Archives for March 2009

The Watch – virtual worlds in the news

1. Ars Technica (USA) – Real banking coming to virtual worlds. “Virtual economies of MMO games have been becoming increasingly intertwined with real-world money over the past few years. Titles like Second Life allow players to exchange cash for in-game currency, while others like EVE Online are player-driven and don’t limit currency or materials in the game’s economy. Now, however, the lines are being blurred even further, as a Swedish video game developer has been granted preliminary approval for a real banking license by the Swedish Finance Supervisory.”

2. Gerson Lehrman Group – High risk, High Reward: MMOGs as the Next Wave of Entertainment Media. “Gazillion Entertainment has captured headlines by inking a long-term deal with Marvel for creating online games based on Marvel’s characters. Gazillion also has other IP-related agreements, such as LEGO World. The company acquired online developer NetDevil last year and has quietly acquired other small studios to build up to their current 300-strong team. This is not the first agreement to produce online games (massively multiplayer online games — MMOGs — or virtual worlds, which are becoming increasingly synonymous) based on mass-market properties, but it is notable in its breadth and term: apparently all of Marvel’s 5000+ characters are included, and for a span of ten years. Successful MMOGs typically take 2-3 years to produce, so there is some room for a running start there, and historically these products have retained strong revenue for between five and ten years, making a long-term agreement like this sensible.”

3. MSNBC (USA) – UC San Diego and IBM Launch Center for Next-Generation Digital Media to Power Tomorrow’s Virtual Worlds. “Researchers at the University of California, San Diego today announced plans for a new campus center dedicated to invent the next generation of virtual worlds, multiple player online games, and high fidelity digital cinema, using one of the world’s most sophisticated computer servers — the IBM System z mainframe. IBM (NYSE: IBM) provided a Shared University Research (SUR) award to help the university jump-start its new Center for Next-Generation Digital Media on the UC San Diego campus. In addition to multiple peripherals and additional support, the IBM award consists of the company’s newest System z10 Enterprise Class server with the Cell Broadband Engine (Cell/B.E.).”

4. ReadWriteWeb (USA) – Finally, A Practical Use for Second Life. “When you think of virtual worlds, the first one that probably pops into your head is Second Life, but in reality, there are a number of different virtual worlds out there. There are worlds for socializing, worlds for gaming, even worlds for e-learning. But one thing that most virtual worlds have in common is that they are places for play, not practicality. (Yes, even the e-learning worlds are designed with elements of “fun” in mind). Outside of some reports that virtual worlds will replace web conferencing in the enterprise, we haven’t seen a lot of innovation in this space which would make businesses sit up and take notice. However, that may be about to change thanks to new software that lets you perform data visualization and manipulation techniques within the virtual world environment.”

5.The Ontarian (Canada) – Out of the dungeon and into the chat room. “Just over a decade ago the release of the popular romantic comedy, You’ve Got Mail, helped make the concept of meaningful social interaction online seem realistic and accessible to the average internet user. The Matrix, released a year later in 1999, likewise offered a vision of a shared virtual existence (though admittedly with more sinister implications). At around this time, the internet was a rather new and startling phenomenon to the average person. According to the International Telecommunication Union, developed nations saw only 17 per cent internet usage in 1998. Measured against a much more prominent 62 per cent in 2007. Canada in particular has a high number of net users at 84.3 per cent of the total population according to a recent estimate by Internet World Stats. In Canada, the internet has become a tightly woven part of our social fabric, changing the way we interact. Where you used to ask for someone’s number you might ask for their email or you might Facebook them (sometimes without their consent).”

6. The Industry Standard (USA) – 3D data visualizations in virtual worlds: A “wonderful advance” or fancy window-dressing? “Will “walking” through your data help you understand it better? The folks at Green Phosphor think it will, and hope to convince you. Their product Glasshouse, currently in beta, will place interactive data presentations into virtual worlds like Wonderland and Second Life. Company founder and CEO Ben Lindquist posted an article at CyberTech News Saturday describing the service. “Users can see data, and drill into it; re-sort it; explore it interactively — all from within a virtual world. Glasshouse produces graphs which are avatars of the data itself.”

7. The Chronicle of Higher Education (USA) – New Research Center to Design ‘Next Generation’ of Virtual Worlds. “Watch out, Second Life. The University of California at San Diego announced today the creation of a new research center aimed at creating the “next generation” of virtual worlds, which designers hope will be more visually rich and have more features than Second Life and other popular online environments. The center will use a new hybrid-computing platform developed by IBM. Sheldon Brown, a professor of visual arts at the university who is also the director of the new center, said artists working with simulations have been limited by the computing technologies available. The new IBM platform, Mr. Brown said, offers an increased level of flexibility and power that will give artists more freedom.”

8. The Associated Press – Hillary Clinton, e-diplomat, embraces new media. “Her videos aren’t quite viral yet and she’s not tweeting, but Secretary of State Hillary Rodham Clinton is embracing new media, using the Web to promote the agency and her role as the nation’s top envoy.
In less than three months, Clinton’s State Department has embarked on a digital diplomacy drive aimed at spreading the word about American foreign policy and restoring Washington’s image. Part of a broader Internet outreach by President Barack Obama’s administration, Clinton’s Web efforts already have outpaced those of her predecessors.”

9. Church Solutions (USA) – Church 2.0: What It Means and Why It’s Important. “I’m working on a strange sort of book titled “Church 2.0.” Often, when I’m at conferences, I run into several church leaders who aware of the project and ask what the book is about, which makes me realize I need to explain my definition of Church 2.0. You see, when most people hear my book title they automatically think of one of two things: technology or theology. Assuming the book is about technology is understandable for a few reasons. First, the term closely resembles “Web 2.0,” which refers to the recent wave of increased interactivity and social networking on the Internet. I do cover this topic but so much more, also. Another reason many assume this book is about technology is I am the Director of Technical Arts at a church. I write and speak on technology, and I have a blog called ChurchVideoIdeas.com. But this book is currently divided into three sections and technology is only one of them. My hope is that once the book is released and word spreads, the term “Church 2.0” will be much larger and more definitive than just using Web 2.0 in a church setting.”

10. CNET (USA) – Sony says 4 million go home to PlayStation Home. “In an interview with GameDaily, Sony’s senior marketing vice president Peter Dille has revealed some stats on PlayStation Home, Sony’s online virtual community, which was greeted with a rather lukewarm reception when it launched late last year. Word is 4 million people have come into Home and those who do stick around stick around for 55 minutes on average.
Sony doesn’t differentiate between active and idle users (by idle, I mean you’ve gone in once, checked it out, and never gone back), so it’s hard to say how many folks are really hard-core Home dwellers. However, what’s clear is that now that it’s had an opportunity to mature a bit, the company is making a push to publicize the virtual world that Sony officials have admitted has been a challenge to build and maintain.”

ABC Island in Second Life: two years

On Friday March 16th 2007, members of the ABC Friends group in Second Life got to see the completed ABC Island, with the public launch on the 19th March to coincide with the Four Corners episode ‘You Only Live Twice’.

Since that time there’s been a regular and dedicated community on ABC Island that have ensured its ongoing evolution, in conjunction with the ABC Staff responsible for its administration.

To celebrate the two-year anniversary, there’s an event on this evening, starting at 7.30pm AEDT. First up is Rockit, the music trivia event with a difference – anyone who turns up can potentially compete and it’s a lot of fun. After Rockit wraps up at 9.30pm, the plan is for a live music performance by Komuso.

abc_chook_hunt_2009-500px

Australian Second Life resident Simon Kline organised a chook hunt Friday evening as part of ABC Island’s 2nd anniversary celebrations. Photo credit: Wolfie Rankin

We’ve mentioned it numerous times: the most successful virtual world locations are ones with a critical mass of people who consider it their community, and work to make it a fun place to be. ABC Island’s community has had its fair share of ups and downs, personality conflicts and technical challenges, but after two years it’s still standing strong. It’s fair to say that the ABC aren’t placing its Second Life presence that high up its priorities but credit due to the advocates at the ABC who have managed to keep this small community innovation a lively part of the Australian virtual worlds community.

Group instant messaging and successful meetings in Second Life

Linden Lab have posted two useful stories on their blog that are worth passing on.

The first is a heads-up on a Knowledge Base article on how to instant message a group of up to 20 of your friends without them being in a group you’ve created.

virtual_meeting

The second is a look at how an in-world meeting was held for 160 people in Second Life. The standout sentence for me was:

Gronstedt led all participants through a 30-minute training session and all speakers and exhibitors through a 60-minute training session to ensure that when the conference day arrived, everyone was ready to walk, talk, text chat, and participate in this new virtual event experience.

Half an hour to an hour of training to be able to participate isn’t that high a premium, although without doubt it’d be a disincentive to a lot of people. To me, that’s a big hurdle for one-off meetings but a more than worthwhile expense for a business using virtual meetings regularly. Of course, the enterprise solution that reduces the learning curve even further will have an advantage as enterprise comes on board with offerings that reduce real-world travel expenses.

Weekend Whimsy

1. Happy Saint Patricks Day – Second Life

2.The Kaaos Effect trailer – a new game in Second Life by MadPea Productions

(More info on this at Massively)

3. Playstation Home Video

Merged realities – events and issues for virtual worlds

1. Intranet consultants Step Two designs have announced entries are open for the 2009 Intranet Innovation Awards, and they’re looking for entries that demonstrate the use of virtual worlds within the enterprise. Alex Manchester is a Senior Consultant at Step Two:

“We’ve yet to see virtual worlds really break into the internal corporate environment, but there’s undoubtedly a lot happening in this space. It would be great to see some entries this year from organisations leading the way with business uses of virtual worlds, be that for communication, training, collaboration or something entirely different.”

More entry info here.

2. The Virtual Worlds – Best Practices in Education conference is held in Second Life and this year’s is coming up 27th-29th March. You can register here.

abcisland_mar2009

3. ABC Island in Second Life hits the two-year mark since it opened to the public. We’ll write more on the milestone later in the week and there’s likely to be some celebrations in-world over the weekend.

PIVOTE – open source learning for virtual worlds

British firm Daden have been releasing virtual worlds products for a while now – we covered their in-world web browser last July. Their latest launch is an “open-source learning system or virtual worlds, the web and iPhone”. Its moniker is PIVOTE and it’s the result of a project called PREVIEW funded by the UK Government’s Joint Information Systems Committee (JISC). The project’s focus was problem-based learning in virtual worlds, and PIVOTE is the end-result. Paramedic training for St George’s, University of London was the initial focus that’s led to final product.

stgeorges-paramedic-500px

Essentially, Pivote is a web-based learning management system where detailed exercises can be formulated as fairly standard, text-driven scenarios with decision pathways, or as avatar driven exercises in Second Life or OpenSim (Daden states its platform can easily be adapted to other virtual worlds). The text-based options can also be utilised in-world via what is presumably Daden’s in-world browser. St George’s have a sim in Second Life (click here to see for yourself) that is publicly accessible.

St George’s Senior Lecturer in Paramedic Science, Alan Rice said “This programme provides the students with a fun learning environment, where they can afford to make mistakes online, which they could not afford to make in the real world. When they make a mistake online, they are always keen not to make the same mistake again.” A paramedic student at St George’s, Fiona Cropp, was happy with the virtual training process – “It’s a really useful tool. It’s much better to be able to actually perform treatments rather than just talk about it. Everyone is online at the same time so you can bounce ideas off each other and make an informed decision. I had never used Second Life before, but I found it really easy to get on with.”

A useful overview of the paramedic training scenario can be viewed here:

Pivote isn’t the first integrated training solution using virtual worlds, but it’s certainly progressed things considerably. The challenge for any platform is convincing key management that scarce health dollars should be sunk into virtual worlds-based training. Health professionals and academics are perfectly positioned to demonstrate just that, and there’s no shortage of evidence of the cost benefits of effectively trained clinicians. Anything that increases the confidence of new practitioners in the breadth of the clinical decision-making in a cost-effective way, will surely gain some traction in what is usually a very conservative space.

Anyone wanting to install PIVOTE for themselves can do so for free by installing it on their own servers or paying Daden to host it for them. The full instructions can be found by browsing the ‘Getting Started’ section of the PIVOTE website.

Anonymity versus privacy, online and in atoms

Who is Tatwoman?Much is touted about the Public Internet and virtual environments constituting mediums of anonymity – that the actions of users are essentially anonymous and free of consequence. That’s actually pretty far from the truth. There’s anonymity and there’s privacy, and these are two rather different qualities, and are available in quite a different mix to what common knowledge would have you believe.

Anonymity is, the dictionary tells us, ‘the quality or state of being unknown or unacknowledged’. In essence anonymity is the lack of connection to any contiguous form of identity. If, online in some venue, you speak with guest613 a number of times and guest613 could be a different person each time, then they can be said to be anonymous. Short of them self-identifying or your recognising their wrist (manner of speaking, word-choice, spelling and so on) they’re functionally anonymous. Each time you encounter that handle, you cannot assign experiences to it that would constitute an identity.

Anonymity is comparatively uncommon on the Public Internet, compared with privacy.

Privacy is the more common case in both virtual and atomic environments. The use of a consistent login, account or handle provides a contiguous identity by which you are recognized, judged and assessed. On the Internet, everyone knows you’re a dog.

In atomic environments, the people you see day-to-day or week-to-week may not know your name, but they come to recognise you, sales staff tend to remember you (and how you behaved). You have a contiguous identity to these people, even if they don’t know your name, your job, your friends or where you live.

Turn up one day at your favorite cafe without your husband, but on the arm of some obviously affectionate fellow, and you’ll raise a few metaphorical eyebrows. Come back the following day with your husband as usual, and you’ll likely raise some actual eyebrows, even though they may not know anything about you, or your circumstances – you have a contiguous identity, and your actions and speech have consequences.

This is the most common case in virtual environments. You choose what details to reveal, and the rest remains unknown. However everyone essentially knows who you are.

Who you are is not what you are. Who you are is what is left after your job, your skin colour, your circumstances and appearance, and your gender and location are all stripped away. In its purest form, who you are is that part which makes choices and interactions, stripped of the conventional trappings that constrain them (though it is not possible to be entirely separated from them). You may be a kind and generous person, a misanthrope, or a callous jerk.

That identity is exposed to everyone you meet, and has consequences. People remember you, and they remember your name. They associate you with your words and actions over time, just as does the sales clerk at your favorite store.

You may not know that Sting is Gordon Sumner, or that David Tennant is actually David MacDonald, but not knowing these cannot be said to grant them any measure of anonymity. Likewise, you may not know the names behind Lowell Cremorne or Tateru Nino (or indeed whether these might even be our own legal names), but that does not detract from or diminish our contiguous identities.

rosa rosa rosa est est (A rose is a rose is a rose)

Merged realities: events and issues for virtual worlds

1. The Virtual Worlds Research Discussion Group has another interesting session this week (thanks to Greg Wadley for the heads-up):

This week’s research discussion is hosted by Jeremy Kemp of San Jose State University. All researchers and educators are welcome. Jeremy will be talking about his dissertation research under the heading ‘How to Start Right: Lessons from a Second Life orientation for 1100 graduate students’.

For place/time details and slides, please see
http://vwresearchersgroup.pbwiki.com/Meeting-Schedule-and-Transcripts .

Abstract: ‘San Jose State University’s School of Library and Information Science is the largest of its kind in the world. Students starting the program in Fall 08 and Spring 09 completed a mandatory orientation including a section on Second Life. Most of them were able to create an avatar and visit the school’s island. Others completed a reading and quiz option. Kemp is surveying this large population and basing his dissertation on their feedback. This interactive session will ask the audience for feedback and ideas.’

aunties_building_challenge_001-copy1

ABC Island Sandbox saw the launch of a building game over the weekend

2. If you haven’t had your fill of St Patrick’s Day, there’s still time to enjoy it in Second Life until the 21st March. It’s being hosted by Dublin in SL:

Celebrate St. Pat’s online in Dublin in Second Life. Four years and running, Saint Patrick’s Week in Virtual Reality features the Traditional St. Pat’s Day Parade in Not-So-Traditional Virtual Reality and All Day Street Parties at The Blarney Stone and Fibber Magees Night Club. New this year are Irish Writer’s Riot, celebrating great Irish literature, and South by Southwest Music Festival, streaming 18 UK artists live from Austin, Texas.

Full details here.

3. There’s still time to get involved with Second Life’s 2009 Relay for Life.

4. The folks at Clever Zebra have a brief but useful overview of the five open source virtual world platforms that have or are starting to make a mark.

The Watch – virtual worlds in the news

1. Kotaku (Australia) – Worlds.com Targets World of Warcraft, Second Life For Patent Suit. “Virtual world patent holder Worlds.com filed suit against NCSoft in December, claiming its games, including City of Heroes and Guild Wars, were violating its patent for multiplayer virtual environments. And it won’t stop there. Worlds.com CEO Thom Kidrin says that the company “absolutely” has intentions of going after other big virtual world creators, including Blizzard for World of Warcraft and Linden Labs for Second Life”.

2. CBC (Canada) – Virtual dealings in Second Life pose real-life privacy risks: study. “You can shop, date and commit crimes virtually in online fantasy worlds like Second Life, but you may jeopardize your privacy in the real world, the Privacy Commissioner of Canada says. What sets such worlds apart from mere games is the fact that they involve real money and real personal information, said Janet Lo, the author of the study released late last week by the Privacy Commissioner. The rules and agreements concerning privacy, however, were sometimes “missing, or just a bit unclear or vague,” Lo added.”

3. Business Insider (USA) – Linden Lab Finally Cracks Down On Second Life Porn. “Second Life is about to get a lot less sexy. Linden Lab, the company behind Second Life, announced today a range of new measures meant to finally confine Second Life’s sprawling adult community to a virtual “red light district.”

4. Information Week (USA) – Second Life Putting A Leash On Sex, Violence. “Linden Lab will build a fence around adult content in Second Life, creating dedicated adults-only areas in the virtual world and banning adult content from appearing anywhere else on the public grid, the company said Thursday. Users — known as “residents” in Second Life jargon — who want to visit the new red-light districts will need to verify their age, according to a statement on the Second Life Blog. Residents hosting adult content on their areas of Second Life will be required to flag that content. Search results will be filtered so that people who don’t want to see adult results won’t have to see it.”

5. RedOrbit (USA) – Virtual World Second Life Continues To Thrive. “Some media reports have suggested the potential demise of the former Internet virtual world of Second Life, but Linden Lab CEO Mark Kingdon claims the former Internet darling is doing better than ever, the American Free Press reported. “The reality is that Second Life continues to grow; every second someone joins. Second Life is hopping,” said Kingdon, who last year took over for founder Philip Rosedale as chief executive of San Francisco-based Linden Lab, the company behind Second Life.”

6. Gamasutra (USA) – Qube, RedBedlam Partner For ‘Messiah’ MMO Tech. “iddleware company Qube Software and virtual worlds company RedBedlam, both of them UK companies, are partnering on new MMO development tech they call Messiah. Qube’s Q Engine middleware will provide the genre and platform-agnostic client base, while RedBedlam’s ZoneBubble System will provide the server technology for a single, persistent virtual world. RedBedlam says ZBS allows for the creation of large contiguous worlds without loading zones or artificial barriers, for the benefit of developers aiming for large communities that share the same environment. ”

7. Wall Street Journal (USA) – How Do Morals Translate Offline to Online? “How does a 12-year-old’s sense of right and wrong play out when he or she is online? A recent Michigan State University study, published in the academic journal Sex Roles, isn’t answering the question but attempting to get the conversation going. The study, titled “Gender, Race and Morality in the Virtual World and Its Relationship to Morality in the Real World,” looks at responses from 515 seventh-graders to questions about the acceptability of “virtual” actions. Those actions included spreading computer viruses, emailing test answers to friends, viewing pornography and sending sexually explicit messages to strangers. It compares those results to the same students’ responses to questions about real-world behavior like cheating on tests, bullying or teasing, lying to parents or teachers and using racial slurs.”

8. MSNBC (USA) – Nortel Teams Up With Virtual Heroes to Deliver 3D Virtual Training Application. “Nortel(1) (TSX: NT)(OTCBB: NRTLQ) today announced that it is working with Virtual Heroes Inc.(2), a leader in simulations for learning, serious games and virtual worlds, to further enhance the simulation and training functionality of its web.alive communications application. Virtual Heroes Inc. (VHI), the “Advanced Learning Technology Company”, creates collaborative interactive learning solutions for the healthcare, federal systems and corporate training markets. The company is best known for its work with the America’s Army Game training platform architecture, and HumanSim(TM)(2) for medical training and education.”

9. Mediaweek (USA) – Sony a Hit With PlayStation Home. “Sony’s gamer-targeted virtual world PlayStation Home has reached a new audience milestone, having been downloaded by 5 million users since going live back in December, said officials—2.2 million of which reside in the U.S. and Canada. But don’t expect the avatar playground to become flooded with ads anytime soon, according to Jack Buser, director of PlayStation Home, Sony Computer Entertainment America.”

10. The Associated Press – Deaths of gamers leave their online lives in limbo. “When Jerald Spangenberg collapsed and died in the middle of a quest in an online game, his daughter embarked on a quest of her own: to let her father’s gaming friends know that he hadn’t just decided to desert them. It wasn’t easy, because she didn’t have her father’s “World of Warcraft” password and the game’s publisher couldn’t help her. Eventually, Melissa Allen Spangenberg reached her father’s friends by asking around online for the “guild” he belonged to.”

Weekend Whimsy

1. SECOND LIFE: Heidi

2. Second Life Tribute To Lauren Hill Featuring Winter Sideways In Hurt So Bad

3. Get a Life, a Second Life That Is

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