Archives for 2010

The Watch – virtual worlds in the news

1. Computerworld (USA) – Avatars rising in the enterprise. “Avatars aren’t just for the movies or for techies with time on their hands. Organizations are using virtual worlds for training, simulation and prototyping, among other things. The U.S. Naval Undersea Warfare Center (NUWC) is making the most of what officials call “immersive learning” in secure, virtual work environments replete with avatars, to augment existing training curricula and to facilitate collaborative engineering. “Immersive learning is all about the true power of a virtual world where gravity is optional and scaling is arbitrary, and objects can be made to be transparent,” says Steve Aguiar, virtual worlds project lead at the Naval Undersea Warfare Center Division Newport, one of the NUWC’s two primary units, in Newport, R.I.”

2. Virtual Worlds News (USA) – IARPA Soliciting Info On Intelligence Training In Virtual Worlds. “Last month the Intelligence Advanced Research Projects Activity (IARPA) posted an RFI looking for quantitative research–and theories and proposals on how to obtain it–on the effectiveness of using virtual worlds for intelligence analyst training. Responses are due April 12 as the agency is aiming to incorporate the information received into a two-day workshop in May. It says the information will help it set an agenda, with some respondents getting an invitation to the workshop itself and an opportunity to set the stage for a multi-year competitive program.”

3. AFP (France) – Augmented reality puts the squeeze into virtual hugs. “Now you really can reach out and touch someone through the Internet, with the help of a wearable robot designed by a husband-and-wife team of scientists based in Japan. Five years in the making, the device aims to inject a little physicality into online chatter, boosting the emotional quotient of virtual exchanges between flesh-and-blood people. Forget emoticons, those annoying little smiley 🙂 or frowning 🙁 faces added to text messages with key strokes. The quickened thump of an angry heart beat, a spine-tingling chill of fear, or that warm-all-over sensation sparked by true love — all can be felt even as your eyes stay glued to a computer screen.”

4. Computerworld (USA) – Intel guru says 3-D Internet will arrive within five years. “A technology guru at Intel Corp. predict that the internet will look significantly different in five to 10 years, when much of it will be three dimensional, or 3D. Sean Koehl, a technology evangelist with Intel Labs, said technology is emerging that will one day change the way we interact with electronic devices and with each other. That could come as soon as five years from now when, he predicted, there will be realistic-looking three-dimensional applications. “I think our lives will be a lot different,” said Koehl. “Look at the trends of the last decade or two. Think about computers becoming widespread, and the Internet and these mobile devices. With the availability of all this computing power, we’re only beginning to exploit it. Now we’re adding more intelligence and more capability. Add that to 3-D worlds and it could be very different than the sort of experiences that we have today.”

5. Kotaku (USA) – How World Of Warcraft Could Change The Workplace. “Stanford University communications professor Byron Reeves talks to The Washington Post about how the collaborative online model of games like World of Warcraft can help change real world workplaces and empower better leaders. Reeves is the co-author of Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. With a title that long and involved, you know he has to be an authority of the subject of plumbing virtual worlds for ways to enhance our workplace interactions, so you should listen to what the man says. As a once-rabid MMO player, I’ve often marveled at the difference between the way large video game guilds work and how your average office operates. I would spend hours online with people from all over the world, with one or two leaders flawlessly orchestrating the actions of 25 to 40 different individuals, none of whom had ever met in person.”

6. Smart Money (USA) – Entrepreneurs Doing Business by Avatar. “After seeing “Avatar,” the movie, I wondered whether the record-breaking intake at the box office might spur more entrepreneurial activity in places populated by, er, “real” avatars—like Second Life, the best-known and largest of the 3-D virtual-world platforms. Could Avatar do for avatars what Titanic did for Leonardo DiCaprio? An avatar is a digital, simulated representation of a person. On sites like Second Life, There and ActiveWorlds, you can engage your avatar alter ego in all sorts of escapist fantasies, like designing and dancing in your own underwater disco. When Second Life and its peers came out in 2003, companies rushed in to build outposts and sell products to the hoards of consumers rushing in to play. Attire companies like American Apparel and Giorgio Armani and tech giants like IBM and Dell set up virtual stores, using the build-it-and-they-will-come approach. Problem is, nobody came. The supposed consumers used the site to attend concerts or become unicorns, not to buy a computer. And what did they want to buy? White hair and goth outfits for their avatars. Which is not to say entrepreneurs should dismiss the immersive reality trip. In the past few years, much has changed, and many companies are doing virtual business—just not the kind they originally envisioned.”

7. CIT Magazine (UK) – Technology forecast: Virtual events becoming reality. “New technologies are adding to planners’ armouries, but which are the best and how will they shape future events, asks Leanne Bell. The conditions are perfect for a boom in virtual meetings – there’s pressure to reduce travel costs, allocate tiny budgets to events and, at the same time, the technology is cheaper and more sophisticated than ever before. Undoubtedly, most events in future will include some virtual or online element. But how far will event planners plunge into the virtual world? Will the networking event of the future comprise avatars swigging virtual beer? MPI (Meeting Professionals International) chief executive Bruce MacMillan agrees technology will be among the most powerful influences on events in the next five to ten years. But rather than going totally virtual, MacMillan says the event of the future will be a hybrid – a live event enhanced by virtual components. “Hybrid events are the reality of the future,” he says.”

8. CNET (USA) – Google trying anew for a 3D Web. “Two related projects from Mozilla and Google, each with the similar goal of bringing hardware-accelerated 3D graphics to the Web, appear to be joining forces after a change in Google tactics. The two projects emerged at nearly the same time in 2009: the O3D browser plug-in from Google and the proposed WebGL standard from Mozilla and the Khronos Group, which standardizes the OpenGL graphics interface on which WebGL is based. O3D is a higher-level technology, whereas WebGL is more concerned with the nuts and bolts of 3D graphics. O3D lets browsers show accelerated 3D graphics such as this island scene. It’s tailored for tasks such as first-person shooters or virtual worlds. In recent months, though, O3D has become dormant. But it’s not fading away, exactly: Google is trying to breathe new life into the project by rebuilding it on a WebGL foundation.”

9. CBS News (USA) – Korean Couple Nurtured Virtual Baby While Real Baby Starved to Death, Say Reports. “They may have excelled as online parents, but prosecutors in South Korea say a young couple from Suwon province failed miserably at the real thing. According to prosecutors, the couple would put their daughter to bed at night and then sneak off to a neighborhood internet cafe for 10-hour gaming sessions in a role-playing game called “Prius Online.” Prosecutors say that in the Second Life-style game, the couple raised a virtual baby, while their real daughter was given just one bottle of milk a day, Korean news report said.”

10. iTWire (Australia) – Blizzard mulls Aussie World of Warcraft servers. “World of Warcraft publisher Blizzard Entertainment this week reportedly said it was discussing the possibility of hosting Australian servers for the popular massively multiplayer online game. The lack of servers hosted in Australia for the game — also a common problem with a number of other online offerings — means that local players must connect to international servers and suffer extended latency compared with players in those countries, which can disadvantage them in-game and cause slower online reaction times. “I would say it’s possible and that it’s something we talk about on a regular basis — and I will also say it’s something I have talked about this week,” World of Warcraft production director J. Allen Brack said in an interview with AusGamers publishers this week.”

Touching love story

An 80 year old woman was arrested for shop lifting. When she went before the judge he asked her, “What did you steal?”

She replied, “A can of peaches.”

The judge then asked her why she had stolen the can of peaches, and she replied that she was hungry.

And my husband wont give me extra money.

The judge then asked her how many peaches were in the can. She replied,

“6.”

The judge said, “Then I will give you 6 days in jail.”

Before the judge could conclude the trial, the woman’s husband spoke up and asked the judge if he could say something.

The judge said, “What is it?”

The husband said, “She also stole a packet of hundreds and thousands”

Weekend Whimsy

1. Second Life – Imagination

2. MooN – SlimGirlFat [Second Life]

3. Dantooine Jedi Enclave Second Life Star Wars Role Play

Keiko Takamura’s Dreams of Rock Stardom

Keiko Takamura (2006 MTV video profile here) is a musician who performs in Second Life, one of the burgeoning community who do.

I’ve followed her progress over the years and I certainly admire her desire to succeed, which when combined with her songwriting and performance abilities, put her in a good position to do so.

She’s of course not alone in that regard, there are plenty of talented Second Life musicians hoping to make an impact more widely, and we’ve covered a small number of them over the past four years.

Which is why I was interested in a message Keiko sent out in the past week, via Twitter and her blog, to her fans, friends and fellow musicians:

My dear musician friends,

My band (The Shebangs) and I have been rocking out in meatspace for a good while now, and we’re ready to record. The studio I have my eye on has engineers who have worked with names like Elvis Costello, Teagan and Sara, CAKE, The Decemberists, Modest Mouse, etc… but it’s PROHIBITIVELY expensive.

That’s why I’m planning a HELP KEIKO FINALLY RECORD tour from 4/18-4/23.

I’m asking you, my musician friends, to donate an hour (or even half-hour) of your time to help me raise donations for this project. Why should you bother? Well, I know you have heard the whole song-and-dance of “exposure”, but I have a 1,000+ Twitter following, 500 people in my SL group, and if this thing is successful they’ll probably write this up on New World Notes (I live next to Hamlet Au IRL!). Also, my True Life episode on MTV just re-aired, and a slew of new SL residents just joined and are waiting to see what “virtual live concerts” are.

Also, you’ll be helping me out a lot. 🙂 My dream of being a rockstar feels like it’s inching closer, and a polished, professional, radio-ready recording of my music will put me that much closer.

If you’re interested, please EMAIL ME – TakamuraKeiko at gmail
and tell me which day/time you want to play (time is totally up to you), and send me your music website/Myspace. I’ll get back to you about a venue.

Thank you so much for being wonderful friends and awesome musicians,

Keiko

After reading the message, I contacted Keiko via email to ask a few questions, which are replicated in full below:

TMJ: How’s the response to date been to your call for musicians to donate time to raise money for your recording dream?

KT: It’s been mostly good! Within the day I posted my idea for a “Help Keiko Record Tour”, I got most of the week booked up with both good friends and musicians I’ve never heard/met before.

TMJ: Have you had any negative reaction to your call for people to donate time to raise money for you personally?

KT: Yes, but just one person.

TMJ: More specifically, have you had any negative feedback from fellow SL musicians, who may hold the same ambitions but haven’t asked the community to raise the funds for them?

KT: Yes.

TMJ: You mention the likelihood of coverage in New World Notes due to living close by Hamlet Au -was Hamlet aware you were going to make that statement?

KT: No, but he knows now! 🙂

TMJ: If the funds are raised successfully to allow you to record, and the results earns profit for you, do you propose to enter a profit-sharing or pay-back arrangement for those who helped out with the benefit?

KT: Short answer: Yes! Long answer: I’ve been a live musician in SL since 2006, and I’ve played for COUNTLESS benefits from Relay for Life, Toys For Tots, Make a Wish Foundation, etc. I’ve also donated my time for the benefit of other musicians who needed help. Some needed help because they had serious medical bills. Others needed help because they needed tour money. In any case, I was there. And now I’m asking for help. If any musician is willing to donate an hour of their time in order for me to make a 5-song EP, I would be more than happy to help them out in return in the future. And more immediately, I hope to give their music some good publicity in any way I can.

TMJ: What safeguards will you have in place to demonstrate the amount of money raised and how it is spent by you?

KT: I don’t have anything automatic set up, but if anyone wants to email me personally and ask, they are welcome to. Also, I intend to make each donation of $5 or more a “presale” for a digital copy. Meaning, if you chip in $5 (or l1400 and give me a notecard with your email address) I’ll send a digital copy of the EP when it’s done!

Let me clear some other things up, just in case:

My “tour” is going to be from the 17th to the 24th – 8 days. I’m going to play a show in SL every single day, on top of my RL work and RL band practices. I am setting up schedules with several musicians. I am coordinating with venues. I am creating promotional graphics/notecards. I am reaching out to others who have blogs, podcasts, large Twitter followings, etc. to make the “exposure” part of this deal worthwhile for the musicians who are kind enough to donate their time. It’s not like I’m going to sit back and collect tips while the musicians work and I do nothing. I’m going to work hard, play hard, every single day of that tour — and if my friends want to be a part of this and make it into an awesome event, that’s even better! I really, truly appreciate all the support I’ve gotten from my musician friends who are willing to help me out. It’s because of them that the live music community is as strong as it is today. I have absolutely no intention of making this a one-sided deal, solely for myself. I know it’s a lot to ask.

==========
Over to you: is Keiko being creative, entrepreneurial, mercenary or all of the above? There’s certainly plenty of uncharted territory in regard to creative projects in virtual worlds, and undertakings like Keiko’s are certainly exploring some of that territory.

(Picture courtesy of Keiko Takamura’s 2008 Sugar Pill video)

The Watch – virtual worlds in the news

1. The Australian (Australia) – Virtual worlds the real deal. “ASK most academics about virtual worlds and the response will usually be something along the lines that they are frivolous games of no relevance to their work. Get more specific and inquire whether they have a presence in the best known virtual world, Second Life, and they commonly refer to their workloads and bemoan how nice it would be to have a first life. Yet virtual worlds are profoundly affecting opportunities for research and teaching, and need to be taken much more seriously. Virtual worlds are places where digital representations of individuals, or avatars, congregate. They are not real but they are a place where real people interact. As such, they are places where behaviour can be studied and important research can be conducted.”

2. VentureBeat (USA) – Vivaty shuts down site for user-generated virtual scenes. “Virtual world company Vivaty announced on its site today that it will shut down its user-generated “virtual scenes” site on April 16, another victim of the malaise around virtual worlds. Jay Weber, chief technical officer and co-founder, announced on the company’s blog that the site will close because its business of letting users create their own 3D virtual spaces just hasn’t taken off. “I apologize to our loyal users that this must be so,” Weber wrote. “Vivaty.com is a rather expensive site to run, much more than a regular web site, and Vivaty the company has been running out of money for some time. Our business model was to earn money through Vivabux sales, but that has never come close to covering our costs. We tried for months to find a bigger partner that would support the site, but that didn’t work out.”

3. Philadelphia Inquirer (USA) – Girls abandon dolls for Web-based toys. “Paige Gabriele loved her dolls – once. At age 8, however, the Swarthmore girl has largely abandoned them. Even Barbie gets slim face time, and the single American Girl doll, a gift from her grandmother, sits pretty on her bureau – untouched. Playing with dolls “gets boring after a while,” said Paige as she passed by the well-stocked aisles full of Barbie, Moxie Girlz, Liv, and other fashion dolls at the Target in Springfield Mall. She was more interested in a basketball, and gushed about social Web sites such as moshimonsters.com, where she nurtures pet monsters. It used to be that dolls held girls’ interest at least through elementary school. But these days, girls are dropping such playthings at ever younger ages, largely replacing the childhood mainstay with technology-driven activities, even as the toy industry battles to attract the coveted market with new products.”

4. The American Spectator (USA) – Virtually Innocent. “Several months ago, at the request of Congress, the Federal Trade Commission released a report explaining the risks children face when they play in virtual worlds. Virtual worlds, a quickly expanding market of online playgrounds, combine glitzy three-dimensional environments with social networking. Basically, users can lazily sit behind their computers, but still interact, communicate, and play with each other in these worlds via their avatars, cartoonized representations of themselves. Some of the games they can play, parents may be surprised to learn, push the boundaries of Larry Flynt’s wildest dreams. Virtual worlds took off in 2007, with sites like the Disney-owned Club Penguin and the adult-oriented Second Life leading the charge. According to KZero Worldswide, one of several virtual worlds consultancies that have emerged in recent years, in 2009, an estimated 150 worlds were either live or in development, bringing in about $1.3 billion in revenue. In the next two years, an estimated 900 virtual worlds will hit the market, generating $9 billion in revenue. ”

5. Virtual Worlds News (USA) – Secret Builders Scores $2.3M. “oday Renaissance 2.0 Media, parent company of the educational virtual world Secret Builders, announced that it had raised $2.3 million in new funding. Despite the world’s educational theme, it still monetizes by selling virtual currency to its users, mostly kids aged 8 to 12. Parents can also buy subscriptions for their kids, which give them a monthly in-game allowance of virtual currency. Secret Builders serves 1 million registered users, with around 350,000 monthly active users. “We’ve weathered a tough time in the market,” said Secret Builders CEO Umair Khan, in statements made to Venture Beat. “Spending money to get users was a good way to go out of business. Now the investors are looking for traction and your long-term success in attracting users.”

6. Discovery News (USA) – Avatars May Inspire Us To Exercise. “If seeing is believing, could watching a digitized version of yourself running on a treadmill drive you to get in shape? Watching a self-resembling avatar in action turns out to be an effective motivational technique to start exercising, according to a Stanford University research project. Participants who watched digital versions of themselves run on a treadmill ended up exercising nearly an hour longer than those who watched their avatars hang out or viewed avatars of other people exercising. “We’re definitely surprised that the manipulation worked,” said Stanford doctoral student Jesse Fox, who oversaw the studies. “I was very fascinated.”

7. University of Ulster Online (UK) – New Computer Games For Stroke Sufferers Tested. “Researchers at the University of Ulster have been carrying out trials of specially designed computer games to help rehabilitate stroke sufferers. Ulster’s School of Computing and Information Engineering in Coleraine has collaborated on the project with fellow researchers at the Health and Rehabilitation Sciences Institute at the Jordanstown campus. The Games for Rehabilitation project, which has been funded by the Department of Employment and Learning over three years, focuses on rehabilitation of the upper limbs and involves the player using their hands and arms to touch targets which move around the screen. Their movements are tracked by a webcam and the game responds to their interaction, giving them positive feedback on their performance and engagement with the system. The design of the games and interface means people don’t need to have played computer or video games in order to engage effectively with the system.”

8. Gamasutra (USA) – DFC: Virtual Goods Adoption Grows, ‘MMO Lite’ To Reach $3 Billion By 2015. “88 percent of gamers surveyed have bought virtual content, says a study from DFC Intelligence, in partnership with monetization platform company Live Gamer. Research firm DFC and Live Gamer studied some 5,000 gamers in North America and Europe during the first two months of 2010, and included seven years of Live Gamer’s historical data from around the world. According to the survey, “digital content” also includes music, movies and games, and isn’t limited to virtual goods bought through microtransactions, as players can do in popular Western social games like FarmVille on Facebook or Sony Online Entertainment’s family-friendly Free Realms MMO.”

9. Kotaku (USA) – Free Realms Reaches 10 Million Users, Gives Out Free Cash. “Free Realms continues to be an unrelenting engine of family-friendly fun and frivolity, reaching the 10 million player mark just short of its first birthday, with Sony Online Entertainment doubling Station Cash purchases this weekend in celebration. We’ve established by now that people love mini-games and free things, and that’s pretty much the formula to Free Realms’ success – it’s a free massively-multiplayer online game packed with mini-games. It’s also packed with stuff to buy with Station Cash, which is a Sony Online Entertainment form of currency people buy with real cash. To celebrate the big 10 million, SOE will be doubling any Station Cash card values redeemed between 4PM today Pacific and 11PM Sunday.”

10. Hypergrid Business (Hong Kong) – Educators save money switching to OpenSim. “Educators in primary schools, colleges, and other institutions looking for lower costs, better controls, and no age restrictions are considering switching from Second Life to its open source alternative, the OpenSim virtual world server platform. The OpenSim server software can be used to power an entire public grid, or a small, private behind-the-firewall installation, and can be run on an institution’s own server or hosted with third-party providers. In general, educators say, they find that OpenSim offers significant cost savings over Second Life. However, there might be some hidden costs.”

Music apps for the iPhone and iPad: new resource

Pro Music Apps is a new site devoted solely to iPhone / iPad applications that are music-related. One of its co-owners is a good friend of mine who has a quarter of a century as a musician and music producer under his belt, so there’ll be no shortage of in-depth knowledge and valid skepticism of dodgy apps.

The site has only recently launched but there’s already plenty of content on there. With the iPad now a reality, music applications will continue their explosive growth. Sites like this will play a role in sorting the wheat from the chaff – so why not give them a try?

Weekend Whimsy

1. Second Life Episode 3 – A Romance

2. Second Life Zbrush Speed Sculpt: Ichigo’s hollow mask

3. *SILVERMOTORSPORTS* R34 vs R32Driveing

Wine for husband

Sally was driving home from one of her business trips in Northern Arizona when she saw an elderly Navajo woman walking on the side of the road.

As the trip was a long and quiet one, she stopped the car and asked the Navajo woman if she would like a ride.

With a silent nod of thanks, the woman got into the car.

Resuming the journey, Sally tried in vain to make a bit of small talk with the Navajo woman. The old woman just sat silently, looking intently at everything she saw, studying every little detail, until she noticed a brown bag on the seat next to Sally.

“What in bag?” asked the old woman.

Sally looked down at the brown bag and said, “It’s a bottle of wine. I got it for my husband.”

The Navajo woman was silent for another moment or two. Then speaking with the quiet wisdom of an elder, she said:

“Good trade…..”

Merged realities – events and issues for virtual worlds

1. The US-based Global Kids are holding a Winter 2010 Roundtable on Virtual Worlds and Nonprofits on Monday April 12, from 12-1pm PST (7-8am on Tuesday 13th AET) on MacArthur Island in Second Life.

The purpose is presentations from six nonprofit organisations on “their initial explorations of Second Life and other virtual worlds, and how they are thinking of integrating these virtual tools into their organizations’ respective missions”. Those organisations presenting are: Child Welfare League of America, Health Consumers Alliance of South Australia, Hip-Hop Education Center, Illinois Caucus for Adolescent Health, United Black Fund of Greater Cleveland, Inc and V.O.I.C.E. Community Development Corp.”

2. As covered last week, the M Linden Art Show hit the University of Western Australia in Second Life and on UWA’s physical campus as well. There’s a great round-up here. There’s also a machinima of the launch by Chantal Harvey that you can view:

3. Linden Lab have announced a significant upgrade to their new user orientation experience. There’s some in-opinion on it here and here to name two. If you want to see it for yourself, you’ll need to register yourself a new avatar.

4. Terra Nova has a great piece on where social worlds like Farmville fit into the scheme of things.

5. Our Metaverse Reader iPhone app now has a userbase numbering in the hundreds. Version 2 is about to be submitted for approval and it contains some big enhancements, and we’ve already added a couple more sites to the app. Why not check it out for yourself?

Murdoch University: ME/CFS Support in Second Life

This story appeared originally on Metaverse Health.

In recent weeks, thanks to a health professional colleague, I became aware of a research project underway at Murdoch University, looking at the use of virtual worlds as a support mechanism for people with Myalgic Encephalomyelitis/Chronic Fatigue Syndrome (ME/CFS). It’s an ARC funded, three-year project titled Isolation, illness and the Internet: Exploring the possibility of a second life for sufferers of ME.

Chief Investigator for the research is Kirsty Best, a lecturer in Communication and Media Studies. She kindly spent some time explaining the research project and providing some insight on the wider issues faced by those with ME/CFS. There is also a further viewpoint after the Q&A section from Alex, an Australian living with ME/CFS who has been taking part in the project.

DH: To start off, can I get you to tell me a little about yourself, your specific role at Murdoch and with this project?

KB: I’m a Senior Lecturer with the School of Media, Communication and Culture. I received an ARC Discovery grant last year – the project and the centre are the result of that grant but I am planning to keep it going after funding runs out.

DH: So the part we’re standing in now contains resources on ME/CFS?

KB: I have created some user-friendly resources about ME/CFS. They’re aimed both at people with ME, who end up having to do a LOT of research on their own due to ignorance of the illness, and the general public. We also have a calendar of what’s going on. Then over here I have some major ME/CFS websites that I have found the most useful and user-friendly, with various theories of the cause, various treatment protocols and also support groups.

DH: With the cause theories, how have you assessed their validity?

KB: That’s not my area of expertise, and it’s not about that. This is about giving people with a very misunderstood illness the resources they need to find out more, get support, and be heard. I’m not a scientist. Some of our members are very interested in the biochemistry, etc and in our mailing list and groups the discussions often end up talking about some of these things.

DH: Absolutely – but what I’m getting at is how do you determine that the information is clinically sound? Let’s say an illegitimate site popped up making incorrect claims that could cause harm – how do you screen that?

KB: I don’t screen that. There are a lot of competing theories out there. I am just providing links to the sites that provide the best summaries of what has been said so far. To be honest, VERY little scientific research is even conducted about ME/CFS

DH: Ok, that makes sense. I suppose what I’m getting at is some of the value add for virtual worlds and health can be to provide guidance on the evidence-base or to debunk incorrect information.

KB: That is not what my work is about. I am not looking into causes and effects. I have no training in that. I am looking to provide people with ways to overcome their social isolation using virtual media. This area is a very small part of what the centre is about.

DH: Can you tell me a little about the research you are conducting here?

KB: It’s ongoing. I’m interviewing people with ME/CFS from Canada and from Australia about how and whether computers and the Internet help to ease some of the isolation they experience due to their illness, getting them set up with an avatar, getting them oriented and then seeing if SL is a useful way of supplementing some of their other Internet-based activities or whether it is too hard.

DH: Can you give any details on the methodology you’re using in the research e.g. specific qualitative or quantitative methods?

KB: I have conducted the first round of interviews, we will be having focus groups then more interviews. It’s all qualitiative.

DH: So how large is the first group?

KB: Thee’s roughly forty people.

DH: Can you describe the experience of the interviews and activities to date?

KB: Some had to drop out because of the requirements of SL: they didn’t have broadband for instance, or a fast enough computer. Real accessibility issues. But to be honest, the most important accessibility issues for people with ME are not just about hardware or bandwidth. It’s an illness that affects all systems in the body, including cognitive, and so orientation and navigation become very problematic. I do a LOT of troubleshooting. But there are benefits people are experiencing as well. It’s a mixed bag. A series of tradeoffs. People really like the social interaction, but getting their heads around the technology is hard.

However I have to say that Second Life DOES give an experience that is unique, and that people like. At the last meeting, one of our members who hadn’t been able to make it in a while said that when she saw us standing there, she felt like running up and hugging us, if she knew how to do it! She said how it really made her feel like she knew these people, and since she is pretty much housebound, having the visuals and the voice, and the virtual environment really made a difference. I’m not sure it’s worth the tradeoffs for some people, but for some it definiitely is – it depends on people’s levels of dysfunction in relation to spatial orientation to a large extent.

DH: What made you choose CFS as the research topic? Was it a personal interest?

KB: I’m very passionate about it, yes. These people have the worst of all worlds. They have a devastating illness in terms of quality of life, they have very little support from the medical community, and have to do pretty much all the research themselves–which of course they don’t have the energy for. And they have very little support from their friends and family. In fact this comes up quite a lot, and people are CONSTANTLY saying how their friends and family don’t believe them. or don’t support them, or what have you. And so this place is somewhere they can actually be understood.

DH: Was there a specific event that led you to understand how hard it is for CFS sufferers?

KB: I have a close family member who has had ME/CFS for – it must be 12 or more years now. It prompted me to do a lot of research about the condition. Let’s just say that whenever I try to explain the condition, or this project to anyone, I experience it for myself. I get very defensive. People with cancer or MS don’t feel they are having to constantly justify their illness. It’s very draining. And I”m healthy! It’s FAR worse for them.

DH: In regards to lack of support from the medical community, why do you think that is?

KB: I have been involved with volunteering for an organization in Canada that was actually LAUGHED at by a doctor when they approached him to see if he would speak at an ME/CFS Awareness Day. I think it’s changing slowly though. But very slowly. The Canadian Consensus Definition is extremely important to this – all the other clinical definitions have been sorely lacking.

DH: So for you, what would be measures of success for you, for both the research and the support here more broadly?

KB: Well success for the research would be finding out in what ways virtual environments such as SL can help this marginalized community, despite their cognitive and spatial difficulties. Hopefully we will find out specifically what is working and what isn’t. We already take our members to Virtual Ability island, who have been very helpful. But there are still a lot of ways that the evironment is very challenging to people with ME/CFS, as I have said.

I’m not sure these can be overcome completely. I think part of it is intrinsic to technology itself. There will always be these black holes where the technology fails us, no matter how advanced it gets, because bugs and usability issues are eternal. And for someone with ME/CFS, these are magnified 5000 percent. So I guess success is simply finding ways of amelioriating these black holes, if we know what to look for. I don’t think this environment will ever be for everyone with ME/CFS, but for those it reaches, its impact can be profound. I would say that is success.

DH: You mentioned that ME/CFS sufferers can experience cynicism from some health professionals – if this research demonstrates outcomes as far as social support, could this make those cynics sit up and take notice as whether they ‘believe’ in ME or not, the results will speak for themselves and need to be acknowledged?

KB: It doesn’t prove anything about the nature or reality of ME however. Unfortunate but true. I think you only have to speak to these people and be around them for a while to understand. See them totally struggle with things we find complely simple and no big deal. So I think the only thing that will potentially change someone’s mind is if they were to come here and join us for a few weeks! However, I think it’s really a culture change that needs to go on in both broader society and in the health community.

As there are more and more individuals coming forward and publicising their experiences (in books, online, in other media), as there are more and more projects and support groups and spaces such as this one that are springing up, then the community and the illness can’t help but be noticed. At this point, the culture of cynicism will hopefully slip and be replaced. So I guess I see this is a tiny brick in the wall. I do want to use it as a way to generate awareness in the broader SL community at least. I would like to hold events here and so on. How many health professionals there are that use SL I don’t know!

DH: There are quite a few 😉 Could you forsee collaborative research in the future, with say allied health professionals, on the use of virtual worlds as a support mechanism?

KB: Oh yes, that would be great, but that’s not about changing anyone’s mind. Those health professionals would already be open to it. The people who don’t believe, you can’t really budge them. I hear this over and over again from our members. I believe it. However, as I said, it is changing slowly, so there are some people who would be more open in the first place. They would be the kind we could collaborate with. The “early adopters” so to speak.

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Alex’s perspective:

Firstly, due to my illness I frequently do not enjoy being on Second Life. This isn’t about fun, it’s about need. I am too sick to function in the real world, but Second Life gives me just that – a chance to interact with people and alleviate the worst affects of severe isolation, in combination with a sense of being in the world, albeit virtual. (I play open world RPGs for much the same sense of being in the world). SL still makes demands on my health, just not as much as real life. One of the big issues is preventing desocialisation – we can become so isolated that we no longer relate to other people. Second Life allows for avatar-to-avatar talks, which while it isn’t as good as real life it does have its benefits.

For the first time I have met another person with long term ME/CFS who has similar health to me. Most people involved in CFS support groups are female, so there are very few long term male patients, and it turns out our experiences are very similar in ways that differ from most of the ladies.

Of course, I am also a long-term advocate for scientific research into ME/CFS, and this is not the first study I have been in with respect to ME/CFS, although this is the most prolonged sociological study that I have been involved in. I don’t know where this is going, and there are risks, because ME/CFS is one of the diseases in which charity and support groups occasionally fail because everyone involved can be too sick to keep things running. I do wish the researchers success in their aims, and I do see potential for this to provide social support for people too sick to find it in real life.

One of the drawbacks we keep running into is a combination of technical problems and illness issues. Some of us can’t handle too many people/avatars being around, and this is aggravated by sound degradation issues when too many people are present, particularly since most of us have problems with adapting to new technology. One fix is being tested at the moment, breaking us into smaller groups, but we have to move far enough away so that SL doesn’t pick up our speech. Large crowds of avatars in any part of SL are likely to cause problems for many of us.

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You can see the project for yourself here, and I’ve also created a quick walk-through machinima as well:

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