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VastPark and NICTA: Badumna beta

The title of this story would have to be one of our most obtuse, but the story behind it is hopefully a little more transparent.

VastPark is a developing virtual world platform well known to regular readers. NICTA (National ICT Australia) also has a number of years pedigree in some of the technological underpinnings of virtual worlds. In the case of the collaboration with VastPark, peer to peer (P2P) is the focus. The joint project announced this week involves the release of the beta version of an MMO P2P engine, christened Badumna (which incidentally are a genus of spiders). It’s a promising development and a further shot in the arm for VastPark.

The issue of being able to have more than 50-60 people in one area of a virtual world is one that’s received a lot of attention. Some argue that having many hundreds or thousands or avatars in one smallish space would bring a much-needed buzz to popular virtual worlds. Others argue it’ll just become a crowded mess (imagine voice capabilities in such a scenario). What partnerships like this do is ensure that we’ll actually have the option of finding out what population level works best:

According to NICTA’s P2P Project Leader Dr Santosh Kulkarni, Badumna can support millions of users with minimal infrastructure. “It provides a significant competitive advantage over traditional network engines,” he maintains. Badumna has already been successfully integrated with the platform of 3-D virtual worlds platform provider VastPark.

Of course, this claim has been made before by multiple developers – a notable Australian example being Project Outback. That said, NICTA have serious credibility in their area and VastPark have a lot more development runs on the board than Project Outback ever did (though there was a NICTA connection involved there too).

I think it’s safe to say that P2P as virtual worlds network engine has plenty of life in it yet – check out the NCITA project page for more details.

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Linden Lab CEO: hey I’m in London!

On the rarely updated Linden Lab blog, CEO Mark Kingdon has posted that he’s arrived in London for the Virtual Worlds London shindig.

The response on the blog from Second Life residents has been… lukewarm to say the least. I’m sure VW London’s organisers would have liked the announcement from Mr Kingdon more than 12 hours before he’s due to speak on “many of the initiatives I’ve spoken about in this space including our focus on improving overall stability, further tailoring the platform for our core audiences and enhancing the first hour experience for new Residents.”

Some predictions on the speech itself: it will cover the promise of virtual worlds, the improvements in usability to date, some veiled references to future developments and the announcement of SL servers on all continents by the end of 2008. Ok scratch that last one – do we really need SL servers in Antarctica?

Disclosure: we’re a media partner for Virtual Worlds London.

Update: a summary of the keynote can be found here.

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Global Kids’ Curriculum – now Extended!

Jeremy Kemp, of SimTeach and Sloodle fame, and Stephen Kemp, have taken the material of the Global Kids’ Curriculum and extended the notion, reformatting the text and images into various forms that improve their usability and use, as well as adding to the already high quality and quantity of notes available.

Global Kids

Global Kids(GK), Inc. created the contents of the Global Kids Curriculum (GKC). GK uses digital media – digital presentations, digital environments such as Second Life and the Teen Second Life Grid, and so on –  to deliver their messages and their programs to the youths and adults that are their targets. GK runs intensive leadership programs for youth, with the intent that kids become “successful students as well as global and community leaders.” The material for adults covers both professional development programs for teachers and educators involved in youth education – multimedia presentations delivered via Second Life – and professional development services, such as RezEd. They also run an innovative high school, and give technological assistance to other schools.

Jeremy Kemp

Jeremy Kemp began his work teaching online in 1999; currently he is an instructional designer at San José State University and a doctoral student, focusing on educational and social issues in immersive environments. The SimTeach Second Life Education wiki that Kemp runs contains a plethora of information for educators entering Second Life and using it as an educational tool. Sloodle is the combination of the  Moodle – a content management system (CMS) – and Second Life that Kemp has created.

Stephen Kemp is Jeremy Kemp’s father.

Global Kids’ Curriculum

The Global Kids’ Second Life Curriculum is a surprisingly comprehensive set of notes, intended to teach the reader what they need to know to use Second Life, as well as being useful for teaching literacy skills. It can be used as a set of handouts or used in its entirety to teach Second Life-specific skills to either students or educators.

The curriculum is composed of nine levels, within which there are modules and then individual lesson plans or “missions” – there are 163 missions.

To download copies of this curriculum, you will need to join RezEd.org and the curriculum group.

The curriculum is on offer for free to all qualified educational institutions, though Global Kids do request donations be made when the material is used, so that they can continue providing and extending their services.

The curriculum was developed by Global Kids Staff and co-produced with Cathy Arreguin.

Global Kids’ Curriculum / Extended

This link points to the Global Kids’ Curriculum / Extended (GKCx) web page, which contains links to the new forms of the  GKC – the new PDF document, the wiki, the Second Life textures, videos explaining the GKCx, and original word documents from Global Kids.

The PDF contains a package of all of the notes contained within a single document. Printed, it makes a handy physical reference. It is also useful as a digital entity, as the Kemps have added a set of bookmarks, a contents page and abstracts for each level, that enable the user to navigate the material easily.

The textures available in Second Life are images of each of the PDF pages from the large package. Paula Christopher (aka Downtown Bloch) has also made these textures available on the Teen Grid.

The wiki is for the most part a replication of the PDF document and is very close to completion.

GKCx  is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0.

The GKCx is an easily navigable and highly useful set of resources that nicely extends the work done by Global Kids. It’s recommended that educators make use of the new formats.

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The Watch – virtual worlds in the news

1. The Industry Standard (Canada) – Virtual world advertising: A wasteful expense, or a bargain for marketers? “Are virtual worlds like Second Life and There.com about to feel a chill from advertisers? It depends who you talk with. This week, an article in the Wall Street Journal reported that marketers are cutting back on digital and “experimental” ad buys, including video game advertising, cell phone advertising, and virtual world advertising.”

2. Minneapolis Star Tribune (USA) – Game strives for Web success. “”I don’t think there’s any other field where you can find a failure rate this high and still find people willing to invest,” said Mark Jacobs, general manager of game studio EA Mythic. “The failure rate is unbelievable.” Jacobs was talking about his section of the video-game industry, the realm of online games where players pay a monthly fee to participate as characters in a virtual world. In the past 11 years, by his count, fewer than 10 titles have met some level of financial success. The number of expensive flops is a lot larger.”

3. nextgov (USA) – Web 2.0 technologies are seen as vital to attracting younger employees . “The federal government must adapt and embrace Web 2.0 technologies such as virtual worlds, wikis and social networks to attract and retain younger employees, because the technologies are here to stay, two federal knowledge management practitioners said in a presentation in Washington on Thursday. Comment on this article in The Forum.Speaking at a conference on knowledge management and business intelligence organized by the Digital Government Institute, Giora Hader, the Federal Aviation Administration’s knowledge architect, said agencies must embrace the world of social networking and collaborative technologies or risk losing out on a generation of new workers who are needed to fill gaps left by the upcoming wave of retirements.”

4. CNET (USA) – Hello Kitty gamers take on New York. “If your kids start to show serious signs of loving New York and you don’t know why, this might be the reason. Sanrio Digital, maker of the Hello Kitty Online 3D virtual world that’s currently in beta, announced Friday the game’s largest in-game event: the building of New York City. Players of the Hello Kitty Online Founders’ Beta can take part in a series of quests to collect and organize materials for the building of a new New York area that will appear in the next phase of the game–and will undoubtedly be far more pink than the real Big Apple.”

5. BBC News (UK) – The Cost of Warcraft. If you’ve got any bandwidth limit on your internet use, you may have bust through it this week, especially if you have a teenage son. Why? Well it could be the cost of war – or rather World of Warcraft.
I’ve been keeping a close eye on my bandwidth use at home because I keep breaking through my 25gb per month limit. When I signed up to my ISP I thought that would be ample, but then found that we were using as much as 1gb a day, which seemed a lot. Then on Wednesday this week we broke all records, with more than 2gb downloaded. I was away from home, my wife’s surfing habits are mostly limited to reading obscure economics blogs, so the spotlight fell on our teenage son, who spends a certain amount of time online in his room in the loft.”

6. Gamasutra (USA) – Ubisoft Opens Far Cry 2 Space In PlayStation Home. “Ubisoft’s just-launched Far Cry 2 “space” in PlayStation Home’s closed beta in North America and Europe is the first third-party game area to hit Sony’s PlayStation 3-based virtual world, the company says. The Far Cry 2 space in Home features details taken from the game universe and promises it “will become a fully-interactive experience” and “continue to grow and evolve alongside PlayStation Home.”

7. Express Computer (India) – Got your enterprise avatar? ” A Balasubramanian on why enterprises should experiment with virtual worlds, but look for community benefits rather than commerce. Returning, once again, to the hustle and bustle of the Techno Over-exposition of Geeks and Gizmos for Lazy Enterprises (TOGGLE), you Papyrus Bytewala, CIO of Baffle Corporation, are in the jaunty company of Danny DeVito, your CTO at Baffle.”

8. LA Times (USA) – PlayStation Home: Sony’s open house. “This fall, Sony will throw open the doors to PlayStation Home, an ambitious project to turn its online game network for PS3 console players into a lifelike 3-D virtual world where people can cruise around with their avatars. Sony has mentioned the project in past years, but had not released details. Last week, the company held an open house to give reporters an early tour. The software gives players the ability to create highly customized, realistic avatars. Each player also will be given a waterfront condo with a walk-in closet where they can try on various accessories purchased at Home’s virtual mall.”

9. SOA World (USA) – iTech Fitness and Softkinetic Collaborate on Groundbreaking Active Gaming Project for XRKade. “iTech Fitness, the industry leader in active gaming development, and Softkinetic, the leading 3D gesture recognition software provider, today announced a partnership to develop the future of active gaming experiences. For the first time ever, users can exercise in a virtual world by simply moving their bodies, without the use of any game controller or peripheral.”

10. Daily Yomiuri (Japan) – ‘Born-digital generation wants to share’ “If you haven’t yet digested the concept of massive, multiplayer online games, or MMOs, then watch out: James Crowley has announced the advent of what he calls MMO 2.0. And if you can’t guess what that means, you probably weren’t “born digital.” Crowley is the president of Turbine, Inc., which runs such MMOs as Lord of the Rings Online and Dungeons and Dragons Online. In an Oct. 10 speech at the Tokyo Game Show in Chiba, Crowley called MMOs the place where social networks, virtual worlds and conventional online games overlap. But he also said that MMOs would have to reinvent themselves to appeal to the new “born digital” generation.”

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Weekend Whimsy

1. Obama in Second Life

2. Torben Asp at Skatepark of Tampa

3. SecondLife: Moondance

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Foul Whisperings, Strange Matters

It’s been a great couple of weeks for interesting new Australian presences in Second Life. Last weekend, ‘Foul Whisperings, Strange Matters‘ launched. It’s a fascinating take on Shakespeare’s Macbeth character, a “timely use of pop culture as an adaptive bridge between classic texts and new media technology”.

The first five minutes of my wanderings around the build were reminiscent of the last Australia Council funded build I wandered around, Babelswarm. In this case, the New Media Consortium provided part of the funding as well. The similarity isn’t in relation to content, it’s the quality of the content. As Macduff says in the play: “The life o’ the building!”.

Three Australian collaborators were involved with the project: multimedia artist Kate Richards, theatre and film director Kerreen Ely Harper and Angela Thomas, a writer and educationalist.

For me, the power of the experience is that there’s plenty of room left for self-interpretation of the intent. Having studied Macbeth a (cough) few years ago, the strength of the themes from that work are strong. English teachers take note: this is an obvious boon for the student analysing Macbeth – the immersiveness and open interpretation provides one mighty playground for discussion of the play itself.

Foul whisperings are abroad: unnatural deeds
Do breed unnatural troubles: infected minds
To their deaf pillows will discharge their secrets:
More needs she the divine than the physician.
God, God forgive us all! Look after her;
Remove from her the means of all annoyance,
And still keep eyes upon her. So, good night:
My mind she has mated, and amazed my sight.
I think, but dare not speak.

I think it’s fair to say that for most student, Shakespeare can be one of the more forbidding hurdles to overcome, and initiatives like this can only help lower those hurdles. Kudos to the creators, the NMC and to the Australia Council, who have demonstrated an ongoing commitment to virtual worlds as artistic platform.

Check it out in-world

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Australian Accountants enter Second Life

Lee Hopkins (SL: Lee Laperriere), an online communications strategist and Lindy McKeown (SL: Decka Mah), an educational consultant, presented at the Chartered Practising Accountants Congress. Both are well known Australian Second Life residents.

It was the first event in Second Life the accountants peak body has run, and by all accounts it was a success (geddit?).

Lee has the full story on his blog – kudos to CPA Australia for taking the plunge with the Second Life session. When true ROI is demonstrated with virtual worlds, the bean counters themselves will be leading the charge if CPA Australia have anything to do with it.

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