Archives for 2008

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.

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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).

Murdoch University Island in Second Life

Veteran Australian Second Life resident and Murdoch University Library staff member Kathryn Greenhill, has created a very interesting video of Murdoch University’s presence in Second Life. It covers the management, ongoing activities and challenges that running an island in Second Life involves.

Murdoch University 2008

Another good reason to have a look is that the island is closed to the general public.

Click here to view the video on YouTube.

The Watch – virtual worlds in the news

1. Sydney Morning Herald – They’re virtually famous. “Imagine an art gallery where you can not only touch the works on display, you can walk over them, sit on them, even fly through them. Such actions would doubtless send security staff into apoplexy, but in Second Life, the world is your oyster. Today three Australian artists unveil their exhibition Babelswarm in the 3D virtual world of Second Life, an interactive sculpture based on the mythical Tower of Babel. For those who like the old-fashioned gallery experience, there is a “real” show at Lismore Regional Gallery.”

2. PC World – Hackers Increasingly Target Browsers. “Threats against browsers are getting more sophisticated and branching out into such exotic areas as gaming, experts told attendees at the recent RSA Conference 2008. New attacks from games and virtual-world Web sites can deliver bot-like control of browsers to attackers, said Ed Skoudis, a security consultant with Intelguardians, speaking at RSA. All that’s needed is for the infected image of an avatar to appear. “The character walks into view of the screen, and I take over the box,” he said.”

3. Fox Business – The Perfect Night For Spacing Out. “Saturday night is prime time for a party, and all the better if it’s a party celebrating our past and future in outer space. This year, Saturday night is Yuri’s Night, which marks the anniversary of humanity’s first ride into space as well as the space shuttle’s first flight. The executive director of Yuri’s Night, Loretta Hidalgo Whitesides, says the event is particularly aimed at Generation Y, the young adults who will be building the spaceships of the future – and paying most of the bill. So it’s a good time to remember why space exploration is worth having a party over.”

4. Boing Boing – BBtv – Avatar Machine, Marc Owens’ wearable simulator of virtual worlds. “Avatar Machine, by designer Marc Owens, is a wearable device that simulates the experience of third-person gaming environments. By wearing this costume and head-mounted camera with VR goggles, a user can view themselves as a sort of virtual character while moving around and interacting in the real world.”

5. ZDNet – The 3-D Web Goes Thin. “Increasingly, it looks like Weight Watchers has gotten hold of the Semantic Web. Fat is out. Thin is in. And while no one’s counting points, it certainly looks like, thin clients will increasingly play a central roles in attracting organizations to the 3-D web. A number of companies are enabling organizations and users to build their own virtual worlds with little more than a browser, much the way Ning, GoingOn, HiveLive, Flux, Me.com, and BricaBox has done for social networks. These instant-virtual-world companies include Vivaty, Altadyn with 3dxplorer, and to a lesser extent ScreenCaster and VastPark.”

6. Contagious – Habbo’s Global Youth Survey. “To gain an insight into what those elusive teens think and what they spend time doing online, Habbo has conducted its Global Youth Survey, questioning 58,000 teens aged 11-18 over 31 countries, including Europe, US and Latin America.”

7. The University Daily Kansan – Osama is hiding-out in Orgrimmar? “The Bush administration seems to think that Osama Bin Laden is in Pakistan. They are wrong. He is cowering behind the auction house in Orgrimmar. From there he leads a vast terror network stretching from Kalimdor to the Eastern Kingdom and even into Outland. When he and his followers aren’t plotting the downfall of the West they are raiding Molten Core. As ridiculous as all of this sounds, that is what the Intelligence Advanced Research Projects Activity group, a US government funded program, has come to believe.”

8. The Northern Star (Lismore, NSW) – First get a Second Life. “Lismore Regional Gallery is staging Australia’s first exhibition of Second Life art. Second Life is a virtual world where people all over the planet can go online and live part of their life in a computer-generated world which has, among other things, its own economy. The exhibition, call Babelswarm, is an interdisciplinary artwork in Second Life exploring words and art.”

9. Gamasutra – MI6 Creative Keynote: CSI Creator Calls For Games, TV To Converge. “Anthony Zuiker, creator and executive producer of CBS’ massive television franchise CSI, called for “cross-blending storytelling” across multiple media formats including television and games, in his creative keynote at the MI6 Game Marketing event in San Francisco.”

10. Reuters – Virtual world offers bands global stage. “Leo Wolff, a woman who joined the online world of Second Life in 2005, bought a small plot of virtual land with eight other musicians and opened the “Virtual Garage” to showcase and perform their music. Her online character, or avatar, Slim Warrior was the first British musician to perform in the popular virtual world with its own currency and a growing economy. She was also the first to duet online with another artist based as far away as Texas.”

11. TechCrunch – Erepublik Combines MMOG And Social Networking. “Madrid, Spain based startup Erepublik is aiming to make its mark in the online gaming community with a model that combines MMOG and social network. At its core, Erepublik is a massive online multiplayer social strategy that aims to be intricate and accelerated enough “to attract a spectrum of both fanatical and casual gamers.” Players can be politicians, soldiers, entrepreneurs or journalists in different countries, and much of the environment is user generated. The game is still in invite only beta testing, but has 10,000 beta testers from 43 countries currently playing the game. A key pitch of Erupblik is the time required to play the game: 14 minutes a day.”

Hands-free in Second Life

Over the past week there’s been quite a bit of buzz around an initial demonstration of some work being done by Kapor Enterprises (Mitch Kapor is Chairman of Linden Lab’s board). The work is best described by watching the demonstration below but essentially it utilises a 3D camera that reads your body movements and translates those movements to your avatar. Leaning forward starts your avatar walking, leaning right turns your avatar right and so on.

The demonstration:

It’s an impressive evolution for Second Life although far from unique. Whichever application makes true hands-free operation possible without taxing hardware requirements is going to garner a lot of interest. Add to that progress being made by Emotiv in translating thoughts and feelings to avatars and you can see the future roadmap for this technology a little clearer.

Check the Handsfree 3D website for more details.

Weekend Whimsy

1. Invisible Threads

A biting satire of ‘sweatshop’ labour in Second Life

2. Avatar Heroes

Second Life features on The Daily Show with Jon Stewart.

3. Second Life Mexico Ruta Maya

Episode 3 of TMJ Podcast – Wolfie Rankin, Australian Furry in Second Life

Episode 3 is live and it features an interview with veteran Australian Second Lifer, Wolfie Rankin. We discuss a wide range of topics including furries, ABC Island and the Australian community in Second Life.

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For details on how to automatically receive these podcasts, check our podcast page.

Any feedback on the podcast is welcome and feel free to comment below this post. Suggestions of future guests or topics also very welcome.

Linden Lab offers a further Australian job opportunity

Linden Lab are recruiting for Production Operations developers and systems engineers in Australia (and Singapore, the US and UK).

All the details here. It’s good to see the Australian contingent is growing. Who knows, maybe those Australia-based servers are getting closer.

Report: over 100 youth-oriented virtual worlds

Virtual Worlds Management have released a report showing more than a hundred youth-oriented worlds are either live or in development. The data was compiled from their own news site and a full list is viewable including links to further information.

Seeing such a list further emphasises the faith business has in the virtual world platform but given that it’s still early days for virtual worlds, I’d expect a significant number on that list to struggle to gain a significant foothold in the face of such widespread competition.

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