Archives for April 2008

Linden Lab’s Communication Manager commences

Katt Linden is the new Communications Manager and she’s announced a review of the current communications mechanisms like the blog and Second Life forums.

Katt is claiming a brief of monitoring the blogosphere and getting some changes happening but is also forthright on patience being needed. I’m not sure how much patience is left in some spheres but a dedicated resource at Linden Lab on Communications should surely bring some further improvements.

Paid extra work available: Second Life machinima production

This offer is now closed.

Australian Second Life resident and machinima producer Skribe Forti is looking for extras:

“I need extras for a shoot that is scheduled to occur on Tuesday night (22nd April) at 9pm Australian WST (6am SLT). Payment is $US10/hour and will be paid in L$. I expect it will take 3 hours to shoot. Contact me directly if you’re interested.”

So IM Skribe Forti in-world if you’re up for it – that’s generous remuneration for an avatar to act!

The Watch – virtual worlds in the news

1. VentureBeat – Mind Candy joins the online virtual pets fray. “Virtual pets are a tried and true market for those targeting young kids. Mind Candy is joining the fray against larger rivals with a kids offering of its own this week: Moshi Monsters.”

2. Strategy Page – Virtual, Persistent Battlefields. “Computer games have been a major source of training technology for the armed forces. Not just in the United States, but all over the world. Most of these adaptations get little publicity, some are even classified as secret. But all simply take the visual and physical aspects of video games and use them to simulate real combat.”

3. Wired – Virtual World Funds Hip Replacement. “An Entropia Universe player recently covered the costs of a hip replacement surgery using cash he earned in-game, according to a press release issued by Entropia creators Mindark. 42-year-old Brad Welch, an avid fan of Entropia, used the cash he earned playing the game to fund the $10,000 dollar surgery that included replacement of his left hip and 42 stitches.”

4. PC World – The Virtual Office Gains Ground. “Virtual reality is making its move from gaming and social sites into the business world. Project Wonderland, developed by Sun Labs, already allows businesses to improve distance collaboration by building online replicas of their offices or classrooms where colleagues may use 3D representations of themselves to attend meetings, give presentations, and interact.”

5. PR Web – Fighting For Tibet In The Virtual World. “In the virtual world of Entropia Universe a fierce hunting competition between 32 teams takes on a special meaning for one team. Team Tibet is fighting not only for the prize and glory within the virtual world, but to bring attention to the plight of the Tibetan people in the real world.”

6. GigaOM – Apple Store To Go Virtual? “Apple Store To Go Virtual? That’s the theory of MacNN, at least, citing an Apple patent application published on the US government site last Thursday, somewhat obscurely entitled “Enhancing Online Shopping Atmosphere”.”

7. Wired – Second Life Slowly Turning into a Record Store. “Keiko Takamura has figured out a way to sell her music inside the Second Life virtual world. Using a rough approximation of an iPod that she calls the myPod, Takamura allows Second Life citizens to preview her music and buy songs in the MP3 format using Linden dollars. The transaction happens entirely within Second Life, but the customer walks away with an MP3 that can be played outside the game.”

8. Wall Street Journal – Disruptions on the Virtual Trail. “The presidential campaign has gotten nasty in the real world. It’s getting nasty in the virtual world, too. As Sens. Hillary Clinton and Barack Obama duke it out in the Democratic primary, unofficial campaigns are being waged by fervent supporters in Second Life, the virtual world run by Linden Lab.”

9. Massively – HiPiHi reopens beta. “Chinese virtual world HiPiHi has reopened registration for beta accounts. If you want to give this a spin, you will be pleased to know that you can now perform account registration in English.”

10. Yahoo Games – WoW, Inc. “Ten million players. However you look at it, that’s a lot. World of Warcraft not only dwarfs all other massively-multiplayer games, it dwarfs a good number of countries — not silly countries like Monaco and Greenland, either, but perfectly sensible ones. Like Sweden, say, or Israel. But how do the holdings of this legion of players compare to the corporate giants of the world?”

Shut your computer down for a day

Lifehacker have mentioned that the 3rd of May is Shut Down Day.

Whether it’s for your mental health or the environment, this is a worthwhile event.

Further trademark clarifications by Linden Lab

In a further blog post today, Linden Lab have put more flesh on the bones of their trademark stance. There’s now some much needed clarity around a range of issues – the same clarity that perhaps should have been provided with the initial announcement.

Babelswarm Revisited

As we’ve previously mentioned, Babelswarm is a fascinating installation developed by writer Justin Clemens, visual artist Christopher Dodds and musician/artist Adam Nash – all from Australia.

I did a walk through Friday evening and grabbed some pictures though the impact of it is well and truly best experienced in-world.

We’ve also featured a video walkthrough in this week’s Weekend Whimsy

Check it out in-world.

Weekend Whimsy

1. Second Life: BabelSwarm

2. Second Life – SEVENTH HEAVEN – Windlight

3. Club Penguin – inf315e extra credit – Jay Willingham

4. Hiccup!

Interview – Dr Mirko Caspar, Twinity co-founder

Twinity is one of the growing swathe of mirror worlds in development. We took the opportunity this week to fire some questions at Dr Mirko Caspar, who’s the CMO and co-founder of Metaversum, the company behind Twinity.

twinity.jpg

Lowell: Can you outline the history of how Twinity came about?

Mirko: Connecting the real with the virtual world will be one of the major Internet trends in the coming years. Such a virtual world will be both playful and useful, with positive benefits for the ‘real’ lives of those who explore and populate it. Twinity is designed to enrich people’s real lives. Most of the current virtual worlds focus on fantasy environments without reference to the real world. Twinity will blur those boundaries and create that missing link. With that vision in mind, Jochen Hummel (CEO), Dietrich Charisius (CTO) and myself (CMO) founded Metaversum in 2006. Metaversum has since developed Twinity, which is now in private beta.

Lowell: You’re competing in an increasingly crowded space – who do you see as your core market?

Mirko: Basically, Twinity is for everyone who wants to communicate, seeks entertainment and fun or wants to run a business. It is for social networkers and chat-fans who want more emotional, human communication in 3D. It is for the virtual world and 3D entertainment aficionados who want their real life with all their friends and interests represented.

In short, Twinity is for everybody who has Internet access and wants to share experiences with other people via the Internet. The core user is probably between the ages of 18 and 49 years, but it certainly extends into older demographics that enjoy the real life approach.

Lowell: Is it correct in saying Twinity is a mirror world platform? And for the uninitiated how do you define a mirror world?

Mirko: A mirror world is a world that mirrors the real world. Naturally, such a world would show a selective reflection. It isn’t a one to one mirror. Twinity is a social 3D platform that blurs the boundaries between virtual reality and the real world. So far, our members can create indoor spaces – but you can be geographically located anywhere in the world. Also we encourage and enable our user to create realistic avatars. So, Twinity does have facets of a mirror world already. We think the real world is fascinating. It sets a great stage for interaction and communication – real people in real places who share real experiences. What it comes down to is this: more direct, emotional, collaborative, and immersive interactive communication within a familiar environment.

Lowell: Is the beta program progressing as expected and do you have a firm timeline for a release candidate?

Mirko: Twinity is currently in its private beta phase. In this phase, members already have the ability to create their personal avatars, design their own apartments anywhere in the world and communicate with other members through bubble chat, VoIP or animations. We’ve taken the feedback of our beta users into consideration, and we’re currently focusing on two main areas of development: implementation of the outside environment and preparation for the open beta release. Our roadmap is firm. Our timeline is as firm as it can be when you are developing a virtual world. Our next step will be the announcement of the open beta.

Lowell: What are the plans for Macintosh / Linux users?

Mirko: We want to give our users as much choice as possible; but doing that takes time. At the moment, Twinity runs on Windows XP and Vista. For Mac users who want to use Twinity, we recommend using Boot Camp and running Windows on a partitioned Mac. However, this should only serve as a temporary solution. As soon as we can communicate an easier solution, we will do so.

Lowell: You’ve been on record as saying that avatars will only be able to be human – does that remain your position and do you think this will limit your market appeal?

Mirko: People want to connect with real people and be as emotional, interactive and authentic as possible – this is also true when engaging on the Internet. Twinity is a platform that allows for this interconnection. We believe such an approach will open up virtual worlds to mainstream audiences, in much the same way that people are now accustomed to using real-to-real communication on platforms like Facebook and MySpace.

Lowell: Are you able to give any further information on Twinity’s economic model?

Mirko: You can use Twinity without paying any fees. Members only have to pay in Twinity if they get something special in return. Premium features require a subscription. Virtual items and real estate will be offered by our commercial members or us for a price. There will be some advertising.
Our in-world economy will be similar to the real world. We have a payment method, a “virtual currency”, which we call the Global! If you want to create and offer items or services and market them to the community, you can become an active commercial member. If you are a consumer, you can buy virtual goods or services including real estate.

Lowell: You’ve mentioned previously that user-generated content will be one option – to what extent will users be able to generate content and use it within Twinity?

Mirko: Members can generate content in Twinity, as long as they follow our Terms of Service. The simplest forms of user generated content are pictures and music, which can be easily uploaded to your apartment. If you become a premium member, you can also use converter tools to upload items that have been created using modelling tools like 3dMax. We are currently testing those tools and will announce when they will be made available to our members.
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Lowell: What is the pricing model likely to be for use of Twinity?

Mirko: Basic usage of Twinity is free. We will also offer premium services to premium members for a monthly subscription. For now, all those features are free and we will announce the introduction of subscription fees well in advance. Our members will also have the opportunity to buy, sell and rent real estate or purchase virtual goods. To a large extent those prices will depend on the prices that our commercial members will charge for their goods and services.

(Disclosure: Twinity’s Singapore marketing is done by Andrew Peters from The Pacific West Communications. Andrew also does Global Marketing Communications and Sales for Big-Bit Australia, which is an advertiser on The Metaverse Journal)

Australians in Second Life Update – finally a bounce back

Linden Lab have released their metrics through until the end of February 2008. The regular downward trend has been reversed, with 12,245 active Australian Second Life users. That’s an increase from last month’s 10,885 and Australia remains in 11th place in terms of countries with active users.

There’s still a fair climb to exceed previous highs and there’s no guarantee this is now an upward trend but at least the trend in the other direction has ceased for now.

A year ago on The Metaverse Journal

We interviewed one of Australia’s most controversial Second Life residents, LukeConnell Vandeverre, who runs the World Stock Exchange (which has now been out of action for close to three months).

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