Archives for 2010

Launch your own craft into space

There’s nothing like home-made science, and the video below shows just that taken to an incredibly impressive degree. Luke Geissbuhler and his family and friends spent eight months testing a ‘space capsule’ made up of a foam container, video camera and an iPhone.

The results are amazing – and it was educational to boot for all involved. It’s obviously not a low-budget home project but it’s certainly one that delivered some great results. It sort of beats playing Wii Sports as a family!

Have a look:

Homemade Spacecraft from Luke Geissbuhler on Vimeo.

via [Dave Everhart]

Why Second Life is already second-best for education

The announcement by Linden Lab in the past 24 hours that their discounting of pricing for educators and non-profits would cease in January 2011, has engendered the expected level of outrage. And rightly so, given the critical mass of educators that have generated significant outcomes for Second Life. In fact, it could be argued that it’s only the good news stories generated by the non-profits that have helped offset some of the negative aspects inflated by parts of the mainstream media and others. The comments section below the announcement is well worth a read: even taking out the initial emotion, the overwhelming attitude is that it’s time to downsize or move on. Of course, the migration to OpenSim grids is already well underway, for a range of reasons.

As someone who follows virtual worlds pretty closely, I thought I understood the specific reasons for the move from Second Life fairly well. However, I only got the full picture over the past month, when I needed to explore options for my own education-related build. Without boring you with detail, I’m looking at conducting some research that will involve some fairly complex simulations. When I wrote the proposal for the research, I was already assuming that Second Life wouldn’t necessarily be the platform due to cost constraints (and this was before the price-rise announcement). That assumption was confirmed after some detailed discussions with a number of people, including someone developing a number of education-related projects including one aligned with my own proposal.

Based on those discussions and my own observations, here’s the key reasons I’ll not be working in Second Life for my education project (and most likely using either Unity3D, OpenSim or both):

Content creation: Although SL provides some great scripting options, the learning curve is significant and there’s minimal support for defacto design and modelling platforms. This leads to the need to either hire an SL builder or give up a significant chunk of time to learn a scripting language that’s not transferable elsewhere (except in some respects to OpenSim).

Structured learning: There is minimal ability in SL to guide avatars through particular experiences. Heads-up displays can work to some extent, but the scene-by-scene capability of Unity3D is head and shoulders above.

Reliability: ignoring historical challenges, the fact remains that down-time in SL is totally at the mercy of Linden Lab. A standalone OpenSim grid or a Unity3D installation aren’t as susceptible.

Client: SL being still being a standalone client makes it a bigger challenge to use for education that a web-based client. That may change in the medium-term but it’s a deal-breaker for purposes where dedicated PCs aren’t an option.

Ease of use: One of the key weaknesses of SL is it’s ease of use, particularly for new users. It’s something that has improved and will continue to improve. Although competitors aren’t markedly better, they certainly aren’t worse.

I want to make an important point: Second Life deserves to continue to grow and I’m still confident it will, albeit with a very different focus to what it has now. The decision on education pricing fits the wider business model as it now stands. Even that is fine, if it’s based on confidence of a new market and unshakeable faith that the current shortcomings of SL will be overcome soon enough. On the face of it, that market isn’t apparent and the improvements still seem a while away.

I’d love to hear from educators / non-profits at the coalface. Emotions aside – have you started considering moving away from Second Life, and if so why?

Update: Linden Lab have made a follow-up statement with a rather interesting take on things.

Homeless under pressure: YouTube style

Homelessness is a worldwide issue that has arguably gotten worse in developed nations since the global financial crisis. There’s no shortage of stereotypes around homelessness, including the image of the beggar on the street with a sign asking for money. Like most stereotypes, they’re at least partially based on fact.

In the video below, a person claiming to be homeless is begging for money. He’s also providing some amazing entertainment to the words and music of Under Pressure by Queen and David Bowie.

Have a look:

I’ve attempted to get more background on the video but am unable to find any. As someone’s said in the comments, it’d be great if you could donate money to support people in these situations. There’s an obvious non-profit business model there for the right entrepreneur: a crowdsourced capture of individual homeless people and the situations they face, with the ability to sponsor / donate. Kiva does it perfectly in developing nations and there are plenty of other micro-finance options around. This is different though – this is about that initial helping hand where a person has nothing but two Kermit puppets to make a living.

What do you think? Also – we’ll add a donation link if the background to the video is ever disclosed. This is one that deserves to go viral.

UPDATE: the person who created the video has now provided some info:

This is a performance meant to entertain and inspire.

If you want to help…

http://www.squidoo.com/help-the-homel…

http://homelessness.change.org/nonpro…

As I said this is a performance. I don’t want there to be any doubts about my situation. I am a performer. I have a roof over my head and I have yet to start my own family. But this video isn’t about me. This is for the men, women and children on our streets who don’t have bright green puppets on their hands. The people who aren’t always as easy to see. This is for you.

http://invisiblepeople.tv/blog/

via [Bunny Knutson]

Is Linden Lab up to the job of keeping younger teens safe in Second Life?

In some ways the decisions surrounding Linden Lab’s closure of Teen Second Life, and the plans for its teen users represent an almost perfect microcosm of Linden Lab process.

There’s the decision to close Teen Second Life, apparently made without consulting with … well, anybody at all. As a part of this, older teens (16-17 years old) will be migrated to the adult grid along with their elders, but under some restrictions that remain a secret at present, despite now being just a few weeks away.

There’s the much better decision to allow younger teens (13-15) to be allowed a form of restricted access to Second Life, in order for a number of worthy education, community and support programmes to continue. A decision which appears to have been grudgingly granted at the behest of programme providers, and which doubtless would have surfaced originally, if they had only been consulted.

Now it remains to be seen if Linden Lab can carry this off. A mix of teens and adults in Second Life can be a potentially volatile mix from a public-relations and media perspective. Reducing the risk of potential scandal will require the utmost care and attention-to-detail from Linden Lab as they prepare to migrate users.

Fortunately, most of the code required for younger teen users appears to already be a part of the grid systems, and has been mostly successful at keeping Teen Second Life and Second Life largely isolated from each-other so far. There’s certainly some expressing doubts that Linden Lab will be able to competently meet the challenge, as many feel that those levels of care and quality-assurance exceed the organisation’s capabilities.

The plan with younger teens is to restrict them to the estates of a sponsoring organisation or programme. Each of the younger 13-15yo teens will be signed on with a particular group, and allowed no access beyond that group. Adult members of the organisation will keep estate-controls tight, allowing only approved and authorised adults access. Additionally, younger teen accounts would not have access to the new Second Life marketplace on the Web.

Now, that’s good, but clearly it isn’t enough. Teens in Teen Second Life have thus far had much greater protections than this, being protected from messaging by adult accounts who weren’t currently logged into the teen estate (a very limited privilege), and unable to be sent content by adult accounts from outside of the teen estate.

Under the new system, adult accounts in the sponsoring group would clearly be able to bring content into the sponsoring estate from the broader grid of Second Life, or (while in the estate) give content to or instant-message a younger-teen account in their sponsored group. These are fine. What about instant-messages or inventory transfers from adult accounts outside of the sponsored estate, however?

If those were to be permitted, any teen could be sent prurient account or sexually harassed by any adult or prankster with a throwaway account who wished to do so. That’s a media scandal in the making right there, and there’s certainly a minority of people in the world who would choose just such tactics to cause one.

As I said, of course, the code exists now to prevent this inappropriate crossing of estate boundaries with respect to contact with younger-teens, if it is appropriately planned, carefully adapted and diligently tested, and if Linden Lab has even thought to do so.

The question is, is Linden Lab up to the job of keeping younger teens safe in Second Life?

Update (Lowell): On top of the Teen grid decision, Linden Lab have now announced a cessation of discounted pricing for educators purchasing full regions on the main grid. It’s hard to see a result other than less nuanced education projects as pricing forces them to Homestead and Open Space regions. More on this later.

The Watch – virtual worlds in the news

1. nebusiness (UK) – Attend meetings without travelling with Teesside University’s DLab. “Have you seen how expensive it is to get a train down the spine of the country these days? It hardly seems worth it if you’re skulking down to a meeting with clients or other folks in your company, only to say about five or six words and slither back up again. This is why virtual worlds should in theory be an ideal solution for businesses looking to meet without travelling, or showcase their wares across the world without shipping them. Virtual worlds such as Second Life have allowed computer users to dip their toes into this strange but oddly thrilling water, while companies such as IBM are already piling into virtual meetings.”

2. IEEE Spectrum (USA) – The End of Gold Farming? “Right now, thousands of gamers are doing menial jobs in their virtual worlds. And they’re earning a living. The process of contracting out a game’s drudge work for real money is called “gold farming.” This happens in the games that involve thousands of characters at a time, interacting in an online universe that players inhabit over the course of months or even years. Some tasks, such as gathering up virtual gold pieces, swords, and magic wands, can be done by any novice player who puts in the time. In other cases, you can hire a master player to surmount a game’s challenges and raise your character to a higher skill level. By any standard, gold farming is big business. Estimates range from a global workforce of 400 000 earning US $1 billion a year to a labor pool exceeding a million gold farmers generating more than $10 billion in annual, real-money revenue. Yet the future of gold farming is uncertain. Some observers see it as a classic market inefficiency—a blip in the history of online games—that game designers can and should eliminate from their virtual worlds.”

3. The Telegraph (UK) – Planet Michael developer interview. “The news that developer SEE Virtual Worlds was planning an MMO video game based on the life and work of Michael Jackson, which emerged last week prompted more than a little confusion. How would it work? What would it look like? How would it compete in such a tough market dominated by the likes of World Of Warcraft, Lord Of The Rings and EVE Online? Most important of all, was it all a hoax? Well, it turns out that, no, Planet Michael is scheduled for release on PC next year, and according to SEE’s Vice President of Development, Josh Gordon, the developer is confident that the King Of Pop’s appeal will prove a massive draw amongst gamers.”

4. New York Times (USA) – Virtual Goods Expected to Grow by 40 Percent Next Year, Study Says. “The booming business in virtual goods — paying real money for things that don’t really exist — is expected to continue booming. That’s good news for the likes of Zynga and Playfish, and of course, Facebook. The Inside Network, a research firm that tracks social media trends, said Tuesday that the market for virtual goods in the United States was expected to grow to $2.1 billion in 2011, up from $1.6 billion in 2010. The figures are estimates based on new research conducted by the company, and put the virtual goods market on a path to double in just two years.”

5. Escapist Magazine (USA) – Second Real Life. “It’s easy to dismiss the people that you meet online as less important than those you see in real life. The contact that you have with them is fast and usually anonymous, and most encounters end as soon as the timer runs out. But that doesn’t mean that all relationships online are so meaningless. To some internet denizens, especially those who frequent virtual worlds such as Second Life, the people that they meet online are just as important to them, if not more, than those they see in meat-space. I didn’t always recognize that fact. With the help of two vampires named K and W, I discovered just what these virtual world and the relationships forged there can mean to the people who actually play them. When I originally heard about Second Life, I thought it was absolutely ridiculous. A couple of friends introduced me to the idea of living vicariously through online avatars, and, after a little research, I was amazed to see the impact these virtual lives had on real-life profit margins. I declared Second Life a giant rip-off and dismissed it as a waste of both time and money. My friend suggested that before I judge, I might experience it myself.”

6. Virtual Worlds News (USA) – Microsoft Buys Vivaty For New Project, May Be Looking For More. “The rumor that Microsoft is bidding on troubled virtual world Second Life just got a bit more interesting. It turns out that Microsoft is the previously unnamed company that acquired Vivaty, a virtual world competing with Second Life that went out of business in April. The terms of the deal remain undisclosed but Microsoft definitely paid less than $75 million, according to Microsoft Managing Director of Corporate Development Marc Brown. The acquisition was confirmed by Vivaty founder Keith McCurdy, in an email to paidContent.org. When Vivaty closed earlier this year, McCurdy said that the company acquiring Vivaty intended to use it as the foundation for an unnamed new project. Given the details that have just emerged, it seems like Microsoft is working on some sort of virtual world or possibly a game-like service with a persistent 3D world.”

7. Wall Street Journal (USA) – Congress Looking at Proposed Changes to Terrorism Finance Laws. “A group of money laundering and national security experts are pressing Congress for major reform of anti-terrorism financing laws, including a controversial measure that would allow bankers limited access to classified records and a proposal that would ease reporting requirements for some suspicious activity. Stephen I. Landman, director of national security law and policy for the Investigative Project on Terrorism, said that the risk in government agencies sharing classified information with bankers was “obvious” but that “through careful monitoring I believe such a move would increase the effectiveness of terror finance investigations.”

8. Modern Ghana (Ghana) – Are You An Eco-Friend Or An Eco-Foe? “Academics at the University of Derby, based in the East Midlands of the UK, are using the virtual reality platform Second Life to gauge people’s unconscious attitudes towards ‘green’ issues such as recycling. Derby academics Simon Bignell (Psychology) and Rosemary Horry (Environmental Management) have created an ‘Eco House’ setting in Second Life where volunteers will be asked to take part in exercises which challenge their attitudes and beliefs towards environmental issues. The pair have secured funding from the Higher Education Academy to run the Education for Sustainable Development project which will offer online tutorials and problem-based tasks for students to complete this academic year.”

9. Gamasutra (USA) – The Realities Of A LEGO MMO. “There are always tremendous complications when developing and launching an MMO. As APB recently handily demonstrated, it’s an enormously time and money-intensive endeavor to launch a game on this scale — and even when it does launch, there are numerous additional considerations arising from audience issues. Of course, from that point forward, a company has to operate the game as a service, and continue to update it with live content. And then there are business model considerations… In this in-depth interview, Ryan Seabury, creative director of LEGO Universe at developer NetDevil — itself a division of well-funded MMO firm Gazillion — discusses the development process of the expansive toy-based title, which was first announced in 2007. He takes in everything from the cloud-based graphics-crunching technology required to get the game up and running, to why it’s a subscription-based title, whether Luke Skywalker might make a cameo, and how the team has been focus-testing the title with the same group of kids for four years now.”

10. Mashable (USA) – Formspring Snags Two Key Hires from Nokia and Second Life. “Social Q&A website Formspring is looking to take its product to the next level, starting with snagging two key senior-level hires from Nokia and Linden Lab, creators of Second Life. Later today, Formspring will announce that it has hired Rob Storrs to be its head of engineering and Tom Wang to be its head of product. They started with Formspring earlier this month, CEO Ade Olonoh told me last week. Rob Storrs was the director of web development at Linden Lab, the company behind the Second Life virtual world. There, he created and oversaw different engineering teams focused on social networking, search, virtual goods and e-commerce.”

Weekend Whimsy

1. Second Life – Decay

2. Second Life Slam Poetry by Kamille Kamala – Second Life Machinima

3. The Troubleshooter – Microsoft & Second Life advert for Sclera Design – Episode 1

Death, obituaries and website comments

This article in the St Petersburg Times, a Florida USA paper, is the sort of one that can make you very angry and bring a tear to the eye, all within a few paragraphs.

The synopsis: a man who worked as a dish washer for $9 an hour died as a result of a hit-and-run accident, when the announcement of his death occurred a reader posted ‘A man who is working as a dishwasher at the Crab Shack at the age of 48 is surely better off dead’. The response from other readers, the man’s friends and work colleagues and the newspaper show that there’s still plenty of community left. Journalist Andrew Meacham and his editor deserve huge kudos for follwing up with a superb story.

On the tech side, comment moderation is an old chestnut, and the idiot that posted the comment won’t be the last. The challenger for the future is that as mainstream media outlets get less influential and news sources diversify further, who will be the arbiter of community standards? If the same comment had appeared on a blog or social media service, the response to it might have been different. That’s not an argument for the status quo, but a prompt for discussion on an issue that’s not going to go away.

What do you think: will there ever be a solution to the idiot troll?

Sick of loud TV ads? So are politicians

It has sometimes been described as a myth, but most of us will have experienced the jump in volume when a TV show segues to an advertisement. I don’t know anyone who sees the phenomenon as a positive one, and in the US at least, politicians have picked up on the mood of voters. The US Senate has passed a bill mandating compulsory equalisation of sound between TV shows and ads. It’s expected that after some tweaking in conjunction with Congress, who have passed a similar bill, the law will come into effect after the November mid-term elections.

Is there anyone out there that will miss louder ads? Will the ‘Dave’s Demented Discount Den’ 30-second TV spots sound as endearing at lower volume?

via [Yahoo News]

Photo courtesy of the brilliant Mary Tseng

Trivia Contest

Well, I lost the Trivia Contest at our fishing club last night by 1 point.

Not only got the last question wrong, but was immediately asked to leave.

The question was: “Where do women have the curliest hair?”

Apparently the correct answer is Fiji

Diabetes, Second Life and health outcomes

This story appeared over at Metaverse Health originally.

The Boston University Medical Center continues its work on health and virtual worlds, succeeding in gaining a US$950,000 grant from the US National Library of Medicine. The funding is for a study on the efficacy of using Second Life for Type 2 Diabetes education with African-American women versus more traditional face-to-face interventions.

You can read more detail on the study here, but there’s one key strength of the study that stands out for me: quantitative health data. Each participant will have cholesterol and ‘diabetes control’ blood tests taken before and after they receive the education sessions, as well as blood pressure readings.

The results of the study are likely to be be groundbreaking: either virtual worlds-based interventions for diabetes will be shown to be effective, or a very large challenge will be laid down to virtual worlds advocates if the results aren’t of the quantum expected. This is a study to watch.

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