Archives for 2012

Credit card thieves target OpenSim grids


Credit card thieves have figured out a way to steal money from OpenSim grid owners.

They take the credit cards, and use them to purchase virtual currency from the grids. Then they turn around and redeem the currency for cash before the card holder notices the theft and complains. The credit card company reverses the transaction and now the grid is out the full amount — plus the time spent dealing with the issue.

Any grid that issues its own virtual currency and allows it to be redeemed is potentially vulnerable. Second Life, for example, to combat against this kind of fraud, has a security API in place for third-parties that trade its currency, such as outside currency exchanges, as well as internal controls.
Via www.hypergridbusiness.com

28 Australian Tertiary Institutions in Joint Paper on Second Life

Virtual Worlds Working Group, albeit a very inactive one at present – if you’re interested in getting involved drop them a line.

Via uwainsl.blogspot.com.au

Academic Research Paper on OpenSim Community


While the nature of the firm has long been established as the dominant form of organizing for value creation, emergent forms of organizing such as the private-collective community model have recently gained attention from researchers and practitioners. Little is known about how such communities, where private goods from stakeholders are shared and freely distributed among a public collective, sustain themselves. The purpose of this research is to examine how the resources, stakeholders, and overarching network structure in which these are embedded influence the sustainability of the community. Using semi-structured interviews, archival data, and social network analysis, we explore these items in detail and provide initial findings from an ongoing research study of the OpenSim community. We conclude with future directions, expected contributions, and the limitations of this line of research.
Via nordicworlds.net

Virtual reality contact lenses beam images directly into your eyes


Contact lenses which focus 3D screens directly into people’s eyeballs could be on sale as early as 2014, says U.S. company Innovega.
The tiny ‘screens’ sit directly on users’ eyeballs and work with a pair of lightweight glasses with a built-in translucent screen.
The experience is equivalent to a 240-inch television viewed at a distance of 10 feet, says Innovega’s CEO Steve Willey.

Via www.dailymail.co.uk

Google defends new privacy policy to Congress


Google has been facing a barrage of questions about changes it plans to make to its privacy policy that affects how it handles the voluminous data it collects from hundreds of millions of people around the globe.Some of those questions have come from members of Congress who question if Google is sacrificing its users to boost its online advertising business as it pushes into new areas such as social networking and mobile devices.The Internet search giant responded Tuesday in a letter, saying its new privacy policy helps users and is similar to those used by other Internet companies.Google said it was just making its privacy policy easier to understand and said it was already sharing information about its users across services.It also said the new privacy policy benefits users by helping them find the information they are looking for more quickly.
Via latimesblogs.latimes.com

Virtual dummy makes designing clothes easy


Creating the pattern for a new dress design can be fiddly, so Amy Wibowo at the University of Tokyo, Japan, is using augmented reality to make it simpler.
Six ceiling-mounted cameras are trained on the dummy and on two tools held by the designer, one for creating surfaces and other for cutting them. The tools and the dummy both have markers, so the cameras can work out where in 3D space they are relative to each other. As the designer draws and works on and around the physical mannequin, this shows up on a virtual onscreen version.”The idea is to make it easy for people to design clothes,” says Wibowo. Usually you have to choose set patterns, which is limiting, she says. What’s particularly difficult is working out what 2D shapes are needed in order to achieve a particular 3D design.Her approach, called DressUp, gets round this by using “flattening” algorithms to work out the best shaped patterns to achieve the 3D design. Then you just print it out and cut around the patterns in the material of your choice, she says.
Via www.newscientist.com

Second Life’s greatest strengths are also its greatest weaknesses


If I were to make a list of the top three things that are responsible for Second Life being as great as it is – and that is exactly what I’m doing today – it would read equally well as a list of things that hold Second Life back.
Via dwellonit.taterunino.net

LEGO Universe is shuts up shop


The clock is chiming, and kids (and the young at heart) everywhere are asking for just a little more time with LEGO Universe. Unfortunately the struggling MMO has gotten no reprieve from the imaginary video game governor, and its servers will go offline tonight at midnight EST.
Via massively.joystiq.com

Litigating Trademark And Copyright Cases In The Metaverse | The Metropolitan Corporate Counsel


In Neal Stephenson’s 1992 science fiction novel, Snow Crash,[1] humans battle each other as avatars in the “Metaverse,” the collective product of online shared three‑dimensional space.[2] While Stephenson’s “Metaverse,” created by all virtual worlds as an augmented and enhanced physical reality and a physically persistent virtual space, does not exist today, millions of humans each year spend hours of their daily lives immersed in a three‑dimensional virtual world, fighting world wars, battling mythical creatures, living fantastic lives or running virtual businesses. Simply put, Stephenson’s science fiction view of future commerce in the Metaverse has become reality.As Stephenson envisioned, intellectual property is an important part of the virtual landscape. The current role of intellectual property in virtual reality demonstrates the promise and problematic nature of this new and different business world. This article will highlight some of the concerns and complexities that have been raised by recent cases of note regarding protecting one’s intellectual property in virtual worlds.[3]Recent cases, involving such diverse subjects as virtual art galleries,[4] sex toys,[5] stun guns,[6] strip clubs,[7] horses and bunnies,[8] and furniture,[9] highlight the legal issues and differences between virtual reality and real-life infringement cases. A review of these cases gives one insights with respect to protecting intellectual property assets in the world of avatars.
Via www.metrocorpcounsel.com

Podcast: “What Games Mean (And How They Mean It)”


Games are increasingly seen as a way to address human needs, from the intimate work of maintaining social relationships to the pragmatic benefits of games for learning, health, and social change. If we hope to design games that address these needs, we must understand how people create meaning with, through, and around games. How do specific game design decisions impact the way players think, feel, and behave? What kinds of imaginative and social affordances can games provide players? And what kinds of problems are most appropriate to solve with games in the first place? This talk explores the complex interaction between game design, user experience, and real-world problems through the lens of game-based research projects on discrimination, smoking, and history.
Via cms.mit.edu

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