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	<title>The Metaverse Journal - Virtual World News &#187; Alternatives</title>
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	<link>http://www.metaversejournal.com</link>
	<description>Coverage of news, issues and events occurring in virtual worlds or those who create those worlds</description>
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		<copyright>Copyright &#xA9; 2010 The Metaverse Journal - Virtual World News </copyright>
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		<itunes:summary>Coverage of news, issues and events occurring in virtual worlds or those who create those worlds</itunes:summary>
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			<title>The Metaverse Journal - Virtual World News</title>
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		<item>
		<title>Review: Onverse</title>
		<link>http://www.metaversejournal.com/2010/02/22/review-onverse/</link>
		<comments>http://www.metaversejournal.com/2010/02/22/review-onverse/#comments</comments>
		<pubDate>Mon, 22 Feb 2010 08:45:45 +0000</pubDate>
		<dc:creator>Feldspar Epstein</dc:creator>
				<category><![CDATA[Alternatives]]></category>
		<category><![CDATA[General News]]></category>
		<category><![CDATA[onverse]]></category>

		<guid isPermaLink="false">http://www.metaversejournal.com/?p=2563</guid>
		<description><![CDATA[
Onverse is comprised of a 2D web site, connected to a 3D virtual environment. Together, they form an intriguing new social networking platform with games included – games intuitive enough for non-gamers to learn, but complex enough for gamers to be interested in. You log in using the same account credentials regardless of whether you [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.metaversejournal.com/images/2010/02/Onverse02.jpg"><img class="alignleft" style="margin: 10px; border: 0px initial initial;" src="http://www.metaversejournal.com/images/2010/02/Onverse02_thumb.jpg" border="0" alt="My avatar, on the Learning Course" width="297" height="346" /></a></p>
<p>Onverse is comprised of a 2D web site, connected to a 3D virtual environment. Together, they form an intriguing new social networking platform with games included – games intuitive enough for non-gamers to learn, but complex enough for gamers to be interested in. You log in using the same account credentials regardless of whether you log in on the web site or the virtual environment. Cross-functionality between the two is increasing even as Onverse gets closer to its official launch date, which is slated for April 15th 2010.</p>
<p>From the moment you start signing up for an Onverse account, you are given some personal artistic choices regarding your avatar&#8217;s look, and as you progress into the environment, more and more choices open up to you, including decoration of your own free apartment. Some of the clothing, furniture, and tools are free. Some things you can buy using points, one of the Onverse currencies collected in-world. Some items are available only by purchasing Cash Coins (the other Onverse currency). Apart from clothing, you can also choose animations and emotes to use that further individualise your self-expression and your experience of Onverse.</p>
<p><a href="http://www.metaversejournal.com/images/2010/02/Onverse03.jpg"><img class="alignright" style="margin: 10px;" src="http://www.metaversejournal.com/images/2010/02/Onverse03_thumb.jpg" border="0" alt="The Avatar Cannon" width="240" height="208" /></a> There are currently three modes of travel in Onverse: you can teleport between worlds, of which there are three at this time (The Hub, Volcano Island, Ancient Moon); you can travel long distances with the Avatar Cannon (though it&#8217;s best if you don&#8217;t try to aim for any specific landing point the first few times); and of course, you can always walk.</p>
<p>The Hub, Volcano Island, and Ancient Moon each feature outdoor areas and shops. The Hub also boasts apartment buildings, a casino, a nightclub, and an amphitheatre. Volcano Island and Ancient Moon each have themed housing communities &#8211; instead of having your apartment in an instance run just for you, apartments are grouped together in lots of 40+ to an instance. You can meet new friends or encourage your existing friends to become your neighbours.</p>
<p>I was initially unimpressed by Onverse. That was until I started doing a little digging, and discovered how little time it had been in development for, how few people were working on it, and the tiny budget that Onverse has currently. <a href="http://www.onverse.com/home/crew.html">This is the team listing</a>: Steve Pierce &#8211; &#8220;The Designer&#8221;; Wes Macdonald &#8211; &#8220;The Engineer&#8221;; Eric Hoefer &#8211; &#8220;The Artist&#8221;; Ben Steele &#8211; &#8220;The Animator&#8221;; Scott Mitting &#8211; &#8220;The Web Engineer&#8221;. The social networking component alone was built in under a month; the virtual environment in a comparative period of time for its size. Many parts of the coding for the game world, including the back-end server, have been written from scratch. The team also needed to learn to create avatar and clothing meshes. Other things that impressed me:</p>
<p>1. There&#8217;s a client available for the Mac that does not lag behind the Windows client</p>
<p>2. The client for the virtual environment can be run on computers with relatively low specs, and they have been streamlining their software and reducing the RAM footprint so that machines with even lower specifications can still run it.</p>
<p>I was also intrigued by the Onverse method of filling the world with music: <a href="http://www.onverse.com/home/music.html">signing on bands and artists</a> who allow their music to be played in-world. Indeed, &#8220;Onverse is always looking for new bands who would like to showcase their talent inside our world. If you would like to be considered, contact us at <a href="mailto:music@onverse.com">music@onverse.com</a>.&#8221;</p>
<p>If the use of casual games and social interaction on Facebook is any indication, then Onverse, with its more engaging environment, combined with socially interactive opportunities, should do extremely well. I believe that there will need to be a range of add-on game types if the product is to appeal to gamers and casual gamers alike, but I feel that the trend in Onverse is towards such a range. I look forward to monitoring their progress.</p>
<p style="text-align: center;"><a href="http://www.metaversejournal.com/images/2010/02/Onverse06.jpg"><img class="aligncenter" style="border: 0px initial initial;" src="http://www.metaversejournal.com/images/2010/02/Onverse06_thumb.jpg" border="0" alt="Ancient Moon" width="494" height="384" /></a></p>
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		<title>Archi-Me: CAD to virtual world</title>
		<link>http://www.metaversejournal.com/2009/09/30/archi-me-cad-to-virtual-world/</link>
		<comments>http://www.metaversejournal.com/2009/09/30/archi-me-cad-to-virtual-world/#comments</comments>
		<pubDate>Wed, 30 Sep 2009 12:18:32 +0000</pubDate>
		<dc:creator>Lowell Cremorne</dc:creator>
				<category><![CDATA[Alternatives]]></category>
		<category><![CDATA[General News]]></category>
		<category><![CDATA[archi-me]]></category>
		<category><![CDATA[architecture]]></category>
		<category><![CDATA[moofu]]></category>

		<guid isPermaLink="false">http://www.metaversejournal.com/?p=2317</guid>
		<description><![CDATA[ There&#8217;s no denying the demand by business for virtual environments that allow for replication of real world products and processes. Forterra&#8217;s OLIVE  platform, TeamingStream&#8217;s NoviCraft, Second Life and OpenSim grids are just four environments used extensively by business for prototyping products or business.
Archi-ME is a new entrant in that space. Created by UK-based [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.metaversejournal.com/images/2009/09/airport21.jpg" alt="airport2" title="airport2" class="alignleft size-full wp-image-2319" /> There&#8217;s no denying the demand by business for virtual environments that allow for replication of real world products and processes. <a href="http://www.metaversejournal.com/2008/12/10/forterra-ups-the-ante-in-enterprise-virtual-worlds//">Forterra&#8217;s <em>OLIVE</em> </a> platform, <a href="http://www.metaversejournal.com/2009/02/22/novicraft-virtual-world-team-building/">TeamingStream&#8217;s <em>NoviCraft</em></a>, <em>Second Life</em> and OpenSim grids are just four environments used extensively by business for prototyping products or business.</p>
<p><a href="http://www.archi-me.com">Archi-ME</a> is a new entrant in that space. Created by UK-based company <a href="http://www.moofu.co.uk/">MOOFU</a>, its stated purpose is &#8220;a new solution that enables designers to create fully interactive avatar-based virtual environments from 3D CAD models&#8221;. If you spent a couple of minutes watching the video below, you&#8217;ll see Archi-Me in action. Those who&#8217;ve used Second Life in particular will see some big similarities around appearance and the ability to manipulate objects and change textures on the fly. In fact, there&#8217;s very little from the demo that can&#8217;t be replicated in Second Life. Which isn&#8217;t the point really: this seems an application designed for building and architecture firms who want an easy way to bring their CAD-based designs into an avatar-driven 3D environment. </p>
<p>To get some more details, I shot some questions through to Nick Palfrey, Managing Director at MOOFU:</p>
<p><em>Lowell:</em> Can you give a ball-park estimate on typical cost of something like a basic house walk-through?</p>
<p><em>Nick: </em>For applications where the client is using toolkit functionality and requires very little tailoring, which would be the case for many Architects we would be looking at under £5k. We also design custom interfaces and environments for larger organisations such as property developers, with budgets of up to £25k as new avatars, functions, networking and design options are all re-visited.</p>
<p><em>Lowell:</em> Is there any intention to allow people to own their own copy of Archi-Me i.e. pay a license fee to create their own content rather than rely on it arriving on a DVD.</p>
<p><em>Nick: </em>We plan to offer an import system at some point so that users can generate their own environments through their CAD models, we should stress that we are not replicating Second Life and the system will not have tools for building spaces in it. Archi-Me is all about showcasing designs and for that reason, we rely on the client or user having a thorough understanding of either 3DS Max or ArchiCad. It is also important to note that only we can package the system up for web application and hosting.</p>
<p><em>Lowell:</em> What is the fundamental architecture that Archi-Me is based on &#8211; is it a ground-up proprietary virtual environment or does it leverage say Forterra&#8217;s OLIVE platform or something similar?</p>
<p><em>Nick: </em>We use Unity 3D to compile our code and for all of MOOFU’s game work, we stick with this. All code, assets and scripts are customised as well as a number of SDKs being used. We use Unity because it compiles the data instantly on-screen and for visualising large buildings with multiple cameras, this functionality is very helpful!</p>
<p><em>Nick: </em>Are you able to disclose who the client or clients in Australasia have been?</p>
<p><em>Lowell:</em> Yes&#8230;  Dr Kenn Fisher Associate Professor Melbourne University and Director of Learning Futures Woods Bagot Architects, Melbourne. This has been a project organised by him with a number of international stakeholders. More information on Kenn is available at <a href="http://rubida.net/">Rubida.net</a>!</p>
<p><center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/HCggDvm2zFA&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/HCggDvm2zFA&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center></p>
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		<title>Metaplace: worlds embedded</title>
		<link>http://www.metaversejournal.com/2009/07/02/metaplace-worlds-embedded/</link>
		<comments>http://www.metaversejournal.com/2009/07/02/metaplace-worlds-embedded/#comments</comments>
		<pubDate>Wed, 01 Jul 2009 15:03:21 +0000</pubDate>
		<dc:creator>Lowell Cremorne</dc:creator>
				<category><![CDATA[Alternatives]]></category>
		<category><![CDATA[General News]]></category>
		<category><![CDATA[metaplace]]></category>

		<guid isPermaLink="false">http://www.metaversejournal.com/?p=2196</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>Raph Koster <a href="http://www.raphkoster.com/2009/06/30/embed-virtual-worlds-anywhere/">has announced</a> the ability to embed a Metaplace world within a webpage.  Significant? Indeed it is. One of the reasons video sharing services like <a href="http://www.youtube.com">YouTube</a>, <a href="http://www.vimeo.com">Vimeo</a> and <a href="http://blip.tv">Blip.tv</a> 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. </p>
<p>At this stage you&#8217;ll still need a <a href="http://www.metaplace.com">Metaplace login</a> to view an embedded world but the plan is for that to eventually not be the case. <a href="http://mp.tikitronics.com/mp2wp/">A WordPress plugin already exists</a>, which is how I&#8217;ve embedded a favourite world of mine:</p>
<p><center>[mp2wp]Halloween,500,400[/mp2wp]</center></p>
<p>A range of uses have already been identified (<a href="http://mp.tikitronics.com/embed/gm/">integration with Google Maps anyone?</a>) and the virtual performance one in particular should gain some serious traction. Without wanting to sound like a slobbering fanboy, Metaplace to date haven&#8217;t put a foot wrong and it&#8217;s hard to see anything but some serious success ahead for the platform.</p>
<p>What do you think: does the ability to embed Metaplace on your site make it more likely you&#8217;ll use it?</p>
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		<title>VastPark: community collaboration for enterprise</title>
		<link>http://www.metaversejournal.com/2009/06/16/vastpark-community-collaboration-for-enterprise/</link>
		<comments>http://www.metaversejournal.com/2009/06/16/vastpark-community-collaboration-for-enterprise/#comments</comments>
		<pubDate>Mon, 15 Jun 2009 14:52:14 +0000</pubDate>
		<dc:creator>Lowell Cremorne</dc:creator>
				<category><![CDATA[Alternatives]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[vastpark]]></category>

		<guid isPermaLink="false">http://www.metaversejournal.com/?p=2155</guid>
		<description><![CDATA[ VastPark have announced the launch of VastPark 3C (Community Collaboration Centre), which &#8220;connects an easy-to-use social network platform with an immersive real time meeting system, allowing users to self organise within a collaborative environment.&#8221; 
It&#8217;s another noteworthy integrated virtual worlds / social media entry into the enterprise market &#8211; like its competitors however, VastPark [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.metaversejournal.com/images/2009/06/vastpark-3C-logo.jpg" alt="vastpark-3C-logo" title="vastpark-3C-logo" class="alignright size-full wp-image-2156" /> <a href="http://www.vastpark.com">VastPark</a> have announced the launch of <a href="http://www.vastpark.com/3c">VastPark 3C</a> (Community Collaboration Centre), which &#8220;connects an easy-to-use social network platform with an immersive real time meeting system, allowing users to self organise within a collaborative environment.&#8221; </p>
<p>It&#8217;s another noteworthy integrated virtual worlds / social media entry into the enterprise market &#8211; like its competitors however, VastPark still faces an uphill battle with businesses that already have well developed intranet platforms. </p>
<p>That said, Victoria&#8217;s Department of Justice and RMIT University are on board with three other undisclosed organisations, so there&#8217;s a small userbase established. Growing that base will obviously be a priority for VastPark, and to date they&#8217;ve demonstrated a real commitment to working with government and business over what&#8217;s been a very lengthy development phase for the VastPark platform.</p>
<p>If you&#8217;re an organisation and interested in joining the closed beta of VastPark 3C,  <a href="http://www.vastpark.com/3c">here&#8217;s where to go</a>.</p>
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		<title>Open source virtual environments living server-free</title>
		<link>http://www.metaversejournal.com/2009/06/15/open-source-virtual-environments-living-server-free/</link>
		<comments>http://www.metaversejournal.com/2009/06/15/open-source-virtual-environments-living-server-free/#comments</comments>
		<pubDate>Mon, 15 Jun 2009 09:26:08 +0000</pubDate>
		<dc:creator>Feldspar Epstein</dc:creator>
				<category><![CDATA[Alternatives]]></category>
		<category><![CDATA[General News]]></category>
		<category><![CDATA[Open Source]]></category>
		<category><![CDATA[open cobalt]]></category>
		<category><![CDATA[opensim]]></category>
		<category><![CDATA[solipsis]]></category>

		<guid isPermaLink="false">http://www.metaversejournal.com/?p=2154</guid>
		<description><![CDATA[
Most people familiar with the Second Life grid are also aware of the existence of OpenSim technology, commonly thought of as the Open Source alternative to Second Life.
With OpenSim, you can create your own virtual environment grid without needing to pay for licensing. The grid can be made open to the public, or be kept [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.vimeo.com/4612143"><img class="alignnone size-full wp-image-2168" src="http://www.metaversejournal.com/images/2009/06/Solipsis-video-capture.jpg" alt="Inside Solipsis, one month ago." /></a></p>
<p>Most people familiar with the <em>Second Life</em> grid are also aware of the existence of OpenSim technology, commonly thought of as the Open Source alternative to <em>Second Life</em>.</p>
<p>With OpenSim, you can create your own virtual environment grid without needing to pay for licensing. The grid can be made open to the public, or be kept private, only available to those on your side of the firewall.</p>
<p>What is the difference, then, between the OpenSim concept, and that of Open Cobalt and Solipsis? Essentially, OpenSim grids are designed to be served from a common point. Open Cobalt and Solipsis implementations are designed to be served from many points &#8211; they are both peer-to-peer technologies.</p>
<h2>Open Cobalt: specific market niche</h2>
<p>Open Cobalt consists of two parts: a browser and a toolkit. The browser is used to view the 3D virtual workspaces created with the toolkit. Each workspace can live on a separate personal computer. Workspaces are real time and computationally dynamic, and each can host multiple participants. Additionally, individual workspaces can be interlinked into a private and secure network of workspaces.</p>
<p>Open Cobalt is based on <a href="http://opencroquet.org/index.php/Main_Page">Croquet</a> technology. Squeak is an open source software development environment for Smalltalk-80 programming purposes; the Croquet system is derived from Squeak. The Croquet system features a peer-based messaging protocol that eliminates the dependence of a virtual environment upon a single server or server cluster, and that fosters the creation of highly collaborative workspaces. The Croquet software developer&#8217;s kit (SDK) was released in 2007, after which development under the Croquet umbrella ceased. Further development of Croquet has continued under the Open Cobalt banner.</p>
<p>Open Cobalt has a number of very attractive features, particularly for researchers, educators and students:</p>
<ul>
<li>Open source licensing (MIT).</li>
<li>Deeply malleable, collaborative space.</li>
<li>Runs on Windows, Mac, and Linux.</li>
<li>Internet access is not required; it can run over LANs and Intranets.</li>
<li>Private environments can be created. This eliminates the incidence of griefing by outsiders.</li>
<li>Public environment can be created. This brings richness and diversity to learning environments.</li>
<li>In-world text, voice and video chat, web browsing (VNC allows access to browsers like Firefox) and annotations.</li>
<li>Access to remote applications via VNC.</li>
<li>Navigation between virtual workspaces is possible using 3D hyperlinks.</li>
<li>Workspaces can be easily saved and restored.</li>
<li>Mesh, texture, media, and whole avatar imports are possible.</li>
</ul>
<p>Open Cobalt was started in January of 2008 by Julian Lombardi and Mark P. McCahill of Duke University.  The pre-alpha release of Cobalt (downloadable <a href="http://croquet-src-01.oit.duke.edu/cobalt.html">here</a>) was announced in June 2008. Since then, Open Cobalt has progressed in leaps and bounds, featuring more functionality and more extensibility. The beta release is due this year, and a full implementation is expected to be released in 2010.</p>
<h2>Solipsis: our market niche includes everyone.</h2>
<p>Solipsis is also open source, and also features de-centralisation of computational work and data storage. Nonetheless, its background, implementation and philosophies are of course quite different from those of Open Cobalt.</p>
<p>Solipsis has been developed by French R&#038;D partners Orange R&#038;D, Artefacto, Archivideo, IRISA and the Université de Rennes II. The product, which has been available for download for some time, is currently in beta testing, though that is slated to be completed soon.</p>
<p>The Solipsis 3D project grew out a prior 2D project; the 2D browser also featured a peer-to-peer facility, and thus allowed users to engage in chat sessions without the use of centralised servers.</p>
<p>Beginning in 2006, with a time-line of 30 months to completion, the Solipsis 3D universe and the advanced modelling tools should now be available.</p>
<p>The Solipsis team has a rather grand notion of the position it will hold in the future: they desire it to replace and greatly extend the Web as it exists today. Far more than just creating a metaverse in which to communicate and collaborate with other people, they also see Solipsis as a potential way to store and present data in a more meaningful way than the conventional Web does now. Additionally, they hope that Solipsis will conquer scalability issues, promote usage and creation of high-bandwidth services, and that it will be self-organising – any part that is cut off from the rest of the metaverse will be self-sustaining.</p>
<p>The Solipsis GUI presents as both a stand-alone navigator, and as a Firefox plug-in and ActiveX component.</p>
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		<title>Frenzoo: Avatar Style</title>
		<link>http://www.metaversejournal.com/2009/05/29/frenzoo-avatar-style/</link>
		<comments>http://www.metaversejournal.com/2009/05/29/frenzoo-avatar-style/#comments</comments>
		<pubDate>Thu, 28 May 2009 14:51:57 +0000</pubDate>
		<dc:creator>Feldspar Epstein</dc:creator>
				<category><![CDATA[Alternatives]]></category>
		<category><![CDATA[General News]]></category>
		<category><![CDATA[fashion]]></category>
		<category><![CDATA[frenzoo]]></category>

		<guid isPermaLink="false">http://www.metaversejournal.com/?p=2120</guid>
		<description><![CDATA[
Although originally billed as being for teenage girls, the Frenzoo concept has proven to be of interest to a much wider audience. Even though it&#8217;s early days yet, the site still being in beta, there&#8217;s already a thriving community of folks participating in Frenzoo, with a wide range of ages and nationalities, and both genders, [...]]]></description>
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<p>Although originally billed as being for teenage girls, the Frenzoo concept has proven to be of interest to a much wider audience. Even though it&#8217;s early days yet, the site still being in beta, there&#8217;s already a thriving community of folks participating in Frenzoo, with a wide range of ages and nationalities, and both genders, being strongly represented.</p>
<p>What is Frenzoo about? Primarily, it&#8217;s about sharing style – not just &quot;high fashion&quot; or &quot;mainstream&quot; style, but whatever takes your fancy; as long as you stay within the terms of service, and your images fit into the PG category, your style will be celebrated by the Frenzoo community.</p>
<p><em>Ztylist</em></p>
<p>Your Ztylist is your avatar in Frenzoo. In addition to personalising their face, there&#8217;s a wide range of beauty products, hairstyles, clothing and accessories to choose from to create the look you desire for your avatar. Once you have chosen your Ztylist&#8217;s look, you can also alter the way they move (their Pose), and change the way their background (Home) looks. The Pose is a looped animation; you can easily choose when in the sequence to take an image (Snapshot) to get the effect you are after.</p>
<p><em>Shop</em></p>
<p>One of the ways to achieve your personal look is to shop for items. Clothing, hair and accessories are made by the Frenzoo team, and also by VIPs, who are able to create items to stock their shops with. Though currently somewhat limited in range, the number of items is growing daily, and the range of styles covered also continues to expand. Right now, only Frenzoo team members have the ability to create make-up, though they are always open to suggestions as to what they should add to the collection next.</p>
<p><em>Create</em></p>
<p>Of course, if the shop doesn&#8217;t carry just the item you desire, you can always make your own. Making personalised garments, shoes and accessories is a snap with the item creation tools supplied. There&#8217;s a stage for cutting, for making the pattern for the fabric, and for adding details like buckles, pockets and gems. Simple items can be done very rapidly &#8211; more complicated items take more fiddling and more time, but are eminently possible. The original shape of your item is determined by the template you choose initially: a ball-gown cannot be cut to make jeans, but jeans can easily be cut down to make shorts.</p>
<p>Right now, VIP status is gained by demonstrating your capability and interest to the Frenzoo team &#8211; look in the Frenzoo forums for the appropriate information.</p>
<p><img src="http://www.metaversejournal.com/images/2009/05/iantoagain.jpg" alt="iantoagain.jpg" title="iantoagain.jpg" class="alignright size-full wp-image-2118" /></p>
<p><em>The Zoo</em></p>
<p>Under the Zoo tab, you can get a quick overview of what other people&#8217;s Ztylists are wearing, and you have a quick link to their profile pages. Also under the Zoo tab are the Clubs, which are a great way to meet and communicate with people who have the same interests as you.</p>
<p><em>Shows</em></p>
<p>Shows are a fun and entertaining way to share your outfit creation and compilation abilities! It&#8217;s also a good place to make new friends. Each show has a theme; past themes have included Barbie, Emo and Cosplay (Superheroes, in this case). The idea is that you dress according to the theme, and then everyone gets a chance to vote for their favourite outfit. To keep things fair, the Frenzoo team has ensured that you can&#8217;t vote for yourself, and asks that you not spam people asking for their votes!</p>
<p><em>Share</em></p>
<p>Frenzoo has made it easy to share around the Frenzoo love – there are a wide range of banners and logos available to place on other web sites, and it&#8217;s also easy to place snapshots of your Ztylist on blogs, Myspace, and other similar places.</p>
<p><em>Forum</em></p>
<p>The Frenzoo forum is essentially like any other forum – it contains useful information about the site, alerts users to upcoming shows and changes to Frenzoo, and is a great place to carry on conversations with other users in the community. Moderation is in place to keep the atmosphere friendly and safe &#8211; if you wouldn&#8217;t say it to a 13 year old, don&#8217;t say it here.</p>
<p><em>Verdict</em></p>
<p>Frenzoo is a nifty piece of work, and there are more improvements to come. It may or may not be attractive to you now, but be aware that there are many changes in the pipeline – and one or more of those might make the difference that gets you intrigued. </p>
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		<title>Metaplace impressions</title>
		<link>http://www.metaversejournal.com/2009/05/28/metaplace-impressions/</link>
		<comments>http://www.metaversejournal.com/2009/05/28/metaplace-impressions/#comments</comments>
		<pubDate>Thu, 28 May 2009 06:19:48 +0000</pubDate>
		<dc:creator>Tateru Nino</dc:creator>
				<category><![CDATA[Alternatives]]></category>
		<category><![CDATA[Gaming Worlds]]></category>
		<category><![CDATA[General News]]></category>
		<category><![CDATA[Op-ed]]></category>
		<category><![CDATA[metaplace]]></category>

		<guid isPermaLink="false">http://www.metaversejournal.com/?p=2115</guid>
		<description><![CDATA[At The Metaverse Journal, we&#8217;ve followed Metaplace closely and covered its beta phase previously. Senior contributor Tateru Nino was asked to put Metaplace through its paces to ensure we haven&#8217;t been too starry-eyed about its potential &#8211; Editor.
Still in beta, Metaplace still has some rough edges and glitches, but it is certainly coming along very [...]]]></description>
			<content:encoded><![CDATA[<p><em>At The Metaverse Journal, we&#8217;ve followed Metaplace closely and covered its <a href="http://www.metaversejournal.com/2008/11/03/metaplace-beta-impressions/">beta phase previously</a>. Senior contributor Tateru Nino was asked to put Metaplace through its paces to ensure we haven&#8217;t been too starry-eyed about its potential &#8211; Editor.</em></p>
<p>Still in beta, <a href="http://metaplace.com/">Metaplace</a> still has some rough edges and glitches, but it is certainly coming along very nicely.  The look and feel of Metaplace mostly calls to mind the isometric 2D games of the mid 1990s. That’s very much the look and feel of much of it, though it is in a considerably higher resolution than the game titles of yesteryear.</p>
<p>You could be forgiven for thinking its areas as strikingly similar in some ways to the tactical maps of the old X-Com game series. It runs conveniently in a browser, and is entirely Flash-based, downloading what it needs, when it needs it.</p>
<p><img style="border-top-width: 0px; display: inline; border-left-width: 0px; border-bottom-width: 0px; margin-left: 0px; margin-right: 0px; border-right-width: 0px" src="http://www.metaversejournal.com/images/2009/05/tmjtanmetaplace1.jpg" border="0" alt="tmj-tan-metaplace1" width="580" height="272" /></p>
<p>Metaplace is divided into worlds. Each world being more or less a variably-sized map, viewed in a variety of ways and interconnected into a larger, multidimensional abstract geometry. There’s no broader landscape, and no particularly enormous spaces. Like – say – Richard Garriott’s Ultima VII, there’s an internal sense of the three-dimensionality of objects, but it is primarily a two-dimensional experience. Which isn’t necessarily a bad thing.</p>
<p><img style="border-top-width: 0px; display: inline; border-left-width: 0px; border-bottom-width: 0px; border-right-width: 0px" src="http://www.metaversejournal.com/images/2009/05/tmjtanmetaplace2.jpg" border="0" alt="tmj-tan-metaplace2" width="580" height="259" /></p>
<p>Metaplace’s strengths appear to be largely organized around social and gaming. Metaplace strongly supports the creation of spaces, particularly gaming spaces. Objects are almost trivially easy to create within metaplace, and the system actively supports a variety of relatively painless ways to get content into the system.</p>
<p>If you want, for example, a boat, the system will offer to take your search to Google 3D Warehouse, where you can simply select one of the available models, and Metaplace will do all the heavy lifting to import it for you. A useful variety of behaviours can be added to objects with just a few clicks, and no-scripting, and there’s support for more intricate systems as well.</p>
<p><img style="border-top-width: 0px; display: inline; border-left-width: 0px; border-bottom-width: 0px; margin: 4px; border-right-width: 0px" src="http://www.metaversejournal.com/images/2009/05/tmjtanmetaplace3.jpg" border="0" alt="tmj-tan-metaplace3" width="200" height="141" align="left" /> Views of spaces can be customized, UI widgets can be added. There’s a great deal of support for building game-spaces, and if I were able to spare the time for making a game, Metaplace is definitely where I’d want to be doing it.</p>
<p>Metaplace tracks experience (‘metacred’, actually) and assigns levels, keeping track of the basic types of activities you indulge in. People can tell at a glance if you’re a socializer, explorer or builder by nature – though hardly anyone actually seems to pay attention to that. You gain metacred and presently also coins (for the economy prototype) by, well, socializing, exploring and building, basically.</p>
<p>Some issues still present themselves, of course.</p>
<p>The economy and monetisation of the platform is still in the early stages. It’s “soft-launched”, if you like, and users are still in the early days of getting to grips with the potential of the platform. Much of the content you’ll see is still under construction.</p>
<p><img style="border-top-width: 0px; display: inline; border-left-width: 0px; border-bottom-width: 0px; border-right-width: 0px" src="http://www.metaversejournal.com/images/2009/05/tmjtabmetaplace4.jpg" border="0" alt="tmj-tab-metaplace4" width="580" height="300" /></p>
<p>The urge to right-click – for context menus and the like – is almost overwhelming, but of course that just brings up the options for Adobe’s Flash Player. Some of your basic tools can be a little erratic. Sometimes your mouse scroll-wheel will function to zoom in or out of a scene, and sometimes – well – it just won’t. Even left-clicking on things can be somewhat erratic.</p>
<p><a href="http://www.metaversejournal.com/images/2009/05/tmjtanmetaplace5.jpg"><img style="border-top-width: 0px; display: inline; border-left-width: 0px; border-bottom-width: 0px; margin: 4px; border-right-width: 0px" src="http://www.metaversejournal.com/images/2009/05/tmjtanmetaplace5-thumb.jpg" border="0" alt="tmj-tan-metaplace5" width="240" height="128" align="left" /></a> Likewise, we’ve had a few issues with setting properties on objects and getting those to actually <em>stick</em>. The further you are from Metaplace in network terms, the more erratically it seems to behave.</p>
<p>That said, Metaplace is still early in the beta stage, and we’ve got every confidence that its various teething problems will continue to sort themselves out. We’re definitely looking forward to seeing how the platform, the economy and the user-generated content all develop.</p>
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