Archives for 2011

Three blondes

Three blondes were all applying for the last available position on the Texas Highway Patrol. The detective conducting the interview looked at the three of them and said, “So y’all want to be cops, huh?”

The blondes all nodded.

The detective got up, opened a file drawer, and pulled out a folder. Sitting back down, he opened it, pulled out a picture, and said, “To be a detective, you have to be able to detect. You must be able to notice things such as distinguishing features and oddities like scars and so forth.”

So saying, he stuck the photo in the face of the first blonde and withdrew it after about two seconds. “Now,” he said,”did you notice any distinguishing features about this man?”

The blonde immediately said, “Yes, I did. He has only one eye!”

The detective shook his head and said,”Of course he has only one eye in this picture! It’s a profile of his face! You’re dismissed!”

The first blonde hung her head and walked out of the office.

The detective then turned to the second blonde, stuck the photo in her face for two seconds, pulled it back, and said, “What about you? Notice anything unusual or Outstanding about this man?”

“Yes! He only has one ear!”

The detective put his head in his hands and exclaimed, “Didn’t you hear what I just told the other lady? This is a profile of the man’s face! Of course you can only see one ear! You’re excused too!”

The second blonde sheepishly walked out of the office.

The detective turned his attention to the third and last blonde and said, “This is probably a waste of time, but….” He flashed the photo in her face for a couple of seconds and withdrew it, saying,”All right, did you notice anything distinguishing or Unusual about this man?”

The blonde said, “I sure did. This man wears contact lenses. “The detective frowned, took another look at the picture, and began looking at some of the papers in the folder. He looked up at the blonde with a puzzled expression and said, “You’re absolutely right! His bio says he wears contacts! How in the world could you tell that by looking at his picture?”

The blonde rolled her eyes and said, “Well, Helloooooooo! With only One eye and one ear, he certainly can’t wear glasses.”

The Lab: virtual worlds learning at its very best

Over the past few months or I’ve followed the efforts of Dale Linegar and Stefan Schutt in establishing what is now known as The Lab.

Melbourne-based and dedicated to providing support and skills to 10-16 year olds with Asperger’s Syndrome, The Lab is already showing some great results.

It’s one of those initiatives that deserves much more kudos and funding than it is currently receiving. You’ll understand why after reading the interview I conducted with the Lab’s co-founders.

David: First, a little about The Lab team. Can you give a snapshot of your backgrounds?

Stefan: For the last seven years I’ve been an educator and researcher at Victoria University, working with technology and young people and teaching multimedia. Before this I worked in the Internet industry during and after the dot com boom as a content editor, producer, web developer and interaction designer. I also set up Australia’s first Computer Clubhouse, a tech skills club for underprivileged kids in Fitzroy based on the model established by the MIT Media Lab in Boston. Before all this, I worked as a writer and played in bands.

Dale: I started working with Stefan at Victoria University (VU) in 2007, teaching in Creative Industries. He had a lot of faith in the virtual worlds work I was doing then, and we have collaborated on at least half a dozen projects together since. We work well together, our skills complement each other. I run a business called Oztron, which does work for VU, Monash School of Pharmacy, and a range of other clients – most involving research and education in virtual worlds.

David: So what specifically has let you to working in this area?

Stefan: We had taught multimedia students with Asperger’s at VU and they seemed to particularly enjoy working with technology, especially the virtual worlds activities Dale was running. This led to a trial with two teenagers in Gippsland funded by Optus Communities. The results were promising and from this we applied to VicHealth for a one-on-one research project to pilot different kinds of technologies with young people with disabilities and other disadvantages. This project found that one-on-one technical tutoring seemed to work particularly well with kids with Asperger’s, and this led to the setting up of The Lab.

Dale: I think after that there were a few factors involved with us deciding to give this a go. We had established through those projects that this approach could work, and that there was a need for it. Once you reach this stage you can either publish and hope that somebody will eventually read what you write and take action, or you can give it a go yourself. The amount of money involved wasn’t huge so we decided to do it ourselves. At this time I was also meeting one young boy with Asperger’s and his mother for regular mentoring at McDonalds, we initally started at the library but were told we were making too much noise. This wasn’t ideal, and it required a lot of travel time to deal with one person.

All of this coincided with my business needing a physical location to work on a few larger contracts. This has provided us with the space, the technology and the human resources required to run The Lab.

David: For those not in the know, how prevalent is Asperger’s amongst the teen population?

Stefan: For Autism Spectrum Disorders (ASD) in general (which includes Asperger’s Syndrome), estimates for Victoria ranged in 2006 from 27 per 10 000 to 54 per 10 000. The prevalence appears to be increasing rapidly and there is debate about whether this is due to increased rates of diagnosis or increasing numbers of people with ASD.

David: Onto The Lab: it’s only just really started in earnest, what’s the journey been like to get to this stage?

Dale: Fascinating and rewarding. It’s a simple idea but when you see the immediate impact it has on both the children and their parents it’s incredibly satisfying. The process actually started with myself and Stefan walking around Footscray knocking on doors asking about vacant office and retail spaces. After a few hours we had found a suitable space, and once it becomes real like that, it takes on a life of its own. It took around 5 months from that day until we opened the doors for kids.

Some simple tasks have turned out to be a nightmare, like getting connected to the internet, and other things which initially seemed complex, like getting somebody who could work with the parents on board, involving our technology mentors, and attracting the right young people, have worked out better than we dared imagine. The physical space The Lab is in is also Oztron’s office, and it has been designed to encourage collaboration. The kids are very comfortable there – it feels more like some kind of gaming den than an office or school.

Stefan’s role at Victoria University and our previous project work means that we have a wide support network, and we have drawn on that throughout the process for advice and support in the many areas we lack knowledge in.

David: So who is funding The Lab at present and is the funding relatively secure?

Stefan: The Lab is currently unfunded, or more accurately, indirectly funded through the virtual world software development projects Dale runs for a range of organisations, as well as small amounts of left over funding from previous VU projects. Funding may be forthcoming later in the year via a Cooperative Research Centre in youth, technology and wellbeing run by the Inspire Foundation that we’re part of – but this is yet to be fully discussed with the CRC. Until then, we’re looking for other funding sources.

David: What is the scope of activities The Lab is involved in?

Dale: We currently run one session a week for 3 hours for 8 kids, and more sessions during holidays for a wider audience. What we try to do is provide as many different technology platforms as possible for the young people, which they can use to explore their own interests. Our aim is not to lead the students, but to support them and encourage collaboration. We provide students with a laptop stand, keyboard, mouse, second monitor, and network connection. We have a local server which is currently running Minecraft and allows filesharing – the kids can also log into this and play together from home. Once the kids come in it’s a case of – ‘What do you want to do?’

One of the hit pieces of software so far has been Minecraft, and this has ended up serving as a social and creative outlet for the kids. For young people who need to learn about social interaction, this has been great, they need to co-operate and respect each others’ territory. Last week we introduced an Arduino, an open-source electronic hardware and software kit comprising of a circuit board that can be programmed to do specific things, starting with simple things like making flashing lights and musical instruments and going up to projects like complex sensor-based triggering and robots with avoidance detection. The Arduino proved to be very popular, and we have now ordered a few more kits. It’s a great way to introduce kids to programming because the payoff is immediate and satisfying.

We also have a separate room where Stefan and Trish (our parent co-ordinator) hold an informal gathering for the parents each week. This gives both the kids and parents a bit of personal space. They can chat about issues they are having over a cup of tea, and discuss possible avenues of support. Trish has just organised for a psychologist to attend every fortnight, and we also have other experts with an interest in the field dropping by to offer assistance.

David: You use OpenSim, Spore and Minecraft to name three virtual environments. Let’s talk OpenSim first: has it primarily been a cost issue that’s led to its use versus say Second Life, or has there been other advantages to OpenSim?

Dale: As a business we use Opensim for nearly all of our work at the moment including Pharmatopia for Monash and a construction world for Victoria University. Second Life doesn’t provide a space where where we have total control, and people of all ages can interact, so as educators we were forced to make the switch a couple of years ago now. Like many people out there I personally have a love/hate relationship with Second Life – I love the possibilities it has created, but I have issues with the way it has been managed and promoted.

David: So what exactly are you doing in OpenSim?

Dale: We haven’t really introduced it to the wider group at The Lab because we are waiting for that opportunity to present itself, it’s up to the kids. We will run our own Opensim world which will be available to the group only – the plan is to create 8 islands and the rest is up to them. Many of the young people with Asperger’s we have worked with over the past couple of years continue to use Second Life. One young lady is using Second Life to bring her characters to life. She has written an amazing story about a group of female superheroes, and drawn pictures, and is now using the virtual world to bring her characters into the third dimension.

Another young man we work with has his dream house in Second Life and is constantly renovating, he lives in rural Victoria so for him it’s a great escape. We have also used Comic Life quite a bit in the past and will probably introduce this to interested Lab participants at some stage.

David: A common criticism of OpenSim (and Second Life) is the initial learning curve: has that been a greater or lesser issue with the teens you’ve been working with?

Stefan: Yes and no. What surprised us in our last project is how much Second Life and OpenSim rely on text-based navigation. We’d always thought of them as visual interfaces until then, but as we found out when working with kids with very low literacy levels, so much of the navigation is achieved by typing in text, which can cause issues for some kids. For others, they’ve taken to it like ducks to water, especially the younger ones. We also wonder whether the ‘learning curve’ referred to is related only to the ‘end user’ or also the people running the activity (ie teachers and managers) – this is where a lot of the problems seem to arise in terms of access, web speeds, and associated lag, plus generational issues like people not used to navigating in 3d or navigating via arrow keys like, erm, me. I always get Dale to do the practical demos because I’m so unskilled at it!

David: Now onto Spore: how are you using it?

Dale: We only use the free creature creator, firstly because it’s free, and secondly because it’s all about being creative. It’s a great icebreaker, many of the young kids we work with have already played it, and it acts as a catalyst for communication. It also gets kids into a more creative frame of mind, to feel the pleasure of making something as opposed to getting stuck competing in other games.

David: And Minecraft?

Dale: It can appear to an outsider as one of those ‘click-click-click’ games but when the kids are playing on a server together it allow for some wonderful creativity and encourages communication and collaboration. One of our mentors has built his own computer in it and knows it backwards, and the kids respect this.

David: Has Minecraft been a bit of a revelation for the work you are doing? It sort of came out of nowhere and has caught on quickly.

Dale: It has been surprising how many of the kids enjoy it, I think every one of them has played it at some stage now, and there are regularly 5 or 6 of the kids on the server during our sessions. There is a lot to learn, so I see it as the group exploring a new territory together – in this case a virtual one. They feed off each other and go on journeys, learning things they might not learn alone.

David: Talking more broadly again now, what are the individual benefits and outcomes you’ve seen so far amongst the participants?

Stefan: One big factor so far seems to be the environment of The Lab – i.e. a space where young people with Asperger’s are not picked on (unlike school, where bullying is constant), where they’re accepted and where being a ‘geek’ is even cool, and where they are surrounded by other people like them – both other kids and the programmers who are a kind of role model. Also, where their parents aren’t hovering the whole time! They’re relaxed because they’re not pushed to do anything, or to interact if they don’t want to. They can sit happily at the screen without being bugged – but the expert advice is on hand whenever they request it.

Having said that though, the level of kid-to-kid interaction to date has been quite amazing – here we’re talking about kids who don’t have any friends at all in the outside world, but who are happily chatting away and playing with others, both in-world and in the physical space.

Another factor is the technology itself, and the presence of experts to whom they can look up and respect (they usually run rings around other adults when it comes to IT). Tied to this is the sense of possible future careers, and a way into the future. This is very powerful – already we’ve heard reports of one parent halving her child’s anxiety medication dose due to his reduced anxiety levels about his future.

David: Let’s talk research: is there an underlying research methodology being used for The Lab?

Stefan: We would classify our approach as ‘participatory action research’ – our focus is on hands-on outcomes driven by all stakeholders in collaboration, and implemented (and continuously improved) by all involved. It’s based on making a real difference to real people’s lives rather than sitting back as the researchers in the white coats. It’s proudly interventionist and practical, and has a strong element of social activism.

David: Are there specific research projects underway and if so can you give a brief overview of any?

Dale: The Lab is it! We may choose to work with others in the future to measure outcomes empirically – especially researchers who are experts in ASD (which we’re not)

David: What are the measures of success for you with The Lab?

Stefan: In the short term, happier kids, happier families, and a sense of progress amongst participants. We rely heavily on feedback from the kids and the parents. It will always be tough to measure our impact in a quantitative way as each of these young kids is so unique and we are only dealing with small numbers. It’s not like we can create a control group. But we are looking to work with experts in the Autism field who may be able to measure the effects on individuals and their families over time – this is where the Cooperative Research Centre, and its 70 or so partner organisations, will hopefully come in.

David: Are there any qualitative or quantitative outcomes you’re able to see already?

Stefan: Yes. We’ve already had remarkable email and verbal feedback from participants’ parents about their children’s improvement, only three weeks into the beginning of the program. We also have 20 plus kids on our waiting list. Other parents have been ringing us daily after finding out about The Lab. It seems to have really hit a nerve. As stated previously, we’d like to get other measures too, working with field experts.

David: Given the central use of virtual environments in the program, are there any plans to expand the program geographically?

Stefan: Currently The Lab has three interlocking elements that work together: participant socialisation, technical tuition and parental networking/support. Any of those three elements would be useful in themselves (for instance, we’re arranging for a software engineer to undertake private volunteer programming tuition with one of the kids on our waiting list), but the combination of the three is especially powerful. So we could run virtual programs, and they could be useful, but some of those three elements might be missed.

Dale: My feeling is that having personal contact is still important in modern society, in this case for both the kids and their parents. We hope to build online resources which can help people at home, but nothing beats a one-to-one conversation with somebody who knows what they are talking about. I hope that we can inspire other real-world institutions to become involved.

David: Getting out the crystal ball now: what are you hoping The Lab has achieved a year from now?

Stefan: What we are striving for is an effective model that can be replicated in other places and can positively influence the way society thinks about these kids, particularly in the education system which seems to be manifestly unsuited to a group of young people who are very talented.

Dale: Currently so many of the young people and their parents simply have nowhere to turn – they are stuck between normal schools and special schools, neither of which meet their needs. These people have a lot to offer to society – we deal with kids who can program their own games, but aren’t able to attend school and are at risk of being disadvantaged their entire lives. I hope that we can help support people and organisations who are interested in adopting this type of model, and I hope we can expand and deal with more kids more regularly. We live in an age where we have the opportunity to use technology to create positive social change, and we are enjoying every moment of it.

Clarence Clemons: dead at 69

According to a source close to the big man, legendary saxophonist with the E Street Band and many other projects, has died at the age of 69.

He had suffered a stroke in recent weeks and was reported as recovering.

Performing on the 2011 American Idol with Lady Gaga:

A 1980s appearance on the Letterman show:

1980s solo hit in conjunction with Jackson Browne:

Bruce Springsteen introduces Clemons on London Leg of a recent tour:

The E-Street Band in full flight in Barcelona:

We’d love to hear about your own favourite memories, so start sharing. Also, check out the brilliant tribute over at Backstreets.

The Watch – virtual worlds in the news

1. PhysOrg (USA) – Interview: Dr. Ben Goertzel on Artificial General Intelligence, Transhumanism and Open Source (Part 1/2). ”
Dr. Goertzel spoke with Critical Thought’s Stuart Mason Dambrot following his talk at the recent 2011 Transhumanism Meets Design Conference in New York City. His presentation, Designing Minds and Worlds, asked and answered the key questions, How can we design a world (virtual or physical) so that it supports ongoing learning and growth and ethical behavior? How can we design a mind so that it takes advantage of the affordances its world offers? These are fundamental issues that bridge AI, robotics, cyborgics, virtual world and game design, sociology and psychology and other areas. His talk addressed them from a cognitive systems theory perspective and discussed how they’re concretely being confronted in his current work applying the OpenCog Artificial General Intelligence system to control game characters in virtual worlds.”

2. Hypergrid Business (Hong Kong) – How to hijack the metaverse. “We all remember the Microsoft-Netscape battle. Okay, maybe some people don’t, so here’s the summary:
Netscape was a company that made a free Internet browser and and a not-free commercial Web server. (The latter has since been bought by Sun, and open sourced.) Microsoft built their own version of a Web browser, Internet Explorer, and bundled it with every copy of Windows. Instead of going out of their way to download Netscape, most folks just used Explorer, since it was right there, and almost identical in terms of functionality. I don’t know how much Microsoft actually won, though — they had to spend money on creating and maintaining the browser, and defending themselves against a very expensive lawsuit and — because of continued competition from Netscape, and, later, Firefox and Chrome — never could charge for Explorer. Maybe they sold a few more copies of their Windows Web Server as a result, but I’m guessing that the companies using it are Microsoft shops all the way, and wouldn’t have used Linux and Apache anyway. So — assuming that Microsoft hasn’t learned its lesson with Netscape — could this happen again on the 3D web? Absolutely. Here’s how.”

3. New Scientist (USA) – Fire-breathing dragon roars to life. “Virtual worlds wouldn’t be complete without fire. But the sound of a blaze is notoriously hard to synthesise realistically because of the complex combination of high and low frequencies involved. Now Jeff Chadwick and colleagues from Cornell University in Ithaca, New York have devised the first practical technique that can recreate the sound of fire based on its behaviour. In the video above, you can see various examples like a fire-breathing dragon and a virtual candle that gets blown out. The method uses a combination of two approaches to synthesise the sound of fire. Low frequencies are produced based on a physical model, where a simulator solves mathematical equations to determine what a flame is doing at each point in time. This requires a lot of computational power, making it too expensive to accurately capture high frequency phenomena. “We would have to update its state tens of thousands of times for each second of animation,” says Chadwick.”

4. New Scientist (USA) – Where’s my Holodeck? The latest interactive movie news. “It is time for cinema to take its next step. 3D technology now fills our screens with beautifully rendered characters and virtual environments, but we could have so much more. So says Dennis Del Favero, director of what he calls the world’s first 3D interactive film, Scenario. Rather than having audience members sit back and enjoy the action, the interactive narrative has them drive the story. Undoubtedly, the ultimate synthetic interactive environment must be the virtual worlds generated by Star Trek’s “Holodeck”. To date, steps in this direction have been restricted because computer-generated characters cannot yet understand and speak in natural language. One solution is to sidestep the need for language and interact with audience members using physical markers, like movement.”

5. Information Week (USA) – Army’s $57 Million Training System Uses Gaming Tech. “The U.S. Army is developing a new $57 million computer game-like virtual soldier training environment aimed at creating a better prepared combat force and decreasing existing costs associated with training.
A company called Intelligent Decisions is the prime contractor for the project, leading the development of the Dismounted Soldier Training System, which will create a virtual environment that will simulate real-life situations that soldiers may find themselves in during battle engagements, according to the company. The system will reduce the Army’s need to maintain large-scale physical instruction facilities, thereby cutting its training costs. The team building Dismounted Soldier is using CryENGINE, a popular computer-game engine, to build the system to give soldiers as immersive an experience possible. The engine will allow the environment to realistically simulate details such the emotions shown on soldier’s faces, the way soldiers use standard combat weaponry, and the terrain of countries such as Iraq and Afghanistan where current military engagements are taking place, according to Intelligent Solutions.

6. PC World (USA) – Hands-On with Kinect’s Second Wave of Games. “Bolstered by record sales, Microsoft is betting big on Kinect this year with a slew of new games and deeper integration with the Xbox 360 dashboard. Kinect dominated the discussion at Microsoft’s E3 press conference, and was the main attraction at its booth on the show floor, where I checked out some of the upcoming games first-hand. Microsoft has been tweaking the Kinect software, and that has allowed developers to add more nuance to their motion controls. In Kinect Sports Season Two, players will be able to throw darts with more accurate hand-tracking or put spins and slices on their shots in tennis, according to Scott Henson, studio head of developer Rare. Season Two’s E3 demo was also the first example of a golf game working on Kinect.”

7. Indiana University (USA) – IU researchers discuss barefoot running, stroke and yoga, virtual worlds and more at ACSM. “Participants in two weight-loss programs — one involving traditional health club sessions and the other delivered online in a 3D virtual world — lost similar amounts of weight and body fat, but the online contingent reported significantly greater gains in behaviors that could help them live healthier and leaner lives.”

8. Escapist Magazine (USA) – New Demographics Show Gamers Are Getting Older. “Despite the stereotype that videogames are a hobby exclusive to teenage boys, a new report from the Entertainment Software Association claims otherwise. Most striking is the ESA’s claim that the average gamer is now 37 years old. This theoretical person has been playing games for 12 years and there is a pretty solid chance that he might actually be a she. 42 percent of gamers are of the female persuasion, the report claims, and lady gamers make up “a significantly greater portion of the game-playing population (37 percent) than boys age 17 or younger (13 percent).” Additionally, people beyond the age of 50 are increasingly turning to games for entertainment. 29 percent of the elder population now enjoy virtual worlds, a vast increase over the 9 percent of 50-plus year olds with the same affinity the ESA found in 1999.”

9. The Inquirer (UK) – Intel open sources 3D world software. “Chipmaker Intel has announced that it will release the source code for its Distributed Scene Graph 3D Internet technology. Intel has been pushing Opensim, an open source virtual world simulator for education, social networking and of course gaming. Intel’s work has been concentrated on how to increase the number of people, known as avatars, that can inhabit a virtual world from hundreds to thousands. At Intel’s annual research event, the firm said that it will open source its Distributed Scene Graph 3D Internet technology and an advanced ray-tracing package that it claims will decrease the time it takes to render realistic images by half on systems that use Intel’s chips.”

10. CNET (USA) – E3 2011: The Sims Social to offer Facebook flirting. “Electronic Arts is hoping to convince folks to covet thy neighbor’s wife. Or that co-worker you’ve always lunched with. Or your college sweetheart. Virtually, of course. At E3, a show that caters to hardcore gamers who stand in long lines to get the first chance to play soon-to-be-released action titles, such as Call of Duty: Modern Warfare 3 and Assassins Creed: Revelations, EA’s new title in The Sims franchise has gone a bit below the radar. But The Sims Social, which will launch this summer on Facebook in five languages, would seem to have all the prurient trappings to turn it into another hit for the franchise.”

Wii U takes the game up to Kinect

For those not in the know, this time of year is huge for the gaming industry. E3 is on and all the major companies are unveiling their latest and greatest. Nintendo has used the expo to unveil its follow-up to the Wii – the Wii U.

In an era where the Microsoft Kinect has broken new ground, it was always going to be a big ask for Nintendo to outstrip that, but I’d argue they’ve achieved just that. Have a watch:

Astounding. Absolutely astounding. What do you think?

Journal of Virtual Worlds Research: new issue

The latest issue of the Journal of Virtual Worlds Research has been out for a few weeks now, and I’ve been meaning to posts a synopsis, so here’s exactly that for  the peer-reviewed articles in Volume 3, No.3, with some horribly abbreviated summaries of findings for those too lazy to read the articles or the abstracts themselves.

 Synthesizing Presence: A Multidisciplinary Review of the Literature

 A detailed cross-discipline review of research on presence. 97 citations were found across Mass Communnications, Human-Computer Interfaces, Education and Psychology. Findings: there are very different perspectives on the issue depnding on the discipline and that an agreed framework for understanding the area is needed to move forward.

Collecting conversations: three approaches to obtaining user-to-user communications data from virtual environments

A very interesting look at how one effectively captures user-to-user communications in a virtual world environment. There’s a focus on establishing accuracy and three methods of collecting data are assessed within a Japanese MMO, Uncharted Waters Online. Findings: All three approaches explored are statistically viable and the choice of method depends on the individual research.

Developing an Obesity Prevention Intervention in Virtual Worlds: The International Health Challenge in Second Life

 A detailed look at a Second Life-based health initiative tackling obesity. An in-world exercise program, health information and social support was provided with promising outcomes. Challenges and opportunities of the approach are outlined. Findings: Good participation occurred, there were challenges in recruitment and retention and technical hurdles with Second Life were a barrier to a number of potential participants. Further research is recommended on optimal in-world exercise programs to deliver physical world results.

———-

Aside from those three articles, there’s a group of research papers:

 Design Principles for Doing Business on Second Life: an immersive ethnographic study

 Virtual Assisted Self Interviewing (VASI): An Expansion of Survey Data Collection Methods to Virtual Worlds by Means of VDCI

 Third Places Take First Place in Second Life: Developing a Scale to Measure the ‘Stickiness’ of Virtual World Sites

Methodology of a Novel Virtual Phenomenology Interview Technique

It’s fair to say that the research being undertaken continues to grow, although I remain a little concerned at the level of research demonstrating detailed qualitative or quantitative outcomes. It’s happening, but unfortunately at this stage the industry is still very fragmented and disseminating that information is challenging. Journals like the JVWR are obviously helping in that regard.

Murphy

Muphy, a furniture dealer from Dublin, decides to expand the line of furniture in his store, so he heads off to Paris.

After a satisfactory week of negotiations, he decides to visit a crowded small bistro and have a glass of wine.

As he sits enjoying himself, a beautiful young Parisian girl comes to his table and asks if she may use the spare chair, as there is nowhere else to sit.

Murphy doesn’t speak a word of French but understands by her gestures, and invites her to join him.

That being the extent of Murphy’s sign language, they soon revert to drawing on a napkin to communicate. He draws a picture of a glass of wine and shows it to her. She nods, so he orders a glass of wine for her. That goes so well that he soon draws a picture of a plate with food on it, and she nods. They leave the bistro and find a quiet cafe that features a small group playing romantic music.

They order dinner, after which he takes another napkin and draws a picture of a couple dancing.

She nods and they get up to dance. They dance until the cafe closes and the band is packing up. Back at their table the young lady takes a napkin and draws a picture of a four-poster bed.

To this day, Murphy has no idea how she figured out he was in the furniture business!

Honest Answer

An Oklahoma Department of Safety Officer pulled over a pick-up truck owner for a faulty taillight. When the officer approached the driver, the man behind the wheel handed the officer his driver’s license, insurance card and a concealed weapon carry permit.

The officer took all the documents, looked them over and said. “Mr. Smith, I see you have a CCP. Do you have any weapons with you?”

The driver replied, ” Yes sir, I have a 357 handgun in a hip holster, a .45 in the glove box and a .22 derringer in my boot.”

The officer looked at the driver and asked, “Anything else?”

“Yes sir, I have a Mossberg 500 12 gauge and an AR-15 behind the seat.”

The officer asked if the man was driving to or from a shooting range and the man said he wasn’t, so the officer bent over and looked into the
driver’s face and said “Mr. Smith, you’re carrying quite a few guns.

May I ask what you are afraid of?

Mr. Smith locked eyes with the officer and calmly answered,

“Not a ***king thing!”

The Watch – virtual worlds in the news

1. The Guardian (UK) – China used prisoners in lucrative internet gaming work. “As a prisoner at the Jixi labour camp, Liu Dali would slog through tough days breaking rocks and digging trenches in the open cast coalmines of north-east China. By night, he would slay demons, battle goblins and cast spells. Liu says he was one of scores of prisoners forced to play online games to build up credits that prison guards would then trade for real money. The 54-year-old, a former prison guard who was jailed for three years in 2004 for “illegally petitioning” the central government about corruption in his hometown, reckons the operation was even more lucrative than the physical labour that prisoners were also forced to do.”

2. Kotaku (USA) – In The Virtual World, His Fiancée Never Died. “”Obviously, I can’t bring people back to life,” Jon Jacobs recently told me. Obviously. It was morning when he told me that. He was on his way to work in Los Angeles, chatting with me on his cell phone. His wife, a singer named Cheri, was driving him to work that day. He and I were discussing his former fiancee, a lady named Tina Leiu and the best gaming pal Jacobs ever had. Jon is a colorful guy, known to some as Neverdie and known by those same people as a “gaming celebrity.” His life is full of moments of Jon Jacobs doing spectacular things, some of them chronicled in his book “The Book of Omens (The Magical True Adventures of a Self-Made Movie Star)”, others performed digitally in online gaming worlds. There’s usually something awesome going on in Jon’s life, though what happened to Tina a half-decade ago was genuine tragedy.”

3. IT Business Edge (USA) – Organizations Investigating Virtual Options for Training, More. “There is sometimes a fine line between snark and insensitivity. Believe me, I know, having crossed it many times. In 2009 I wrote a post in which I gave an undeserved hard time to Julie Shannan, a Texas State Technical College student who earned a virtual media design certificate in Second Life, while trying to make a point that virtual worlds were no substitute for the real thing. Shannan took the time to issue a thoughtful response, which was more than my snark deserved.”

4. Hypergrid Business (Hong Kong) – Why my autism project left ReactionGrid. “In April of 2011, I canceled my subscription to ReactionGrid. The reason why I selected ReactionGrid and the reason why I canceled my subscription are the same –services offered and customer support. I do volunteer work for the autism community, and among the projects that I am developing is the use of OpenSim as a virtual world for people who have an autism diagnosis. There is an active autism community in Second Life, but most members cannot afford to own land due to the high monthly tier costs. There are also parental concerns about younger people with autism being in the unmonitored areas of Second Life that may have a high sexual content.”

5. The Canadian Press (Canada) – Little buyer’s remorse for real money spent on virtual goods in social games. “No bags or boxes are needed, but consumers are piling up virtual goods in social games with no slowdown in sight. Never mind that it’s real money being spent on fake stuff. Gamers want the experience and they know what they’re getting, says the CEO of Antic Entertainment, an independent game studio in London, Ont. “They play the game and when they buy, there’s very little buyer’s remorse,” said Fredrik Liliegren, whose company has launched “Junk Wars” where gamers buy virtual parts to build their own combat vehicles. “Junk Wars” players have spent as little as 10 cents and up to $160 on a part, Liliegren said.”

6. Montreal Gazette (Canada) – Disney struggles to turn social gaming into magic potion. “Walt Disney Co. wagered that its acquisition last summer of game developer Playdom Inc. would help bring Mickey, Snow White and other familiar characters to a new generation of fans who play games on social networks. The bet has yet to pay off. Disney’s $563 million investment was a key component in a broad restructuring of its interactive group intended to put the perennially money-losing division on the road to profitability. It signaled a strategic shift away from traditional console video games, to focus on emerging opportunities online and on mobile devices. But so far, Disney hasn’t found the magic to fix what ails its Interactive Media Group, which includes Playdom, Disney’s Web properties and its games business. Losses widened to $115 million in its most recent quarter ended April 2, compared with $55 million in the same period a year earlier.”

7. Forbes (USA) – Why Playing Video Games Might Make You Fat. “According to new research by Jean-Philippe Chaput, Trine Visby, Signe Nyby, Signe Nyby, Lars Klingenberg, Nikolaj Ture Gregersen, Angelo Tremblay, Arne Astrup, and Anders Mikael Sjödin conducted at the University of Copenhagen; playing video games like Electronic Arts’ FIFA 11 will make you fat. Their recent study was published in the American Journal of Clinical Nutrition. Dr. Chaput has been a leading researcher at the Healthy Active Living and Obesity Research Center at the Children’s Hospital of Eastern Ontario Research Institute in Ottawa, where he has focused on causes for over-eating and obesity. Two such causes are video games and lack of sleep, and one can see how those two things overlap with hit games like Activision’s Call of Duty: Black Ops and sports games like Madden NFL 11 in the U.S. and FIFA 11 around the globe.”

8. Reuters (Canada) – Analysis: Sony’s breach a hiccup to online game phenomenon. “When service was finally restored to Sony Corp’s PlayStation Network earlier this month, millions of customers rushed back to it, impatient to get back to battling friends in sports or shooter games. It was hardly the response many had expected after a major security breach, one that shut down Sony’s games network for nearly a month in the United States and exposed the personal information of more than 100 million customers. While the Sony incident has made headlines and produced lawsuits, it has also made clear that security worries are not about to derail the up-and-coming online gaming industry. “Some gamers are more concerned about the lack of online access than a personal information breach,” said Ted Pollak, portfolio manager of the video game industry focused Electronic Entertainment Fund.”

9. ReadWriteWeb (USA) – Improving the Online Customer Support Experience. “Two new apps are helping improve the online customer experience by tying in advanced communications technologies in interesting ways. The apps, MyCyberTwin and Radish System’s ChoiceView, offer to remove some of the misery and tedium involved in getting help and have wide potential applications in customer support, problem resolution, and other situations. Deplolyed properly, they could increase conversion rates and improve the delivery of online customer service. Let’s take a closer look at both.”

10. Massively (USA) – The MMO Report: The throne of agony edition. “This week on the MMO Report, our very own mountain man, Casey Schreiner, decided to grace us with his presence after taking off a week for his birthday. I mean, really… where is his loyalty? Thank goodness he returned because the internet would have exploded if we had to see another flawless MMO Report from Morgan Webb. The internet can’t take that level of perfection. At any rate, this week we discover just how awesome Massively is as Schreiner reports on our report of the Bungie MMO rumors; then we find out that Second Life may be just as weird as we thought it was; next, the power of the Guild Wars 2 Engineer has inspired Casey to tackle the next level of greatness; and lastly, we find out what can no longer be contained in Casey’s Mail Bag.”

Melanoma: Dear 16 year-old Me

If you’ve got teenagers or are a teen yourself, have a watch of this very powerful video. More importantly, after watching it go and do something productive like changing your behaviour, sharing the video or both!

Previous Posts