Archives for 2011

Virtual fashion mag Second Style calls it a day

Since 2006, Second Style has produced a glossy, high-quality magazine covering fashion in Second Life. The attention to detail has always stood out for me, so it’s sad to hear that the magazine’s creators have announced they are calling it quits:

Unfortunately, all good things must come to an end. The downturn in the Second Life economy has been difficult to combat, and our resources have become too low to maintain the magazine any longer. We’ve discussed numerous options, cutting back here or there…but it wouldn’t be fair to anyone – – our staff, our readers, or our advertisers.

It’s a shame and it further emphasises the perception issue Linden Lab faces around being in decline, even though at worst stagnation can be argued and there are even some early signs of turnaround under new executive leadership.

I still wonder how any turnaround can generate significant momentum when dedicated people like those at Second Style can’t see the viability of keeping going. Virtual pets and Facebook integration seem a little shallow in comparison don’t you think? Even if you a person that thinks fashion is the height of vacuousness.

Hospital Chart Bloopers

Actual notations from hospital charts!

1 . The patient refused autopsy.

2. The patient has no previous history of suicides.

3. Patient has left white blood cells at another hospital.

4. She has no rigors or shaking chills, but her husband states she was very hot in bed last night.

5. Patient has chest pain if she lies on her left side for over a year.

6. On the second day the knee was better and on the third day it disappeared.

7. The patient is tearful and crying constantly. She also appears to be depressed.

8 The patient has been depressed since she began seeing me in 1993.

9. Discharge status: Alive but without permission.

10. Healthy appearing decrepit 69-year old male, mentally alert but forgetful.

11. Patient had waffles for breakfast and anorexia for lunch.

12. She is numb from her toes down.

13. While in ER, she was examined, x-rated and sent home.

14. The skin was moist and dry.

15. Occasional, constant infrequent headaches.

16. Patient was alert and unresponsive.

17. Rectal examination revealed a normal size thyroid.

18.. She stated that she had been constipated for most of her life, until she got a divorce.

19. I saw your patient today, who is still under our car for physical therapy.

20. Both breasts are equal and reactive to light and accommodation.

21. Examination of genitalia reveals that he is circus sized.

22 The lab test indicated abnormal lover function.

23. Skin: somewhat pale but present.

24. The pelvic exam will be done later on the floor.

25. Patient has two teenage children, but no other abnormalities

Virtual sex: the futurist perspective

Ross Dawson is an Australian futurist, prolific public speaker and creator of frameworks that assist in understanding trends. I’ve spoken on virtual worlds at a couple of get-togethers he’s organised and he certainly understands the field broadly. He’s recently launched Future of Sex, devoted to the future trends in sex. Virtual worlds feature as a key component but the site covers a lot more than that. Whether it’s interspecies virtual sex, robot unions or teledildonics, the site is focused on covering it.

Ross himself is up front on one of the main reasons he’s created the site:

As a publisher, we look for where there is a solid business model. Just over 5 years ago now I wrote a blog post about massively multi-player sex games, commenting on the broadening scope of virtual worlds. Since then, continuing until today, I have received thousands of visitors a month to that post from Google searches on related topics. Since we put into the post an affiliate link to the largest virtual sex world Red Light Center we have been making some very healthy pocket money off just that one post.

There’s no doubt virtual sex is only going to grow in both financial and public awareness terms – and as always its likely to drive innovation in virtual worlds as well as push the boundaries in areas such as avatar rights and the right to expression.

The Watch – virtual worlds in the news

1. Big Think – Learning in Virtual Worlds – not a Child’s Play. “Thanks to high speed Internet and flat rate pricing virtual worlds saw a tremendous boost over the past years. This is unsurprisingly true for online games like World of Warcraft but also for virtual worlds like Second Life and Twinity which are now able to deliver more and more realistic graphics and a better user experience for their audience. All three of them are used in education but today I want to focus on the two more “realistic” approaches of Second Life and Twinity.”

2. WoW Insider (USA) – The Lawbringer: Avatar rights as expectations. “Last week, I introduced the concept that the denizens of a virtual world may have gained, over time, the right to rights within that virtual world. Raph Koster, the lead developer of Ultima Online, explored the idea over 10 years ago when the MMO genre was in its developmental infancy. These rights synced up with a world where there was a distinction between free-to-play MUDs and for-pay subscription worlds in the U.S. and European markets. Today, the MMO has transformed into a new beast from the close-knit communities of MUDs and the relatively forgiving user base of EverQuest and Ultima Online. The people who made WoW are the contemporaries of Raph Koster and children of the MMO genre that EverQuest cemented as important. How then, in over 10 years, has Koster’s declaration of the rights of avatars held up to the incredible growth of the industry and Blizzard’s own impressive growth? The short answer: The code of conduct you follow in World of Warcraft is pretty lenient, all things considered. The long answer: Well, there’s always a long answer”

3. The Guardian (UK) – Fantastic Pets – review. “Microsoft’s Kinect may not yet be able to cope with hugely complex movements and graphics, but the hardware is already proving perfect for a younger audience. Fantastic Pets makes excellent use of the system’s strengths by letting kids explore virtual worlds free from the controllers and wires that constrain imaginations. Fantastic Pets offers a choice of buddies from a selection of animals including cats, dogs, lizards and ponies. Whereupon there is much fun to be had styling, feeding, washing and training your pet, who quickly learns to respond to voice commands.”

4. The Baltimore Sun (USA) – Learning by gaming. “For those of us who are first-generation students of video games, two words can take us back to another life: Oregon Trail. Remember? In school, we’d play Oregon Trail on a sticky PC, naming our intrepid video travelers after classmates so we could laugh at their fates. Through us, our characters made choices: Ford the river, or try the mountain pass. Sometimes they lived, sometimes not. The point is, some kind of learning was going on. Oregon Trail is now nearly 40 years old, but games in the classroom are still considered an unusual teaching choice and are rarely fully integrated. I was lucky enough to grow up with virtual tutors like Spooky, the ghost who taught typing, or Rodney, a raccoon whose endless quest was powered by solving math problems. Students today are even more used to being surrounded by digital environments, immersive worlds and devices that give them instant feedback and access to worlds of information — in their pocket. Why don’t we do more to harness that?”

5. Computerworld (USA) – Intelligence agencies hunting for terrorists in World of Warcraft. “The FBI raided the apartment of two University of Michigan students to investigate “potentially fraudulent sales or purchases of virtual currency that people use to advance in the popular online role-playing game World of Warcraft.” Two students, a sophomore and a junior, share a University Towers apartment in Ann Arbor, Michigan, but claim the feds have the wrong people as neither of them even play WoW. Records show that “laptop computers, hard drives, video game systems, credit cards, a cell phone, paperwork and other computer equipment” were seized. The college sophomore told AnnArbor.com, “They thought we were involved in some kind of fraud. I’m pretty sure they have the wrong people, but they took all my stuff.”

6. Massively (USA) – The Game Archaeologist plays with MUDs: A talk with Richard Bartle. “From talking with Richard Bartle, reading his blog, and looking over several interviews that he’s done, I’ve concluded that the co-creator of the first multi-user dungeon is, in many ways, a card. A smart one, a perceptive one, and an outspoken one, but a card nonetheless. I say this in a good way, of course, because for all of the verbal pussyfooting that often goes on in this industry, it’s refreshing to hear the voice of someone who knows what he thinks and isn’t afraid to say it, even if it goes against the grain. Dr. Bartle’s name often comes up in discussions of both MUDs and MMORPGs. His designs, work and scholarship have influenced MMOs in substantial ways, and it’s possible that if our children end up learning about massively multiplayer RPGs in school some day, Bartle’s name will be mentioned once or twice. While he’s sometimes polarizing, it’s hard to deny the incredible work he’s done, which is why I was excited to get to talk to him about this month’s subject on the Game Archaeologist. So hit that pesky jump and let’s pick the mind of a guy who really earned the right to post “FIRST!!1!”

7. Hypergrid Business (Hong Kong) – Clouds help propel OpenSim growth. “The top 40 public OpenSim grids gained more than a 1,000 new regions since this time last month, propelled partly by low-cost cloud-based regions from a new hosting provider, Kitely. There are now a total of 14,529 regions on these grids alone, an increase of 7.5 percent since this time last month. Total users increased 3.4 percent to 183,360, a gain of 6,059 new registered users. These totals do not include numbers from the SpotOn3D grids, which did not report their results this month, so actual grid region and user totals may be higher. These numbers also do not reflect land and users on the hundreds of private OpenSim grids run by schools, companies, and individuals.”

8. WKMS (USA) – Fort Campbell Soldiers Game to Train. “Thousands of 101st Airborne Division soldiers deploy out of Fort Campbell. Before they ship out, they run drills with some of the military’s most advanced vehicles, weapons, and gear, under situations that simulate real war-time experiences. The base’s latest training site isn’t a field on the Back Forty. It’s a non-descript brick building. As Angela Hatton report, inside soldiers use computer simulations based on video games to train for war. In a plain and windowless classroom, a crew of young soldiers sits a few feet away from each other at laptop computers. They’re all logged-in to Virtual Battle Space 2, or VBS2, the military’s computer training program. In the game, the group navigates a convoy along a dirt road in a patchy desert landscape, digitally rendered to look like the topography of Afghanistan. They communicate via headsets.”

9. New Scientist (USA) – Putting the DIY in DNA. “WHEN her dad was diagnosed with the hereditary disease haemochromatosis, 23-year-old Kay Aull did the natural thing, at least for an MIT graduate in bioengineering. She went online and bought a used thermal cycler for $100. She also ordered several custom-made DNA sequences, designing each to bind to a different mutation of the gene responsible for the disease. Then, using other second-hand equipment she had acquired, she set up a simple lab test in her closet and determined the likelihood that she would inherit the condition. Aull’s wasn’t the sort of achievement that earns grants or tenure. Doctors already have an effective haemochromatosis test, and most of her lab techniques were way behind the times. Aull’s test was remarkable because she did it herself, getting accurate results for a fraction of professional lab costs. As Marcus Wohlsen writes in Biopunk, “Aull’s test does not represent new science but a new way of doing science.”

10. North Country Public Radio (USA) – How To Save The World, One Video Game At A Time. “Every week, people across the globe spend 3 billion hours playing video games, but that isn’t enough for Jane McGonigal. She says video games can help solve some of the world’s biggest problems — and we really should be playing more. “If we want to solve problems like hunger, poverty, climate change, global conflict, obesity,” she said, “I believe that we need to aspire to play games online for at least 21 billion hours a week by the end of the next decade.” As the audience broke out into chuckles she told them, “No, I’m serious. I am.”

A detailed map of Orgrimmar vendors and trainers

PLEASE NOTE: FULL MAP AND KEY IS NOW LOCATED HERE

How to use this map: find your trainer in the table and match the number or letter listed in that cell to find it on the map. Enjoy 😉

(full size version here)

Between Worlds: a Second Life machinima

This post originally appeared over at our sister site, Metaverse Health

There’s not a lot to add to the great description provided by the creators:

“Between Worlds: A Journey of Hope” is a machinima produced by Panacea Luminos of NY HealthScape (USA) filmed and edited by Aliceinthenet (UK) and written by Skylar Smythe (Canada).  The inspirational piece is a story of cancer survival and accessing health information, supports and friendship in the virtual world of Second Life.   We invite you to visit: http://tinyurl.com/3esr334 to view the film and encourage your feedback and comments.

There’s four parts, which you can see below:

Multiracial Identity in Second Life: survey participants sought

Passing on a call for survey participants from Hong Kong Polytechnic University. To participate you need to be from a multi-racial background. The full details:

This is research conducted by Dean A. F. Gui (Second Life avatar, Hartwig Valerian) for research into multiracial identity in virtual worlds. Your participation is voluntary and identity kept anonymous. The only pre-requisite is that you have an avatar in Second Life (http://secondlife.com) and that you consider yourself from a multiracial (more than one racial bloodline) background. Additional enquiries may be sent, via note card, directly to Hartwig Valerian in Second Life, or emailed to ecdafgui@inet.polyu.edu.hk. Thank you and I look forward to your prompt responses.

Until further notice, all participants who submit a completed survey will receive 100 Linden dollars sent to their Second Life avatar, but only if avatar names are spelled correctly in the consent portion of the survey, and only as Hartwig Valerian is able to generate the funds… so please be patient! 😎

Please click on this link to complete the survey: https://spreadsheets.google.com/viewform?formkey=dGlqRGRVRjdqdVBRNG9RWk1mR3c1ZUE6MQ

Beethoven

A tour to in Vienna is traipsing through a graveyard when he starts to hear music. No one is around, so he starts searching for the source. He finally locates the origin and finds it is coming from a grave with a headstone that reads: Ludwig van Beethoven, 1770-1827.

Then he realises that the music is the Ninth Symphony and it is being played backward! Puzzled, he leaves the graveyard and persuades a friend to return with him.

By the time they arrive back at the grave, the music has changed. This time it is the Seventh Symphony, but like the previous piece, it is being played backward. Curious, the men agree to consult a music scholar. When they return with the expert, the Fifth Symphony is playing, again backward. The expert notices that the symphonies are being played in the reverse order in which they were composed, the 9th, then the 7th, then the 5th.

By the next day the word has spread and a throng has gathered around the grave. They are all listening to the Second Symphony being played backward.

Just then the graveyard’s caretaker ambles up to the group. Someone in the crowd asks him if he has an explanation for the music. “Don’t you get it?” the caretaker says incredulously. “He’s decomposing!

The ABC in Second Life four years on: the official view

It’s hard to believe it’s been more than four years since the Australian Broadcasting Corporation launched its island in Second Life.

To coincide with that I interviewed the ABC’s Abigail Thomas (SL: Abi Goldflake) to get the ABC’s take on the last four years. The next step will be to catch up with the dynamos that are the ABC Admin team and community on ABC Island. In the meantime, have a read of the interview with Abi over at ABC Tech.

HIV / AIDS and YouTube: a great mix

It’s difficult to write anything on the video you’re about to see. Just watch it and be touched / amazed / inspired / angry.

Hard to argue with anything in that isn’t there?

[via ScienceRoll]

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