Archives for 2009

Competition: win an ‘Avatar Dog’ t-shirt

Its been a few months since we’ve run a reader’s competition, so lets get one underway.

This one’s simple: your choice of any t-shirt from the Avatar Dog range of t-shirts. To go in the draw, all you need to do is post a comment below, with the following information:

1. A favorite virtual world-related website and its URL;

2. The name of the virtual world you spend the most time in;

3. Your country of residence.

That’s it!

Entries will close on Friday 24th April AEDT 5pm (that’s Midnight Thursday 30th April US PDT / SL time). A random number generator will then be used to select the winner. Entries are welcome from anywhere in the world. Just make sure you give a valid email address when posting a comment so we can contact you if you win.

Government’s National Broadband Network could be wasted

The Government has announced it will establish a new company that will invest up to $43 billion over eight years to build and operate a National Broadband Network, delivering ‘superfast’ broadband to Australian homes and workplaces.

This Fibre-To-The-Premises (FTTP) plan (at least insofar as infrastructure technology is concerned), mirrors closely the plan and rollout done by Telstra almost exactly 20 years ago (they were still Telecom Australia back then). While Telecom Australia rolled out and installed a reported 70% of the fibre that was required, the plan to actually use that fibre was axed, and the fibre left largely fallow throughout Australian cities, except for some that was ultimately converted to interexchange use.

The Governments FTTP plan will deliver 100MBps services to the majority of Australian homes, workplaces and schools, and high-speed (though higher-latency) connections to remote and small rural communities.

“the majority of broadband capacity already available in Australian homes is going to waste”

Unfortunately, as it presently stands, the majority of broadband capacity already available in Australian homes is going to waste. I like the government’s plan. I really do. But unless they can deliver extraordinary cost savings to go with the new capacity, all they will end up doing is vastly increasing the amount of infrastructure that is being wasted.

The issues are a combination of cost, plans, and contention. As an example, I have a fairly substantive broadband connection – I wouldn’t be able to do my job without it. It’s a 10Mbps connection, less than would be available even on the slowest of the planned NBN services.

On the highest capacity and most expensive data-plan available to me, I could run that connection at capacity for three hours before I’ve used up the entirety of my plan for a month.

Three hours. You wouldn’t want to get distracted by telemarketers or the kids playing in the yard, or something compelling on the television if there was a chance that a piece of software might get away from you and pull as much data as your connection could deliver. And that’s happened. A software updater gets confused, and you can kiss your data-plan goodbye for the month.

It makes you think twice about downloading updates for World of Warcraft or other MMOGs, I can tell you. Software that’s digitally delivered or prone to large content updates is something you have to plan for. My own household data-budget allows for six hours of time online in Second Life per day, that time having to be divided up between three adult users for classes, meetings, business and whatever’s left for socialising.

Plans that provide, say, 20GB of data for a month don’t begin to get close to the notion of “the connected home”. Lord of the Rings Online, if bought online, will set you back an easy 10GB in basic downloads,  and maybe another 2GB in content patches — before you’ve even started to play.

NBN’s FTTP certainly has a lot to offer. The usage of virtual environments for education, training, business and leisure has been held back significantly by the inability of existing infrastructure to deliver. Research and development of richer and more effective virtual environments by some very skilled Australian businesses and researchers is ultimately plodding along because those advances come at the cost of large quantities of data that must be moved with speed and aplomb.

Unless the government’s NBN is going to deliver capacity at a fraction of the current cost of data, though, Australian NBN broadband consumers are just going to go broke very quickly at worst, or leave Gigabits of capacity unused and wasted.

Merged realities – events and issues for virtual worlds

1. The US-based Spina Bifida Association is holding a fundraiser in Second Life this coming weekend:

Spina Bifida Awareness is pleased to announce the 2009 Second Life Charity Auction on Sunday, April 12, 2009 at 6:00 p.m. Second Life Time at the Justice League Explorer’s Club in Port Harbor, Steelhead.

Bid on the creations of Second Life’s finest crafters and enjoy a night of entertainment. Proceeds go to the Spina Bifida Association’s research and support programs. Lives are changed by the programs and services SBA has created to respond to the needs of new parents of babies who are born with Spina Bifida, families who are dealing with the challenges of Spina Bifida, teens who are transitioning toward newfound independence, and adults who are leading productive and fulfilling lives.

For more information, please contact Xandera Voom or Samantha Lowell.

2. Back in May 2007, ABC Island hit a snag that received widespread (and inaccurate) media coverage, with claims it was a griefing attack. Recent podcast interviewee, Draxtor Depres, has pointed me to a piece he did back at the time, so for sentimentality’s sake:

3. CyberTech News have an interesting sum-up of the licensing issues around open source virtual worlds and business uses.

The Watch – virtual worlds in the news

1. The Economist (UK) – Intangible value. “Perhaps it should not be a surprise. In the midst of a global capital shortage, the first company to list this year on New York’s NASDAQ exchange not only needs no money; its source of profit is receiving cash for items that do not exist. Changyou is a three-year-old online-gaming business being spun out of Sohu, China’s second-largest internet portal. The deal was due to be priced on April 2nd, as The Economist went to press, in a nostalgic reminder of what the stockmarket used to look like. At the top of the expected price range Changyou will be valued at about $820m, after a special distribution of $100m to its parent. The opening price may be higher still, given strong demand.”

2. Virtual Edge (USA) – Virtual World Evangelist at IBM Produces Virtual Meetings in 3D. “Big Blue has a lot of irons in the fire these days. As a virtual event platform agnostic company, IBM has worked with Second Life, Open Sim, Torque, Active Worlds, Unity 3D and Olive. Karen Keeter, a marketing executive with IBM research, believes that, at this point, no single platform is the magic bullet for all 3D virtual business demands. IBM virtual event clients (internal and external) demonstrate needs across a wide spectrum, from strategy workshops to marketing and sales to collaboration among a global workforce, and the company utilizes a variety of platforms, in some cases integrated with IBM tools and applications, to meet these new demands. IBM has a strong presence on Second Life, growing from approximately 12 virtual islands to somewhere between 45 and 50 which are managed independently of IBM’s corporate home base.”

3. Washington Post (USA) – Virtual World Habbo Sold $60 Million In Virtual Goods In 2008. “Sulake Corp., parent company of Habbo, one of the most heavily-trafficked, advertiser-friendly virtual worlds for teens, is privately held, so financial details about Habbo have been a bit of a black box. But the company recently served up some details: It says it brought in roughly $74 million (50 million euros) in revenue last year. And just about $60 million of it, or 80-85 percent, came from users who bought virtual goods like furniture, clothing or paid for access to the Habbo Club.”

4. Idaho Business Review (USA) – U of I virtual technology program aids microbiology research. “What if doctors could perform surgery from thousands of miles away? Or an architect could walk into a virtual building plan and move beams and joists to test for structural integrity? What if you could meet with potential business partners online, shake hands and physically feel it? Those are just a few of the long-term implications of the work being done by the University of Idaho’s Virtual Technology and Design department – a program in the College of Art and Architecture on the bleeding edge of virtual reality, where complex sets of data like building specs or disease pathology are transformed into interactive 3-D models that allow students, businesses and researchers to gain new insights into the information they work with.”

5. The Times of India (India) – For training, medicos turn to Second Life. “A British medical institute has given e-learning a whole new dimension. Med students at Imperial College London navigate a full-service hospital where they see patients, order X-rays, consult with colleagues and make diagnoses. But none of it is real. These prospective doctors are treating virtual patients in Second Life, the internet world where users interact through online alter egos called avatars. The third-year med students are taking part in a pilot program for game-based learning, which educators believe can be a stimulating change from lectures and textbooks, reports CNN.”

6. The Telegraph (UK) – Second Life’s span is virtually over as firms decide to get real. “While the site is still beloved by geeks and the socially awkward, Deloitte’s director of technology research, Paul Lee, says it has been “virtually abandoned” by “normal” people and businesses. In 2006 multinational companies, including BT, Coca-Cola, Adidas and Toyota, were scrabbling to create “in world” presences to profit from what was expected to be the next great internet cash cow. But today the Second Life high street is mostly deserted, as businesses have realised that despite management claims that the site has 15m members, far fewer people actually play the game. Research for The Daily Telegraph shows just 580,000 people logged on to the game last week.”

7. InternetNews.com (USA) – SimCity’s Will Wright: ‘Web Colliding With Reality’. “The richness of Web-based environments is starting to blur the distinction between games and reality, according to Will Wright, the gaming industry legend perhaps best known as the creator of SimCity and Spore.
“I think the Web is letting people think more about their identities and we’re starting to see overlap of [the real] and virtual environments,” Wright said during an onstage keynote interview here at the Web 2.0 Expo Thursday. “We’re at the point where we can pretty much hold up a cell phone to get someone’s profile. I think the Web is starting to intersect and collide with reality in interesting ways.”

8. The National (UAE) – The net effect of digital Islam. “I am writing in the shadow of a small mosque. This morning I visited several other mosques, admiring their architecture, and then listened to some sermons and recitations from the Quran. While having my coffee I talked to acquaintances on Islamic issues and went to other sources for information on Islamic medicine, fatwas and jihad in Somalia.
The fact that I happen to be in the heart of Wales and stuck in my university office has not prevented me from making these visits and engaging in these discussions.”

9. Scientific American (USA) – Therapists Use Virtual Worlds to Address Real Problems. “When a troubled 13-year-old named Joe first entered the Kids in Transition program in 2007 in Camden, N.J., he hardly spoke to his therapist. Like many teens at this residential mental health treatment facility, he was admitted because he had trouble controlling his anger, had run away from home several times, and had a history of run-ins with the law, according to Heather Foley, a social worker with the program. Therapists typically encourage patients like Joe to get at the core of their problems via face-to-face role-playing—pretending to be in a situation and having the patient practice how to handle it. But Foley says this approach was a nonstarter for Joe, whose confrontational behavior and attention deficit hyperactivity disorder (ADHD) impair his ability to engage and focus in this way.”

10. Vineyard Gazette Online (USA) – Islanders Create Online Community Devoted to Wildlife Conservation. “The internet may have been designed for scientists to collaborate across vast distances, but it has since become all things to all people. Accessing seemingly infinite information and instant communication across the globe are still the main uses of the Web, but there’s a new trend swiftly becoming standard online practice: social networking. This is about creating a personal presence in cyberspace. Facebook and MySpace were some of the first major social networking sites, but another fast-growing sector of the social web, called Massively Multiplayer Online Role-Playing Games, or MMORPGs, represents a different kind of online community. Rather than creating a personal page that shares your thoughts, contact information and photographs as on Facebook, these MMORPGs ask the user to invent an avatar, a character that represents less of who you are and more of who you’d like to be. Players then move their avatars throughout vast virtual worlds, doing battle, completing quests, buying virtual goods and real estate, or just chatting with other players. Second Life, World of Warcraft and Everquest are among the more popular, with World of Warcraft now boasting over 10 million subscribers worldwide.”

Second Life offers enterprise solution

It’s been rumoured for months now, but Linden Lab have finally confirmed that they’ve entered the alpha phase of “a server solution that is completely disconnected from the main Second Life environment with all of the rich functionality in the box.”

As far as virtual worlds and enterprise, it doesn’t get much bigger than this. The announcement has a bunch of significant implications:

1. Key security issues / intellectual property issues minimised

The ongoing and legitimate criticism of Second Life for business is its limitations in ensuring security of information. I constantly cite the power of Second Life for prototyping, but most businesses aren’t going to put key intellectual property on the public Second Life grid. The new solution will allow all the development to occur internally, with the company then potentially able to do some more public testing if desired.

The more obvious security benefits come around improved monitoring of activity and on-site backup of key data. I’m assuming the ability to do roll-backs will come with the package, which gives business greater peace of mind that they alone are ensuring their own information can be retrieved in the event of problems.

ibm_april2008

2. Enterprise virtual worlds now have a crowded marketplace

The proposed new product is far from assured of being the dominant player in the enterprise marketplace, but its brand recognition will certainly help it get a substantial foothold. OpenSim is the obvious competitor on the face of it, but no-one would be claiming they have a viable enterprise solution yet. The more realistic competitors are platforms like Forterra’s OLIVE, the open-source Project Wonderland and business function specific offerings like NoviCraft. The advantage most of these incumbents have is an ability to argue direct business outcomes, whether it be improved remote training, better team-building skills, or some other outcome negotiated as part of the enterprise-specific installation.

Where the new Linden Lab product will gain true traction is where it’s able to compete on ease of installation and the all-important price. It’s hard to imagine Linden Lab will launch something that’s more expensive than current offerings unless they can make the case for markedly superior features. I’d also expect some third-party vendors like Rivers Run Red are well underway in their preparations to offer development services for enterprise once this launches, and there’s probably a bunch more that will seriously look at expanding into development in the space now that the uptake is potentially more widespread.

3. Another nail in the mirror world coffin?

If the Linden Lab solution does gain traction, it really starts to squeeze out any enterprise arguments made by mirror worlds such as Twinity. The ability for business to run a grid internally and the large user base of the public grid to leverage from makes the smaller worlds vulnerable to losing the businesses they may have already attracted. That said, enterprises that are in the virtual world space for purely marketing purposes may still find worlds like Twinity a worthwhile investment.

4. The unknowns

At this early stage there’s more not known about this new product than known. The key questions I’d like to see answered are:

a. What interoperability will there be with the main Second Life grid?

b. Will there be off-the-shelf capability to connect to other enterprise grids?

c. As mentioned above, what will this cost, and will there be discounts for educators or other non-profit entities?

d. What support mechanisms will be in place. Will those mechanisms be Linden Lab driven or outsourced?

5. The sum up

It’s hard to put anything but a positive spin on this development. At worst it may lead to some loss of variety as smaller players have difficulties. At best it may be a catalyst for more widespread adoption of virtual worlds for enterprise. The most likely outcome in the short-term is slight growth in interest by business and some strong encouragement for Second Life developers.

What are your thoughts? Do you see the announcement being a game-changer?

Weekend Whimsy

1. Torley’s Second Life in Spring 2009

2. Sanja’s Haunted in Second Life

3. Angel Stromwind Second Life Music Video

God Takes a Holiday

God is tired, worn out. So he speaks to St. Peter, “You know, I need a vacation. Got any suggestions where I should go?”

St. Peter, thinking, nods his head, then says, “How about Jupiter? It’s nice and warm there this time of the year.”

God shakes His head before saying, “No. Too much gravity. You know how that hurts my back.”

“Hmmm,” St. Peter reflects. “Well, how about Mercury?”

“No way!” God mutters, “It’s way too hot for me there!”

“I’ve got it,” St. Peter says, his face lighting up. “How about going Down to Earth for your vacation?”

Chuckling, God remarks, “Are you kidding? Two thousand years ago I went there, had an affair with some nice Jewish girl, and they’re STILL talking about it!”

Merged realities – events and issues for virtual worlds

1. This week we interviewed Draxtor Depres for Episode 9 of the TMJ Podcast. His latest commission is using machinima to represent classic Californian literature, and the latest product of that can be seen here:

2. Habbo Hotel’s parent company Sulake has released its financial results for calendar year 2008, showing annual revenue of 50 million Euros, 4.8 million of which ended up as profit. The Australian operation is upbeat, reporting a 29% increase in revenue growth (but no figures), with more than 25 million page impressions in the past 30 days.

3. Metaplace continue to expand their in-world options with the launch of an achievements system which allows earning of Metacreds. There’s also the ability to gain Coins which can be used to buy goods in-world:

Coins and Metacred can be earned by spending time on Metaplace and interacting with other worlds and people.  Commenting and rating on worlds, spending time in worlds, selling objects on the Marketplace, making and inviting friends, and posting in the forum are a few examples.

 

The trademarking of an avatar

aimeewebertm229Late last year, Grossman Tucker Perreault & Pfleger announced that they had successfully registered as a trademark the multidimensional likeness of Aimee Weber, the Second Life avatar of New York content-creator and businesswoman Alyssa LaRoche.

While GTP&P referred to it as a groundbreaking decision (it is — groundbreaking is another word for ‘first’), it is not actually an astonishing, surprising or unexpected result. It’s an obvious application of existing trademark law, in fact.

What we have here is a trademark image in a new medium, but that isn’t particularly special. At some point in the future, someone is going to trademark a projected 3D holographic logo for the first time, and that will indeed be groundbreaking, but is still an obvious extension of the trademark system into new media and expressions.

What’s interesting here is that the trademark is, essentially, a personification. LaRoche’s avatar appearance, for all intents and purposes is her, which actually makes the avatar-as-a-trademark a good deal more ordinary than a lot of the existing trademarks that have been registered.

As a random example, the US Patent and Trademark office granted trademark registration for THE FORMULAR FOR KOFI’S CONCEPT IS SIMPLE. THE PAST + THE PRESENT = THE FUTURE ALL THROUGH HISTORY IT HAS BEEN THE PAST AND THE PRESENT COMING TOGETHER TO BECOME THE NEXT BIG THING” FOR EXAMPLE NEGRO SPIRITUAL COMBINED WITH BLUES BECAME R & B ELEMENTS OF JAZZ AND BIP BOP BECAME RAP RAP COMBINED WITH OLD R & B SONGS BECAME HIP HOP NOW HIP HOP COMBINED WITH KOFI’S RECIPE = KOFRICA “THE NEXT BIG THING”®, misspelling included. Nope, we’re not kidding.

There’s literally hundreds of examples like that in the trademark database, including lengthy platitudes and sections of biblical scripture. Next to those, a 3D avatar seems positively mundane.

Benjamin Duranske, a respected commentator on law as it applies to virtual environments, said of the filing that, “McDonald’s trademarked Ronald, so there is no reason an avatar — for many users, a computer generated representation of their brand — could not also be trademarked. The rather distinct appearance of avatar ‘Aimee Weber’ is indisputably identified with the brand. And ‘Aimee Weber’ is as much a Second Life icon as she is a person you chat with at a virtual coffee shop or hire for design work; the little “TM” just makes that official.”

And LaRoche now has considerable legal leverage if someone wants to misuse her image to brand or promote unrelated products or services, or simply to mimic her for malicious purposes.

It will be interesting to see if any other people move to follow suit.

Episode 9 of TMJ Podcast – Bernhard Drax (Draxtor Despres)

After a hiatus, the TMJ Podcast is back. Episode 9 is devoted to an interview with virtual world broadcaster / machinima creator Bernhard Drax (SL: Draxtor Despres). If you’re interested in machinima creation, virtual world journalism, politics and religion, you should enjoy Bernhard’s thoughts.

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

Links or resources mentioned in the podcast:

http://www.shidonni.com

http://www.vside.com

http://www.hangout.net

Lifefactory Writer’s machinima ‘Life on Life’:

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