Merged realities – events and issues for virtual worlds
July 3, 2009
1. For those who like theatre, rehearsals are under way for Hypatia of Alexandria. Written in sonnet form, it’s a collaborative project for performance in Second Life:
It will play to inhabitants of upwards of forty countries around the world. The lead role is in Australia, the writer and director in Canada, the producer in the UK and the cast from the USA and other countries! Oh, and it will play in a huge purpose built Greek theatre in the sky. Not exactly what you would call a typical play, I suppose.
2. Second Life Documentary, Second Skin, is starting to see some wider distribution.
3. Linden Lab is apparently worth around $700 million and is projected to bring in around $100 million in revenue. Not a bad little business if anyone’s interested.
4. Dear Apple – give us augmented reality on the iPhone.
5. For those who like jumping between independent grids, here’s how to do it.
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Metaplace: worlds embedded
July 2, 2009
Raph Koster has announced the ability to embed a Metaplace world within a webpage. Significant? Indeed it is. One of the reasons video sharing services like YouTube, Vimeo and Blip.tv have become ubiquitous has been their embed features. By offering the same portability, Metaplace has further established a firm foothold in the virtual world sphere.
At this stage you’ll still need a Metaplace login to view an embedded world but the plan is for that to eventually not be the case. A WordPress plugin already exists, which is how I’ve embedded a favourite world of mine:
A range of uses have already been identified (integration with Google Maps anyone?) and the virtual performance one in particular should gain some serious traction. Without wanting to sound like a slobbering fanboy, Metaplace to date haven’t put a foot wrong and it’s hard to see anything but some serious success ahead for the platform.
What do you think: does the ability to embed Metaplace on your site make it more likely you’ll use it?
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The Watch – virtual worlds in the news
June 29, 2009
1. TechRadar (UK) – The evolution of virtual worlds. “Stitching Facebook and MySpace into a 3D environment might not seem like the most exciting project in the history of gaming, but a handful of intrepid gaming companies are wondering if social gaming is going to be the next huge, very profitable thing. The logic is simple – not everyone enjoys blowing up friends and enemies when they go online, or obsessively assembling a vast arsenal of ultra-weapons and superhuman skills. While World of Warcraft and its medieval and science fiction beat-’em-up and shoot-’em-up siblings have questing and wizarding locked down, the popularity and momentum of social networking suggests that there’s serious money to be made from friends and fans. But is this really gaming? And does it matter?”
2. The Economist (UK) – The avatar will see you now. “THAT people undergoing medical procedures should give their informed consent might seem simple and uncontentious. But what if a patient has a mental impairment and his doctor does not have time to ensure he understands the proposed treatment? Those who try to look after the interests of such people say that, in practice, hard-pressed hospital staff often ask leading questions and the “consent” obtained is thus far from informed. A team of researchers led by Suzanne Conboy-Hill, a psychologist at the Royal Sussex County Hospital in Brighton, England, reckon virtual environments could provide the solution. ”
3. Revolution Magazine (UK) – UK start-ups out to prove virtual worlds are back in fashion. “NearGlobal and RealLife could be among the next wave of virtual worlds to receive hype of Second Life proportions after securing venture capital funding from Ariadne Capital. The two UK companies have received unspecified amounts of funding from one of the UK’s largest digital investment firms. Ariadne’s cheif executive Julie Meyer said that the company became convinced of the potential of virtual worlds only where the user has a purpose, rather than several existing virtual worlds where the experience is casual.”
4. IT Business Edge (USA) – Catty Thoughts on Job Recruitment via Second Life. “Like many folks, I find it tough to focus on work on Fridays. It’s an even bigger challenge than usual today, thanks to the Goverment Technology story sent to me in response to a call for sources for an article I’m working on about job recruitment via social channels like Facebook and Twitter. The story, datelined September 2008, describes how the state of Missouri hired a developer for its Department of Natural Resources via a recruiting area it created in Second Life. Have trouble seeing the humor? The money quote, from Missouri CIO Dan Ross: “He came to our job fair as a tiny cat with a red bow tie on and expressed interest. That was followed by an in-person interview.” So many questions. Was it the red bow tie that helped put this developer over the top? Did other applicants apply for the position and, if so, what kind of avatars did they use? Are they going to pay the developer in Linden Dollars? Thank goodness a personal interview also was involved.”
5. Virtual Worlds News (USA) – Scottish University First in UK to Teach Virtual World Development. “Glasgow Caledonian University, a school based in Glasgow, Scotland, is actively creating a 3D Web project and a major component of this project is a “complete, integrated module” that will teach students everything they need to know about 3D virtual worlds. The course will teach students all the elements required to get a VW up and running. These include hosting, managing and creating real estate, and user interactivity. The course will be taught for now in class but could also be supplemented by elements in Second Life and will also use OpenSim.”
6. Troy Media (USA) – Second Life’s founder responds to criticism. “Philip Rosedale, the mastermind behind virtual reality phenomenon Second Life (SL), predicts that SL technology will make great strides in the near term. If “near-term” is typically defined as under a year, this means users will find that it’s a lot easier to master SL and get into its virtual world, according to Rosedale.
At the moment, Rosedale says it takes about five hours to understand and get your bearings in SL. With software and hardware refinements, he says that it will take only five to 20 minutes to get the lay of SL’s virtual terrain. That’s about as close to user-friendly as any technophobe can hope for.”
7. Massively (USA) – Linden Lab releases Snowglobe 1.0 for Second Life. “A while back, Linden Lab’s Philip Rosedale announced a new Second Life viewer development project. That project ultimately grew along lines similar to that of third-party viewer project, Imprudence, breaking down many barriers to user contributions, and adopting a more agile methodology. After only a couple of release-candidates, the result is already available. One of the biggest developments you might see in the Snowglobe viewer is that the map is now an order of magnitude faster to load, rather than taking several fractions of forever, as is traditional. This is the start of a new texture-transfer pipeline, which we can reasonably expect to become standard in future viewers, and to encompass more kinds of textures, however there’s a new caching architecture which should benefit all textures.”
8. Express Buzz (India) – Senior citizens in second life. “As we entered, we were greeted with a cheerful smile from Bessie, a small old lady with a crop of snow white hair, exuding an infectious enthusiasm. Once you are in the restful premises with its lush green gardens, you will feel like you have been transported away from the city. This is the Little Sisters Of The Poor on Hosur Road, a home for the aged and the infirm. Well, if that makes you think of a place bereft of liveliness, of a place where people just bide their with nothing much to do, think again. Expresso paid a visit to see how the elderly come together to form a community and go through their daily lives.”
9. Destructoid (USA) – Sony: Home to be ‘essential’ for all PS3 games. “f you close your eyes and get everybody to be quiet, you can almost hear my soul dying a little bit. That’s because Sony has stated that its eventual goal for PlayStation Home is to make the horribly dull poor man’s Second Life an “essential component” of the PS3 experience. Excuse me while I am sick into a little bag. “Home is the starting point for PlayStation 3 online, and that’s something that gamers are going to expect as more games support Game Launch from within Home,” promises SCEE’s Peter Edward. “This will become an essential component for all PS3 games.” Edwards states that Home is not going anywhere soon, stating that the company is “in it for the long-term.” He also boasts 7 million users of the service worldwide. 6 million virtual items have also been downloading, leading me to believe that the world is full of incredibly bored people. ”
10. AdAge (USA) – Twitter Is What Second Life Wasn’t: Light, Cheap and Open. “I run into many skeptics who believe that Twitter is rife with the sort of hype associated with the ascent and crash of Second Life. This is not true. Twitter is suffused with hype, for sure, but it is a much different and more sustainable hype than Second Life. Here’s why: Twitter is light, cheap, open and permanent, whereas Second Life is heavy, expensive, closed and ephemeral. Twitter does things right where Second Life failed. Second Life is amazingly heavy, requiring lots of computer, lots of bandwidth and a commitment to client software. Second Life is a closed system, a walled city, completely invisible to serendipity and coincidence. Second Life is greedy, pushing avarice and commerce. Second Life is ephemeral and anti-textual, meaning that all of the work and energy one spent on Second Life invariably went away the moment people stopped investing time and money into the platform. While there was a programming language, a scripting language and lots of room for creativity, Second Life was not nearly as agnostic and open a platform as it could have been.”
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Merged realities – events and issues for virtual worlds
June 28, 2009

1. Looking for alternative to the now Linden Lab-owned online shopping option? Slapt.me has launched and has a fair sized inventory already. Given the ever-improving integration of the incumbent in Second Life, it’ll be interesting to see how much support there is for a competitor.
2. Metaplace have been focusing in a big way on enhancing the community aspects of the platform – earning coins for visiting other users’ worlds was a big step in that direction. Founder Raph Koster talks about the introduction of the Golden Egg.
3. Tateru Nino has a superb summary of why media releases get passed over.
4. Camp Pete is a new kids world aimed at USA-based juniors given the use of the work ‘football’ all over the site in context of their version of the game. It may be quite a fun world, though i always get nervous with statements like this:
University of Southern California Head Football Coach Pete Carroll has been called the ‘coolest 57-year-old kid in Los Angeles.’ He’s more in touch with technology than most teenagers. He was one of the first head coaches with his own Web site, the first to embrace Facebook, the first on Twitter, and now, Coach Carroll is the first Coach to have his own Virtual World for Kids.
Obviously the proof will be in the experience itself as to how kid-centred it is.
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The Watch – virtual worlds in the news
June 22, 2009
1. Virtual Worlds News (USA) – Report: Virtual Worlds Growth to Skyrocket. “Market research firm Strategy Analytics today released its forecast for growth within the virtual worlds sector and to say it sees growth would be an understatement. Overall, the firm said it sees the global population of virtual world users growing from 186 million today to almost 640 million by 2015 — that’s almost one hundred million new players a year, a nearly 25 percent compounded annual growth rate. The fastest growing demographic is kids between the ages of 5 and 9 which the company predicts will grow 27 percent; the current largest segment of virtual worlds players, tweens and teens, should grow by some 21 percent, according to the company.”
2. UQ News (Australia) – Virtual worlds and video games explored at teaching conference. “Not all academic conferences include sessions on the Nintendo Wii, but an upcoming UQ event is happy to explore new boundaries in the name of better teaching. Taking place on June 18 at St Lucia, the Blended Learning Conference will link researchers from Australia and abroad to discuss innovative approaches to education. Among the participants are Caroline Steel and Dr Helen Farley – two UQ researchers who are helping establish virtual learning environments in the realm of Second Life. Dr Farley, who holds joint appointments with UQ’s Centre for Educational Innovation and Technology (CEIT) and the School of Philosophy, Religion and Classics, said the applications of virtual learning were endless.”
3.VentureBeat (USA) – Intel Labs prototypes virtual world for scientists. “Intel is showing off a number of cool research projects today at its research day event in Santa Clara, Calif. But the coolest of all is a project called ScienceSim, which is an effort to create interconnected 3-D virtual worlds that scientists can use for experiments. The worlds will be able to connect to each other as needed, says Intel chief technology officer Justin Rattner. The company will debut the effort, in concert with university researchers, at the SuperComputing 09 conference later this year. The idea is to create a prototype of what Rattner says will become the “3D Internet.” The research platform will focus on immersive scientific collaboration and will be based on the OpenSim technology.”
4. OC Register (USA) – ‘World of Warcraft’ quest leads to Laguna. “Get your orcs, trolls, elves, dwarves and Forsaken ready.
The “World of Warcraft” has descended upon a museum near you. The Laguna Art Museum has recently opened a new exhibition, “WoW: Emergent Media Phenomenon,” which explores artwork created for and inspired by the world’s most popular massively multiplayer online role-playing game. The show runs through Oct. 4. For those of you who don’t play video or online games, “World of Warcraft” is a highly graphic computer-based experience with an intensely loyal following – about 11.5 million subscribers. Created by Blizzard Entertainment, which is headquartered in Irvine, “WoW” (as it’s known) has spawned its own art, action figures, board games, comic books, manga and novels.”
5. Accounting Web (USA) – Taxation of virtual goods is on the drawing board. “The National Taxpayer Advocate has raised the question of whether the tax code should allow for tax-free transactions of virtual goods. Taxpayer advocate Nina Olson, in a report to the IRS earlier this year, said that in 2005, about $1 billion in real dollars changed hands in computer-based environments. Online gamers or social networkers use real money to buy virtual currency, which is then used to buy virtual goods. Those ‘goods’ can be objects, such as virtual birthday cakes posted to social networking sites, or actions, such as the ability to get to a more advanced level in an online game, explained Lora L. Abe, director of marketing for Gambit, a payments engine for online games, in Venture Beat.”
6. CrunchGear (USA) – Interview: Rob Burkinshaw, game designer and creator of homeless Sims. “Yesterday we posted about Alice and Kev, homeless Sims that exist entirely in the world of Sims 3. They are a family. Alice is a girl with the traditional adolescent pre-teen worries but she’s saddled with a father who is high-strung, hates kids, and is generally a misfit in the orderly world of the Sims. They are homeless in that they live in a house with no walls and sleep on park benches. They have no source of food except for things given to them from other Sims or stolen in the course of the day. They can’t get clean in their own home – there’s no bathroom – and Alice’s sleep is interrupted constantly by Kev’s rants. Rob Burkinshaw created the experiment, called Alice and Kev, as an examination of game theory and a test of his in-game photography skills but it quickly morphed into one of the most heart-breaking stories I’ve read in a long time.”
7. Sydney Morning Herald (USA) – Sordid world of razor gangs reborn for virtual tourists. “HE fleshpots of Sydney’s Darlinghurst and the Cross are havens for sleaze, binge drinking and boozy violence. Cocaine dealers, standover men, pimps, junkies and sex workers abound. Tales of vendettas and gang murders are vicariously thrilling law-abiding newspaper readers. The State Government, desperate to curb the escalating violence, is about to enact a law forbidding criminals from associating with each other. What’s this city coming to? The year is 1930, the days of the 6 o’clock swill, when early closing times created a lucrative market in after-hours booze. This colourful period of local history is relived in a new interactive GPS game called Razorhurst, designed by Darlinghurst resident Richard Fox.”
8. ZDNet Asia (Singapore) – Youth Olympics virtual world to debut early 2010. “Singapore Technologies (ST) Electronics has been appointed to create and operate a virtual world for the inaugural Singapore 2010 Youth Olympic Games–the first time such a concept will be used for an Olympic event.
In a press statement Thursday, the company announced its wholly owned subsidiary, ST Electronics (Training & Simulation Systems), was awarded the contract by the Infocomm Development Authority (IDA) of Singapore. Dubbed “Virtual World for Education and Youth Engagement”, the three-dimensional virtual world is scheduled to be ready early next year, the IDA said in a separate statement Thursday. The virtual world will help promote friendship and connect youths from the 205 territories taking part in the Games, the Authority added.”
9. Canada.com (Canada) – Virtually nasty: cybersex is pushing the boundaries of human behaviour. “Was it real for you too? Human-computer sexual interaction – whether using interactive stimulus-toys or engaging your `virtual self’ in fantasy romps with mythical creatures – is slowly gaining in popularity, but as the line between the real and virtual experience blurs, sex educators are faced with some tough ethical questions. Emerging technologies offer individuals greater access to diverse sexual practices, says sex educator and online columnist Cory Silverberg, who spoke this past week at the annual Guelph Sexuality Conference in Guelph, Ont.”
10. Massively (USA) – Second Life moves to 1.23, opens adult continent, allows more content. “Linden Lab has released the new viewer, bringing Second Life up to 1.23 a few days earlier than expected, off the back of a very short release-candidate cycle. The new viewer brings three things with it: The new Adults-only continent (formerly Ursula and now Zindra), user-verification by documents or payment-status, and a new Adults-only content rating that opens up Second Life to more extreme sexual and violent content. At least so long as it is confined to the adult continent and no child avatars are involved, of course. That this was all done as a adult-continent rather than an adult-grid suggests that Linden Lab’s intergrid interoperability isn’t ready for prime-time yet.”
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Merged realities – events and issues for virtual worlds
June 20, 2009
For anyone looking for something fun to do on Sunday night, try ABC Island in Second Life.
The next ‘Aunties Building Challenge’ is being held, starting 8.30 pm AET (3.30 am SL time). It’s a great way for newer Second Life residents to learn the ropes of content creation while more experienced people can enjoy the overall challenge.
2. Timothy Burke at Terra Nova has an interesting piece on how there’s more to virtual worlds than Second Life and World of Warcraft. Who’d have thought?
3. Eyefliez will be hosting “A Midsummer’s Eve Relay For Life Benefit” to promote cancer awareness, with all proceeds going to Relay for Life:
- Two stages, all day long – Live Musicians, DJs and Live Acts including:
—- Tone Uriza
—- Lexie Luan
—- Bones WriterX
—- Squidfisher McMillan … and many more!- Freebies from local stores
- Treasure HuntDid you know that if you counted 10 people around you, one of them will die of cancer? Note that says WILL, not ‘could’. There is no cure, YET! Prevention and awareness saves lives! All money donated to RFL goes directly to international programs, research, and helping those who can’t afford treatments.
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Zindra: Second Life’s adult continent
June 16, 2009
As announced on the Linden Lab blog, Second Life residents now have access to the new adult-only continent called Zindra, for the next two weeks. There’s already a bunch of Linden-created content up and running, although not surprisingly there are dozens of empty buildings this early on in the piece. I’m a sucker for pretty and Zindra is indeed pretty in places. The real fun begins as the adult-content is migrated from the current mainland. The process for doing that will likely be fraught with challenges but now’s your chance to look at where you may like to be relocated to.
To view Zindra you’ll need to download the 1.23 Second Life Viewer update and have age-verified your Second Life account.
Below are some pics I took while exploring Zindra, enjoy:





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