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Second Life in a browser on the near horizon

“Project Skylight” is its name apparently, and it’s the project that will hopefully deliver Second Life in a web browser. Tateru Nino got a confirmation from Linden Lab that testing will be occurring, so hopefully we’ll see some concrete examples in the short-term.

It’s a well overdue development, and one that is not so much innovative as essential for Second Life’s longer term survival. I know that for me my time in SL use will increase with a browser based version, as I can do it alongside my other browser activities. It’s a no-brainer really and kudos to the developers making it a reality.

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Second Life / OpenSim developers sought

I had the pleasure of meeting Dale Linegar last year – he’s one of many innovative Australian educators working in virtual worlds. He’s after some developers as detailed below, preferably Melbourne-based. If you’re interested, drop him an email.

We are a small, dedicated team of educators, developers and programmers who are working on a range of virtual world, AI and mobile related products for several Australian Universities.

We are based in Melbourne and would prefer to work with locals if possible due to the complex nature of many of our projects, however we do have some remote staff and are always open to change.

We require people with one or more of the following skills;
- Lsl scripting
- Experience with XML PRC and REST
- Experience with Cakephp
- Experience running Opensim servers
- Experience with AIML, perhaps also radegast or program-o

Most of all, you should love what you do.

Pay and hours will depend on your skills and experience.

If you fit one or more of the roles above, please get in contact with dale@oztron.com.

Disclosure: Dale kindly paid a fee for this post, which has been donated in full to Metaverse Aid.

Have a job you’d like to advertise? Contact us to discuss. Rates start at a $25 Metaverse Aid donation for a two-month text link.

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Metaverse Journal Reader Survey

It’s hard to believe this site has been around for four years now. Around two years ago we ran a reader survey and it’s well and truly time to do it again. Aside from wanting to get some good information on what we can do to improve, the survey is about getting a good snapshot on how you see the virtual worlds scene playing out. We’ll be sharing the results here as well, so you can some benefit for your time completing it.

If you can spare five minutes to fill out the survey, here’s where you go. Every respondent goes into the draw to win any item of your choice from our shop up to the value of US$30. Or if you’d prefer we donate $30 to Metaverse Aid, we can do that instead. The survey will close at midnight AEDT Thursday 18th November.

Reader Survey Link

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The Watch – virtual worlds in the news

1. IT Business (Canada) – Ontario’s virtual world recruiting effort. “Second Life isn’t quite the hot topic that it used to be.
Web-based social networks seem to have taken at least some of the steam out of virtual worlds approaches to digital collaboration. It seems people prefer instantaneous, mostly text-based social communications rather than immersive 3D environments that allow you to construct your own objects, code your own physics and program your own behaviours.
But the community of Second Life is still alive and well amongst a certain niche. The virtual world is still appealing enough for many instituions to particpate there, and for the Ontario Public Service to recruit new employees. The provincial government’s Second Life site is outfitted so avatars can particpate in the daily activities of many public service jobs including fire fighter, paramedic, and water tester.”

2. University of Ulster Online (UK) – Advanced 3D Heralds New Teaching Dimension. “‘Virtual world’ technology has the potential to transform education and learning, an international conference at the University of Ulster’s Magee campus heard today. It is a young but rapidly evolving sector but already every university in the UK uses it in some element of teaching and research, according to Michael Callaghan, a Magee computer scientist and senior lecturer who is one of chief conference organisers. At “IMMERS[ED] 2010: The Second National Workshop on Teaching in Immersive Worlds” today, leading educators and industrial experts unravelled some of technology’s mysteries and championed its promise before an audience of academics, researchers, teachers and “serious games” enthusiasts.”

3. Virtual Worlds News (USA) – More Social Games Including Customizable Avatars. “Customizable avatars are one of the defining features of virtual worlds and may soon become a major feature in social gaming. Zynga is introducing heavily customizable avatars into its flagship game FarmVille while CrowdStar is attributing high earnings from its new game It Girl to customizable avatars. While many social games have featured avatars before this and even sold avatar customization virtual goods, the feature was only rarely a major emphasis of the game.”

4. New Scientist (USA) – Game characters to get authentically rumpled clothes. “Computer game developers use sophisticated algorithms to inject real physics into virtual worlds – painstakingly mimicking the way that light reflects off objects, for instance. But there’s something unrealistic about the citizens of those virtual worlds: their clothes barely register a crease or crumple, no matter how much running and jumping they perform. That could soon change, thanks to software which ensures that a game character’s clothes ripple and ruffle realistically as the action unfolds. Carsten Stoll of the Max Planck Institute for Informatics in Saarbrücken, Germany, and his colleagues began by generating a 3D laser scan of an actor in costume, and manually added a simple virtual skeleton. Next, the team recorded video footage of the actor moving, and uploaded it into a program that tracks the actor’s silhouette through each frame. By comparing the 3D scan with the sequence of silhouettes, the software identifies which parts of the actor’s outline deform most freely, indicating that they are covered in loose cloth.”

5. Inside Social Games (USA) – It Girl, FarmVille Show Growing Social Gaming Trend: Avatar Customization. “Avatars have been popular for nearly as long as the web itself, and customizing them has been a key part of gaming and virtual worlds, from Second Life to IMVU to other sites worldwide. Likewise, paying for avatar decorations has been an important source of virtual goods revenue for many games. But the concept has gotten relatively little attention among social game developers. Most games have been focused on mechanics like harvesting and baking, and while those typically do provide players for avatars, the offerings have been slim.”

6. Gamasutra (USA) – Interview: Roblox, The Little-Known, User-Generated LEGO Competitor. “Unlike most highly commercialized free-to-play kids’ virtual worlds, Roblox started as an outgrowth of technology designed to simulate physics. It’s a pure physics-based play space; kids arrange the blocks into LEGO-like structures, and others can access these spaces as they wish. Rather than a virtual world, it’s a collection of user-generated spaces: in terms of how the site is set up, it’s almost like a YouTube of play. When its creators put it in front of kids as part of an educational package, they quickly noticed how much fun the kids were having with it, and moved to develop it into a product with that audience in mind. Now, Roblox has launched and found an organically growing audience, finally reaching the point where its first promotional deal, with Disney, has gotten off the ground. ”

7. Marketing Vox News (USA) – Can Wunder-app FarmVille Drive Traffic to the iPad? “Zynga has released Farmville for Apple’s iPad. The free app has been customized to take advantage of the iPad’s larger screen and touch interface, letting players zoom in and out to view their farms, harvest crops, or drive tractors with the tap of a finger. Push notifications alert iPad users to their crops’ status.”

8. io9 (USA) – In Iain M. Banks’ Surface Detail, a real war over virtual Hells. “Iain M. Banks’ new novel, Surface Detail, is some of the best work he’s done in his galaxy-spanning Culture universe. A story of virtual Hell and true resurrection, it’s about the consequences of technology that makes religious afterlives possible. At the center of a sprawling cast of characters – including hyperintelligent AI Minds, virtual avatars, politicians, slaves, and ambiguously-sentient alien habitats – is a woman named Lededje. She’s from a vast but low-level civilization called the Sichult Enablement, which has space travel and advanced science but still embraces a form of slavery called “indented intagliation.” When one family owes another money, they must give one or more of their children to pay those debts. The “indented” children are often bred expressly for this purpose, with a beautiful tattoo signifying ownership written into the structure of every cell of their body – essentially a fractal tattoo that covers the skin, and continues on into infinite smallness inside the DNA itself. Lededje is one of the most valuable tattooed “intagliates” owned by Veppers, a powerful businessman whose family made its first fortune in massive multiplayer games.”

9. GigaOM (USA) – Oh! Oh! Even Linden Lab Founder Is Leaving. “Four months after CEO Mark Kingdon left the San Francisco-based Linden Lab — the company behind erstwhile hot virtual world Second Life — interim CEO and founder Philip Rosedale is getting real too. He is leaving the company he started in 1999 in order to pursue his new idea – LoveMachine, a collaboration software company.”

10. Military & Aerospace Electronics (USA) – Simulation and training technology pushes graphics to create the most realistic learning environment possible. “Realism is of the utmost importance to the pilot in training; realistic flight simulation immerses pilots in training scenarios and lend to greater effectiveness. Like L-3 Link with its high-definition displays and rich content, Quantum3D in San Jose, Calif., is in the business of creating realistic visual environments that immerse military pilots into any virtual training scenario. “The military uses Quantum3D’s high-performance image generators for a range of flight simulation and training initiatives that demand a highly realistic visual environment, including initial and recurring flight training, evaluating cockpit designs, testing new aircraft characteristics and handling qualities, and other engineering simulation applications,” says Pratish Shahk, director of marketing at Quantum3D. Advances in shader technologies enable Quantum3D engineers to add more realism to scenes providing pilots and trainees a more realistic virtual world. “With shader technologies, we can integrate more realistic-looking environmental elements — clouds, oceans, and other effects — creating a virtual learning environment that looks and feels real,” Shahk says.”

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Weekend Whimsy

1. Ms ladysunfire Erin Second Life Model Video

2. Second Life – Botanical Landscaping

3.Seperate Ways (Second Life)

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Merged realities – events and issues for virtual worlds

1. After four months back in the CEO’s seat, Phillip Rosedale has taken a step back again. It’s hard to fathom the current Linden Lab strategy at present. Tateru Nino has a good wrap on the issue here.

2. For some impressive avatar dancing, Australians can tune into ABC 1 and ABC 2 in coming weeks:

When The Physical TV Company’s new film Entanglement Theory screened in Italy in May this year, media headlines read “Avatar dancers land in Naples” and articles went on to describe “the first dance movie that sees human dancers in a performance dialogue with their avatar” (DanzaBlog). When Entanglement Theory screened in New York at the famed Dance on Camera Festival in January it was dubbed the “best” animation on the festival by The New York Times, which went on to praise the film’s “new vitality”. Entanglement Theory, recently described by Australia’s RealTime as “a seductive reverie” now lands on Australian TV screens, with broadcast premiere screenings on ABC2 on Sunday October 31 at 8:20pm and ABC1 on Sunday November 7 at 4:20pm.

More info here.

3. Second Life Viewer 2.2 is now available.

4. Tonight Live with Paisley Beebe provides another week of engaging TV. Guests include guests CelesteAngelique Zapatero, Co-Founder Positive Arts, Creative Director Club One Island; Tip Corbett, classical/compositional improvisation for piano and Ignatius Onomatopoeia, Faculty Member of University of Richmond.

5. Multi-grid currencies continue to grow on the OpenSim platform.

6. Virtual Justice sounds like an interesting read and is likely to be available free online via Creative Commons in the near future.

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Meth apartment in Second Life

This story appeared originally on our sister-site Metaverse Health.

UCLA have undertaken a fascinating study within Second Life, using it as an immersive environment to replicate scenarios around methamphetamine use and the triggers those scenarios provide in relation to cravings and potential for relapse.

Read the full details here, plus there’s a short introduction video here. The preliminary outcomes of the study showed that the simulation is proving more effective for cue exposure than traditional methods such as videos and use of drug paraphernalia such as needles, syringes and preparation implements. There’s planned future research on looking at what treatments work best to reduce cravings, using the simulation as the benchmark measurement.

Aside from the obvious benefits this approach is going to bring for improved treatment interventions, some other key points need to be made:

Simulation is more than hospitals: There tends to be a focus on the use of virtual worlds to simulate hospital and paramedical environments. Those aspects are very important, but being able to replicate community environments where problematic behaviours occur, is an equally rich vein to mine as a health professional.

Virtual can be better than real: One of the preliminary outcomes mentioned was that the simulation demonstrated better cue exposure than just interacting with drug paraphernalia. This seems a little counterintuitive, but with illicit drug use in particular, the environment surrounding the use is a pivotal component, so replicating such an environment, if done authentically, is going to beat a counselling room with syringes and spoons every time. There is an enormous number of health issues where the same applies, meaning that not only can costs of interventions be lowered in some circumstances, but efficacy can also be improved.

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