Archives for 2009

Bad Tiger

What’s the difference between a car and a golf ball? Tiger can drive a ball 400 yards.

Tiger Woods wasn’t seriously injured in the crash, but he’s still below par.

What were Tiger Woods and his wife doing out at 2.30 in the morning? They went clubbing

Tiger Woods crashed into a fire hydrant and a tree. He couldn’t decide between a wood and an iron.

Apparently the police asked Tiger’s wife how many times she hit him. She said “I don’t know exactly but put me down for a 5.”

It was just reported that Phil Mickelson contacted Tiger’s wife to pick up some tips on how to beat Tiger.

Tiger Woods is so rich that he owns lots of expensive cars. Now he has a hole in one.

Tiger Woods has been dropped by Gillette after admitting that his crash was the closest shave he had ever had.

A movie is being developed base on events, titled “Crouching Tiger, Hidden Hydrant”.

EA Sports are releasing new Playstation game… “Tiger Woods 2010, Grand Theft Auto”

What does Tiger Woods have in common with baby seals? They both get clubbed by Norwegians.

After a wayward drive, Tiger Woods found water before nestling behind a tree.

Apparently, the only person who can beat Tiger Woods with a golf club is his wife.

Perhaps Tiger should be using a driver?

The Watch – virtual worlds in the news

1. The Independent (UK) – Millions and millions of little monsters. “Virtual worlds are booming. This summer, market research firm Strategy Analytics projected that the population of virtual worlds would increase from 186 million inhabitants to 640 million by 2015. And a big part of this giant leap is going to be from young people. Apparently, children between five and nine will boost the market by 27percent while teens will bump it up by 21 per cent. And it’s already happening. ‘Club Penguin’ and ‘Habbo Hotel’ have record numbersofmembers, while the number of children playing online game ‘Moshi Monsters’ (above and left) has hit the10million mark, with one million new users signing up every month.”

2. TechRadar (UK) – Heritage Key VX review. “Before the web came along, virtual environments seemed like the next big thing in interface technology. We now have the processing power to do everything those old-school futurists dreamed about: telepresence, immersive filesystems, cyberspace applications… yet it’s still gamers that make most use of virtual worlds. Heritage Key VX may end up changing all this, though. It’s a mainstream application of a once niche feature that reminds us why we all thought it was such a good idea. While Heritage Key is predominantly an educational website aimed at amateur historians and fans of archaeology, its heart is the 3D virtual exhibit.”

3. Times Online (UK) – Real-world arrest for man who stole RuneScape virtual characters. “A man who hacked into accounts to steal virtual characters and their possessions on one of the world’s biggest multi-player online games has been arrested. In what experts believe is the first case of its kind in Britain, the man obtained log-in details for RuneScape, a web-based role playing game with more than ten million members, to steal their “virtual” characters. Players in the game have often spent years creating their online characters by completing set tasks and activities. Police believe that password details were obtained through a so-called phishing scam where a fake internet page tricks people into handing over their personal information.”

4. Government Computer News (USA) – Second Life demonstrates mingling of real and virtual worlds. “While the public version of the Second Life virtual world remains primarily a playground for self expression and social networking, military and government agencies are taking a more serious look at its practical applications now that its maker, Linden Lab, has created a version of the environment that can be run behind a firewall on private servers. But Second Life is only one of several environments for creating what are sometimes called 3-D Internet experiences. Like Virtual Battle Space 2, Second Life made cameo appearances at several booths around the show floor at the Interservice/Industry Training, Simulation and Education Conference in Orlando, Fla., this week.”

5. The University of Texas at Austin News (USA) – Innovator for Teaching with Virtual Worlds Passes Away. “University faculty member and instructional innovator Leslie Jarmon died on Nov. 24 after a 15-year battle with cancer. She was 57. Jarmon was an early adopter of instructional uses of virtual worlds, becoming a role model and advocate for colleagues looking to create new models in pedagogy through innovative uses of emerging technology. Jarmon designed and taught graduate-level courses at the university beginning in 1998 with the Office of Graduate Studies. In fall 2008 she joined the Division of Instructional Innovation and Assessment as a specialist in faculty development.”

6. The Industry Standard (USA) – UC Irvine offering four year video games program. “Well-known for its excellent courses in engineering, business, and medicine, UC Irvine is now pushing into a new area of expertise; video games. The university announced that it had established its Center for Computer Games and Virtual Worlds earlier this year by joining forces with the Institute for Software Research and the Game Culture and Technology Laboratory. Construction is currently underway on a 4,000 square-foot, 20-room “cyber interaction observatory” for faculty research, and the plans call for floor-to-ceiling projection screens, and advanced 3D displays.”

7. Virtual Worlds News (USA) – Unity Lays Claim to “Fastest Growing” App Platform. “Unity Technologies, a company that produces a game platform many virtual worlds run on, last year created a mobile platform specifically for iPhone app development. Today the company said its iPhone platform was “proving to be the fastest growing game development platform for the iPhone.” Twelve percent of games featured on AppShopper.com’s Top 25 paid-for apps were built with Unity iPhone, says Unity Technologies.”

8. The Globe and Mail (Canada) – When gamers become recruiters. “As 2009 winds down, the world of Facebook has fragmented into two camps: the people who are pretending to be farmers, and the rest, who are busy wishing a plague of locusts upon them. The last few months have witnessed the meteoric rise of a new kind of online time-waster: Facebook games with names such as FarmVille, FishVille, Island Paradise and Cafe World that are calibrated not toward fun, but toward the recruiting of friends and the disgorging of credit card numbers. They propagate with an almost organic zeal – and they have tens of millions of customers to show for it. The question is: How can something so dreary have become so popular?”

9. Calgary Herald (Canada) – An eco-friendly message for young minds. “If we really want to reduce our carbon footprints and make the world a healthier place, we’ll need new generations committed to the ecological cause. A Vancouver startup company says it has found a way to reach young minds, delivering an eco-friendly message that is not preachy and allows kids to have fun. And the future for the company may be green in more ways than one.”

10. TechCrunch (USA) – Second Life Gets A Life 2.0 At Sundance. “Does anybody go to Second Life anymore? It seems like a ghost town these days, although every now and then you hear rumblings of a quiet comeback for the proto-virtual world. Well, at the very least Second Life will be getting a second life at the movies. A documentary called Life 2.0 will be screened at the Sundance Film Festival. Life 2.0 was produced by PalmStar Entertainment (which is theglobe.com co-founder Stephan Paternot’s indie movie company) and Andrew Lauren Productions (The Squid And The Whale).”

Weekend Whimsy

1. Christmas 2009 in Second Life

2. Zak Claxton in Second Life (2010)

3. World AIDS Day 2009 – Karuna Island in Second LIfe

Interview – Zak Claxton, Second Life musician

zakclaxton_liveZak Claxton is one of many Second Life musicians who have built up a loyal following. Over the past year I’ve been aware of Zak’s work on an album showcasing the body of original songs he’s built up. With the December 11th release of his self-titled album, I thought it was a good time to profile his work, to get his thoughts on the SL music scene and some tips of SL music performance.

I do need to make a disclosure – I’ve known Zak’s real-world alter ego for seven years or so – we’ve hung out together throughout that time on a number of musician discussion forums. We both became Second Life residents around the same time and the Metaverse Journal’s Second Life presence was constructed by Zak’s partner Kat Claxton from Encore Design Group. Finally, I have had extensive involvement online with the other musicians on the album as well.

On to the interview:

Lowell: You’ve been a musician for decades – aside from the Second Life learning curve, was there any aspect of musicianship you’ve had to learn or change with Zak?

Zak: Absolutely. Most musicians are used to receiving immediate feedback from their audiences, be it clapping, cheering, or throwing beer bottles at their foreheads. When I first started performing in SL, it was a bit disconcerting to finish a song and then wait for 15-40 seconds to have the audience react, due to the latency of the stream. You get used to it after awhile.

Also, on a personal basis, most of my musical experience as a live performer previous to SL was as a member of bands. It took a short while for me to get used to being alone on stage, with no other sources of music than what I can perform in real time with my guitar and voice. But I got over that relatively quickly… it’s just a matter of experience.

Lowell: Can you describe in a paragraph or two the process of making the album?

Zak: I am extremely fortunate to have developed close friendships with a number of talented people in the music/recording business. When I decided to get serious and do a “real” album (as opposed to something I could record in my bedroom on marginal equipment), I enlisted the help of engineer/producer Phil O’Keefe, and recorded all of the tracks at his Sound Sanctuary Recording Studios in Riverside, CA. Then I called upon the talents of a couple of other multi-instrumentalist friends; Bunny Knutson provided drums on every song as well as some additional guitar parts, and Ken Lee also came in for a few songs on keyboards and guitars.

The process was pretty simple. All of the songs were those I’d written to be able to perform as a solo artist, so it was just a matter of fleshing out the songs, arranging them for a rock band setting. We would go into Sound Sanctuary, and Bunny and I would perform the songs in real time, without any click tracks to lock us in. It was a very free and creative environment. After we got the drums down, we would layer other tracks via overdubbing. I played the majority of the guitars and bass, and did most of the lead and backing vocals as well. Phil O’Keefe also added various parts as needed.

We started recording in March 2008 and didn’t finish until August 2009, but that’s only because our respective schedules didn’t allow us to record whenever we felt like it. We actually only spent six days in the studio during that time frame, and each of those days had us creating two complete songs. The sessions were actually very productive. Phil would then make rough mixes as we went along, and at the very end we had one final session to go through and make tweaks to those rough mixes. The whole thing was very smooth, and since I was working with great friends, we had an incredibly fun time at each session.

Lowell: Can you divulge the inspirations behind any of your songs?

Zak: I’m inspired by many things, both for the musical and lyrical content of my songs. First and foremost, I’m inspired by all the great music that’s been done before me. I’ve spent a lifetime as a lover of all kinds of music, and I did my best to allow those influences to be reflected in my songs.

On a more specific basis, I find that nature is often a key source of inspiration. In a number of my songs, you’ll hear references to the sky, the sea, the sun, the stars and so on. I don’t know why; perhaps I feel these things are part of a bigger picture than the fleeting stuff that happens in our day to day lives. But I’m also inspired by relationships, and the interaction between people in general. Certainly, the fact that I’m madly in love with my ladyfriend Kat Claxton resulted in the creation of several songs on this album, specifically “This Afternoon” and “Always Tomorrow”.

Lowell: Have you written any songs based on your performances in Second Life?

Zak: I have, and have performed them upon occasion in SL. For example, I have a song called “Triana” that was inspired by a gal to whom Kat and I have become close in SL; she runs a weekly music trivia game we attend.

However, it was important to me to make a distinction between what I do in SL and what I do on a more general basis as a musician. I did not want to make this an SL-centric album, and it was my intention all along to create music that people could relate to whether or not they’ve even heard of virtual environments. It’s safe to say that nothing that ended up on the album is specific toward SL, only because I wanted all people to be able to enjoy it with or without references to virtual worlds.

Lowell: I know it’s hard to list a few, but are there particular SL musicians that you admire / have inspired or impressed you?

Zak: Definitely, yeah. SL is simply a microcosm of real life, and much like the rest of reality, you have a small percentage of people who probably shouldn’t be playing music in public, and then a much larger percentage of people who are pretty decent and can play and have fun along with their audience. And beyond that, you have a small number of people who are obviously very talented. Again, these percentages line up with what you’d expect from any collection of musicians in any real life community.

While most SL musicians do cover tunes in world, I have a greater admiration for those creating and performing original music. Some of my personal favorites include Grace McDunnough, a fellow singer-songwriter who is from Atlanta. I’ve also really enjoyed the live creations of a guy who would probably be considered a DJ, but is actually a great real-time remix artist named Doubledown Tandino. Slim Warrior is another original remix artist and singer who is very talented. She’s known in real life as SlimGirl Fat, and is currently achieving some well-deserved recognition in the UK. I also enjoy the music of a British guitar player and singer Blindboy Gumbo who does blues-based music. He’s great and does a fun show. Hexx Triskaidekaphobia puts on reggae/jam shows in SL as a pseudo-band called Born Again Pagans who are very original and cool. I also enjoy the performances of SL artists like Mimi Carpenter, Mel Cheeky, and several others.

Lowell: What are Zak’s goals for the future?

zakclaxton_albumcoverZak: I tend to create music for the sake of the music, as opposed to ulterior motives like fame or fortune. I can say for sure that I still have a lot of music inside of me that has yet to emerge. I’ve begun writing songs for a second solo album, which I intend to start working on in early 2010. But on an immediate basis, my self-titled debut album is just coming out now, so I have some stuff to do to help promote it. In that regard, I will be doing some live shows in real life, and we’re making an effort to get terrestrial radio airplay here in the USA in addition to the Internet radio play we get on stations like IndieSpectrum Radio and SL Live Radio. While I’m not fooling myself into thinking my album will be some massive pop hit, I still want to do the things that will at least give it a chance to get heard, so the current focus is in that regard. I’m working closely with Kat on this stuff, since we’re partnering in a record label called Frothy Music to do the release of my album.

And, of course, I intend on continuing to do live performances in SL on a regular basis. On average, I do about 5-6 shows each month, and I have no plans of slowing down. At the end of the day, I play in SL because I really enjoy it, and as long as there are people who want to see and hear me, I’ll be there.

Lowell: Have you collaborated at all with other SL musicians and if not, is it likely to occur in the future?

Zak: I have, but not in the way I’d really prefer. I’ve taken part in a couple of collaborative efforts that were designed to bring some attention to the SL music community as a whole, but in both cases, I just sang a few lines on someone else’s song and didn’t have much direct participation beyond that. However, I would definitely love to really collaborate on something new with a fellow SL musician. While I don’t have any firm plans at the moment, having focused on my own album in recent months, I can absolutely see that happening at some point soon.

Lowell: You’ve put a lot of work into developing the Zak Claxton persona: do you see Zak as a creative psuedonym for Second Life only or is there a broader connection for you?

Zak: My story is pretty funny in this regard. I became Zak Claxton pretty much by accident; it was a name that I picked while signing up for SL in 2006 without giving it much thought. I certainly didn’t plan on it being a name I’d use for purposes other than in SL. At that stage, I wasn’t even fully aware that one could perform music in SL at all.

I started doing live shows in SL in early 2007, and I can now honestly say that around the world, many more people know the name Zak Claxton as a musician than they would associate music with my given name. If I already had some really great sounding, marketable name in real life, I might have been more open to using it for my musical endeavors. But unfortunately, I don’t; my real life last name is kind of long and German and clunky. So, Zak Claxton has become my official stage name. I find it likely that with or without SL, I probably would have chosen an alternative name which I’d use to release my music, just as Bob Dylan, Sting, and many other artists have done before me. It just so happened that Zak Claxton sounds cool, and I’ve already built a decent-sized following of fans who know me as Zak. It all worked out, despite not being part of a plan. I love when random things happen like that.

Lowell: Does Zak have any plans to perform in other environments like OpenSim, Twinity or Blue Mars?

Zak: I see no reason why not, though I have yet to delve into any virtual world beyond SL. To me, these are all platforms where new fans might be found. Live music is an appealing form of entertainment in just about any environment, and if OpenSim, Twinity and Blue Mars (or others) offer ways to attract an audience and do performances as easily as can be done in SL, I think it goes without saying that I’ll eventually be looking into them.

Lowell: Ignoring the Second Life aspect, why should people buy your album?

Zak: What I really want is for people to throw away all the other stuff when it comes time to judge my album worthy of purchase. Don’t think about SL. Don’t think of me as an avatar strumming a cartoon guitar on a virtual stage. And above all, don’t think, “He’s pretty good for an SL musician.” I want the music and the recording to be judged based on the same criteria you would any new music you’ve ever heard. If you hear something that connects with you, and you truly enjoy the music, then I hope you buy the album, or at least get on one of the online retailers like iTunes and purchase the song you like via digital download.

I think there are aspects of the album that will have a strong appeal to people who appreciate music that lasts longer than the typical pop tune. My strongest musical influences — people like Neil Young, Joni Mitchell, Led Zeppelin, Pink Floyd, the Police, and so on — seemed to write music that stands the test of time, and doesn’t necessarily feel dated after a few years go by. I would like to think that my album possesses some of the qualities that put it in a similar vein. And while some folks may want to skip over the harder rock stuff and others won’t bother with the softer stuff, I think there’s something on the album for everyone who enjoys well-crafted songs. I hope so, anyway.

Lowell: Have you managed to convince the other musicians on the album to join you in SL? If not, why not?

Zak: Well, I can say that they’ve certainly heard me babbling on for three straight years about how I view SL as a musician’s paradise. But what I usually get in return are excuses like, “That seems cool, but I don’t have time for it,” or, “I’m not sure my computer can handle the graphics,” and so on. In fairness to them, not all of my real life collaborators are the type of musicians who are comfortable doing solo performances, as most SL shows are done. Out of the three folks who helped me on my record, only Bunny has even tried out SL, and sparingly at that.

On a side note, I would enjoy the hell out of doing a full band show in SL. I mean, there are logistical challenges, but it’s been done both as real-time live performances with the band members in the same room, and as relay-streamed performances where each musician is in a different place. But it can be done. Like most things in life, it’s more a matter of people with busy schedules and jobs and families to take care of, rather than a lack of desire to do it. I think it’ll happen eventually.

Lowell: Is it true the drummer on your album spent many hours camping in SL casino chairs before the gambling ban came in?

Zak: Let me tell you something about my drummer: I love Bunny as much as any man can love another without deviating from his heterosexuality. His contribution to the overall feel of the album cannot be understated. He was right there for every moment of the recording sessions, and added invaluable opinions to the process of capturing the songs. The mere fact that he was probably better known as a punk rock guitar player before tackling drums on this album says a lot. He stepped up to the occasion, and while he’ll tell you with typical modesty that his performances were subpar, I tend to think that he was the best drummer on the entire planet for my music.

And yes, I think he did enjoy some camping chairs during his brief tenure in SL. It’s certainly true to his form.

Lowell: What advice would you have for musicians wanting to create music in Second Life – what mistakes should they avoid?

zc_streetZak: Lots and lots of mistakes to avoid. First and foremost, check your ego at the door, as Quincy Jones once famously said. I’ve seen a number of musicians come into SL thinking they should be the hot ticket from day one, since they have a bit of real life experience as a musician. But as I mentioned earlier, there’s actually a pretty deep talent pool in SL, and like any music scene you’re trying to break into, you have some dues to pay in terms of getting recognized.

Second, it’s pretty silly for musicians to think of SL as a viable income source in and of itself. Granted, there are folks who’ve worked their asses off to develop a large fan following, and perform several times per day every single day, and make relatively great tips at each show. I can see some of those folks making enough money to pay their rent, perhaps. But in the entirety of the SL music scene, which probably comprises over 500 people who perform on a regular basis, there are maybe three to five folks who fit this description. It’s a tiny percentage.

Third, while you shouldn’t set the expectations too high from the income available in SL itself, don’t get discouraged and quit. In my opinion, the real value of SL to musicians is exposure beyond your wildest dreams. Look, I live in Los Angeles, right? One of the world’s musical Meccas. And yet, there’s no possible way I would have had as many people listen to my original music as I have with SL. That’s not even mentioning the fact that I have fans who enjoy my music and are based in Australia, Canada, all over Europe, across the USA, and so on. The opportunity for getting your music out there is tremendous.

Here’s a simple thing that still needs to be said: if you’re at all serious about using SL to perform at a level expected for a professional musician, don’t try and sing and play through your computer’s built-in mic using Voice. You should treat it like you would any real show, meaning you use gear that’s appropriate for showing off your skills, and you use an audio stream that will give reasonable quality to your sound. Anyone can hear the difference when musicians are using decent mics, instruments, computer audio interfaces and so on.

Finally, keep in mind that despite the preponderance of people like me who strum acoustic guitars and sing in SL, there should be no limitations in terms of the type of music you play. I’d actually like to see more hip hop artists, more ambient and experimental music, more classical music, and more jazz in SL. In fact, there are probably entire audiences of SL residents who are just waiting for more varied types of musical performances. No matter what type of music you do or how you perform it, give SL a shot and see what happens.

Lowell: Aside from musicians in SL, which SL residents have inspired you the most?

Zak: I’m certainly amazed by the talented builders and scripters in SL. Some of what they do is awe-inspiring. A blog run by resident Bettina Tizzy called “Not Possible in Real Life” (http://npirl.blogspot.com/) sadly just decided to close, but the content there is fantastic, showcasing the art, architecture, and other creative aspects of SL. I would also say that some of the SL-centric social commentators like Crap Mariner have been enjoyable to get to know. Also, the few people who have successfully established business models that work in SL are inspirational from the standpoint of virtual worlds’ continuing acceptance into the mainstream.

All that having been said, my biggest inspiration in SL does indeed come from the community directly involved in the music world, which includes the artists, the people who own and run venues, and the fans. It’s been a positive inspiration since day one, and even if I’d never used SL as a platform for my own music, it would have been highly worthwhile based on the friendships I’ve made through the SL music scene.

Surfing the virtual world hype

Riding the hype wave of a new technology with a “world-first” isn’t exactly unusual. We’ve seen this a lot with Second Life, right?

But there’s actually other, more interesting lessons to be learned.

Firstly, the newspapers and magazines don’t really check if you’re first, so if you want you can just copy what someone else is doing. This happened a whole heck of a lot. If anyone actually does ask, you just slice it more finely. “First by a Fortune 500 company”, “First by a West-coast marketing firm run by octogenarian teachers”. Slice it finely enough and you can pretty much always claim a world first – and by golly, they do.

There were, from memory, four national embassies that opened in Second Life. Each claimed to be the first one (presumably using the slicing technique above, or just not doing the research). That brings us to the second technique, the one that gives you the most PR bang for the least buck:

Don’t actually do it. Seriously, this is a proven strategy.

Write and issue your press-release, outlining what amazing world-first you’ll be performing – then don’t follow through. By the time that peak of the hype cycle wore off, nobody noticed that you actually didn’t. Instead it became a fait accompli. Everyone more or less assumes that you did do it.

Assorted media pieces still refer to pizza-deliveries, programmes and concerts by famed celebrities that never actually happened, but the writers just assume that they did.

There’s your return-on-investment right there. All the hype, and none of the work. All you have to do is hit the timing right on the cyclical hype.

There’s a whole lot of businesses and organizations using Second Life in various ways. Many of the ones that you can name from media-coverage though, never actually did. However it didn’t apparently actually harm their PR efforts at all.

Anyone want to bet that this won’t happen with future virtual environments?

The Watch – virtual worlds in the news

1. DNA (India) – Virtual worlds will provide real security: Indian origin scientist. “A scientist of Indian origin has determined that advances in computers are making possible virtual worlds in which defense analysts can explore and predict results of many different possible military and policy actions. The scientist in question is VS Subrahmanian, a Maryland computer science professor and director of the University’s Institute for Advanced Computer Studies (UMIACS). According to Subrahmanian and John Dickerson, a UMIACS computer science researcher, “Defense analysts can understand the repercussions of their proposed recommendations for policy options or military actions by interacting with a virtual world environment.”

2. Canada.com (Canada) – Embracing the future of fitness. “It wasn’t that long ago that running with a Discman was considered cool. Of course, so was talking on a cellphone the size of a brick. Today, people run with a phone that not only plays music and takes calls, it maps your run while tracking speed, mileage, pace and calories burned. And runners aren’t the only exercisers being courted by technology: There are smartphone apps for cyclists, gym junkies, triathletes and swimmers. Even those without a smartphone can hop on the technology bandwagon: Nike and Apple have teamed up to track runners’ stats through an in-shoe transmitter and an iPod. Stationary bikes take cyclists on virtual rides through scenic routes, and provide the opportunity to compete in a virtual race against the cyclist beside you or in the next country.”

3. VentureBeat (USA) – Next Island to launch sci-fi adventure virtual world — with time travel. “Next Island is the latest company to launch an ambitious virtual world. But this sci-fi adventure paradise comes with an interesting twist: time travel. The company is announcing today that it is building a world in MindArk’s massively multiplayer online virtual universe, Entropia Universe. That means it has licensed virtual world technology from MindArk, whose technology is behind Planet Calypso, which until now has been the only virtual world in the Entropia Universe. Next Island will be the “planet” going live in the virtual universe. Its private beta begins in less than 30 days.”

4. brand-e (UK) – New life for Second Life. “Online sharing. It’s time to brand the virtual world. That’s why UK-based Corporation Pop is making use of the Second Life platform providing a secure place for folk to meet and communicate. So, even when individuals are hundreds of miles apart, they can almost shake hands thanks to their virtual avatars. The environments Corporation Pop creates can be used for anything from team training and game-based learning to consultations and ceremonies. And they include nifty extras like embedded external video, as well as voice technology.”

5. Marketing Web (South Africa) – Real-world value of virtual markets. “News headlines for the past year have been dominated by the effects of the global recession. This trend has affected almost all industries, with computer gaming being one of the few exceptions. Shortly before the recession kicked in computer gaming overtook movies in entertainment spending, and was on track to surpass music too. When the recession hit it wasn’t immune, but the gaming growth curve lasted longer, and has kicked back in sooner, than many other industries. After a dismal September 2009 the industry has seen the first signs of turn-around as initial Q4 sales data is starting to come in.”

6. Wired (USA) – World of Warcraft Quests Remain Compelling, 5 Years On. “After five years, it’s hard to imagine a world without World of Warcraft. Released Nov. 23, 2004, the massively multiplayer online role-playing game has set the standard for the genre. More than 11.5 million players from around the world, from all walks of life, spend hours a day in the world of Azeroth. They embark on epic adventures, battle other players or just hang out. And each of them pays developer Blizzard Entertainment $15 per month for the privilege. Players create characters and develop them over time, forging relationships with other gamers and going on quests to gain experience or loot. Whether they play with strangers, friends or alone, Warcraft’s polished virtual world proves easy to get into and hard to get out of.”

7. Hypergrid Business (Hong Kong) – Virtual goods hit $1 bil in U.S. “The U.S. virtual goods market doubled in size from 2008, to reach $1 billion this year, according to a new report from Inside Network. “While virtual goods have been driving revenues in Asia and Europe for years, 2009 will be remembered as the year virtual goods-based businesses began to scale in the United States,” said Insight network editor Justin Smith in a statement. The size of the Asian virtual goods market reached $7 billion in 2009.”

8. The Telegraph (UK) – Advertisers pile into augmented reality. “The technology origin myths say that the Model T Ford made cars, books made e-commerce and pornography made VHS. It seems that augmented reality, which takes the real world as seen through a mobile phone camera or computer webcam and adds images, digital models and data, is to be made by advertising. Not passive advertising like billboards or television commercial breaks, where you lie back and let the spending opportunities wash over you, but active advertising that you seek out and voluntarily engage with.”

9. PsychCentral (USA) – The Proteus Effect: How Our Avatar Changes Online Behavior. “The other day, a commenter asked whether people “truly represent themselves for who they are, do they take on different personality characteristics while in their online persona, and how is their level of tolerance for disagreement affected?” One way to examine this question is to look how people provide based upon their choice of avatar — the pictorial representation of themselves in an online environment (such as virtual reality game).”

10. BBC (UK) – ‘Virtual graduation’ for students. “A university is to hold a “virtual graduation ceremony” for students on a distance learning course. Edinburgh University will broadcast the ceremony at its McEwan Hall on to the Second Life web community.
The move will ensure students on its E-Learning course who are unable to travel to Edinburgh do not miss out on the graduation celebrations. They will be able to download robes for their online avatars, and gather in a virtual bar after the ceremony.”

Weekend Whimsy

1. Second Life Wedding Video Scrapbook Of Rod Hennesy and Echo Rae Nov 14, 2009

2. rollercoaster and a old lady in sandbox goguen

3. Sweet Superhero (Second Life) Metrotopia Contest Entry

Interview – Nam Do, CEO Emotiv

namdowebI’ve been following the progress of Emotiv for a couple of years now, for two reasons. The first is a parochial one – the founders started out in Australia and have created some real waves with their work. The second is more obvious: computer-brain interfaces are an obvious evolution for virtual environments and Emotiv’s product is one of the first ones available for consumers at a reasonable price.

Emotiv CEO, Nam Do, is in Sydney for the XMediaLab Global Media Cultures so I took the opportunity to nab him for a few quick questions on the EPOC headset about to be released:

Lowell: For the newly initiated, how would you describe Emotiv’s mission as a company?

Nam: Since the beginning, man-machine interaction has always been in conscious form. We have always consciously direct machine to perform different tasks for us. However, interaction between human are much more complex, we take in not only conscious communication but also read each other’s expression and feel other’s emotions. Our mission is to create a new form of interface that take man-machine interaction a lot closer to that of human to human. We have created a neuro-technology that allow computer to not only read our conscious thoughts but also understands our non-conscious expressions and emotions. It’s a headset called Emotiv EPOC that reads your brainwave and allows you to control application with your mind.

Lowell: How have pre-orders of the EPOC been going?

Nam: Pre-orders are great, we have a very strong and growing fan base that has been followed and supported us for a long time. The orders are coming in very strong and with only 2 weeks, we almost fill up our limited release for Christmas. And I’m talking only about US market and direct order from our website. It does feel good!

Lowell: Can you confirm which applications / games / worlds are actively working to support Emotiv products?

Nam: We have a few applications/games that we bundle with the headset as well as we are going through testing our 3rd party’s applications to include in the box at launch. Users will also have access to a website where our developers around the world uploading their applications, much like the iPhone store.

Lowell: Are you able to outline the Emotiv product map over the coming year?

Nam: Making the product better and more and more applications ALL THE TIME.

Lowell: Are you meeting much skepticism on the efficacy of the EPOC?

Nam: Surprisingly no. We expected a lot more skepticism for our 1st release as this is a totally new technology. You have to remember that although it has a lot of potential, it’s like the computer in the 70s, you can’t expect broadband internet and photo realistic graphics yet. We have released our SDK headset a few months ago and the feedback is actually really good, people are amazed at what the headset can do.

Lowell: Do you have data on the ‘accuracy’ of the EPOC i.e. are there any objective measurements on the proportion of the time that emotions are translated effectively versus not effectively?

Nam: We have 3 different suites of detections call Expressiv, Affectiv and Cognitiv. The latency is ranging from 10ms for Expressiv to about 150ms for Cognitiv. Accuracy is also depends on how many cognitiv actions you are trying to do at a time, if it’s 2, then the accuracy is super high, it gets less accurate when you try to add more actions in too quick before you mastered the 1st 2. This is has a lot to do with the ability of making your different thoughts distinctive enough as well so you can see different people with different mental abilities which make it really interesting.

Lowell: Has there been interest from the developer community in the SDK, and if so, can you give some examples of new ways the Emotiv IP is being explored?

Nam: There is huge interest from the development community, we now have over 6,000 developers worldwide from giant multi-national corporations to independent developers. We expect to see a lot of interesting applications over the next few months. Lots of developers are submitting their applications to bundle with the consumer headset.

Lowell: The Emotiv forums seem to have some significant dissent around the pricing of the developer SDK and its highly proprietary structure. Is Emotiv reviewing its pricing at all, or do you have a response to claims that the cost is inhibiting widespread developer takeup?

Nam: Yes, we have a few people disapointed with the pricing of full RAW EEG data at the begining when it was $25,000. We since then restruture the cost to allow developers that interested in raw EEG data to get access to what they want (not neccessary full 16 channels) at a much lower cost (starting at $2,500). You have to remember that anything with 1/2 the resolution of our heaset out there is priced at around minimum $50K. Since then, we have seen a huge pick up in the number of people buying raw EEG data version of the SDK. So the answer it yes, we have reviewed and changed the pricing and it is now very attractive to developers.

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We’ll be reviewing the EPOC in the near future, in the meantime if you want to see the EPOC in action, check out the YouTube channel or this snippet from The New Inventors earlier this year:

Over to you: what are your thoughts on the EPOC? Does it appeal to you as an interface?

Merged realities – events and issues for virtual worlds

uwa-dustydiorama 1. The University of Western Australia’s presence in Second Life continues its dynamism with the ongoing 3D Art & Design Challenge. The picture to the left is an amazing miniature diorama with 15 events going on. It’s something you need to see for yourself to appreciate, so take the time if you have it.

2. Singapore-based ExpatFinder.com are offering those moving to Berlin the option of a pre-arrival tour in Twinity‘s replica:

“From a home or office computer, expats and their families can download a free guide, meet at a personal guided tour and get an idea of the layout of the city, the distances involved and the amenities in the new location before they arrive. With Twinity expats can become acquainted with local networking groups and community meet-ups prior to arrival.”

3. Applications for the 2010 Linden Prize are now open. The US $10000 prize will be awarded to the person who is judged to have done:

– 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.

4. Mario Gerosa is putting together a book on virtual worlds memorabilia. If you have something you’d like to share a picture of, you can send it to virtualcollectibles@gmail.com:

Action figures, invitations for exhibitions, books, brochures, press kits, works of art made in real life and inspired by virtual worlds, comics, conference pass, dvd, cd, posters, business cards, etc.

Here are some examples:

– The invitation by Dior for the jewels collections in SL
– The issue of Business Week with Anshe Chung on the cover
– The T shirt made for the anniversari of Parioli in SL
– The World of Warcraft action figures
– A famous avatar business card

Interview – Evelyn McElhinney, Glasgow Caledonian University

kali1 (This story appeared earlier today over at Metaverse Health).

Coming from a nursing background myself, I’m always fascinated by the work going on in virtual environments in regards to nurse education. To some extent it’s a natural fit in that clinical simulation is a pivotal part of the education process for nurses anyway – using virtual environments is simply an extension of recognised practice.

Evelyn McElhinney (SL: Kali Pizzaro) is a Nurse Lecturer in the post-registration department of Glasgow Caledonian’s School of Health. She teaches a number of advanced practice modules including modules within the Nurse Practitioner pathway. She joined the university full time 3 years ago, and was a lecturer/practitioner working in an advanced practice role within the National Health Service prior to that and has worked in a number of acute care areas including anaesthesia. Evelyn also happens to be active in the use of Second Life in Nurse Practitioner training, so I caught up with her to discuss her work to date and some broader issues around collaboration.

Lowell: From a nursing education viewpoint, what are your key areas of professional interest / research focus?

Kali: Advancing practice, physical examination, clinical simulation, and recently the use of virtual worlds for Nurse Practitioner Education.

Lowell: When you say nurse practitioner, can you define that a little? I’m assuming you mean someone undergoing their undergraduate nursing education?

Kali: Ah no in the UK Nurse Practitioners are Registered Nurses who are advancing their practice. A nurse who takes a history, physical examination, diagnoses, prescribes and treats.

Lowell: Ok, that’s similar to Australia then. So are there particular advantages for using virtual worlds with more experienced nurses like practitioners rather than nursing students?

Kali: The advantages are that they need flexibility as they have competing demands on their time. So any medium that allows for extra practice in a time conducive to them is attractive. However, virtual worlds can do more than the usual virtual learning environment.

Lowell: When did Second Life become a consideration in your work?

Kali: I considered Second Life after seeing a project by one of my colleagues. I had know about it’s existence as the University had a project exploring it’s use for marketing. That was in March this year.

Lowell: Can you describe the work you’re doing in Second Life and how it links to the University’s CU There initiative?

Kali: I am trying to develop a virtual patient which will be used by Nurse Practitioner students to practice history taking. I have also embedded heart sounds into the avatar’s chest to enable the student to link the history to the heart sounds they hear. They must click on the correct anatomical position to hear the sounds. This work links to the CU There project as it fulfills the criteria for use of virtual worlds in education. By creating an AIML bot/bots the students have the flexibilty to practice at any time either as an individual or as a group. I plan to have a number of patients and to build on the sceanrios to create longer problem-based learning scenarios. The bot we use were developed by myself and the School technician Andy Whiteford aka AndyW Blackburn.

Lowell: So what level of work has been required to get the lab to this stage and how much more is involved to get it to where you’d like it to be?

Kali: The clinical skills lab was designed by the CU There team with guidance from the head academic in charge of the simulation lab . The build was done mainly by a computer student who is seconded to the team. There are plans to build an ITU for a scenario for 3rd year students. For my scenario it is mainly me thinking of ways to expand each scenario in alignment with the needs of my students.

Lowell: The most common feedback I’ve gotten from nursing academics is a skepticism on what virtual worlds offer that a well integrated curriculum with comprehensive leraning management tools can’t, that is, aside from the advantage of not needing to get students to a real-world simulation lab, are there other benefits of working in environments like this?

Kali: The immersive environment enables authentic scenarios to be developed. There is also the ability to offer syncrounous text and voice communication, as well as the ability to show the whole class videos etc. We can also simulate things that would be difficult in real life.

Lowell: Is there an example of that you currently use?

Kali: Not at the moment. However, for undegraduates it could be useful for them to be inside a heart or lung to understand the anatomy and physiology. It is also much more interactive than other VLE’s.

Lowell: I suppose that’s the crux of the challenge for nursing educators using virtual environments: convincing others that things have moved beyond the gimmicky, would you agree?

Kali: Yes, you need to show them something that is pedagologically sound, something they can see is useful.

Lowell: On pedagogy, what do you see as the key foundations in your work and in virtual environments more broadly?

Kali and Colin_001Kali: Constructivism and social constructivism are the key learning theories in my work. By linking history and heart and lung sounds to other parts of a clinical scenario, I am building on the students previous knowledge to create new knowledge. People in simulations tend to act the same as they do in real life. The ability to capture the text allows for reflection on the decision-making of this particular group.

Lowell: What has the feedback been from students?

Kali: Positive- they can see they value. They feel they are in the sceanrio. However, it is early days. We have only had a few folk through as a pilot. We will be using it more in the next two semesters.

Lowell: Are there formalised evaluations planned on clinical skills training in Second Life ? Will there be comparative studies on those who used such tools versus those who didn’t and their subsequent outcomes?

Kali: Yes, a number of academics are evaluating their projects and one is plannning to compare in-world and out-of-world simulation. Some of these are through a University scheme, Caledonian Scholars.

Lowell: What’s your take on nursing research in virtual environments internationally? Is it fair to say it’s still very early days?

Kali: Yes, there are a number of good projects. However, it is still in it’s infancy. Simulation seems to be the most popular project.

Lowell: Is there any research completed or underway that has particularly interested you?

Kali: Many projects have impressed me. For example the work of John Miller at Tacoma, the Imperial College in London and the Ann Myers Medical Center. However, any project which is being used by students impresses me. With regards to research most are evaluations, however, my own university has just completed some research into student nurses’ clinical decision making (Dr. Jacqueline McCallum, Val Ness, Theresa Price, Andy Whiteford).

Lowell: Can you discuss what it’s found?

Kali: It’s still in publication, however a lot of what the students said was that they wanted to experience areas they had not been to, and that they also found the scenario exhausting. Interestingly, they did not do a single observation in an hours sceanrio in a busy surgical ward. They also did not know what to do with a patient who was demented and kept leaving the ward. I think they were too busy thinking what to do next, this was despite being prompted to do observations.

Lowell: You raise a very interesting point – perhaps virtual environments make a more natural stage for making errors as there isn’t the stress of the educator looking over their shoulder?

Kali: Maybe, although this sceanrio had educators involved. Although that is the beauty of simulation – make mistakes and no-one dies 😉

Lowell: For the nurse who has been working in either a hospital or community setting for five years or more, how do you make virtual environments like Second Life an appealing and logical extension of their professional development needs?

Kali: By making the scenarios authentic and as realistic as possible. Also they must be available at all times to ensure maximum flexibility. The student must see the value to be motivated to take part. If they are fun, then great.

Lowell: Do you think Second Life is at a stage of usability that it can achieve that now?

Kali: Not yet in the UK – it is still not widely know as a social tool. However, if it is introduced in education they may see more value, as it helps them to learn.

Lowell: On usability though – it’s still quite a learning curve to actually use, particularly for those not as net-savvy as others?

Kali: Well you could say that about any VLE, and it is really only arrows and clicking. Changing clothes is not mandatory for education. Well, not all education. I think most folks would get it in a short space of time with some guidance.

Lowell: Again specific to nursing, is there any great degree of collaboration going on internationally in regards to projects like these? How do you think nursing faculties could further improve collaboration?

Kali: We are exploring a couple of collaborations. I know Scott Deiner in New Zealand has collaborated with American colleges. However, there is the potential for major collaboration both nationally and internationally. Although you need to have a firm idea about what you want to collaborate on. Also there is still a little bit of folk finding their feet, so to share is still scary methinks.

Lowell: Do you think there’s the critical mass for organised collaborative structures such online journals or other formats for working together?

Kali: There could be, and the Virtual World Watch here has opened up avenues for collaboration by highlighting the people who are involved with virtual worlds, although there is a bit to go.

Lowell: So for a nursing academic looking to integrate virtual environments into their teaching or research, would you have any simple advice?

Kali: Make sure you think about what you want to use it for. Script the scenario and look around at other people’s work to find out what the virtual world is capable of. Also visit educational areas and talk to other academics or join a group. Make sure there is a strong pedagogical structure to your idea and show it to folks when you have something to show!! Seeing is believing.

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To view the publicly accessible clinical skills laboratory in Second Life, go here.

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