way of the Future. To quote Mr Zuiker, proud owner of the CSI franchise: “What’s the future of television? It is as follows: TV, online, mobile, and gaming.”

As for Linden Lab, CEO Phil Rosedale’s take, as quoted at Ugotrade was: “I think it is a great project. We don’t look for traffic for Second Life in general we more look for opportunities to present Second Life to people in a more obvious way to people who don’t understand it, or haven’t experienced it.”

So… a major leap in convergent media – and good exposure for Linden Lab.What could possibly go wrong?



The big risk we all knew about was grid overload, but so far (touch wood) this has not happened, in part because the invasion of newcomers simply has not happened on anything like the anticipated scale.

However, what I think has gone wrong is, frankly, the whole shebang. What I’ve noted, rather than a magical blending and blurring of the lines between reality and virtuality, is simply the co-opting of Second Life to act as a games
platform. A role for which it is particularly inappropriate – and for which CSI has no need, since such platforms exist already. Now, I’m not trying to be precious about SL here. In the whole wide metaverse there is clearly a large need for entertainment and, indeed, for gaming. But to be blunt, Second Life cannot offer the level of gameplay that seasoned gamers have good reason to expect.

And this leads to my next point. TV is an illusion, where it is necessary to tweak reality (and in this case, virtuality) in the interests of entertainment. CSI was not out to make a documentary about Second Life, and was bound to present it in a way designed to extract the maximum entertainment value. And this has led to 2 basic lies. First, that the Second Life virtual world is smooth, fast and beautifully detailed. This would be fine if newcomers weren’t then invited to come and try it out. The gulf between the TV version and the horribly laggy, grey, slow-rezzing virtuality cannot, to my mind, be called
“good exposure for Second Life”. The second lie is that Second Life is a sleazy game, populated by players. This lie was not necessary to the plot, and is the one with which I have the single biggest issue.

In common with many of the readers of this blog, I spend a great deal of time in Real Life extolling the features and benefits of Second Life and virtual worlds in general. Through this one piece of unnecessary scripting I feel like I’ve been thrown back a year in my own evangelising efforts; back to the days of: “Second Life? It’s just a game isn’t it? Full of sleazeballs and geeks.”
Again, how this view of Second Life can be viewed as “good exposure” I am at a loss to explain. This might also explain the less-than-impressive uptake of new accounts.

On a lighter note – I was tempted to call this piece: CISCO:NY. As I have mentioned previously, the grossly over-the-top “Ciscofication” was – to me at least – a complete turn-off.

I think Linden Lab have done themselves no favours here. It is not true that “all publicity is good publicity.” I am dismayed at the short-termism shown by Linden in going along with this farrago. Also, in handing over the source of the viewer to Electric Sheep we have the interesting situation where the open source code has been re-skinned, a few neat, new features added, and the whole thing seemingly locked up again as a proprietary product. Well that’s what I think.

So what did I get wrong?


The ciscofication maybe was a bit over the top, but here in Europe with tv stations like the BBC and public broadcasting companies in the Netherlands we do have a slightly different opinion of such blunt advertising. But seriously,



There's several blogs that have been negative over the amount of traffic generated by the CSI show. Well, it was aired in different timezones, people came in in several runs. And in the days after. True enough, these 16 million viewers didn't push the SL headcount from 9 to 10 million overnight, but it's too early to tell. There's a lot of speculation on how many came in. Prokovy Neva states (on the first timezone run):



"But the numbers of people on those sims, for the three
hours I watched them before, during, and after the CSINY show, couldn't have beat 5,000 concomittant, and no more than 20,000 max total arrivals. In fact, it's probably far lower."


For exact numbers we either have to wait for CSI or the Electric Sheep Company to come with traffic stats and onRez viewer downloads and compare them to next weeks' Headcount by Tareru Nino. I do believe though that the average number of concurrent logins is higher these days. I'm not saying it was a smashing success. The massive number of islands, the fuzz upfront made us expect a lot. Again, too early to tell. There may well be ROI's made, but not sure which. I hope it'll continue though. Haven't had time to start solving the murder yet, but I for one like the concept. Me liking something isn't a guarantee that it'll make you millions though.

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Wednesday, October 24, 2007

CSI (2) Down the Rabbit Hole




Wednesday, October 24, 10pm et/pt






In this episode CSI New York is all about finding Venus Game:








On October 24, Detective Mac Taylor chased a murderer, Venus, into Second Life. She's on the loose, and her virtual body count is rising. Track her down before she kills again!








CBS has finally opened up their website to support tonight's multimedia show. Also in Second Life the sims are ready to rock. The CSI-NY - Electric Sheep Company gang put in an amazing 416 islands, good enough to hold about 20.000 concurrent logins.


From their website you can immediately sign up for your new flashy virtual alter ego. Of course not necessary for those already having their Second Life avatar. However I took a little peek and I must admit, I didn't go further than the avatar selection, but the Electric Sheep Company did a good show on the graphics. It has a slick look and feel.




I skipped the registration part and went on to step 3: Downloading the new 34 Mb On-Rez viewer, available from this location. The first addon to the default Linden Lab viewer is that aside from English and Korean it now has German and Japanese language support.



Okay, time to immerse

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Tuesday, October 23, 2007

The Proky Soap: Episode Metaversed


It's the Proky show again. She (yes she) is getting a habit of getting herself banned for carrying her heart on her tongue (which often is quite sharp and critical)




Here's Prokofy's account on Second Thought:





Nick Wilson (57 Miles) in Second Life, IM'd me during the IBM/LL
Interoperability meeting today and told me that he was canning
my podcast, and banning me from his
island, group, and site. I had "gone too far" yesterday in telling a heckler to
fuck off in group IM, he hadn't liked my last podcast critical of the Sheep, and
I "wasn't good for his business". He couldnt' really point to any *content*;
just his own nervousness about the optics of metaversed.com Like the Linden
said, who confessed that I hadn't actually violated the TOS when I was banned
for calling Aimee's name "like a cheerleader," it was "a business decision".
Nick offered to give me the domain name he had registered and offered to put out
a cover story that he was cutting the podcast because "he had no time" lol.



Now, I don't fear Proky's life here is at stake, since she's always gotten through and keeps her course (which some may think to be a head-on collision course with disaster) and nodoubtedly will continue to put her worries to blog on Second Thought.


The thing is that Metaversed has been gaining a lot of momentum in the past 6 months, becoming one of the leading blogs and discussion panels on Second Life and the metaverse in general, partly due to the effort of Prokofy and her sharp analysis on the podcast show. Now, will Nick be able to keep up, or will this have a shakeout?


What sticks out is: "I didn't violate the ToS when calling out Aimee's name like a cheerleader". I wish I had been there. Prokofy seems to have a deep grudge against Aimee, as being top of her envied/hated Feted Inner Core circle and I can't imagine her actually 'supporting' Aimee like a cheerleader. For the record... you just don't go out there calling Aimee names. That's just not done.



Proky's FIC-list is a list of Second Life celebrities whom she calls haughty, arrogant and whatever. Aimee is many things, but certainly none of the above, at least the way I have gotten to know her over the past months.

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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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VW Conference buzzwords: Interoperability and Portability

Christian Renaud's keynote this morning was generally received as an outstanding analysis of the Virtual World industry and the challenges that lie ahead of us if we want it to go mainstream.



Divergence


What it all boils down to is that the web, and especially the social web is getting very confusing. We need to have multiple identities, and now there are virtual identities to juggle as well. You've gotta go nuts if you have to juggle all that. This isn't much different from what I've blogged midway june (VeeJay juggles web 2.0 chaos). Like Christian said, we've failed to get openID into place when it comes to the web, let's try to get it right for virtual worlds.



Thought Leadership


In order to get this right for the Virtual World industry, several thoughtleaders met the day prior to the VW Conference, amongst which Cisco, IBM, Linden Lab and Philips. Linden Lab and IBM put forth a press release stating they are working on interoperability and portability. Other terms to describe this are unified communications between Virtual Worlds, or setting new industry standards (is it going to be VHS or Betamax?). IBM has made no secret of the fact that they have been pursuing this for months, the only speculation and blogosphere fuzz at the moment is that it's now an official tie-in with Linden Lab.



Convergence


So the market needs convergence, standards of portability to go mainstream. I personally feel this is a very, very good thing. In fact, I've been saying so for months. The real big challenges are:


  • How do you asses the value of virtual goods on various platforms in relation to other platforms
  • How do you get a sound Identity Management System in place

No consensus yet

In the beginning I said Christian's keynote was generally accepted as outstanding. Here's a few thoughts from the business

While talking to Craig Sherman on this he let me know that Gaia is pursuing its own target group and has no intention whatsoever to even start thinking about portability. pretty much the same goes for Habbo Hotel, as Timo Soininen doesn't see much chances to asses the value of goods for portability.

John K. Bates of Entropia / Mindark noted that value is generally based on user demand for goods and in a lot of instances World-specific. Like in Entropia you've got dung. Absolutely of no value if you return it to the Entropia caretakers, but a must have for landowners who need dung to fertilize their lands so they can grow monsters and tax those who come to their land to hunt monsters. So in entropia you might wanna be a dung-baron if you don't want to pay for stuff and still get rich.

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Thursday, October 11, 2007

Cry Havok

Linden Lab is working under the hood of Second Life again and is upgrading it's Physics Engine shortly. Currently they're testing the Havok 4 engine on the Beta Grid. The upgraded engine is supposed to bring more stability to the Grid and make it less vulnerable to griefer attacks.


Here's a YouTube testing


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More on CSI

Here's some more on the CSI gig which Electric Sheep is pulling. During the future of entertainment session I asked Sibley and Reuben if Machinima were now going mainstream, and if the grid was ready. Is Second Life capable of handling this mass media attention?

There's gonna be 16 million viewers. Not all have internet, not all have the needed hardware. Some will fall out due to long downloads, some will get losts with the introduction stuff. But there will be thousands of people logging into Second Life on the 24th.


This is an outstanding opportunity for the Electric Sheep Company to promote their new viewer (see Second Life Insider). Taken into account that your average SL sim is maxed out at 50 visitors, Sibley hinted at hundreds of sims being lined up to feed the masses. This hint may bear some truth and Linden Lab may be holding back capacity to blow out on the 24th. As it stands right now, the sim-auction center is completely empty, no Islands on sale at the moment.

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Wednesday, October 10, 2007

CSI hits Second Life.


UPDATED 9pm






Yesterday I shortly blogged on the new Electric Sheep Company project. Today the Second Life Insider blogged this to. The project involves a collaboration with CSI, the world's number one television show.



One of the keynote speakers of the Virtual World Conference was Anothony Zuiker, creator of CSI who told us more on the project. On october 24th CSI New York will submerge into Second Life, with Gary Senise chasing the murder suspect into Second Life. This airing will get Second Life into the homes of 16 million viewers.





This broadcast will get a follow up on february 6th 2008. It calls for action, you can join the CSI team and solve the crime. Zuiker sees virtual worlds as the next level of entertainment which will be cross platform in the future. "After 9/11 the world changed. Insecure teenagers started looking for communitieds and businesses started to think cross platform," he said. This cross platform operation started for CSI with viewer interaction by using cell-phones, now it will get multi-platform with Second Life stuff, inworld gaming and blogging. There will be a regular Murder of the Month blogpost by Anthony and you have to finish it.This will put on heavy strain on Second Life, calling for performance on the 24th. Let's wait and find out what the limit of concurrent log-ons will be.


Here a screenshot of the episode that will air on the 24th:

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Coffee with Linden



After a long touristy trip through San Fransico we (me and Ruud Latthrop) found out we'd accidentaly parked our car in exactly the best spot for the last part of our visit... just 2 blocks away from Linden Lab Headquarters.

Actually, this is their postal address. A few employees still work at this site, but most have already moved on to the new office building just down the road. This is the old warehouse where it started out being a small company.






We were a little late for our appointment and as LL is putting out a big update tomorrow, our inside man was quite pressed for time. Still we left with some good intel.



First of all is that the mono support will be up and running very soon now to provide more power to the people. Possibly C-Sharp support will come too. Another upcoming implementation is Havoc 4 to provide more stability. We've been promised to see a huge increase in stability in the coming months.

Stability and performance is also the keyword for an upcoming Electric Sheep television show which would recruit over 1 million new residents (target) in a few hours.

Well, that's about all I can share for now. Tomorrow will see the start of the VW conference and I'll be back with more tales from the metaverse.

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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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Wednesday, August 29, 2007

Put yer Trust in Second Life

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

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

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


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


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


Basically there are supposed to be two advantages:


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


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


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

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Friday, August 03, 2007

Geek Meet - the Celeb Edition?

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


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

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

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


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



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



read full piece here




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




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



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



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



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


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Intergalactic News update

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

KZero reports:

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


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

Nick Wilson over at Metaversed reports:

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

3PointD reports:

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

Here's the Mindark press release:

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


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


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Tuesday, July 31, 2007

It's Infocalypse for Second Life

Infocalypse at the economic heart of Second Life?

It's a warzone! The Linden Index has crashed, it's economy is imploding and one after the other financial scandal is hitting the blogoshpere. Someone just shouted "The end is near!" over at twitter. Well, there is some truth in this part of the blog.

Due to Linden Labs taking actions against gambling in SL - incorporating RL law there has been a drop in money exchange. This will be a temporary setback as it will make way for new and healthy business. What is serious is that there has been theft at the WSE, the World Stock Exchange, an inside-job so it seems. Extensive coverage can be found at the Virtually Blind blog.

Infocalypse at the social heart of Second Life?

Then there is rumours of Terrorism in Second Life, coming from a paper Down Under. Fortunately this piece of bad-research has quickly been dysected by Mitch Wagner at Informationweek:

"The article cites well-known reports of "griefing" in Second Life -- malicious practical joking -- and employs a lot of breathless prose and distortion to make it seem like the global terror network is on the brink of using Second Life to launch a real-world terror campaign against all decent people everywhere."

There's no such thing as Second Life taking casualties. We're not talking about real life bombings. What we are talking about is griefing, which is WEB -10.0 [in other words neanderthal behaviour which is sooo 2007 (BC)]

What will be the fall-out of these stories? In my personal opinion it is way overdone. These blogposts over at Second Thoughts and Metaversed are providing the Griefers a sublime stage. They're feeding it! It seems Prokofy's fabled paranoia and FICification have entered the next stage of the conspiracy-theory-virus.

In my humble opinion, this is all strongly overhyped. This is confirmed by reliable sources who say that Linden "can shoot themselves in the foot just fine."

Infocalypse at the creative heart of Second Life!

Before we all go dramatic on Second Life, here's the twist: The only place where real infocalypse is going down is on the islands of Infocalypse, Saijo City and Nexus Prime, home to the cyberpunk community and spindoctor Eric Rice.


There's the Infocalypse project which is offering a podium and decorum for writing vivid new cyberpunk stories. Second Life proofs to be an excellent stage once more for collaboration and making stories come to life!
Here's an extract from the original blogpost mixed with some screenshots of these sims:
Say you wanted to create derivative work, say, a novel or video game or drawing, and place it in those locations, technically you can’t. You *can* if you consider fan fiction (’fanfic’ for short), but don’t ever expect to do anything with it beyond your own personal amusement. Build as little as a fan site, one that celebrates a franchise, and you could be beamed up to the USS Litigation. This has a long history and is certainly not new (flashback: Wired, Dec. 1996).

Enter Saijo City. Saijo exists as a newborn franchise that could be any one of those works of fiction. There are characters and there is the place of the city itself. Saijo’s genre is cyberpunk, set in a near future of maybe 60-100 years out.

What makes Saijo City different and not spectacularly ‘new’, is that it exists as many pieces, both traditional and contemporary, that are simply rearranged. It would be easy to say, “Yes, I’m writing a science fiction book, due out this summer,” and the conversation would be over.
But that’s not how life in my city goes.
Saijo City as a piece of transliterate content, operates on some very simple and familiar principles. (read more at I, Platform)

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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

Mystical Benchmarking

Mystical Cookie, creator of Mystitool, "your Swiss Army knife for Second Life", brings a new cool app for Second Life; Benchmarking Server Performance

NickWilson, at Metaversed wrote this:
"A new tool, released just hours ago, aims to benchmark the performance of Second Life servers by running resource intensive scripts within a region, allowing residents to compare performance statistics before shelling out hard earnede Linden dollars on a new home. Mystical Cookie, creator of Second Life's favorite swiss army knife utility, the MystiTool, today released her "benchmark sim tester", that once rezzed, will perform a number of tests upon the island it inhabits, producing a score that can be comared against other islands."

Below you'll see Nick in awe

Performance is a well known issue in Second Life, and Linden Labs themselves are trying to find ways to pull together the ultimate performance testing strategy. However, it's hard to get 3.000 people to jump on one sim for stress testing. Professionally speaking that would costs thousands of dollars for a single stress test.

Will this new app be the desired tooling? Or will it 'just' be a gadget?

I put it to the test and had a Sr. Test Engineer from Sogeti's Expertunit "Process of Automating Quality Assurance and Testing" (PAQT) have a look at it.

"It is a nice tool for users who want to have some quick info on their sim, see if it's up to speed. In no way it is a performance testing tool. In performance testing we look as much as possible to realistic usage. During testing we monitor various systemresources of several servers. This can't be done with this tool (yet), but it's worth to have a look at it and see how it develops."

Sofar, a gadget, but with the right progging it might evolve

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AjaxLife an Odyssey

"In Homer's Iliad he (Ajax) is described as of great stature and colossal frame, the tallest and strongest of all the Achaeans, second only to his cousin Achilles in skill-at-arms, and the 'bulwark of the Achaeans'. He was trained by the centaur Chiron (who had also trained his father, Telamon, and Achilles' father Peleus), at the same time as Achilles. Aside from Achilles, Ajax is the most valuable warrior in Agamemnon's army (along with Diomedes), though he is not as cunning as Nestor, Idomeneus, or Odysseus. He commands his army wielding a great hammer and a huge shield made of seven ox-hides with a layer of bronze. He is not wounded in any of the battles described in the Iliad."

[source: Wikipedia]


In Short, Ajax is colossal, Ajax is a winner. Doesn't he just Rock?

The Trojan war is long gone, but Ajax has come back to life in AjaxLife, as an Ajax based Webbrowser for Second Life.

Katherine Berry, a TeenGrid resident has created an impressive Ajax-based client for the virtual world of Second Life. Linden Labs themselves have been working very hard on the "sim-caps project", in changing asset management, backbone construction and what have you got in preparing a move from UDP to HTTP.


"The “caps” in “sim-caps” stands for capabilities. This is a well known design pattern whose biggest success has been web cookies. Now before you all jump on that, realize that cookies, properly implemented, are what make the internet go ’round. It is how every major site with accounts keeps you logged in."


This AjaxLife webviewer might well be a messenger of what fully HTTP enabled Second Life may bring when it comes to accessability.

Here's a short piece of the original post describing AjaxLife:

Due to some combination of boredom, wanting to talk to people in SL, and inspiration from a vague memory of something Interfect Sonic did, I decided to start work on an AJAX based SL client.

It’s still under heavy development, but the result so far is an application/page/site called AjaxLife. It now works on the MG (I think!)


Features
  • Basic map
  • Teleports
  • Accepting/declining teleport offers
  • Local chat, instant messages (partially — you can’t start them except with online friends)
  • Inventory received notifications
  • Friend on/offline notifications
  • Balance change notifications, etc.

In short, a project to watch closely as it has a lot of potential. If Second Life integrates with the web it will not be long untill we see the first widgets and toolbars appear.

Here some mandatory snapshots provided by Katherine:



At the start of this blog I wrote that the Trojan War is long gone... There might be a catch.

For now, the AjaxLife is running on Katherine's server. Some of my friends were wondring what it would in terms of password logging.

This is the official statement on Katherine's blog:

"If you want to use it, and trust that I won’t look at your password (which I can’t, and nothing that this does is logged, but you should always be careful and stuff), you can test it at https://secure.katharineberry.co.uk/ajaxlife-s/login.kat"

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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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Woodburied

Early april Aleister Kronos blogged on the University of Woodbury entering Second Life (he does keep up with Universities). I've meant to go over there to take a look for some time, but haven't gotten around to it.

Let's start with a quote from Al's blog:

"First stop, the brand new island of Woodbury University, also called, by a lucky happenstance, "Woodbury University". The build is only in its infancy, but since I could TP in there I thought it worth a mention. I was particularly taken with the Millennium Falcon - but I don't suppose that will survive to the final stage of the build. "Woodbury University is committed to providing the highest level of professional and liberal arts education." It is in Burbank, California, and has just over 1500 students."
Soon it became evident that their arts education may have been somewhat too liberal
By the end of april Prokofy Neva reported in the Second Life Herald on a Griefer attack of Woodbury island.

The Linden police blotter reports the following:
Date: Thursday, April 12, 2007
Violation: Community Standards: Harassment, Soliciting Abuse
Region: Woodbury University
Description: Organizing abusive attacks on regions.
Action taken: Suspended 3 days.

Well, Griefer attacks (annoying buggers starting scripts on your island such as particlescripts or floating nude images) may happen. It is a nuisance to most serious Secondlifers and more so to people investing in land, but usually it is no big deal - disturbing the peace for just a few minutes usually.
Second Life Herald reporters seem to have been monitoring this sim afterwards and
pried into this as Woodbury University was closed by Linden Labs at the start of July on account of violating the Terms of Service.
Below is a short piece from the Herald (July 3 2007):
"Sometime Saturday, Woodbury University’s Second Life island dropped off the map of the virtual world. Second Life players have grown accustomed to intermittent outages from their metaverse service provider, sometimes spinning fanciful stories about tsunami and seismic activity as part of in-world roleplay. A virtual catastrophe does not appear to have been the cause of Woodbury’s demise, however..."
Below is the notice received by one of the island admins:
Tizzers Foxchase: (Saved Sun Jul 1 12:19:36 2007) Linden Lab has continued to find inappropriate uses of the Second Life region "Woodbury University" under your control. On the 16th of April, you were informed of problems with the activities taking place in the region. Many members of the Woodbury University group (which controls the region) have been detected before and after that date causing severe problems in Second Life, in violation of the terms of service. These problems include incidents of grid attacks, racism and intolerance, persistent harassment of other residents, and crashing the Woodbury University region itself while testing their abusive scripts. Due to the ongoing problems, Linden Lab has no option but to immediately close the Woodbury University region. If you believe that this notice has been sent in error, or that the details of this incident have not been adequately examined, please address your concerns in an e-mail to abuse-manager@lindenlab.com Sincerely yours, Customer Support Linden Lab 945 Battery Street San Francisco, CA
Mark Wallace at 3pointD reports:
"What do you do when a group of troublemakers is disrupting the operation of your virtual world? If you’re Linden Lab, which runs Second Life, you ignore the griefers themselves and simply go after the owners of the land they happen to be operating from. Big props to our managing editor over at the Second Life Herald, Pixeleen Mistral, for catching the story of southern California’s Woodbury University, which had its private region in SL deleted a couple of days ago. Why would the Lab wipe Woodbury’s investment? Because a group of SL residents who were not part of the university and who have long been accused of causing trouble have apparently been using the Woodbury land to build and test their disruptive devices. There’s definitely culpability on the part of both the griefers and the university, but LL has shown some really poor judgment in the way they’ve handled the situation thus far."
From Woodbury's point of view:
"I think it is unreasonable to invite universities into the world and then ask them to stop acting like a university. I am deeply repulsed by the eagerness of otherwise smart, well-intentioned people to try to solve all the underlying tensions of SL by banning residents or entire islands at the drop of the dime. This strategy needs to stop at the doors of academe whose whole existence is founded on the idea of educating others (presumed a priori to be lacking in the knowledge they seek) and exploring new ideas together in the open communication forum known as the classroom.
We created a living campus in Second Life where people of all stripes got together, shared ideas, and learned from each other. An art gallery had just been built that was going to house a student show on homelessness in LA and powerpoint lectures on Darfur were planned. Metaverses are a burgeoning phenomenon, and rightly so, but their controllers will need to assume a more relaxed stance before users give them full credibility. I see them in the future functioning much more like a utility or internet hosting company as more people become accustomed to living out their fantasies-- and realities-- in these worlds."
said Dr. Edward Clift, Deputy Director, School of Media, Culture, & Design and Chair & Associate Professor, Dept. of Communication at Woodbury University to the reporters of the Herald
The story continues on the Second Life Herald in a piece by Pixeleen Mistral and extensive commenting by Prokofy Neva:
"Where is the academic activity? Where are the other academic groups in SL standing up for this sim? Unless somebody is willing to really, really stretch it, I fail to see how griefing posses and fooling around with builds that they themselves destroyed or were supposedly infiltrated and had distroyed (very murky story there) can be construed as academic. Self-expression perhaps, but then the kind of self-expression that fails to realize that your right to swing your fist ends at someone else's nose."
Finally the row made it even into serious Real Life press as the Chronicle of Higher Education reports:
"The company (Linden Labs) took the drastic step, officials said, after administrators for the university's area ignored warnings to stop avatars -- digital characters -- affiliated with its region from engaging in disruptive and hostile behavior."
The story is shrouded in many ways, but here's my two penny thought:
Fact: There has been Griefer activity on Woodbury Island
Fact: The activities are a violation of the Linden Terms of Service and spread into the region surrounding the Woodbury sim.
Linden: Woodbury has provided space for Griefers
Woodbury: We are victims
The truth is hard to find out, but there are several issues that lead me to believe that Woodbury is not entirely clean in this matter, and Mark Wallace's remark "LL has shown some really poor judgment in the way they’ve handled the situation thus far" seems a little premature.
In fact I do tend to agree with the ever critic Prokofy Neva that Linden is taking the right steps, though a little more sensitive communication would have been in place.
Quotes and Related articles are linked for further reading.

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Monday, June 25, 2007

Topmodel fundraising in SL for Red Cross

Last week we saw the MacArthur foundation and Philip Rosedale, Linden Labs' CEO talk on philantrophy in virtual worlds. Instead of talking, the Dutch are doing ;)
The Dutch Red Cross will start fundraising in Second Life today. Yfke Sturm, 0ne of the many Dutch Topmodels and Red Cross ambassador will be giving a pressconference today to launch the campaign.

A short press statement at SecondLife Blogo (in Dutch) says the Red Cross is an organisation which is very aware of the developments in the Real Life community and therefor is convinced that a precense in Second Life has to be established as well. Researchers and students at the University of Amsterdam have helped the Red Cross to establish themselves.

This week (june 24 to 30) will see door to door fundraising activities in the Netherlands.

From: Secondlife Blogo

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Tuesday, May 22, 2007

Linden gets a light

One of the funny things of taking a 1-week holiday is that it seem like you've got a year of catching up to do once you get back. One of last weeks noteworthy tidbits is a post in the Boston Globe that Linden Labs purchased Windward Mark Interactive LLC, a Waltham company founded in 2003 by five Harvard University students.

So what do the windward souls do? They're in the business of creating highly realistic three-dimensional environments for use in computer games and flight simulators, and lighting is one of their strong points.

There are people out there that look down on Second Life as a "game with bad graphics", and true enough, it's not as slick as World of Warcraft and Cory Ondrejka, Linden's CTO believes that making the environment more visually realistic will attract and hold more users.

However, there are serious points to validate a "crude" graphic engine. Linden's USP is that Second Life is a world with easy tooling, generating vast amounts of user generated content. Sculpted prims and enhanced graphics may 'beautify' the world, but it will require more skills and perhaps even put more stress on datatraffic.

And then there's the Project Open Letter to remember. Linden's key focuspoint should be scaling, stability and adding test strategy and release management before getting into introducing all kinds of new slick things.

At youTube there's a vid of a new Second Life sky to demonstrate the power of Windward.

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