1. SECOND LIFE – MISS BLISS COUTURE 2010 – PATCH THIBAUD AUDITORIUM
2. Second Life Tribute To Dirty Money Feat Diddy Starring Bird Lilliehook and Mega Ordinary
3. Michael Jackson Follet – Remember the Time in Second Life
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Coverage of news, issues and events occurring in virtual worlds or those who create those worlds
1. SECOND LIFE – MISS BLISS COUTURE 2010 – PATCH THIBAUD AUDITORIUM
2. Second Life Tribute To Dirty Money Feat Diddy Starring Bird Lilliehook and Mega Ordinary
3. Michael Jackson Follet – Remember the Time in Second Life
Popularity: 1% [?]
For a lot of people, politics, corporate strategy and philosophy are the sort of topics that lead to thoughts of using a cheese-grater on an inner thigh. If you’re a cubicle jockey in an office, or someone questioning their existence in the meatspace, then WoW may be able to help. When I say help, I don’t mean in the ‘yep I’ll call in sick and play WoW for three days straight to show those idiots’ sort of way. I’m talking about the real-world opportunities that WoW can provide you as far as leadership development, strategic thinking, political nous or plain old perspective on the important things in life.
And no, winning 100 Wintergrasp battles for your achievement is not ‘important’ in this context. I’m talking about improved work performance or perhaps (don’t laugh) improved relationships at work or home. It’s not Mana oil I’m trying to sell you, it’s more telling you some stuff you probably already know, but hadn’t thought about in this way. So onto the first instalment: talking about WoW at work, legitimately.
Chances are you’ve talked about WoW at work. In order of likelihood, you’ll have talked to a fellow player, a good friend who humors your WoW passion, or a vague acquaintance that is your only conversation option on a particular day at lunch (the same person that will avoid you the following lunchtime). Unless your colleague plays and has the odd Level 80 or two, the reality is they can’t understand why you’re passionate about WoW, let alone being able to see any real-world outcomes. This is where a change of tack is required. Let’s cross to a typical office lunch room:
Colleague: I’m not sure what to say to my boss in my performance review tomorrow.
You: (deciding colleague would be a ranged DPS if they played) Are you happy with your performance?
Colleague: Yeah pretty much, I haven’t had any complaints.
You: (knowing how a sucky ranged DPS can hide in a big raid) Well, have you ever had people say you have been doing a good job?
Colleague: Not really.
You: (having used the ‘Gear Score is crap as a raid effectiveness measure’ argument many times yourself) Well, there’s your strategy for the performance review. Tell your boss you’re happy with your performance to date, but that you’re really interested in getting better job definition so you can improve further. It’s not reasonable for you to be penalised if the ground rules haven’t been clearly laid out.
Colleague: Yeah that might work. Is that what you did?
You: (Being a leet melee DPS) Nope – I had plenty of positive feedback from people that I was able to show my boss. I actually applied some of the teamwork stuff I’ve learnt in World of Warcraft to my job, and it seems to have helped a bit.
Colleague: Really? What are you doing for lunch tomorrow / can I marry you / omfg I’m signing up for WoW tonight.
It may sound cheesy, but conversations similar to the one above happen all the time. Sure, your chances of getting hitched by providing some WoW-based advice is pretty low, but the odds are better than embarking on a 25-minute discussion with same colleague, of how the well-geared but stupid tank you had to heal in the Pit of Saron wiped your 5-man run three times. All that will lead to is you being tied to your desk and pelted with staplers. Plus, those sort of discussions need to be saved for work friends who actually play and may even laugh at your WoW anecdotes. Maybe.
Over to you: have you ever discussed WoW in the workplace, and if so, did it work for you?
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Fashion-centric virtual world Frenzoo have announced the availability of 3D scenes within the world via its public beta.
You can read more on Frenzoo here. I also took the opportunity to ask Frenzoo CEO Simon Newstead for his thoughts on the closure of Metaplace, and he pointed me to some thoughts he’d already written on the topic. There’s plenty of challenges out there for offerings like Frenzoo, but they’re certainly working towards making themselves on of the survivors.
Update: Frenzoo have provided a detailed blog post on the launch.
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Jon-Paul Cacioli is a Doctor of Clinical Psychology student at Deakin University, and he’s currently conducting a study on body image in virtual worlds. In his words:
“I am looking for participants, male and 18+ to complete a survey regarding both their real world and virtual world body images and psychological states.”
He needs 300 or so participants to take the survey. It’s a fairly intensive process, which takes around 15-20 minutes. If you have that time to give, then go make a contribution toward the increased understanding of how we perceive ourselves in the virtual and real worlds.
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With thanks to Tateru Nino for the heads up, this machinima just about perfectly encapsulates the tug-of-war within the enterprise in regards to adoption of virtual worlds as a collaborative tool. It’s an incisive piece that strips bare some of the stereotypes and barriers put forward by business as ‘arguments’ against utilising virtual worlds in their operations.
It’s the sort of piece that may be useful after some initial discussions have been had within an enterprise. It would probably make some people defensive if used up front, but its power is likely to be found after the stereotypical arguments have been made by those less convinced of the opportunities virtual worlds provide.
Watch and enjoy:
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The University of WA’s 3D Art and Design competition continues its significant momentum, with the December 2009 winners now announced. The full announcement below, plus you can view pictures of all the entrants on the UWA in SL blog.
As on of the finalist judges, each month makes me more nervous as I realise the depth of talent amongst the artists that have submitted so far. As always, have a look for yourself - the range of art and sculpture is astounding. The December round saw more than 70 entries across the different categories, so it’s an understatement to say there’s lots of interest.
The winners announced:
Igor Ballyhoo & Patch Thibaud truimph in DECEMBER ROUND of UWA 3D Art & Design
Two incredible works took out top honours in the December Round of the UWA 3D Art & Design Challenge announced on the 10th of January at the University of Western Australia’s IMAGINE Challenge Art Platform. On the tie-breaker ‘Chaos In Order’ by Igor Ballyhoo took the top IMAGINE art prize over Anyunie Daviau’s ‘Araucaria Artist Book’ (which won the Artist Book Prize), and renowned architect Patch Thibaud’s submission called ‘UWA Cultural Precinct Nexus’ beat all comers and set a new standard for the FLAGSHIP Challenge.
Igor also took the People’s Choice Award in another close battle that saw over 300 votes cast. This time it was neck and neck with ‘The Cub Rescue’ by Really Scrabblebat and came down to the final hour of voting. An amazing double by Igor, becoming the first to top both categories!
Stunned by the awards win, Igor said, ” I thank all people that voted for my work and I thank the amazing J.S. Bach for inspiration”
The Flagship Build of Patch Thibaud is true masterpiece and has already received a lot of attention in architecture circles. Frolic Mills, a judge for the Grand Prize and CEO of BOSL & CO said, “Patch has been an inspiration to many here in Second Life: From his first build, ‘The Best of SL Boulevard’ to ‘Ciudad de Mexico’ he has received outstanding critics even from people like SL CEO: Mr. M Linden. But what is trully remarkable about his University of Western Australia enty is that Patch was able to build something that can totally be executed in Real Life and that fits right in with the purposes of the University. I would love to see this art gallery come to life in the real world some day! Well done Patch and congratulations!”
Commenting after his win, Patch said, “The University of Western Australia is doing a wonderful thing, in their Flagship Challenge, for architecture in Second Life. The idea of encouraging creations in SL that could be used for a real world building is an innovative and exciting use of Second Life as a design tool, and further strenghthens the relationship of SL with real world applications. And I think the inclusiveness and openness of the process is an inspired and fertile platform for encourageing the arts in SL in general.”
The build can be seen here through the end of January: http://slurl.com/secondlife/University%20of%20WA/70/128/1999
A record total of 69 entries were submitted for the IMAGINE challenge for December and 5 entries to the FLAGSHIP. Professor Ted Snell, Director of the UWA Cultural Precinct (RL), Chair of the judging panel, had this to say about the entries this month:
“The range of works submitted in December was extremely impressive with a much larger number of entries moving on from technical competence in rendering images and objects to speak with an original voice and engage audiences in a conceptually challenging and intellectually rewarding encounter. The winning works were reflective and thought provoking, using the medium as a means of exploring ideas and concepts rather than merely re-presenting borrowed images or reworking existing concepts. They remain vividly in your memory after the screen has been switched off.
The architectural winner displayed a high level of sophistication and combined extraordinary technical competence with intellectual rigour and practicality. ”
At this point, the Challenge has reached 6 continents of the world, with only Antarctica out of the mix. Canada, the USA, the UK, Scotland, England, Spain, Italy, France, Brazil, Chile, Denmark, Holland, Ireland, Portugal, Austria, Serbia, Tunisia, Germany, Japan and Australia are all represented!
A number of other awards were also presented including the the ‘Best Non-Scripted Art’ prize taken by Sistagrlro Wei with ‘Black Soils Plains Running Through My Veins’. Other winners included Miso Susanowa, Jedda Zenovka, Nyx Breen, Scottius Polke, LollyPop Congrejo, Asmita Duranjaya and Oldoak Merlin.
The competition is now receiving entries for the month of January. Location is http://slurl.com/secondlife/UWA/64/132/250
A new prize has also been added to the IMAGINE Challlenge, and this is ‘The Casey Cultural Award’, which encourages artists and builders in all disciplines to research Western Australian historic OR contemporary Culture and present a piece which demonstrates aspects of Western Australian culture, ecomony or society.
A Machinima Challenge with a L$60,000 1st prize, closing on the 31st of January has also been announced.
http://uwainsl.blogspot.com/2009/12/machiniuwa-uwa-machinima-challenge.html
WINNERS FOR THE DECEMBER ROUND
Imagine Challenge 1st Prize: ($L5,000 + Custom T-Shirt)
CHAOS IN ORDER by Igor Ballyhoo
Imagine Challenge 2nd Prize: ($L1,250)
AURACARIA ARTIST BOOK by Anyunie Daviau
Best Non-Scripted Entry: ($L1,250 + Custom T-Shirt)
BLACK SOIL PLAINS RUNNING THROUGH MY VEINS by Sistagrlro Wei
Honourable Mention Prize for TECHNICAL BRILLIANCE (L$500)
VECTOR BEEHIVE by Scottius Polke
Honourable Mention Prize for SERENITY (L$500)
RADIANT STALLIONS by Miso Susanowa
Honourable Mention Prize for MESSAGE (L$500)
SPRAY ADDICT by LollyPop Congrejo
Honourable Mention Prize for BODY OF WORK (L$500)
WORKING FOR YOU & ME, DEVOTIONAL TRINITY & MECHANICAL BIRDS by Oldoak Merlin
Honourable Mention Prize for IMMERSION (L$500)
HEART SEED by Jedda Zenovka
FLAGSHIP CHALLENGE – BUILDING DESIGN
Flagship Challenge 1st Prize : ($L5,000)
UWA CULTURAL PRECINCT NEXUS by Patch Thibaud
Flagship Challenge 2nd Prize: ($L1,250)
FUTURELab by Nyx Breen
ARTIST BOOK PRIZE
Artist Book 1st Prize : ($L2,000)
AURACARIA ARTIST BOOK by Anyunie Daviau
Artist Book 2nd Prize: ($L500)
ASMITA’s PHILOSOPHICAL BOOK DISPLAY by Asmita Duranjaya
PEOPLE’S CHOICE AWARD (L$500)
CHAOS IN ORDER by Igor Ballyhoo
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1. The Guardian (UK) – Why playing in the virtual world has an awful lot to teach children. “What does playing computer games do to us? A YouGov poll has stirred up familiar worries about the effects of new media on children’s communication skills, saying that one in six children under the age of seven in England has difficulty talking – a problem that will have many worried parents looking at games consoles and wondering how far their children’s onscreen delights are implicated in this decline. Anyone who has played video games, or watched their children playing, will know that they are an exceptionally compelling medium. As Jean Gross, the government’s new communication champion for children, noted, overbusy parents can spend dangerously little time talking to their children. Far easier to plonk them down in front of a mesmerising screen.”
2. Virtual Worlds News (USA) – Data Provides Insight into Virtual Worlds, Goods Business Models. “Three data points released this week — which on their face didn’t appear to offer a boatload of value for individuals or companies with a stake in the virtual worlds and virtual goods industries — can be parsed for insight into how the markets are responding to some existing virtual world/virtual goods products, as well as how markets might be anticipated to respond to future business initiatives.”
3. Gadget (South Africa) – CES 2010: How kids play today… in the real and virtual world. “The line between the way children play in the real world and connect in the virtual world is becoming more and more blurred; this is according to the Build-A-Bear Workshop which extends its social interaction from the physical store through to the virtual world. Build-A-Bear Workshop, the interactive entertainment retailer of customised stuffed animals, announced new data that supports an evolution in how kids play and connect in their real and virtual worlds.”
4. Metro (UK) – The augmented reality helicopter drone you pilot with your iPhone. “The Parrot AR.Drone – a four-bladed ‘quadricopter’ with a range of 50m (165ft) – features two tiny video cameras which send real-time pictures to the phone’s screen, so you see what it sees. Interactive ‘enemy’ fighter planes are then layered over your view of your neighbourhood, using technology known as Augmented Reality. It takes current applications, such as superimposing photos on to Google maps’ satellite images, to another level.”
5. The National Law Journal (USA) – Social media permeate the employment life cycle. “Social media are any type of Internet-based media created through social interaction in which individuals primarily produce, rather than consume, the content. In the workplace, the prevalent social media are video-sharing Web sites (YouTube), social networking Web sites (Facebook, MySpace, LinkedIn, Twitter), online multiuser virtual worlds (Second Life, World of War craft) and personal or corporate blogs. The increased use of social media in the workplace, by employees and employers alike, presents both opportunities and risks for employers because social media now permeate the entire life cycle of employment: during pre-employment inquiries, throughout the period of employment and after separation from employment. Employers must consider and address the use and misuse of social media at each stage.”
6. Kelowna (Canada) – Virtual meetings come cheap; Thought delivery. “Virtual reality is a growing technology in Canada that small businesses can use to cut travel costs and expand markets because its immersive nature allows training and networking to be done in ways teleconferencing can not match. Mingleverse, a Vancouverbased virtual reality provider, is seeing a burst of consulting businesses looking to offer their services to a larger market, said Daniel Ruscigno, marketing co-ordinator. “We really expect online teaching, training and coaching to take off.” Launched in September, the company offers an experience similar to Second Life but with less downloading, Mr. Ruscigno said. Rather than one big virtual world there are several small virtual worlds you can embed in a website, he said.”
7. New York Times (USA) – The Children of Cyberspace: Old Fogies by Their 20s. “My 2-year-old daughter surprised me recently with two words: “Daddy’s book.” She was holding my Kindle electronic reader. Here is a child only beginning to talk, revealing that the seeds of the next generation gap have already been planted. She has identified the Kindle as a substitute for words printed on physical pages. I own the device and am still not completely sold on the idea. My daughter’s worldview and life will be shaped in very deliberate ways by technologies like the Kindle and the new magical high-tech gadgets coming out this year — Google’s Nexus One phone and Apple’s impending tablet among them. She’ll know nothing other than a world with digital books, Skype video chats with faraway relatives, and toddler-friendly video games on the iPhone. She’ll see the world a lot differently from her parents.”
8. Internet Evolution (USA) – The Internet in 2020: A Look Ahead. “Now that we’ve closed the book on the first decade of the 21st century, the real question is, What radically new Internet technologies will we be celebrating at the beginning of the century’s second decade? Ironically, imagining 2020 is really the business of the historian rather than the futurist. As David Edgerton argues in his brilliant 2006 book, The Shock of the Old: Technology and Global History Since 1900, the most radical new technologies are recycled from the past. To look forward, therefore, Edgerton suggests that we look backwards.”
9. AFP (USA) – Lego expands its universe with online game. “Danish toy maker Lego is seeking to build a presence in the world of multiplayer online games with the release of a new videogame called Lego Universe. “Think World of Warcraft, Second Life and Club Penguin all wrapped into one,” said lead producer Chris Sherland of NetDevil, the Colorado-based game development company behind Lego Universe. The PC-based game will incorporate many of the features of the iconic interlocking, studded plastic bricks that have delighted children — and parents — the world over for years. Lego Universe, which is to be released in the second half of the year, was unveiled at the annual International Consumer Electronics Show (CES) in Las Vegas which closes on Sunday.”
10. PC Pro (UK) – Whatever happened to Second Life? “It’s desolate, dirty, and sex is outcast to a separate island. Barry Collins returns to Second Life to find out what went wrong, and why it’s raking in more cash than ever before. Three years ago, I underwent one of the most eye-opening experiences of my life – and I barely even left the office. I spent a week virtually living and breathing inside Second Life: the massively multiplayer online world that contains everything from lottery games to libraries, penthouses to pubs, skyscrapers to surrogacy clinics.”
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