Archives for May 2009

A Second Life success story: NCI

It has been in Second Life for four years (having just celebrated its fourth anniversary), has over 150 staff, costs about US$13,000 each year to operate, holds 46,592 square metres of Second Life land (and rents quite a bit more), and is among the virtual environment’s most well-trafficked organizations.

It isn’t one of those corporate sites you read about, though. It’s a non-profit group, with little existence outside of Second Life. It’s NCI, a volunteer organisation that ranks among the most successful groups in Linden Lab’s virtual world.

nci-class-event-schedule

NCI’s basic mission is to assist and support newcomers to Second Life. Originally founded by Brace Coral in April 2005, Coral named the organisation New Citizens Incorporated (though the ‘incorporated’ part was merely in jest), and founded it on the principle that everyone in Second Life was able to contribute to the orientation and support of new users. Even those with only a few days of experience would have answers and information that newer users lacked.

Originally a self-help facility with social events and a building sandbox, the scope of NCI was already expanding by the time Carl Metropolitan took over as executive director in a popular vote in September 2005, when Brace Coral scaled back her Second Life activities.

With Metropolitan at the helm of the organization, NCI expanded significantly both in land and personnel, offering large numbers of classes and events, funded by advertising and donations, and standalone ‘aid stations’ called Infonodes scattered all over Second Life near areas where new users are likely to be found. NCI’s financial picture isn’t always a rosy one, however.

Advertising and donations don’t quite meet the operational bills each year, usually falling about US$1,500 short, which necessitates periodic fundraising activities to make up the shortfall, often in the form of charity auctions. NCI’s charity fundraisers are supported by quite a number of Second Life creators, as well as some corporations, such as Microsoft who donated software to the last big fundraising auction.

In an environment where users only have a limited number of group memberships available, NCI’s free-to-join group sports nearly 9000 members at present, and provides round-the-clock live-help for new users with questions and queries.

The NCI’s watch-words are civility, respect and courtesy, but maintaining a safe space for new users, protected from those who would exploit them or intentionally disrupt or harass them isn’t easy. NCI maintains strict rules of conduct, and enforces them swiftly when staff feel that new users may become upset or disturbed by the actions of a disruptive or abusive visitor. Indeed, one of the main pillars of NCI’s popularity is swift and strong enforcement of local conduct rules.

Keeping an organization like NCI running isn’t an easy job either. While class instructors and event hosts recieve payments from the organisation for their duties, nobody is getting a wage from the process. Senior staff can be under tremendous amounts of pressure. In the wake of NCI’s 4th anniversary celebration on 18 April, executive director, Carl Metropolitan decided that he needed a sabbatical, partly from the daily pressure of work, and partly due to unavoidable circumstances related to the USA’s economic downturn.

Presently, a new interim management team are settling in, with Afon Shepherd and Gramma Fiddlesticks cooperatively managing the organisation until Metropolitan’s return to duty. That NCI works at all is something of a surprise, being an expensive operation, with so many people from all walks of life, from most of the countries in the world, bonded primarily only by the willingness to help others and to donate their spare time.

NCI does work, however, and it works well. If you’re new to Second Life, it’s one of those must-visit places.

NCI_222

NCI Major Locations

Pope Joke

After getting all of Pope Benedict’s luggage loaded into the limo, and He doesn’t travel light, the driver notices
that the Pope is still standing on the curb

‘Excuse me, Your Holiness,’ says the driver,

‘Would you please take your seat so we can leave?’

‘Well, to tell you the truth,’ says the Pope, ‘they never let me drive at the Vatican , and I’d really like to drive today.’

‘I’m sorry but I cannot let you do that. I’d lose my job!
And what if something should happen?’ protests the driver, wishing he’d never gone to work that morning.

‘There might be something extra in it for you,’ says the Pope.

Reluctantly, the driver gets in the back as the Pope climbs in behind the wheel. The driver quickly regrets his decision when, after exiting the airport, the Pontiff floors it, accelerating the limo to 105 mph.

‘Please slow down, Your Holiness!!!’ pleads the worried driver, but the Pope keeps the pedal to the metal until they hear sirens. ‘Oh, dear God, I’m gonna lose my license,’ moans the driver.

The Pope pulls over and rolls down the window as the cop approaches, but the cop takes one look at him, goes Back to his motorcycle, and gets on the radio.

‘I need to talk to the Chief,’ he says to the dispatcher.

The Chief gets on the radio and the cop tells him that he’s stopped a limo going a hundred and five.

‘So bust him,’ says the Chief.

‘I don’t think we want to do that – he’s really important,’ said the cop.

The Chief exclaimed, ‘All the more reason!’

‘No, I mean really important,’ said the cop.

The Chief then asked, ‘Who have you got there, the Mayor?’

Cop: ‘Bigger.’

Chief: ‘Governor?’

Cop: ‘Bigger.’

‘Well,’ said the Chief, ‘Who is it?’

Cop: ‘I think it’s God!’

Chief: ‘What makes you think it’s God?’

Cop: ‘He’s got the f***ing Pope as a chauffeur!’

Merged realities – events and issues for virtual worlds

nedspub 1. Need to create terrain on an OpenSim grid? This tutorial may help in a big way.

Microsoft is also taking note of ReactionGrid, an OpenSim grid.

2. Here’s an interesting perspective on Linden Lab’s adult content changes in recent months.

It’s not hard to imagine Linden Lab have a very close eye on the US Congress and its views on virtual worlds.

3. The MacArthur Foundation are holding a public forum on philanthropy and virtual worlds on 18th May, featuring former Linden Lab CTO Cory Ondrejka and MacArthur Foundation President Jonathan Fanton. All the details here.

4. South Africa’s University of the Free State and Sweden’s Lulea University are running a survey on avatar behaviour in Second Life – click here to take part.

The Watch – virtual worlds in the news

1. Information Week (USA) – U.S. Armed Forces Look To Second Life For Training. “The Second Life role-playing and gaming communities are home to dozens of make-believe armies and navies. But you can find the real thing in virtual worlds too. The Air Force, National Guard, and Navy are using Second Life and other virtual world technology for collaboration and training. The armed forces are looking to virtual worlds to reduce the time and costs associated with travel, and create more realistic experiences for users than those provided by flat-Internet applications.”

2. VentureBeat (USA) – Facebook platform developers could see $500M in revenue this year. “A growing number of game makers on Facebook are making money from virtual goods — from poker chips to virtual clothes that users can buy or earn while playing gaming applications with their friends on Facebook. The combined ecosystem of these game developers and other companies supplying services to them could generate half a billion dollars in revenue in 2009. That’s significant, considering third-party applications on Facebook have been viewed as gimmicks making no significant revenue. Facebook itself appears headed toward the $500 million revenue mark this year, mostly through advertising.”

3. The Economist (UK) – Of dragons and dungeons. “HAVING once lost badly at three-card brag—poker’s brutal ancestor played in the pubs and clubs of Britain—your correspondent worked double-shifts to pay off his gambling debt, and vowed never again to play games of chance. The only exceptions he has allowed himself over the years have been the odd video game or two, where the stakes are measured more in terms of satisfaction than hard cash. But even his early forays into the grinding world of monsters and loot favoured by “massively multiplayer online role-playing games” have dwindled since parenthood. Such virtual worlds are far too immersive and addictive—and keep getting more so with every increase in the number-crunching power and graphics of personal computers and game consoles. Better to stay clear of online communities like “EverQuest” or “World of Warcraft” if you are perpetually running out of time in the real world.”

4. Business Week (USA) – Studying Epidemics in Virtual Worlds. “A day after news reports about an outbreak of swine flu in Mexico, health officials in Allegheny County, Pa., huddled to discuss contingency plans. How should they respond if the virus came to their part of the world? By closing schools? With widespread vaccinations? To test different courses of action, they turned to computer scientists who had built a working model of the county. “It helps come up with recommendations of when and how to intervene,” says Dr. Ron Voorhees, chief of epidemiology and biostatistics at the Allegheny County Health Dept.”

5. ICT Results (European Union) – When virtual reality feels real. “Despite advances in computer graphics, few people would think virtual characters or objects are real. Yet placed in a virtual reality environment most people will interact with them as if they are really there. European researchers are finding out why. In trying to understand presence – the propensity of humans to respond to fake stimuli as if they are real – the researchers are not just gaining insights into how the human brain functions. They are also learning how to create more intense and realistic virtual experiences, opening the door to myriad applications for healthcare, training, social research and entertainment. “Virtual environments could be used by psychiatrists to help people overcome anxiety disorders and phobias… by researchers to study social behaviour not practically or ethically reproduced in the real world, or to create more immersive virtual reality for entertainment,” explains Mel Slater, a computer scientist at ICREA in Barcelona and University College, London, who led the team behind the research.”

6. The Gazette (UK) – Godfather of online gaming: Inventor of Mud Dr Richard Bartle. “Virtual worlds are a global industry worth tens of millions of pounds a year. Eleven million people pay an annual fee of $15 – a bit less in poorer countries – to play the adventure game World of Warcraft. Twenty five million players have at some point entered the kids’ on-line universe Habbo, and players spend an astonishing average of 38 Euros a month buying imaginary possessions for their on-screen characters.”

7. MediaPost (USA) – Are Media Companies Missing The Virtual World Mark? “Many traditional entertainment media companies are missing out on huge opportunities to market and monetize their content libraries in Casual Massively Multiplayer Online (MMO) worlds. Some forward-thinking companies have dipped their toes into the interactive entertainment pool, but there are many obstacles to successfully extending your brand into an engaging interactive experience. As innovative brands explore developing Casual MMOs, a number of important lessons can help lead them to success.”

8. Business Week (USA) – Virtual Currencies Gain in Popularity. “Make way, Zambian kwacha. There’s a hot new exotic currency on the market, only it’s not from any country on earth—at least not one in the material world. This currency is called the Project Entropia Dollar (PED) and it’s used to buy and sell goods on the planet Calypso, in an online gaming world called Entropia Universe. The PED is among a growing number of alternative currencies changing hands in virtual worlds, social networks, and other Web sites eager to make it easier for users to spend money and carry out other transactions while online.”

9. Information Week (USA) – Rumors Of Second Life’s Failure Are Just Lousy Journalism. “As a journalist and Second Life enthusiast, I’m annoyed by irresponsible articles that take it for granted that the virtual world is dying, or already dead, or a failure. In fact, Second Life is healthy and growing — I say this based on personal experience, and statements made by officials of Linden Lab, the company that created, develops and operates Second Life. Linden Lab CEO Mark Kingdon described a couple of the signs of Second Life’s health in an interview Wednesday conducted inworld at Metanomics, an interview program hosted by Cornell University, conducted inside Second Life. The number of active users now stands at about 600,000, Kingdon said; that’s up from about a half-million last year, and it follows a period of roughly a year when Second Life’s user base had plateaued. Blogger Wagner James Au analyzed the growth last month at GigaOM. Monthly repeat logins — people who logged in more than once per month — were 731,000 in March, climbing upward since August. Active users — people who’d spent more than an hour in Second Life — were 650,000.”

10. Times Online (UK) – Free Realms is latest children’s craze. “Forget the youth club — record numbers of children are spending their leisure time exploring online worlds that combine the fantasy element of traditional games with social networking. The games mark a shift in the industry away from adult-oriented virtual reality adventures and towards less gritty and more fun titles aimed at pre-teens. The popularity of these games has surged in recent months as word of mouth spreads. Two sites stand out: the Disney-owned Club Penguin attracts an estimated 4m primary-school-age children every month, and Habbo Hotel has signed up 120m teenagers worldwide. These are figures that dwarf much-hyped adult worlds such as Second Life, which has never drawn more than 2m users in a month.”

Weekend Whimsy

1. What a wonderful (second) life…breathe..

2. Cosmic Osmo and the World Beyond the Mackerel

3. SECOND LIFE: Mistka

Health Beyond 2009 – e-health, Serious Games and Second Life

Posted originally over on Metaverse Health:

As a Registered Nurse with a passion for the use of emerging technologies to improve health, it can sometimes be a little frustrating when things don’t seem to progress as fast as one would like. There’s also the ‘they just don’t get it’ phenomenon amongst some in health leadership and management roles, which can lead to the conclusion that progress is all too slow with new approaches.

A stark contrast to that is occurring this week in Melbourne, Australia, with the HealthBeyond e-health Consumer Day. I was very happy to be invited to attend this event to provide participants with a tour of some key health presences in Second Life in conjunction with what will no doubt be an engaging keynote from Mandy Salomon . It’ll be difficult to choose which health areas in Second Life with so many great options, but I do know the University of Plymouth’s sexual health sim is going to feature.

healthbeyond2009-small

It’s great to see the Health Informatics Society of Australia taking such a lead, featuring virtual worlds, serious games for health and broader gaming for exercise and stimulation in a get-together of this calibre. I have a feeling there’s going to be some exciting announcements come out of the gathering for the Australian health sector, which I’ll report on in coming weeks.

Poll on adult content changes in Second Life

Over at Dwell on It, Tateru Nino is running a poll on the proposed adult content changes, to gauge the spectrum of feeling on it. It’s had a significant number of votes to date, so add your one by going here.

For what it’s worth, I tend towards the idea that the policy has flaws that need fixing before giving support.

How Shadows Will Change the Way We Make Machinima

We’re really pleased to feature a guest post from Ariella Furman (SL: Ariella Languish), who has been producing machinima for a number of years (you can view some here).

ariella_1When I used to take the train home from school everyday, I would admire how the lighting outside would seep over the windows, until they were a golden hue and it was too bright to see through them. It was like all the people, ending their active work days, would be lost in a tunnel of celestial yellow skies. You couldn’t help but smile, no matter how bad your day was.

Many real life filmmakers will argue, “Light is shadow.” Light is what makes shapes and colors have their quality. It has substance, texture, mood, etc. It has more dimensions and beauty than any other thing I know.

Light is not all grand, however. When on a film set, what always takes the longest and the most time tweaking? The lights! There are so many options. There are so many ways to tell the story. Simply by putting the main character in a sea of shadow, you can change the whole dynamic of what you’re conveying to the audience.

Second Life once had a world with limited shadows. We could change the color and tones of the light, but it was meaningless without seeing the light react with objects. Now, with two new Shadow Viewers out from KirstenLee and BoyLane, we have the world of lighting at our disposal.

ariella_2

We machinimatographers are luckier than the poor director of photographers in the real world, however. Our lights change with a few button clicks. However, I don’t think it will make us lazy. It just means that setting up our shots will probably be more time consuming. You now not only have to set the actors, but also wonder about how they will react with the world around them.

We’ll have to answer questions. Are they troubled? Do they see the glass half full, half empty? Even the shadow of their figure trailing behind them – if it is small and opaque, it means they have a direction and are confident. If it is long and dull, it probably means they have a whole journey ahead of them and that they are troubled about their direction.

Does the building they enter have pillars? If so, do those pillars seem to have long, never-ending shadows that paint the floor in lines of blacks, making it appear like they are entering a jail cell rather than a building?

So, in conclusion, filmmaking is 90% talking about what you’re going to shoot and setting it up but only 10% actually shooting it. Let’s face it, back in the day, machinima was a cinch! Now that we have dozens of creative options to tell the same message, most of our work flow will probably be decision making. Less machinimators will want to just “wing it” if they want a professional product.

Let’s face it, machinima just became way more similar to real life narrative filmmaking. This means the world and more to many of us.

The Watch – virtual worlds in the news

1. Federal Computer Weekly (USA) – Virtual learning gets second wind from Second Life. “Virtual-world technology is giving the idea of online training a second life in the federal government. A handful of agencies are turning to virtual worlds to create programs that bring together the best aspects of Internet-based training and the traditional classroom. Like standard online training, virtual-world software makes it possible for employees to take classes without leaving their desks, which saves on the time and costs associated with travel. And the new technology more closely replicates a classroom experience by creating a 3-D world in which students can interact with one another, the instructor and even objects in the environment.”

2. GigaOM (USA) – Can Sony’s Free Realms Compete With Club Penguin? “When it comes to MMOs, freemium worlds for kids are enormously popular and lucrative; for the most part, however, the major game publishers have done little to pursue this market. That changes this month with the launch of Free Realms, a colorful virtual world from Sony Online Entertainment. Since this new franchise is targeted at kids, including girls, Sony changed its approach from the ground up. The developer of the Everquest series and other MMORPGs aimed at the 18-34 gamer dude demographic threw out long-held assumptions about what made online worlds appealing, and used market research to learn what kids actually wanted. Turns out that instead of dramatic backstories and complex gameplay, kids want free-form fun and tools for telling their own stories.”

3. San Francisco Chronicle (USA) – Avatars, attorneys in new world of virtual law. “Like so many things, virtual law started with sex. Specifically, the first known legal case originating in a virtual world was over a bed designed for rolls in the virtual hay. Eros vs. Volkov Catteneo was not unlike business dustups that happen in the real world every day. One person created something and sold it, and another person allegedly copied it and sold cheap knockoffs. The only thing novel about this case is that the item in question was a piece of furniture made entirely of computer code, and it was bought and sold by 3-D avatars in Second Life, a virtual world run by San Francisco’s Linden Lab. Second Life user Kevin Alderman of Lutz, Fla., created the very interactive bed, which enabled avatars to engage in a range of activities (cuddling, more). But when another user started selling copies, Alderman hired real-life lawyer Francis Taney, who tracked down the real person behind the bed-copying avatar and secured a consent judgment from Florida’s U.S. District Court ordering him to quit.”

4. AFP (USA) – Virtual mobility for disabled wins Second Life prize. “An organization that lets people with disabilities virtually climb mountains and hike trails shared top honors in a first-ever Second Life prize for in-world projects improving real-world lives.
Virtual Ability and Studio Wikitecture, which designs buildings in the virtual world launched by Linden Lab in 2003, were declared co-winners of what is to be an annual prize at Second Life. The honor comes with 10,000 dollars (US) each in prize money. Virtual Ability helps people with disabilities use avatars to skydive, fish, mountain climb, hike and even fly in Second Life, the organization’s vice president David Ludwig says in a message posted online at virtualability.org.”

5. Gamasutra (USA) – Habbo Creator Sulake Planning PC Version of Bobba Mobile World. “Sulake, developer of the successful younger teen-oriented virtual world Habbo Hotel, recently launched Bobba, a virtual world for smartphones. But Sulake is not stopping there – speaking to Gamasutra, Sampo Karjalainen, Sulake co-founder and CCO mentioned that “We’re working on an iPhone version that should come out hopefully this summer,” which was recently hinted at – but the company will also bring the virtual world to PC. Bobba targets an older demographic than Habbo’s 13-16 year old main demographic. The virtual world, which is similar in concept to Habbo, currently runs on certain Nokia smartphones, and aims for a demographic of age 16 and older, providing a place where users can meet, date, party, work together, and otherwise network socially. ”

6. VentureBeat (USA) – Game and virtual world fundings reach $936.8 million in 2008. “This is a second update to our game and virtual worlds funding list. Here we’re adding new data from Jussi Laakkonen’s blog. Previously, we had updated to include data from Virtual World Management’s list, so the number is much bigger than we reported earlier. In 2008, VentureBeat chronicled lots of game and virtual world fundings. Our updated list now shows 112 game companies raised more than $936.8 million worth of venture capital and angel funds. This amount doesn’t include undisclosed fundings listed at the bottom. In 2007, game and virtual world companies raised $613 million, according to Jussi Laakkonen.”

7. Atlanta Journal Constitution (USA) – Kids are focus of video game company Elf Island. “iz Kronenberger and her husband Craig came up with the term “gaming for good” to describe the mission of their new company. The entrepreneurial Atlanta couple set out to create a video game company where kids could make a difference in the real world. They wanted to combine competitive game playing, social interaction and storytelling with social responsibility. They formed the company, called Elf Island, about two years ago. The site, ElfIsland.com, launched in April. Through one non-profit partnership, when kids help save a polar bear in the online world, they also help real polar bears.”

8. CIO (USA) – Red Hat to host Second Life-like virtual JBoss trade show. “Red Hat is stealing a page from the Second Life playbook and will host an online conference for users and partners of its JBoss Java-based middleware products in which people will have their own avatars and can virtually attend a conference as if it was a live trade show. The JBoss Virtual Experience is a Web-based conference through which JBoss executives and engineers will give the usual keynote speeches and host sessions just as they would at a regular trade show, according to Red Hat. The virtual conference, for which people can register now, also will have booth exhibits from JBoss, Red Hat and other event sponsors.”

9. CIO (USA) – Ignoring Web 2.0 Will Cost You. “Not wild about wikis? Not big on blogs? Not sold on Second Life? IT execs who ignore Web 2.0 collaboration technologies could be hurting their company’s bottom line. That’s the message from enterprise IT leaders and industry analysts who are convinced that Web 2.0 technologies are the real deal. “Not embracing social networking is like saying I’d rather hide my money under the mattress than put it in a bank. Companies make a big mistake when they prohibit these tools out of the sheer fear of what employees will say when they communicate with one another,” says Rene Bonvanie, senior vice president at Serena Software, a maker of application life-cycle management tools.”

10. New York Times (USA) – In Room 100, It’s Sid and Nancy All Over Again. “By consensus, the Hotel Chelsea is not the hub of bohemian life it used to be. Two summers ago, Stanley Bard, the beloved longtime manager, was replaced by a corporate management team. Rents rose, artists left. Those who managed to stay were confronted by a battery of disturbing changes: The pigeonhole mailboxes behind the front desk were removed, and Bob Dylan’s old room underwent renovations. But now, thanks to Second Life, a 3-D virtual world on the Internet, the hotel’s spirit lives on.”

Weekend Whimsy

1. Share Your Most Memorable Moments of Second Life’s History!

2. Virtual Alaska in Second Life

3. Second Life – Apocalypse

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