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China’s virtual currency regulation and Conroy’s filter

July 4, 2009

I had the pleasure of having a chat to Radio Australia’s Ryan Egan for the 20th episode of the Tech Stream podcast. We spoke in some detail about the Chinese Government’s ban on using virtual currencies to purchase real world goods, as well as the recent flare-up in concerns around the impact of the Federal Government’s internet filtering legislation on virtual worlds.

You can listen to the edited interview here (the full version is here), plus there’s some great previous features on augmented reality and more.

I also wrote a piece for Crikey on the net filtering issue, which you can read here.

Popularity: 1% [?]

Proposed ISP filtering allows surveillance of journalists, citizens, politicians

June 29, 2009

Should Senator Conroy’s proposed ISP filtering come to fruition, it concentrates extraordinary powers on whoever is to actually run it. It allows the surveillance of the Internet activities of Kevin Rudd’s children, the journalists at News Limited, or the government’s perceived political opponents (or its own members), or of anyone.

At will. Without cause. Without warrant. Without oversight.

Whether or not you agree with the filtering plan’s goals, this one thing should give you pause: your web-browsing history, and the web-browsing history of every Australian is available to some as-yet-unknown party, from the moment mandatory ISP filtering is switched on.

Sure, the contractor who provides the filtering service, and who maintains the systems will doubtless have all sorts of NDAs. But if someone in Rudd’s family browses porn from The Lodge, for example, then there’s considerable potential for leverage and extortion, because the contractor could obtain that data at will, even if government officials themselves could not, by law, obtain it.

Because filtering systems are logged. Filtering providers are, in fact, very keen on logging. Whether a request is blocked or allowed, the fact of it is recorded. Filtering providers use it to assess how well the system is performing. Individual user addresses are at times monitored from the logs, and some of that data is processed by humans to identify new things that should be blocked, or to see how people are attempting to defeat the filtering.

Whoever is providing and controlling the filtering gains unprecedented political power. Want to know what the journalists at a particular newspaper are up to? Scan the logs for their network addresses and check out what they’re reading on the Web. Ditto for other politicians. Or for anyone of interest, from parliamentarians to cleaners.

The potential for abuse here is absolutely appalling.

All you have is the word of people that these secrets won’t leak or be abused. Won’t they? The preliminary filter lists have already leaked, and contain quite a number of things that are far beyond what we’ve been told would be there. Our trust has already been violated even during the trial phase.

It’s only a matter of time before someone uses this data for their personal or political advantage.

And we, as a nation, are making it all too easy for that to happen.

Popularity: 1% [?]

Net filtering and virtual worlds: reactions

June 27, 2009

After last night’s story on the Australian Government’s internet content filtering legislation and its potential impact on virtual worlds, the response has been astounding. Today has seen the largest ever traffic on The Metaverse Journal. Like any issue, there are a few camps of thought:

1. Those who have significant concerns that environments like Second Life will end up being banned.

2. Those who have significant concerns, but cannot believe the Australian government would be so misguided as to oversee such a ban.

3. Those who believe the whole idea is hype and/or scaremongering and that the Federal Government will not take such a scattergun approach.

4. Those who support the proposed legislation.

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A resident of Australia sim in Second Life unhappy with proposed net filtering plan

I tend to fall in the second camp, because there are innumerable examples of governments making policy that has unintended consequences for individuals not intended to be targeted by a new law. In fact, most legislation does that, it’s just that this proposition particularly stands out for its gaps in logic and potential to harm some really good work going on within Australia.

There’s certainly a chance that the final legislation, if passed at all, will have taken into account the intricacies of virtual worlds. I’m not holding my breath on that though, unless there’s some concerted efforts by Australians on the issue. Telstra and the ABC have plenty to lose and it’s both those organisations that could make a difference in sanity checking the final legislation. The hundreds of thousands of virtual environment consumers in Australia also have a large voice, if there’s a timely response in the event a ban does seem embedded in the legislation.

There’s plenty of time for these issues to be teased out – determining the Minister’s willingness to do so is the biggest unknown. We’ve contacted Senator Conroy’s office but unsurprisingly there’s been no response. What are your thought? Is it all a storm in a teacup, a call to action or a big yawn?

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An open letter on virtual worlds for Senator Conroy

June 25, 2009

Today’s coverage by Asher Moses in Fairfax newspapers on the latest saga with content filtering in Australia, alludes to virtual environments such as Second Life being added to the list of content not suitable for viewing in Australia. Essentially, the issue is that online ‘games’ like World of Warcraft and Second Life have not received an Classification rating and therefore under the proposed content filtering would be blocked.

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The government funded ABC island: collateral damage through bad policy?

It’s difficult to know where to begin to pick the flaws in the logic of the approach, but I thought it may be worth writing an open letter / tutorial to the obviously misinformed Minister in question, Senator Conroy:

1. Virtual worlds do indeed contain adult content such as sex of pretty much any type, simulated drug use and plenty of violence. That said, just like going to the R-rated shop located in most suburbs, in environments like Second Life you can’t partake of the goods unless you’ve provided proof of age. So Senator, are you going to mandate the Australian Federal Police to ensure every ‘bricks and mortar’ adult store customer has to go through a government check before entering? Will you also be closing down other social networking sites like Twitter, Facebook and YouTube, as they too are not rated and also contain graphic content?

2. Second Life, OpenSim grids and gaming worlds like World of Warcraft are three examples of environments that have highly valuable and empirically demonstrable educational benefits. Just talk to the dozens of Australian educators who have undertaken postgraduate research in the area. Can you explain what alternative means of immediate support the Rudd government will be providing to those people who utilise such environments for immediate health support around issues as diverse as mental health, physical disabilities and chronic disease support?

3. Given a range of virtual environments are used for the purposes of expressing free speech or engaging in activism in a much more visual way, does the Australian Labor party commit to not using emergent technologies for political purposes? Why should Gaza protesters not be able to get their message out via Second Life to Australians whilst the ALP spams YouTube with Kevin Rudd informercials?

4.On the child protection thing. Any normal person doesn’t want their kids exposed to undesirable influences – it’s called parenting. If parents cannot be trusted to screen virtual world content, then is the government also committing to a full ban on R-rated magazines in newsagents, a blanket ban on all legal drug consumption in public and zero tolerance on swearing or violence. And if so, how will this be funded and implemented?

5. Can the Rudd government outline how Australians will maintain their competitive advantage in a global economy where virtual worlds are increasingly adopted as a means of communication? Will books be distributed with vetted pictures of said technologies and will this be enough to make our children competitive?

6. This to me is the most important question of all: have you, Senator Conroy, received any substantive briefing on the opportunities virtual worlds provide for educators, health professionals and businesses? I don’t mean Steve Fielding showing you a picture of two avatars going at it in Second Life. I mean a real briefing covering demographics, trends, research and evidence-based success stories. I can point you in the direction of half a dozen great people locally off the top of my head. Hell, I’ll come too to report on your newfound open-mindedness. I promise I’ll behave.

Of course, Senator Conroy is no more likely to read the above open letter than he is to request the substantive briefing mentioned. To be fair, no definitive statement has been made by the government on virtual worlds but the signs certainly aren’t encouraging. Like the wider issues with content filtering, the baby looks like being thrown out with the bathwater, and we won’t know it until it’s too late. If this does come to pass, Australia will be up there with North Korea in developing its population to be tech-savvy competitors in a global economy. Now THAT’s an education revolution.

Postscript: this afternoon I spent some time discussing the issue with Tateru Nino (who’s written on the issue here and here) and she made a really good point: by creating its adult-only continent in Second life, has Linden Lab forced the hand of ACMA to provide a rating on Second Life’s content. Having everything conglomerated in one place makes a rating easier. The trouble is, under the proposed regime it could also spell the end of Second Life access for Australians, or at least some significantly pared down access to PG-areas only.

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Interview: Andrew Campbell – Director of Prometheus Research Team, University of Sydney

June 23, 2009

(Published earlier today on Metaverse Health)

Over the past couple of years I’ve had the opportunity to chat with Andrew Campbell on a couple of occasions. As Director of the Prometheus Research Team, Andrew is heavily involved in the area of mental health and technology. I’ve always been struck by Andrew’s objective view of gaming and virtual worlds, which he rightly sees as simultaneously providing significant opportunities and challenges.

I caught up with Andrew to discuss his work and perspectives on mental health, gaming and immersive virtual worlds.

DH: Can you describe the main focus of your clinical work?

AC: The main focus of my clinical work is divided into two categories. Firstly, research. My primary job is an academic researcher and teacher in the field of Psychology. I conduct research particularly in the area of Cyberpsychology, which is the study of how technology is impacting human behaviour, both in good and bad ways. Secondly, I am a general practice psychologist who specialises in child and adolescent mental health and behavioural problems. My clinical work to date has been focused on treating children with ADD/ADHD, anxiety and depression, conduct problems, as well as parental counselling and family therapy.

DH: What led your career to the stage it is at today – what got you into the issue of mental health and technology?

AC: In 1997 I was finishing my undergraduate degree in Psychology and Education at The University of Sydney and decided to spend some time in the United States working as a teaching assistant at a few universities. I became captivated with work being done by a handful of academic psychologists in the US at the time who were focusing on how the internet was going to be a revolution to impact human behaviour and society at large.

Campbell_Andrew I read everything I could get my hands on at the time to do with online relationships, virtual societies and even gaming communities that were developing international reputations and new cultures in cyberspace. I asked myself at the time ‘could this be the start of a new movement in human enrichment?’ and set forth to find out the good and the bad (and the down-right terrible) aspects of spending a lot of time engrossed in an online world, be it chat, gaming, shopping, finance, politics etc. Thus, my interests turned toward career aspirations to develop psychological research and an applied track record in the use of information communication technology and the use of other technologies in helping the ‘human condition’.

DH: Arguably the number one and two areas of broader public interest with mental health and technology is gaming and violence and addiction. What percentage of your work is spent dealing with actual or perceived issues in those areas?

AC: To date, my clinical work as a generalist psychologist in child and adolescent mental health has only touched lightly on these issues. I have mainly dealt with traditional mental health concerns of parents over their children, but of those clients I have seen about gaming violence and addiction, I’ve noted that the parents themselves do not know anything about the games their children are playing. They tend to have a view that all games are violent or addictive. Given this, I normally direct parents to learn more about what their kids enjoy about their game in order to learn more about behaviours they may be modeling from the game. For example, two of my client’s parents had no idea that strategic games such as ‘Age of Empires’ actually have huge cognitive and historic learning benefits. The game is akin to modern day chess, with historical lessons of ages past. Other games that promote team play
increase problem solving skills in a collaborative environment, therefore promoting team work and clear communication strategies.

Adversely, some team playing games are based on a violent theme, such as the popular game ‘Counter Strike‘. Overall, through my work I’ve found that parents do have concerns about violence and addiction to games, but really do not have an understanding of games themselves. This is troubling in an age where gaming is increasing in popularity across generations and content is still not regulated well by Government or other ‘watchdog’ agencies. As such, parents need to be cognisant of the types of games out there – their pluses and minus points – and be involved in selecting and learning about the titles with their children in order to curtail negative behaviours related to certain genres.

DH: The issue of technology and its influence on behaviour has been around for decades, with the TV / Film and violence link being hotly debated for most of that time. Before we get onto gaming / virtual worlds, is there yet any empirical agreement on TV/Film and violent behaviour?

AC: As surprising as this may sound, no, there is not any empirical agreement on TV/Film and violent behaviour in contemporary society. Incidents such as the Columbine School Massacre and more recently, the Virginia Tech shooting have led psychologists to argue for renewed policies censuring violent films and TV shows from minors and suggestible personality types. Although games are becoming a popular target for connecting atrocious violent crimes to the perpetrator, TV and Film are still front runners in the causation of violent behaviour in, not just the younger population, but the population in general.

DH: The popular media perception of gaming is that there is at least an anecdotal link between the regular playing of violent games and violent real-life behaviour. From your work, have you seen any evidence of this?

AC: Unequivocally, no! To say that violent games or even violent TV/Film is causation for a violent crime is ludicrous. I won’t go so far to say that violent games, TV or Film have zero impact on violent crimes, but to look at it as a sole causation does not address the pathology of the individual to begin with, let alone motive to carry out the behaviour that may lead to a crime. Ergo, playing a violent game is no more likely to trigger someone’s violent behaviour than eating your favourite food is going to motivate you to become a chef! In my private practice, any child who has presented with conduct disorder or oppositional defiant disorder, or even anger management problems, may or may not have been a gamer – however – all have had pathology and environmental problems that
have led to their disorder that are more consistent and pervasive than just playing a violent video game a few hours a day.

DH: Is there actually an argument that gaming can have an ameliorating effect on real-world behaviour and if so, is there research supporting this?

AC: Yes, a number of studies have shown wonderful results helping people to ameliorate either behaviour or, in some cases, the management of pain. My own research has looked at how biofeedback video games that encourage the player to control a task on a screen using their breathing technique, has led to improved attention and relaxation strategies in ADD/ADHD children. Other research has shown that virtual reality games that are immersive can actually help in the treatment of PTSD. One of the best breakthroughs in serious games has been the treatment of burn victims from the current Iraq and Afghanistan wars. These patients have to undertake pain dressing changes and skin grafts. During these procedures, the patient plays a game called ‘Snow world’ which immerses them in an environment that triggers their subconscious into believing they are in a cool and calm environment that distracts them from the pain of the treatment they are receiving. The research in all these examples is very new, but compelling. It is beginning to influence the game developers in entertainment to consider the market for ’serious games’. This has already commenced with popular programs such as the Nintendo Wii releasing Wii fit and associated sports programs to tackle obesity.

DH: In regards to addiction and online gaming or virtual world environments, what’s your overall take?

AC: My overall take on addiction is that it is possible in either the virtual world or gaming environments online. What needs to be clarified is what aspects of these activities and functions are ‘addictive’. To say we are addicted to the Internet is like saying we are addicted to shopping – what items are we addicted to? The internet houses many areas of interest. It is obvious to posit that sex addiction offline could also be met online, as could be gambling. But gaming offline vs gaming online has different stimulus effects I would theorise.

Also, virtual worlds – what do we gain in socialising in these worlds that we don’t in our offline world? Is there such a thing as addiction to socialising?! Most likely not, because socialising is part of being human. Therefore, what is the attraction to these worlds that stimulates us highly enough to spend hours online engaging with strangers vs. meeting strangers in the offline world? The answer probably lies somewhere between the functions of pursuing anonymity, creativity, cerebral connections and/or reducing the chance of being socially awkward – all reasons one person may prefer the online world.

DH: If addiction is only quantifiable in a small component of the population, is that component larger or smaller than other behaviours such as substance use, gambling etc?

AC: I think if we look at gaming addiction in comparison to substance use, for example, we can quickly conclude that substance abuse is both physically and psychologically damaging and perhaps more wide spread globally across ages, genders and cultures. But the damage of gaming addiction is growing in certain cultures, such as in Asia where gaming is an accepted pasttime for all ages and genders and thus could be on the rise without society realising it since it is not an illegal behaviour or even an invasive or obviously destructive past time compared to drug taking.

prometheus However, it is psychologically damaging both in psychosocial relationships, employment responsibility and accountability and can even affect our general health to a large degree. You might therefore say that although substance abuse and gambling are faster and
harder-hitting addictions, gaming addiction is fast becoming a contemporary societal problem that is slow to build in destructiveness,
but easier to ignore.

DH: For those who do require actual treatment for addiction, what’s your take on the use of online treatment when the issue is related to online behaviour i.e. addressing the traditional view that you can’t use the mechanism for facilitating addiction to treat the addiction itself.

AC: One of the earliest therapies provided online by Psychologist, Dr Kimberly Young, was treatment for online addiction. She began this service, online, in the early 1990’s. Although it has been a growth industry for Dr Young and others who believe in her treatment modality, I personally find it to be flawed therapy and lacking in best-practice evidence. Addiction, be it to specific functions of the internet, gaming, substance abuse, gambling etc, is an extremely difficult pathology to treat, let alone treat well. Therefore, all scientific practice indicates that addiction therapy should be done in a face-to-face or group counselling environment. It requires ongoing resource support utilising mentors, friends and family. It is something that may (but only in very specifically suitable cases) use the internet as a support tool, but in all other regards addiction, especially to internet functions and gaming, should be done away from the primary stimulus.

DH: With growing immersiveness in gaming and in virtual worlds more broadly, what do you see as the mental health challenges and opportunities?

AC: Research right now is looking out how we can harness immersive environments, be they virtual worlds or games, for tackling problems in health, behaviour and education. The challenges we face at the moment are actually not to do with the quality of the environments being delivered to consumers over the internet or through off-the-shelf games, but more through the cost of developing serious games or health purpose virtual worlds by the commercial sector. In addition, we are facing a health professional vs tech industry challenge in trying to have these two expert bodies effectively harness the ideas that are scientifically based delivery of health interventions. In short – the health professionals need to learn more about the tech industry and vice versa. Once this bridge is finally built, I believe we will be entering a new error of technology consumerism – games for wellbeing and ICT for personal health management.

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Australia revamped

June 19, 2009

australia build cellar Back in May 2007 we covered the launch of a sim in Second Life called Australia. Up until a month or so ago, things hadn’t altered much until the sim’s change of ownership when it’s previous owner sold due to real-world time contraints. Now run by Australian Second Life developers Top Dingo, there’s been a significant remodification.

Top Dingo partners Noel Jacobson (SL: Pants Lilliehook) and Amanda Hassett (Mahala Peccable) spent just under a month creating some impressive experiences, from red-dirt outback to a South Australian winery and Opera House. Some are indeed enhancements of builds already in existence but the overall effort is so much more than that. It all just seems to fit together a lot more effectively and there’s some real visual delights spread throughout. A highlight for me was the Centrepoint Sydney Tower with its 36-degree Sydney panorama.

Aesthetics have always been a matter of individual taste, but for me, the work done by the Top Dingo team has placed the Australia sim in the same league as the BigPond and ABC presences as far as their visual appeal and focus on building a community rather than a ‘brochure sim’.

A few pictures from the Australia sim:

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Check it out in-world

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Beautiful Kate – virtual worlds as normality

June 14, 2009

beautiful-kate Beautiful Kate is both a visually stunning and emotionally confronting movie that builds a warmth that belies its subject matter. Based on Newton Thornburg’s 1982 novel of the same name, Director Rachel Ward has transplanted the bleakness of Idaho USA to outback Australia (the film was shot primarily at Wilpena Pound in South Australia). It made its debut at the Sydney Film Festival last night, with a wider Australian and international release on the 6th August. It’s likely to draw some serious attention for a range of reasons, not least of which are its subject content (unresolved family conflict, frustrated ambitions and incest to name three) and its actors – Ben Mendelsohn, Rachel Griffiths and Bryan Brown are three of the most well-known. Its location and intense examination of some deep emotional issues should also make it stand out.

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The Jungle Bar set

The reason for this being discussed on The Metaverse Journal is the involvement of Second Life and some Australian (and American) Second Life residents in the movie. That involvement is extremely modest and in no way pivotal to the progression of the film’s plot, and that is exactly why I believe it’s noteworthy. Second Life is shown in a remote but otherwise remarkably everyday setting, being used for what it does best: connecting people in a more immersive way. Even better, it shows how virtual worlds are accessible in remote areas: I can vouch for the fact that frame rate times and latency issues were calculated to get as close an estimate to what an actual Second life session would look like from a remote location.

I won’t give away any more than that in regards to plot, but for the more dedicated virtual worlds follower, Beautiful Kate is one of the first (possibly the very first?) international release movie featuring a 3D non-gaming world in a context where that world isn’t the focus. There’s some analogies that can be drawn with TV: the first time one appeared in a movie would have been an eye-opener for some, but now there’s more likely to be comment about a movie scene featuring a home living area without a TV.

This is the future lot of virtual worlds in regards popular culture, and it will be a welcome evolution. Once virtual worlds’ place is cemented in everyday life, then perhaps there can be sensible discussions around their opportunities and challenges without the white noise of sensationalism or unfamiliarity.

Some significant kudos need to be given to Beautiful Kate’s production team. Director Rachel Ward is the first to admit she’s no Second Life user. That said, when writing the screenplay Rachel had an intrinsic understanding that Second Life was increasingly a normal way for people to interact remotely in a more immersive way. She also understood that most people use Second Life for one thing: to have fun. It was 100% Rachel’s vision on what the ‘Jungle Bar’ and the lead avatars should look like that were featured. Producers Leah Churchill-Brown, Bryan Brown and their team were very patient and supportive throughout the whole process of clearing intellectual property rights with Linden Lab. As I’ve said already – the Second Life footage is a tiny component of a movie with much broader themes, but it remains demonstrative of the growing power of virtual worlds in popular culture, and not just driven by the ‘digital natives‘.

Should you go and see Beautiful Kate? My obvious and biased answer is yes. Be prepared to be confronted and don’t expect to come out laughing (although there are some very humourous sections), but this is a more than worthy film, with or without the couple of minutes Second Life ;) You can view the trailer for the movie right here:

Technical Aspects

The Second Life footage was shot in June 2008 on a set specifically designed to the Director’s requirements. Encore Design Group (EDG) created the ‘Jungle Bar’ in Second Life and did a stupendous job if it . They had created a Second Life presence featured in the US version of The Office and they delivered in spades for this project too. The scene itself was shot over three weekends and involved the following Second Life Residents in addition to myself:

Graham Sabre
Wolfie Rankin
Simon Kline
NeilRobert Janus
Kat Claxton (EDG Designs)
AnnGee Li (EDG designs)
Leyah Renegade
Zak Claxton
Jambalaya Fonck
Willowhouse

The footage itself was captured via iShowU on an iMac at a frame-rate to replicate Second Life responsiveness on a less than optimal broadband connection. The only editing done was to package the footage in a range of acceptable formats for the production team to edit. This by necessity was a low-cost project but the end result in my biased opinion, is pleasing and a good fit for the movie.

I’d really like to thank all those people listed above for their help with the creation of the scene. Kat and AnnGee from EDG were stupendous. I also have to make special mention of Simon Kline who initially let me know about this opportunity and it was great to have him involved in the scene. Graham Sabre was also invaluable as the male lead avatar and was very patient with the large number of takes, as were all the other dancers. We’ll have more on Beautiful Kate, including some shots of the Second Life scene, in the weeks leading up to its more widespread distribution.

Disclosure: Creative Shed Services (of which I am the owner) was involved in Project Managing the Second Life shoot and was paid to do so. EDG Designs are an advertiser on TMJ.

Other coverage of Beautiful Kate and Second Life:

1. Virtual Worlds News

2. Massively

3. New World Notes

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