Australia Council’s second virtual worlds art project: mellifera

During July last year we reported on the Australia Council’s second virtual worlds funding initiative, MMUVE IT! Thirty thousand dollars was provided to the successful applicants, Andrew Burrell and Trish Adams, and mellifera is the result.

The installation revolves around bees and the way they interact with their virtual eco-system. Like the previous project, Babelswarm, it’s a mixed reality event with an exhibition at the Gaffa Gallery, 1/7 Randle Street, Surry Hills in Sydney. The exhibition will run until April 21, 2009. The launch itself commences at 6pm today (16th April).

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Why the bees? Andrew Burrell: “The European Honey Bee is an extremely complex creature, with an equally complex social structure making them ideal subjects to explore and question surrounding the functioning of networked and social structures in real and online environments.”

The Australia Council for the Arts has certainly demonstrated its commitment to virtual worlds as art spaces, and it’ll be interesting to see what future projects are funded. The original announcement of this project mentioned the use of VastPark in the final product – there’s no mention of it now, which is a shame. We’ve put the question to the Australia Council and will update this story once a response is received.

Check it out in-world or check the mellifera website

Merged realities – events and issues for virtual worlds

1. Kzero have a useful post on the mistakes made in targeting kids for virtual worlds.

2. The RSPCA are running an online campaign for its Million Paws event. Registration is free and allows for the creation of your own pet avatar and navigation around a virtual world. Money is raised by friends donating to your pet avatar or buying virtual goods for it.

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Thanks to Jen Dudley for the heads-up.

3. A piece I wrote appeared today for independent news provider Crikey – it’s on virtual worlds and their business and education opportunities. Its been humourously titled Conroy yet to buy genitals in Second Life but business is booming.

Government’s National Broadband Network could be wasted

The Government has announced it will establish a new company that will invest up to $43 billion over eight years to build and operate a National Broadband Network, delivering ‘superfast’ broadband to Australian homes and workplaces.

This Fibre-To-The-Premises (FTTP) plan (at least insofar as infrastructure technology is concerned), mirrors closely the plan and rollout done by Telstra almost exactly 20 years ago (they were still Telecom Australia back then). While Telecom Australia rolled out and installed a reported 70% of the fibre that was required, the plan to actually use that fibre was axed, and the fibre left largely fallow throughout Australian cities, except for some that was ultimately converted to interexchange use.

The Governments FTTP plan will deliver 100MBps services to the majority of Australian homes, workplaces and schools, and high-speed (though higher-latency) connections to remote and small rural communities.

“the majority of broadband capacity already available in Australian homes is going to waste”

Unfortunately, as it presently stands, the majority of broadband capacity already available in Australian homes is going to waste. I like the government’s plan. I really do. But unless they can deliver extraordinary cost savings to go with the new capacity, all they will end up doing is vastly increasing the amount of infrastructure that is being wasted.

The issues are a combination of cost, plans, and contention. As an example, I have a fairly substantive broadband connection – I wouldn’t be able to do my job without it. It’s a 10Mbps connection, less than would be available even on the slowest of the planned NBN services.

On the highest capacity and most expensive data-plan available to me, I could run that connection at capacity for three hours before I’ve used up the entirety of my plan for a month.

Three hours. You wouldn’t want to get distracted by telemarketers or the kids playing in the yard, or something compelling on the television if there was a chance that a piece of software might get away from you and pull as much data as your connection could deliver. And that’s happened. A software updater gets confused, and you can kiss your data-plan goodbye for the month.

It makes you think twice about downloading updates for World of Warcraft or other MMOGs, I can tell you. Software that’s digitally delivered or prone to large content updates is something you have to plan for. My own household data-budget allows for six hours of time online in Second Life per day, that time having to be divided up between three adult users for classes, meetings, business and whatever’s left for socialising.

Plans that provide, say, 20GB of data for a month don’t begin to get close to the notion of “the connected home”. Lord of the Rings Online, if bought online, will set you back an easy 10GB in basic downloads,  and maybe another 2GB in content patches — before you’ve even started to play.

NBN’s FTTP certainly has a lot to offer. The usage of virtual environments for education, training, business and leisure has been held back significantly by the inability of existing infrastructure to deliver. Research and development of richer and more effective virtual environments by some very skilled Australian businesses and researchers is ultimately plodding along because those advances come at the cost of large quantities of data that must be moved with speed and aplomb.

Unless the government’s NBN is going to deliver capacity at a fraction of the current cost of data, though, Australian NBN broadband consumers are just going to go broke very quickly at worst, or leave Gigabits of capacity unused and wasted.

ABC Island 2nd Anniversary event in pictures

A handful of pics from the successful event last evening. Some good trivia by Wolfie Rankin, goodmusic by Komuso Tokugawa and an overall great night thanks to the ABC Admin team.

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ABC Island in Second Life: two years

On Friday March 16th 2007, members of the ABC Friends group in Second Life got to see the completed ABC Island, with the public launch on the 19th March to coincide with the Four Corners episode ‘You Only Live Twice’.

Since that time there’s been a regular and dedicated community on ABC Island that have ensured its ongoing evolution, in conjunction with the ABC Staff responsible for its administration.

To celebrate the two-year anniversary, there’s an event on this evening, starting at 7.30pm AEDT. First up is Rockit, the music trivia event with a difference – anyone who turns up can potentially compete and it’s a lot of fun. After Rockit wraps up at 9.30pm, the plan is for a live music performance by Komuso.

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Australian Second Life resident Simon Kline organised a chook hunt Friday evening as part of ABC Island’s 2nd anniversary celebrations. Photo credit: Wolfie Rankin

We’ve mentioned it numerous times: the most successful virtual world locations are ones with a critical mass of people who consider it their community, and work to make it a fun place to be. ABC Island’s community has had its fair share of ups and downs, personality conflicts and technical challenges, but after two years it’s still standing strong. It’s fair to say that the ABC aren’t placing its Second Life presence that high up its priorities but credit due to the advocates at the ABC who have managed to keep this small community innovation a lively part of the Australian virtual worlds community.

Realising a virtual worlds industry in Australia

Christian Salles, Olivier Lamirault, Serge Soudoplatoff, Jean Michel Billaut and Franck Bellido are five impressive individuals. All from France, they have played various roles in France’s technology sector (their full bios follow at the end of this post) and they intrinisically understand virtual worlds. One (Franck Bellido) developed his company’s Second Life island presence.

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Educational Consultant Lindy McKeown provides a tour for the visiting French group in Second Life

Over the past week these five have been on a mission to see how Australia utilises virtual worlds and it’s been quite a tour. They’ve spoken with key people at VastPark, NICTA, AFTRS, SLCN, ExitReality, Skoolaborate,CLI and Smart Services CRC to name a few.

In the few hours I spent with the team from France, I was struck by their passion for the subject and their obvious respect for the work being done in Australia with virtual worlds. It was also a stark reminder of Australia’s lack of broadband infrastructure when seeing their reaction to our broadband speeds, which makes achievements to date locally even more impressive in a lot of ways.

Sometimes it takes a collaborative occasion like this to really bring home the fact that Australia well and truly has a virtual worlds industry – one that attracts interest worldwide.

A big thanks to Mandy Salomon at Smart Services CRC for the invite to take part.

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The bios:

Christian Salles career in applied research spans 35 years working in France, Norway, Taiwan and Frankfurt with the banking conglomerate BNP Paribas. Mr Salles pioneered intranet technologies in 1996, overseeing 200 installations including that of Reuters. More recently, Christian created his own consulting firm, Back End Office and is a professor at Paris’ Dauphine University.

Jean Michel Billaut consults on technology and innovation at the highest level of government and industry. His career with the Euro bank BNP Paribus has included Senior Economist and ‘VP in charge of Communication’. He is currently their advisor on the Internet. Jean Michel has chaired the ‘Centre d’information et d’etudes sur le credit’, a research organisation on credit, savings and financial problems and since its foundation in 1993, chairs ‘Club de l’Arche’, a multi-disciplinary thinktank to exchange information and thoughts on the introduction of new information technologies and the communication in society. In 1983, Mr Billaut launched Atelier, the first financial telematics service in France, and is chief editor of ‘Journal de l’Atelier, a review on technologies and marketing for professional organisations. Jean Michel was amongst the first to implement BBS systems and launched one of the first websites in France, ‘Web de l’Atelier’ (1994). In 1998, he created Canal Atelier, France’s first video streaming channel. As advisor to the provincial city of Pau, Jean Michel oversaw the introduction of innovative internet services underpinned by an optical/wifi network of 100 megabits for 30USD /month. Between 1998 and 2002, Jean Michel chaired the ‘Digital Towns Association’ and is currently lobbying for a ‘new deal’ in Europe: to build a fibre optic infrastructure end-to-end all over Europe. Jean Michel has written widely on the net economy and holds degrees in economic science (PHD) and informatics. He was awarded the distinction ‘Chevalier de la Legion d’honneur’, by President Chirac for the promotion of the Internet in France.

Serge Soudoplatoff is the president and co-founder of Almatropie, an association devoted to the promotion of innovative Internet usage. As such, he continues a distinguished career on the leading edge of high technology. He has recently founded Commonbox, a company devoted to simplify money pooling, and make it more cooperative. He is a co-founder of the multi-national provider of pricing, rating & charging solutions, Highdeal. Prior to that, he was Director of Innovation for France Telecom, driving the telco giant’s work group defining Internet policy and action plans. As such, he launched projects on mobility and the Internet, corporate IP telephony, and the services and new economic models needed in the Internet age. Before joining France Telecom, Serge managed the innovation research centre in Paris for Cap Gemini. He also did research on speech and pattern recognition at IBM research labs in Yorktown Heights, NY, and spent several years as a university professor. He began his career as a geographical engineer for the French national geographical institute, doing image recognition and satellite positioning. Mr. Soudoplatoff is a former secretary-general of the French professional group, CP2i, comprising research organizations with the joint aim of promoting high tech innovation. Serge teaches Internet and strategy at Hetic, the school of the Internet, and at ESCP-EAP. He has an engineering degree (PHD) from France’s equivalent to MIT, Ecole Polytechnique, and is the author of “Avec Internet, où allons-nous ?” Le Pommier, 2004. (‘Where are we going with the Internet’) The book is downloadable. In addition to speaking fluent English and French, Serge is conversant in Russian.

Olivier Lamirault
Oliver has been working on eLearning solutions since 1992. As director of Ingenium, he is devoted to the development of Ingenium and building the Ingenium team. The objective is to maintain Ingenium as a leader in the field of e‐learning. Olivier designs and realizes the pedagogical engineering of Ingenium partners. He manages projects and monitors the production to ensure the quality and the relevance of teaching resources produced. Technology and pedagogy play an important role in its activity. The remaining time is devoted to developing relations with external partners.

Franck Bellido
Franck is the Flash and 3D developer of Ingenium. He is responsible for achieving the development of complex flash animations which required coding in the language action‐script. Franck also develops elements into 3D environments for Ingenium’s video production and illustrations. Franck develops VirtuaLearn, the Company’s learning and collaborative island in Second Life.

Skoolaborate: a growing success, despite government ineptitude

I spent this morning at a session organised for a team of French innovators called ‘Lead Educators : Virtual Worlds and the Immersive Web’ . I’ll talk more about that in another post but I wanted to devote this one to a topic we’ve covered previously: Skoolaborate.

Since that time, there’s been some incredible progress, with more than forty schools now involved. I had the opportunity to see Skoolaborate up close at Sydney’s MLC School today. Director of Online Learning at MLC and Skoolaborate‘s founder, Westley Field, spent an hour or so presenting the outcomes to date from the project, which was established in 2007. Essentially, the outcomes demonstrate the power of a well designed 2D content delivery system combined with the use of Skoolaborate‘s islands in Second Life. Here’s a small example of such an outcome:

The main messages I took out of the session aren’t news to educators working regularly with virtual worlds, but they bear repeating for the rest of us:

1. Virtual worlds provide a powerful complementary role within the broader learning context

2. Some students immerse themselves in the virtual world aspects, others don’t like it, and most fall somewhere in the middle

3. Having an evangelist within a school for learning innovations like Skoolaborate is crucial, but having a supportive Principal is even more important

It’s not an entirely rosy picture for Skoolaborate though. Funding has improved although it remains an ongoing battle, and the time commitment from educators involved is significant. Most importantly, I detected a level of frustration around some inequalities existing in accessing Skoolaborate. One of the most stark illustrations of inequality with it is due purely to State Government ineptitude.

Let’s use the NSW Department of Education and Training (DET) as an example. Essentially, no NSW (or Australian) public schools are involved with Skoolaborate. The reason: schools falling under the control of the NSW DET cannot access Second Life. Why? The usual response on blocking content is around protecting children from unwanted information. The thing is, in the case of Skoolaborate, educators have already identified the issue and solved it. Participating schools are set up in Second Life so that only authenticated students and teachers can access in-world activities. In NSW, the private schools involved have mandatory ‘working with children’ checks and worldwide each participating school must complete their own relevant police checks for each adult participant. In fact, successful registration to access any content requires completion of the police check. This would have to make Skoolaborate one of the most child-secure online learning environments in existence.

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Westley Field – MLC and Skoolaborate

What makes this issue particularly frustrating is that key bodies within the NSW DET actually understand that initiatives like Skoolaborate are delivering for students. The NSW DET’s own Centre for Learning Innovation (CLI) has staff well and truly across virtual worlds, and there’s recognition from its General Manager down that immersive worlds will be key to further online learning initiatives. 
Given that any school should be attempting to prepare its students for the realities of the outside world, and that units like the CLI already see the potential of virtual worlds for education, why would the DET have a policy of preventing access? It’s either a politically motivated call or a case of plain ignorance at the higher levels of the DET.

Either way, some serious questions need to be asked on how long the situation will occur. This may be a case of failing to protect children by not equipping them with appropriate knowledge. How will kids know how to navigate emerging technologies if they have no exposure in their schooling?

Update: Westley Field has contacted me to correct the assertion that no Australian public schools are involved with Skoolaborate – there are in fact public schools involved, just none from NSW. He also added: “The National Government , through its values in action program is leading the way by supporting us. This support partially based on the fact that we have all three sectors involved. We are very proud of that fact.”

Merged realities: events and issues for virtual worlds

paisley_beebe_vic_bushfires 1. Australian Second Life content developers, Top Dingo, have created a tribute sculpture for Victorian bushfire victims. You can see it here.

2. Do Avatars Dream of Human Sleep? is a mixed reality collaboration between the artists of The Physical TV Company (Richard James Allen and Karen Pearlman) and MUVEDesign (Gary Hayes) on a research project supported by Critical Path, Ausdance NSW and The Australia Council for the Arts.

It’s running at Sydney’s Seymour Centre, corner Cleveland St and City Road, Chippendale, between March 10th and the 14th, at 8pm (tickets here) and you can find more information on the project here

3. Last weekend, SLCN TV broadcast an episode of Paisley Beebe’s Tonight Live which was devoted to the Victorian bushfires. It includes interviews with some of the people who’ve raised serious money in Second Life for the cause and an airing of a song written about the events of the past few weeks.

You can watch the full episode here. I was really pleased to hear how well one fundraiser went – nearly $5000 Australian dollars raised.

4. VastPark are running an event called Virtual Worlds Down Under:

What: Virtual Worlds Down Under (Free 1 hour inworld conference)
When: Fri Mar 6 11am – Fri Mar 6 12pm
Where: Inworld using VastPark Imp player
Created By: VastPark Events
Description: Event time is Australian Eastern Time. See your timezone

To access…

1. Install VastPark Imp: http://www.vastpark.com/downloads/#player

2. Run VastPark Imp and use it to go to the Masterclass: vp://vastverse.com/masterclass

Duration: 1 hour. This event will run on time (or very close!) as we’ve got a real world event group viewing out of inworld. SLCN will be filming parts of the event.

Schedule:

* VastPark’s CEO welcome and announcements on OpenSim and more
* Badumna project team explain and demo their P2P technology
* Postmoderna team are seeking collaborators
* RMIT – How architecture students are using VastPark and Second Life
* VastPark Masterclass2
* General Q&A for all teams

As always, if you have an event or creation you’d like people to know about, let us know.

eKidna World: Australia’s preteen virtual world challenger

eK-logo-color-textonly eKidna World is one of the newest virtual world offerings on the block for preteens, and it’s an Australia-based one to boot.

Founded by Brisbane-based mother of two, Karen Orford, eKidna World is a web-based world with a fairly hefty feature-set. As you’ll read in our interview below, eKidna is essentially a one-person self-funded operation, which makes the end result even more impressive.

A brief review

Registration is fairly easy, with a parent needing to provide key information prior to registering their child’s account. One of eKidna’s features is Mate Safety™ – if this is selected by the parent on registration, every friend (mate) request will require the parent to enter their password before that connection is made. There’s also two chat options – Open Chat (the child can type their own phrases) of Safe Chat (selection from a catalog of phrases only).

Once a child has logged in, they can choose their avatar from a range of Australian animals like kangaroos, emus and possums. On entering the world itself, it has an immediately familiar interface. Movement occurs via mouse clicks, there’s a chat window, a ‘Mate’ tab, a map of the world, private messaging and an inventory of goods purchased. The basic services is free but the premium option gives much more flexibility around avatar customisation, gaining awards, saving high scores from games and owning a house. It costs $7.95 Australian per month with multi-month discounts.

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As far as the activities themselves, I found them quite varied. The areas themselves are really well rendered with lots of endearing landscapes and characters. Each area features at least one activity e.g. kangaroo races or snowball throwing. Each requires more than one person to take part before commencing, which encourages interaction but which can also be frustrating at present as a new service with small numbers of registrations.

Overall, eKidna is a very worthy challenger in the burgeoning preteen virtual world market. Australian customers will enjoy its familiarity and others will engage with the (sometimes stereotypical) Australian flavour.

Interview

Lowell Cremorne: What specifically led you to decide to create eKidna?

Karen Orford: At 7 and 9 my daughters had finally reached the age that they wanted to explore the internet and so with some trepidation I ventured out to find some things for them to do online that I considered appropriate for their age. But it soon became obvious that matching their computer skills, which like most children of their generation are quite advanced, with their social and emotional development, was not easy. My personal standards of what is appropriate I think would be considered quite high. We are one of those homes in which TV is restricted and if watched, is monitored. I didn’t like sites with advertising; I didn’t like sites with violence, or links. I also found that none of the kid’s sites had done anything in particular to allow the parents an element of control over with whom their kids chatted with.

Finally I came to the conclusion that if I wanted a site which met all of my personal criteria I was going to have to create it myself! I then set out to search for a theme and was surprised to find that there was nothing quintessentially Australian which I couldn’t believe considering our diverse range of unique animals and landscape. At first I worried whether Australian children would be interested in Australian animals, but I got the shock of my life to discover in my focus groups, and I’m not sure it is the right term, that they are fiercely patriotic about their Aussie animals. Of course the international fascination with Australian animals is well established so that sealed it for the theme and the ideology, and so eKidna was born.

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Lowell Cremorne: What professional background do you come from?

Karen Orford: I have a Communications Degree from the University of Canberra which in a strictly professional sense I’ve barely used! I have spent most of my life self-employed from managing English schools for children in Japan, to running several different businesses with my husband. eKidna, however, is an opportunity for me to go it alone.

Lowell Cremorne: Roughly how many registrations have occurred to date or are you hoping will occur?

Karen Orford: Two weeks ago we very quietly uploaded and set about putting ekidna through its final paces before we really faced the world. Starting with my own two daughters, and while flying under the radar, it has grown to about 45 registrations as word has spread quietly amongst their friends at school. We are now ready to take on the world and the big push for registrations begins.

Lowell Cremorne: Is eKidna self-funded or if not, who underpins it financially?

Karen Orford: eKidna is completely self funded. I have literally remortgaged the house on this one and I am astounded and proud of what we have managed to create on our budget. If I’d realised at the beginning what the big boys, with venture capital, were spending on start up virtual worlds I would never have attempted what I did because I would have thought it was unachievable for a
mum from Brisbane. The only thing underpinning eKidna is me!

Lowell Cremorne: Is eKidna staffed fulltime in regards to moderation etc?

Karen Orford: Yes it is.

Lowell Cremorne: What future growth plans do you have?

Karen Orford: I have been self employed most of my life so ekidnaworld.com has a very clear and realistic business strategy and growth plan. The plan is conservative and growth projections are based on just 1% of the reported growth achieved by known competitors such as Club Penguin and Webkinz World. Our first target is the English speaking market ie Australia, the US and the
UK. After that we may well expand into different languages. The Australian theme and the cost effective opportunity to practice English would go over very well with children in Japan. It is a market I know well.

Lowell Cremorne: You mentioned in your press release that you’re taking on Disney – who do you see as your primary competitors?

karen_orford Karen Orford: It is interesting in that despite the mass far reaching tentacles of the internet the competitors still vary widely from country to country. Club Penguin is the clearly the king of the jungle here in Australia, but in the US it has very serious competition from the likes of Webkinz World, and in the UK European sites such as Habbo have a major grip. However, despite these sites being competitors in that they are online children’s virtual worlds none of them have focused on chat safety in the way ekidnaworld.com
has. In that sense we have no competitors. Our Safety Feature, Mate Safety, is truly unique. You will find a full description of Mate Safety and how it works in the Parents’ Info section of ekidnaworld.com.

Lowell Cremorne:A big players in the Australian field is Club Penguin – do you think you’ll need to attract some of their user base to be successful?

Karen Orford: I don’t think we will need to attract some of Club Penguins user base because despite the number of virtual worlds for children growing rapidly in the last couple of years it is still relatively a new niche of the internet. My research leads me to believe that our largest competitor Club Penguin, still only holds around 2.5% of the potential market, leaving plenty of room for new entrants such as ekidnaworld.com. Particularly when we have differentiated ourselves with a unique feature such as Mate Safety. Having said that, I think we can still expect to claim at least some of their user base due to the human nature of children simply looking for ‘what’s next?’.

IMVU and the Victorian Bushfires

I received an email from IMVU’s PR people, part of which I think is worth re-publishing:

IMVU user PraiseRose is turning virtual donations into real world relief for individuals and communities affected by the devastating bushfires in Victoria, Australia.

A Canada native, PraiseRose has never even visited Australia, but she was so moved by the coverage of the tragedy on the news that she decided to do something about it. She created a virtual sticker in IMVU, an online destination where adults and teens meet new people in 3D, and began to sell it to other IMVU users to help raise awareness about the bushfires. So far, the response from within the IMVU community has been overwhelming. Each sticker sells for 750 IMVU credits (about US$1), and so far PraiseRose has raised nearly 800,000 IMVU credits (almost US$500.00).

“This fundraiser has brought this community together in amazing ways,” Says PraiseRose. “I’ve made many so new friends, from all over the world. The response, and the trust have so totally overwhelmed me.” The fundraiser is set to end on March 1st at which time PraiseRose will donate the money she’s raised to the Red Cross Victorian Bushfire Appeal.

It’d be fascinating to get a tally of the dollars raised in virtual worlds to date – a conservative estimate would be tens of thousands of dollars.

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