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  • Mon 5 Feb 2007

    Virtual World Has Billions of Residents

    Published at 14:24   Category Metaverse  

    Through Terra Nova, a funny article at GameSpot about a new MMO : Real Life.

    Real life isn’t above reproach. In one of the stranger design decisions in the game, for some reason you have no choice in determining your character’s initial starting location, appearance, or gender, which are chosen for you seemingly at random. (…) Real life features a great system whereby newbie players will automatically be guided along through the early levels by one or more “parent” characters who elect to take newbie characters under their wing. (…)

    Player death is a serious issue in real life, and cause for continued debate among players, who often direct unanswerable questions on the subject to the game’s developers, who are apparently (and understandably) so busy that they generally keep silent. In short, players who die–at the hands of other players, by the occasional environmental hazard, or when their account expires–are essentially removed from the gameworld and apparently cannot return at all.

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    Wed 17 Jan 2007

    Fighting the Front

    Published at 19:16   Category Metaverse  

    Here are some pictures of the fight in Second Life to get the french extremist party Le FN out. Here’s a story where the pictures come from.

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    Tue 9 Jan 2007

    SecondLife goes opensource

    Published at 14:08   Category Metaverse  

    LindenLabs is releasing the source code of the client part of SecondLife under a slightly modified version of the GPL 2.0.

    This article from CNN.com has more infos :

    It will leave Linden Lab in control of the proprietary software code for all Second Life’s backend services. (…) However, executives say that the company’s eventual intention is to release an open source version of that software as well, once it has improved security and other core functions. They say they have been preparing for the open source move for about three years. (…)

    “We think that if we open source Second Life its product quality will move forward at a pace nobody’s ever seen,” says Rosedale. (…)

    Second Life is a business that shows what are called “network effects.” In such a market, every incremental user makes the service of greater value to existing users. The more people there are in Second Life the more interesting it becomes.

    Under the GNU General Public License that Linden is using, if competitors were to use its open source code to build their own virtual worlds, any improvement they make to the software would have to be shared publicly. That means it would give the most benefit to Second Life, so long as it remained the largest such world.(…)

    Rosedale and other executives say they fully expect there eventually to be multiple virtual worlds that use Linden’s code, or that at least are interoperable with Second Life, so avatars can pass from one world to another.

    In total, the software for Second Life comprises five gigabytes of source code. (…) The members of its community helping it improve the client software, Linden can devote more of its own efforts to essential work at the server level to enable Second Life to grow faster.
    Linden Lab will review open source contributions to decide which outside features it will incorporate into its own official versions of the client software. Unofficial software will not be given customer support by the company. But it will shortly open a test version of its server “grid,” so developers can try out their software before unleashing it in the real Second Life.

    Interoperable virtual worlds … =) The competition for the infrastructure of the metaverse is raging. Multiverse is also free (not OpenSource).

    Exciting times!

    Happy New Year 2007!

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    Sun 31 Dec 2006

    Is NeuroNet, a potential Internet for VR, a scam?

    Published at 13:44   Category Metaverse, VR Applications  

    This article from Yahoo Biz talks about the creation of a global network dedicated to virtual worlds.

    Today, virtual worlds such as Second Life, The Sims, Everquest, and World of Warcraft continue to attract legions of followers while new game systems from Sony, Nintendo and Microsoft offer near life-like character renditions. In business, companies like IBM and Sun Microsystems are investing heavily in v-business applications. The Neuronet’s communication bandwidth and real-time VR and gaming data transfer protocols will enable these VR trailblazers to reach their full potential.

    (…)

    Competing networks have the potential to destabilize evolving virtual worlds and potentially compromise consumer safety. To that end, IAVRT was formed as an international not-for-profit organization that will, through its members, govern the Neuronet, foster its growth and ensure its safety, reliability, and functionality.

    Mark Wallace, a journalist who edits the 3PointD blog, thinks “it’s an interesting [idea]: to create a separate Internet-like network devoted to virtual worlds, virtual reality and gaming. But is this really something we need?

    This article at C|Net has more information :

    “The first-generation network is strictly an R&D network and will function as a sort of sandbox for virtual reality and gaming innovators around the world to develop new applications for a second generation network,” IAVRT co-founder Chistopher Scully said in an e-mail. No services yet are signed up to use the network, he added.

    Sven Johnson, who is working on “real product development and virtual development - including things such as experience design, market research and branding”, even thinks this is a scam.

    [Update: Removed quotes from this blog as I didn’t verify its information. And my apologies to Susan Simmons and Eiler Pedersen, see comment below]

    The C|Net article states that

    Scully [co-founder] didn’t name any of the organization’s backers or members in his e-mail, but said Mychilo Cline, author of a virtual reality book, is on the group’s advisory board.

    Scully denied that position: “I can assure you the network is not a scam. Funds raised from the sale of network domain names will offset the considerable costs associated with the creation of the network.”

    There sure ain’t much information about this, so let’s be patient and see where this is going!

    Read more…

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    Thu 28 Dec 2006

    SecondLife economy won’t collapse after all (and why I care)

    Published at 10:34   Category Metaverse  

    My interest in SecondLife (SL) is for the moment purely as an observer. I have had an account for nearly one year, but hardly log into it. I have yet to find an interest to participate in it, let alone time, so I find it much more exciting to observe from the outside. I particularly find it exciting that a new society is being created, with is own rules, trends, just like I always imagined the cyberworld would be.
    But for the moment, it seems all there is to SL is its economy, and it looks like it’s the reason for its success. I find it sad that even this world is driven by money, but if it’s the only way to bring metaverse awareness to the people, then let it be.

    But a couple of months ago, an earthquake hit SL:

    A program called Copybot was introduced; it allows any SL object to be copied regardless of its copy rights. A creator could decide that an object he’s creating is unique and sell it much more because of its uniqueness, just like real world objects. But the Copybot program can copy the physical appearance of any object displayed on a resident’s computer. This lack of scarcity would result in SL economy to collapse.
    The Guardian runs a story about it :

    “Fortunately, not all aspects of an object can be duplicated. To create complex items - such as a virtual car that can be driven - you use a special programming language to code their realistic behaviour. CopyBot cannot duplicate these programs because they are never passed to the user, but run on the Linden Lab’s computers.

    As for the elements that you can copy, such as shape and texture, Rosedale [Note: SL creator] explains: “What we’re going to do is add a lot of attribution. You’ll be able to easily see when an object or texture was first created,” - and hence if something is a later copy. This should be ready “within a couple of months”.

    Moreover, “copies of virtual objects in Second Life will be linked to the copier, and that link will be “immutable”. This is perhaps the biggest difference between Second Life and real life. In the real world, even the most efficient totalitarian regime has only an imperfect knowledge of its population’s activities. But the world of Second Life exists entirely within its computers. Linden Lab knows everything about everyone in its “world” - including who created copies. This makes policing abuse far easier in Second Life than in real life.”

    “Virtual retailers can help to address this problem, Rosedale suggests, through the establishment of trade groups committed to certain standards - such as never selling copies. This idea of self-governance is an important thread in Rosedale’s thinking about Second Life, particularly its future. “The overriding principle is that it should run itself,” he points out.”

    “It was never my fantasy to be the Dungeon Master of Second Life,” Rosedale insists - but needs to come from within the virtual world, as an evolution of the society there. (…) And in exploring and working through these issues, maybe Rosedale’s great Second Life experiment will have something to teach us in First Life, too.

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    Wed 20 Dec 2006

    Le FN in Second Life

    Published at 14:23   Category Metaverse  

    This article [Fr] states that the extremist right wing french party Le Front National (FN), is the first european party to have a permanent presence, and the first and only official french organisation in Second Life.

    I find it suprising that they think they can recruit people in there. I would think that the vast majority of SL residents are hostile to such parties. The initiative comes from a local branch of the party, not from the official party. I think this is a bit of provocation and a way to get free publicity.

    It looks like the dozen of people they have recruited so far “are probably already real-world party members”, and that the party leader has no plan to do an appearance in this universe.
    The Second Life Herald reports that residents are outraged, but as the party tries to look smooth, Second Life leaders won’t ban them until there is a manifest expression of racism. Should they ?
    If you want to have some background infos on this ugly party, look here for some texts I gathered [Fr] showing their real face.

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    Tue 19 Dec 2006

    IBM and the Metaverse

    Published at 12:29   Category Metaverse  

    For those of you who don’t know what the Metaverse is, I’ll post an article about that later. Briefly, SecondLife is one Metaverse, a “virtual reality-based Internet“.

    As you may know, more and more big companies start to embrace SecondLife, particularly IBM.

    This article at 3d-test interviews Ian Hughes, “Consulting IT Specialist, with about 16 years in IBM”, who “loves to enthuse and evangelize, and also is a part time futurologist”, about Second Life and 3D collaborative environments in general, with some insight about what enterprise wait from it :

    IBM Metaverse

    Second Life appears to have started a wave of interest possibly because it is more like a 3d wiki and less like a 3d game. Communities exist in 3d worlds and are often centered around game concepts, clans, etc. Second Life has changed by having simple content creation tools and a real economy with a real US Linden$ exchange rate that allows exchange of currency both ways. So in many ways it’s more of a country, with a freedom to create social groups, manufacture and sell virtual goods or just be an interested observer and consumer.

    (…)

    You buy and customise Reebok trainers in Second Life. You then wear those trainers on your avatar. So its clothing, seen to be clothing and you develop brand affinity. In the future there is no reason not to be able to purchase the real ones. So this is the same model as a 2d website, but with more relevance in a virtual world where avatar expression is part of the culture.

    (…)

    Are 3D environments appropriate for collaborative work?

    Yes. The entire reason 3d environments or metaverses as they are commonly known work is the presence of others. A web page is you and the page.
    Awareness of others sharing that information is generally weak. In a metaverse I can attend an event, see the others at the event and they can see me. The nature of the event can change. A pure consumer experience such as a concert is enhanced by the personal appearance in the virtual world of the ’star’ so they can react to the crowd. In a more corporate meeting we have seen that the added presence of the avatar and proximity to others helps add to the flow of a meeting. e.g. people gather a few minutes before the meeting, as in real life. Then they form into the meeting, e.g. they all sit down whilst the meeting leader stands and runs the meeting. When the meeting finishes people tend to not just leave instantly but drift away over a few minutes. During those few minutes they interact in social groups (which again are very visual as you tend to go over and stand near the people you are talking too. This is analogous to a real world meeting where conversations happen on the way out. Standard phone meetings or even video conferences tend to end in a more instant and dead way. Finally being able to point, demonstrate, direct and help people in a more human fashion leads to the ability to have ’staff’ in your ’shop’ so that when a customer comes in they can browse, or they can ask for help and have an enhanced shopping experience. Where the shop can be anything, virtual clothing to real world services like insurance, which is less possible in a regular website interaction.

    (…)

    It is not just the 3D element that requires standards. How do I move between 3D environments? How do I maintain my reputation across many different worlds? How do I scale in a virtual world? Does it make sense to have 5,000 people in a small space?

    (…)

    Enterprise needs scalability, robustness, security and open standards. We need to be able to integrate with any other system (which to some extent we already do). Already customers are asking about what a presence in something like Second Life will mean to them and their business. So the business requires people like us to have both the social and technical skills to consult, build, test and run either within the environment or the environment itself.

    Do you think that virtual worlds like Second Life could reduce the business travels? Would doing meetings in VR be sufficient?
    Now I hope that those virtual worlds won’t be filled with advertisement. Oh well, I’ll just run my destroy-ad-o-matic script !

    Related article : The future of internet - the inter-virtual worlds

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    Thu 23 Nov 2006

    Laws in Second Life ?

    Published at 19:46   Category Metaverse  

    Here’s an article talking about the necessity of laws in SL, which also poses good questions :

    “Yet the notion of grassroots justice in a virtual world raises a host of serious questions: On what authority would they act? What punishments can they mete out? And to whom would they be accountable? For example, if a shopkeeper is erroneously blacklisted, can he or she hold anyone responsible for lost sales? If so, who?”

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    Wed 22 Nov 2006

    Second Life facts

    Published at 9:30   Category Metaverse  

    From this article where a journalist of The Observer immerges for one week in Second Life :

    • Anshe Chung, Second Life’s richest avatar, owns a property empire on the site worth $250,000 (£137,000) and employs 17 real-life people.
    • Second Life has an estimated GDP of $64m. Last month alone, $6.6m was spent in user-user transactions - 40 per cent of it on designer clothes.
    • More than 3,000 residents earn an average of $20,000 in annual revenues from the game.
    • Musicians who have played virtual gigs in Second Life include Duran Duran and Suzanne Vega.
    • Possible 2008 presidential candidate Mark Warner was interviewed by a virtual journalist in a Second Life town hall.
    • 20th Century Fox held a premiere for the third X-Men movie in Second Life and BBC Radio 1 recreated its Big Weekend festival on a virtual island.
    • $1bn was spent last year on multiplayer games such as Second Life.

    (…) “I’m struck, not for the first time, by the insane seriousness of this place. It’s clearly much more than a game. (…) He arranges to see Adam Pasick who works at the Reuters agency. Adam is the first full-time real-world hack in Second Life. In the lobby of the high-tech Reuters office Kenny runs into a Canadian TV crew working on a story about the story. (…) He’s been here two months now, he says, and he is starting to dream in RL about Second Life, which is alarming him. Since he is on all day he feels he should get his wife an avatar. He’s been madly busy, he says, breaking the story of US tax investigation into SL businesses.”

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    Wed 8 Nov 2006

    Multiverse Open Beta

    Published at 9:52   Category Metaverse, Virtual Reality DIY  

    Multiverse is the only company focused on delivering a complete, end-to-end solution for MMOG and virtual world development. (…) Download the SDK (software development kit) with the full platform, the sample game, the complete documentation, and the starter assets, all for free. Multiverse makes its money through revenue-sharing. So when you make money, we make money. Not before.”

    Look at the Technology platform to see what Multiverse has to offer, and the Tutorial.

    We already talked about this company in The future of internet, the inter-virtual worlds.

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