Monday, June 23, 2008
Wednesday, June 4, 2008
Small Worlds
Anyone trying out Small Worlds yet? It's just gone into public beta.
http://www.smallworlds.com
I'm Sebastien Knoller in there as well.
Keith
http://www.smallworlds.com
I'm Sebastien Knoller in there as well.
Keith
Friday, May 30, 2008
MTV
Any one out there what this.... SL is on MTV. I am working to get a copy of this for distro to people.
http://www.mtv.com/overdrive/?id=1586148&vid=236311
http://www.mtv.com/overdrive/?id=1586148&vid=236311
Tuesday, May 20, 2008
Avatar's carbon footprint
We did not really go into this discussion in our class, except by bringing up the fact that Google's use of a white screen contributes substantially to global warming. Google itself acknowledged it by turning their screen black for a day to save energy.
But on to avatars. An article published in the Near Future Laboratory blog mentions some interesting numbers that gave me pause:
According to professor Julian Bleecker Ph.D of USC and cofounder of design think tank the Near Future Laboratory, "a Second Life avatar produces 1,685 pounds of CO2 and an acre of real estate in Second Life produces 99 tons of CO2.
Power Consumption Per Avatar Per Year (Second Life Servers): 153 kWH
Power Consumption Per Avatar Per Year (Home User’s PC): 1,095 kWH
Total Power Consumption Per Avatar Per Year: 1,248 kWH CO2 Emissions Per Avatar Per Year (Second Life Servers): 207 lbs (94 kilos)
CO2 Emissions Per Avatar Per Year (Home User’s PC): 1,478 lbs (670 kilos)
Total CO2 Emissions Per Avatar Per Year: 1,685 lbs (764 kilos)
...Some equivalence for perspective:In 2003, the per-capita power consumption in the United States: 13,242 kWH
In 2001, the per-capita power consumption in Iceland: 26,947 kWH
In 2001, the per-capita power consumption in Keyna: 118 kWH
(World Resource Institute, EarthTrends — )
...Every year, every Avatar in Second Life produces CO2 emissions equivalent to a typical, honking, bloated, arrogant SUV driving 1,293 miles, based on the assumption that this kind of SUV generates 1 lbs of CO2 per mile".
We all know that we will have to make substantial changes to our lifestyle if we want to do our part in saving this "spaceship earth" like Bucky called it. If we don't we will leave the planet to our avatars instead of our grandchildren...
But on to avatars. An article published in the Near Future Laboratory blog mentions some interesting numbers that gave me pause:
According to professor Julian Bleecker Ph.D of USC and cofounder of design think tank the Near Future Laboratory, "a Second Life avatar produces 1,685 pounds of CO2 and an acre of real estate in Second Life produces 99 tons of CO2.
Power Consumption Per Avatar Per Year (Second Life Servers): 153 kWH
Power Consumption Per Avatar Per Year (Home User’s PC): 1,095 kWH
Total Power Consumption Per Avatar Per Year: 1,248 kWH CO2 Emissions Per Avatar Per Year (Second Life Servers): 207 lbs (94 kilos)
CO2 Emissions Per Avatar Per Year (Home User’s PC): 1,478 lbs (670 kilos)
Total CO2 Emissions Per Avatar Per Year: 1,685 lbs (764 kilos)
...Some equivalence for perspective:In 2003, the per-capita power consumption in the United States: 13,242 kWH
In 2001, the per-capita power consumption in Iceland: 26,947 kWH
In 2001, the per-capita power consumption in Keyna: 118 kWH
(World Resource Institute, EarthTrends — )
...Every year, every Avatar in Second Life produces CO2 emissions equivalent to a typical, honking, bloated, arrogant SUV driving 1,293 miles, based on the assumption that this kind of SUV generates 1 lbs of CO2 per mile".
We all know that we will have to make substantial changes to our lifestyle if we want to do our part in saving this "spaceship earth" like Bucky called it. If we don't we will leave the planet to our avatars instead of our grandchildren...
Wednesday, May 14, 2008
Professor Avator & Second Thoughts About Second Life
I'm not sure if anyone is still checking this blog with the end of class, but I thought I'd share a couple articles from a recent issue of the Education Digest (available through UF Libraries). Two articles regarding VEs and SL were found in the January 2008 issue (Vol. 73, No. 5).
Professor Avatar by Andrea L. Foster looks at some different uses of SL in education by different universities including the exploration of Dante's Inferno and the re-creation of the Sistine Chapel.
Second Thoughts About Second Life by Michael J. Bugeja compliments our class topic regarding SL and the law. Specifically, the question of liability is raised. Particularly is a student required by a course to go onto SL is exposed to griefers, who is held responsible? The professor? University? Student? Linden Labs?
Bugeja also follows up in the February 2008 issue with an article Second Life, Revisited, in which it appears he received communication from Linden Labs. I have yet to read the article.
Anyways, much like the scribblings in the high school year book by fifty of your closest friends, "have a good summer."
Professor Avatar by Andrea L. Foster looks at some different uses of SL in education by different universities including the exploration of Dante's Inferno and the re-creation of the Sistine Chapel.
Second Thoughts About Second Life by Michael J. Bugeja compliments our class topic regarding SL and the law. Specifically, the question of liability is raised. Particularly is a student required by a course to go onto SL is exposed to griefers, who is held responsible? The professor? University? Student? Linden Labs?
Bugeja also follows up in the February 2008 issue with an article Second Life, Revisited, in which it appears he received communication from Linden Labs. I have yet to read the article.
Anyways, much like the scribblings in the high school year book by fifty of your closest friends, "have a good summer."
Wednesday, April 23, 2008
The new top Linden
Well, the new head guy is in at Linden Labs. I wish the guy luck ... but I worry about two things:
1) his new avatar name is "M" Linden ... one worries that creativity is not his strong suit.
2) although his background includes time at organic, I'm wondering if he's the guy who will take the lead in fixing the grid, which is really the biggest problem right now.
At the very least, the company now has two top guys to work on the problems facing the company. Like I said, I wish the guy luck.
1) his new avatar name is "M" Linden ... one worries that creativity is not his strong suit.
2) although his background includes time at organic, I'm wondering if he's the guy who will take the lead in fixing the grid, which is really the biggest problem right now.
At the very least, the company now has two top guys to work on the problems facing the company. Like I said, I wish the guy luck.
Tuesday, April 22, 2008
Stereotypes
As is often the case lately, this weekend I found myself explaining Second Life to someone unfamiliar with the concept of VWEs. Their immediate response was... "I never thought YOU'D be a gamer!" Hmmmmm... a gamer... (not unlike the mother who upon learning what I did for a living then responded with "OH! You're in PR?!? Used to like you!)
Follow that up with a discussion in SL about virtual identities that claim that the virtual world erases stereotypes (NOT)... We can create alternative identities... but even these are judged. In the discussion, someone posted the link attached above in the title of the post. It's the trailer for http://www.secondskinfilm.com/home.html. All this made me very interested to see the outcomes of the Masks group!
Again, I also find myself contemplating some comments made on this blog... that people in SL have no RL. I beg your pardon. My RL is awesome... and I'm enjoying SL too. BUT... how does that change the way people look at me? Yet another opportunity to put me in some category.... middle-aged, mom, white, female, American, student, gamer...
Follow that up with a discussion in SL about virtual identities that claim that the virtual world erases stereotypes (NOT)... We can create alternative identities... but even these are judged. In the discussion, someone posted the link attached above in the title of the post. It's the trailer for http://www.secondskinfilm.com/home.html. All this made me very interested to see the outcomes of the Masks group!
Again, I also find myself contemplating some comments made on this blog... that people in SL have no RL. I beg your pardon. My RL is awesome... and I'm enjoying SL too. BUT... how does that change the way people look at me? Yet another opportunity to put me in some category.... middle-aged, mom, white, female, American, student, gamer...
Education & Capitalism
Why do we have schools? To educate! Of course. That must be it, but if you peel back a couple of the layers and discover that Columbus really didn't discover 'America.'
We assume many things we are taught to be true. Columbus is only the outer layer of half-truths we are indoctrinated with. More information can be found by clicking on the title OR just google, education capitalism. This is not always the case, but seems to be pretty prevalent at the University of Florida.
The reason I say all this is because this class seems more like job training than a educational experience. Just like many other classes, we are supposed to fulfill a certain amount of requirements to get a certain grade. That seems to be the main focus and it is up to the student to make it something more.
Sure we are learning, but why do we need to learn how to complete a business proposal? I was excited about this course based on James C. Oliverio introduction to Digital Worlds, but my experience has turned sour. Maybe virtual environments just isn't the thing for me...
Anyone know much about modern-day train hopping? (http://www.youtube.com/watch?v=rQcxnKC5V4Y&feature=related)
We assume many things we are taught to be true. Columbus is only the outer layer of half-truths we are indoctrinated with. More information can be found by clicking on the title OR just google, education capitalism. This is not always the case, but seems to be pretty prevalent at the University of Florida.
The reason I say all this is because this class seems more like job training than a educational experience. Just like many other classes, we are supposed to fulfill a certain amount of requirements to get a certain grade. That seems to be the main focus and it is up to the student to make it something more.
Sure we are learning, but why do we need to learn how to complete a business proposal? I was excited about this course based on James C. Oliverio introduction to Digital Worlds, but my experience has turned sour. Maybe virtual environments just isn't the thing for me...
Anyone know much about modern-day train hopping? (http://www.youtube.com/watch?v=rQcxnKC5V4Y&feature=related)
HiPiHi: China's Answer to SL
Just thought I'd post this little tid bit about China's SL clone that just came into beta. In some ways it looks more detailed than SL, but the animations don't look as smooth to me. Either way I thought it was interesting that there is a thought that HiPiHi could be the answer to go create standards for virtual worlds and take them from being a simulation separate from the Internet to becoming mainstream internet as the 3D internet.
http://www.techcrunch.com/2008/04/21/hipihi-opens-its-doors-to-the-public/
BTW Anyone understand Mandarin?
http://www.techcrunch.com/2008/04/21/hipihi-opens-its-doors-to-the-public/
BTW Anyone understand Mandarin?
Monday, April 21, 2008
Tired of Reality?

Stanford University is announcing a 2 week intensive training institute on immersive virtual reality. From September 8 to September 19 they will train you in the design and programming of virtual reality worlds.
The faculty is composed, among others by researcher Jeremy Bailenson, currently the director of Stanford's Virtual Human Interaction Lab, whose work in the field of cognitive psychology, telepresence and virtual environments, (funded by the National Science Foundation) is highly recognized.
In the The Avatar's Influence, The Chronicle of Higher Education
- What people do in virtual reality doesn't always stay in virtual reality he argues, and makes an excellent and compelling case that virtual representations of professors can be more effective than the real thing.
In Transformed Social Interaction in Immersive Virtual Reality Jeremy Bailenson discusses VHIL research projects in an extraordinary and fast paced Metaverse U presentation . I will try to show this in class because I think it will open (or close, there is always that possibility) a few eyes and raise awareness of what we have already discussed earlier in the class, that being as we are in the midst of a paradigm shift, it is difficult, sometimes impossible to perceive what is right in front of our eyes. Sometimes because it is very skilfully disguised.
Bailenson's main area of interest is the phenomenon of digital human representation, especially in the context of immersive virtual reality. He explores the manner in which people are able to represent themselves when the physical constraints of body and veridically-rendered behaviors are removed. Furthermore, he designs and studies collaborative virtual reality systems that allow physically remote individuals to meet in virtual space, and explores the manner in which these systems change the nature of verbal and nonverbal interaction.
You can apply at http://vhil.stanford.edu
The Oneiric Universes
Among the chatter about these issues, an article by Séverine Fiévet published last month in the French magazine LE MONDE talks about the virtual approach to treat children with difficulties.
The psychoanalyst Michael Stora will open a private clinic (this month) in Paris (I wonder what the cost will be) where the therapy happens via a video game. He contends that by playing a better communication is established with the therapist.
With three full-time people, including one child psychiatrist, and fifteen psychologists, trained with the video game, the clinic will treat children and teenagers with psychological difficulties, with family or school problems or situations. The young patients will be received in a different kind of environment, with a giant screen, access to the Internet and to all the game consoles available on the market.
Stora says: "The unconscious is becoming visible. We are now close to the oneiric universes."
The psychoanalyst Michael Stora will open a private clinic (this month) in Paris (I wonder what the cost will be) where the therapy happens via a video game. He contends that by playing a better communication is established with the therapist.
With three full-time people, including one child psychiatrist, and fifteen psychologists, trained with the video game, the clinic will treat children and teenagers with psychological difficulties, with family or school problems or situations. The young patients will be received in a different kind of environment, with a giant screen, access to the Internet and to all the game consoles available on the market.
Stora says: "The unconscious is becoming visible. We are now close to the oneiric universes."
SL posts strong economic growth on dwindling enrollments
A recent report showed that second life is continuing to experience economic growth. Although fewer new users are signing up for Second Life, the faithful are spending more time and money than ever before. Second Life's in-world economy is growing at a rate of 15 percent annually. User hours, concurrency, and economic transactions all showed robust growth.
Less positive statistics include total avatar population growth of 3.2 percent, the slowest month-to-month growth on record. Also, Linden's premium subscriber base declined for the fourth consecutive month in March. Interestingly, Second Life achieved a gross domestic product of US$300 million, a larger total economy than real-world nations Dominica and Micronesia.
These numbers may show some positive signs currently for Second Life, as the world is continuing to grow amid a tough virtually competitive environment. However, I believe that the new user numbers are still the most important. This is due to the fact that the virtual world is not large enough or proven enough to sustain itself without continuing to attract new users. Hopefully SL will make this a priority sooner rather than later.
Less positive statistics include total avatar population growth of 3.2 percent, the slowest month-to-month growth on record. Also, Linden's premium subscriber base declined for the fourth consecutive month in March. Interestingly, Second Life achieved a gross domestic product of US$300 million, a larger total economy than real-world nations Dominica and Micronesia.
These numbers may show some positive signs currently for Second Life, as the world is continuing to grow amid a tough virtually competitive environment. However, I believe that the new user numbers are still the most important. This is due to the fact that the virtual world is not large enough or proven enough to sustain itself without continuing to attract new users. Hopefully SL will make this a priority sooner rather than later.
Disabilities and Second Life
I recently came across an article describing some of the ways in which SL is helping people with disabilities and abused children. In one example there was a woman who was helping abused children who were all the way in portugal reconnect with social skills. She said that "They easily get in touch with people that they don't personally know, this means we seem to break a barrier of socializing."
In another example, a program called live2give was taken on with 9 adults who suffered from cerebal palsy. The program allowed them to connect with people from all over the world to help them cope with their everyday problems.
I think SL is a great resource for people who may not be able to get out everyday whether they are scared socially such as the abused children, or just arent physicaly able to. I think that SL also helps them to dream and be someone in world that they are not capable of in real life.
Schilling
In another example, a program called live2give was taken on with 9 adults who suffered from cerebal palsy. The program allowed them to connect with people from all over the world to help them cope with their everyday problems.
I think SL is a great resource for people who may not be able to get out everyday whether they are scared socially such as the abused children, or just arent physicaly able to. I think that SL also helps them to dream and be someone in world that they are not capable of in real life.
Schilling
Sunday, April 20, 2008
What to do
Well after 3 hours of trying to work in SL I am calling quits for the night. 5-10 crashes this evening make me want to bail on this software as soon as the class is over. I hope to make my way into game building and development and SL will be an example of what not to create. A good idea in theory, it just annoyes me to no end that now my floors move on touch and refuse to line up, and when everything is right the viewer crashes. I hope SL gets fixed soon or I am afraid UF should look else where for virtual technology.
Maybe open source with mono is the way.....
http://opensimulator.org/wiki/Main_Page
Maybe open source with mono is the way.....
http://opensimulator.org/wiki/Main_Page
Labels:
business in SL,
Frustration,
mono,
open source,
problems
Apple in Second Life?
In response to all the gloom and doom, here's a story from MacNN that suggests that Apple is exploring the idea of virtual retail outlets. They don't name any specific company, of course, but the details of the patent application are pretty interesting. Will they work with an existing company, or - following their usual course - go it alone and create some kind of application all their own? As an Internet oldster who actually remembers Apple's eWorld service, it will as always be interesting to see what Steve & Co. has in mind.
Is Second Life worth saving?
Evidently, while we in Digital Worlds have been busy with our final projects, trouble has been brewing in Second Life.
Does anyone remember a few weeks ago when we logged in to Second Life and were greeted with a new Terms of Service (ToS) to agree to? Turns out that Linden Lab had altered their ToS to become more restrictive as to how others use their copyrighted material (their logo, icons, etc.). You can read what were some of the changes here, as well what are some of their legal ramifications.
To make a long story short, Linden Lab has decided to restrict any kind of usage of their copyrighted material to only that usage which they find VERY favorable. Since it's not possible to enforce this kind of preferential usage of copyrighted material through trademark and copyright law, Linden has taken the audacious step of circumventing copyright law by making these restrictions on their copyright as part of their contract with the user (the ToS).
Now, most of the users out there in Second Life (myself included) are not really affected by this. However, there are some who are irate as to the situation and have gone to strike the use of Second Life (don't worry, the strike's over by now).
In light of all of the other problems that have been plaguing Second Life, from banks running away with people's money to companies leaving Second Life for greener pastures, pissing off your core audience is not something that Linden Lab wants to do. After all, these people give you, in essence, free publicity by blogging about their second lives. The last thing Linden Lab needs is more bad publicity.
As such, a question needs to be asked that I think we all should answer: Is Second Life worth saving?
Now, don't get me wrong. I believe there is a bright future in virtual environments and I think that they will become more interconnected with our lives. But, will it be in the form of Second Life? Why should it be?
Second Life is limited environment for programmers to work with. For example, from my experience in this course, programming in Linden Script has been a challenge, to say the least. Not because Linden Script is hard to understand. But rather, it is very limited in what one can "officially" achieve in Linden Script. And unfortunately, it's nearly impossible to expand on the language, as it is still closed-source. Add to this Linden's willingness to take advantage of the open-source community, at the cost of providing almost no feedback this community politely asks for it, as well as their other recent problems and I start thinking that something's rotten in the state of Linden. Maybe those companies are seeing the beginning of the end and have decided to abandon ship.
Or maybe not. Maybe the recent change in the ToS was really necessary due to the amount of increased competition Second Life's been getting from other open-source virtual environments. And maybe they'll finally finish their Mono upgrade of Linden Script and then become fully open-source. And maybe Linden Lab will create new ways to appear lucrative and companies will flock once more to Second Life where they'll live happily ever after.
It seems the time is coming when Linden Lab, and us as users of Second Life, must decide whether we want Second Life to grow and expand, or not. Regardless of the outcome, I think Second Life has shown how Linden Lab has been a pioneer in brining virtual environment to the masses, and that there is a future in virtual environments. Let's just hope that they're not another Netscape.
Does anyone remember a few weeks ago when we logged in to Second Life and were greeted with a new Terms of Service (ToS) to agree to? Turns out that Linden Lab had altered their ToS to become more restrictive as to how others use their copyrighted material (their logo, icons, etc.). You can read what were some of the changes here, as well what are some of their legal ramifications.
To make a long story short, Linden Lab has decided to restrict any kind of usage of their copyrighted material to only that usage which they find VERY favorable. Since it's not possible to enforce this kind of preferential usage of copyrighted material through trademark and copyright law, Linden has taken the audacious step of circumventing copyright law by making these restrictions on their copyright as part of their contract with the user (the ToS).
Now, most of the users out there in Second Life (myself included) are not really affected by this. However, there are some who are irate as to the situation and have gone to strike the use of Second Life (don't worry, the strike's over by now).
In light of all of the other problems that have been plaguing Second Life, from banks running away with people's money to companies leaving Second Life for greener pastures, pissing off your core audience is not something that Linden Lab wants to do. After all, these people give you, in essence, free publicity by blogging about their second lives. The last thing Linden Lab needs is more bad publicity.
As such, a question needs to be asked that I think we all should answer: Is Second Life worth saving?
Now, don't get me wrong. I believe there is a bright future in virtual environments and I think that they will become more interconnected with our lives. But, will it be in the form of Second Life? Why should it be?
Second Life is limited environment for programmers to work with. For example, from my experience in this course, programming in Linden Script has been a challenge, to say the least. Not because Linden Script is hard to understand. But rather, it is very limited in what one can "officially" achieve in Linden Script. And unfortunately, it's nearly impossible to expand on the language, as it is still closed-source. Add to this Linden's willingness to take advantage of the open-source community, at the cost of providing almost no feedback this community politely asks for it, as well as their other recent problems and I start thinking that something's rotten in the state of Linden. Maybe those companies are seeing the beginning of the end and have decided to abandon ship.
Or maybe not. Maybe the recent change in the ToS was really necessary due to the amount of increased competition Second Life's been getting from other open-source virtual environments. And maybe they'll finally finish their Mono upgrade of Linden Script and then become fully open-source. And maybe Linden Lab will create new ways to appear lucrative and companies will flock once more to Second Life where they'll live happily ever after.
It seems the time is coming when Linden Lab, and us as users of Second Life, must decide whether we want Second Life to grow and expand, or not. Regardless of the outcome, I think Second Life has shown how Linden Lab has been a pioneer in brining virtual environment to the masses, and that there is a future in virtual environments. Let's just hope that they're not another Netscape.
Saturday, April 19, 2008
Yet Another Bashing
"SECOND LIFE, April 11 (Reuters) - The fledgling virtual agencies and service companies who made it big during the boom years of Second Life are looking toward greener pastures, weary of unmet promises from Linden Lab and drawn by competing virtual worlds."
Read the full story here
On the bright side I have learned that LL have started unit testing as can be seen in the image below obtained from SL Watch. [FINALLY]
Read the full story here
On the bright side I have learned that LL have started unit testing as can be seen in the image below obtained from SL Watch. [FINALLY]
Announcement of Interest
I was reading through some SL announcements the other day and noticed this announcement from Global Kids, a major player on the Teen SL grid. I thought that some of our groups might be interested in submitting something to them for them to use on the Teen grid. One of the advantages of this is that it would give your research access to an under 18 audience in VW, something that MUVE research has been lacking in. Well, here's the announcment:
As you are well aware, educators around the world are increasingly using 3D, persistent virtual environments as pedagogical tools in areas as diverse as science, art and civic engagement. However, there is as of yet no community of practice for practitioners across disciplines and platforms. Global Kids is excited to announce new efforts to create such a community and to invite your participation to support RezEd: The Hub for Learning and Virtual Worlds.
With generous support from the MacArthur Foundation, RezEd will be an online community for educators, parents, librarians and more to get informed, connected, and inspired. While leveraging an array of participatory and social media tools, the initial focus upon launch will be on:
· Best Practices from the field
· Thematic, guest-moderated weekly discussions
· A regular, twice-a-month podcast series
· A rich library collecting and contextualizing the best
research and support material from the field.
One component of RezEd is to make accessible and practical the type of work being done by many members of this growing community and connect it with practitioners in the field to inform their work.
As an organization with great interest in the development of this emerging community, it is with great enthusiasm that Global Kids invites you to submit a best practice piece on your respective programs and methodology. The best practice form that we have created is short, but designed to ask you to explore the experience that you've had that has proven to reliably lead to a desired result in
your work.
The Best Practice submission process is comprised of an Online Best Practice Form that you can fill out at your earliest convenience. If your best practice is accepted, Global Kids will notify you as to when you can expect your piece to be published on the site.
Lastly, any feedback is welcomed as we develop the initial offerings for RezEd Beta and move towards an official launch in May of 2008. Please feel free to pass this on to colleagues and wider networks where this may be of interest.
Many thanks.
Amira
------------------------
Amira Fouad
Program Manager
Online Leadership Program
Global Kids, Inc.
137 East 25th Street, 2nd Floor
New York, NY 10010
tel: 212.226.0130 x 114
rezedinfo@globalkids.org
Friday, April 18, 2008
First LIfe, Second Life, Third Life????
OMG, you guys have to see this. We've talked so much about SL being so much like RL with people having jobs, etc. Well, this is what to do when you're SL just isn't enough for you, or your SL gets to be too stressful. :)
Thursday, April 17, 2008
Baby Step Digital Design for theatre and dance

Tomorrow evening in the REVE from 7pm to 9pm Digital Design students from the School of Theatre and Dance will be presenting research regarding teledramatics, SecondLife virtual venue, polycom video conferencing and pidip and pdp, motion control DMX and remote Internet2 performance
Come check it out!!!
Labels:
dance,
DMX,
Internet2,
motion control,
pdp,
secondlife,
SL,
teledramatics,
theater,
theatre,
VR
clip from The Office
I found a clip of what inspired me to take this class. The entire episode is worth watching if you can find it
Tuesday, April 15, 2008
Black Holes in Cyberspace
Researchers at the University of Washington area looking into the existence of black holes in cyberspace. They suggest that information is disappearing into a black hole when a browser doesn't go to the intended website. Most people dismiss it as a wireless or some other glitch when in reality, the information is getting lost in a "black hole".
So, are there black holes in SL?
http://www.livescience.com/technology/080411-cyber-black-holes.html
So, are there black holes in SL?
http://www.livescience.com/technology/080411-cyber-black-holes.html
Social behavior in virtual environments
A recent article in the Wall Street Journal was discussing the "surprising power of synthetic identity." (WEEKEND JOURNAL; Is This Man Cheating on His Wife?
Alexandra Alter. Wall Street Journal (Eastern edition). New York, N.Y.: Aug 10, 2007. p. W.1 - link: http://proquest.umi.com/pqdweb?did=1317807881&sid=1&Fmt=3&clientId=20179&RQT=309&VName=PQD). Some interesting statistics reported in the article: 40% of men and 53% of women who play online games said their virtual friends were equal to or better than their rl friends... and 25% of the 30,000 surveyed said the emotional highlight of their past week occurred in the virtual realm. The link to the Stanford study should be attached. I find this fascinating and curious. Is it bad, good, neither, or both? Thoughts?
Alexandra Alter. Wall Street Journal (Eastern edition). New York, N.Y.: Aug 10, 2007. p. W.1 - link: http://proquest.umi.com/pqdweb?did=1317807881&sid=1&Fmt=3&clientId=20179&RQT=309&VName=PQD). Some interesting statistics reported in the article: 40% of men and 53% of women who play online games said their virtual friends were equal to or better than their rl friends... and 25% of the 30,000 surveyed said the emotional highlight of their past week occurred in the virtual realm. The link to the Stanford study should be attached. I find this fascinating and curious. Is it bad, good, neither, or both? Thoughts?
Church on SL
I saw this before I started the class, but forgot about it until now. If you can't attend church for what ever reason, including being too lazy to leave your house, just log on to (lifechurch.tv). There seem to be many efforts to provide ease of access when it comes to attending church. I found two 2-D versions, but lifechurch.tv seems to be the most developed. With a click to the title you will be taken to a video of SL site of (lifechurch.tv).
What do people who normally attend church think of this? Would you attend church virtually? What are the opinions of those who do not attend church on a regular basis?
What do people who normally attend church think of this? Would you attend church virtually? What are the opinions of those who do not attend church on a regular basis?
Interesting Summer B class
There's an upcoming summer B class that I think will be interesting to everyone in this class: it is an interdisciplinary course on online social networks (ie Facebook, MySpace) and related kin (Twitter, etc.) offered out of the College of Jou. & Comm. (OK, I admit I might be biased because I am teaching it, but *I* think it will be interesting. :)
Here's a basic pitch - please see me in class, send me an email, or message me in SL for details.
-----------
There are more than 68 million users of Facebook in the United States, and the majority of those users log in at least once a day. You probably know someone who is 'addicted' to Facebook or MySpace, or that person might be you. You might use "social media" tools a lot every day... but how much do you really think about them? Have you thought about the following questions:
-- how are social media tools changing my relationships?
-- how are social media tools changing the way we communicate?
-- what does it mean to say I have a "digital identity" and how do I "relate to it" and "manage it"?
-- how will social media tools affect my career?
-- are these technologies making my life better or worse?
If you're going to be on campus in the Summer B semester and are looking for an interesting summer course, there's a new undergraduate course that will explore these questions.
JOU 4930 (section 4919 - the section number is important) will meet Monday - Friday from 11am - 12:15pm in Weimer Hall 1076. There are no prerequisites. A good portion of the class work will be done online at different social media websites - class time will be primarily discussion and exploration of different resources related to the class.
Students can email me at: gritz@ufl.edu with questions - I have a preliminary syllabus available. A Facebook page devoted to the class also has been set up.
Thanks!
Here's a basic pitch - please see me in class, send me an email, or message me in SL for details.
-----------
There are more than 68 million users of Facebook in the United States, and the majority of those users log in at least once a day. You probably know someone who is 'addicted' to Facebook or MySpace, or that person might be you. You might use "social media" tools a lot every day... but how much do you really think about them? Have you thought about the following questions:
-- how are social media tools changing my relationships?
-- how are social media tools changing the way we communicate?
-- what does it mean to say I have a "digital identity" and how do I "relate to it" and "manage it"?
-- how will social media tools affect my career?
-- are these technologies making my life better or worse?
If you're going to be on campus in the Summer B semester and are looking for an interesting summer course, there's a new undergraduate course that will explore these questions.
JOU 4930 (section 4919 - the section number is important) will meet Monday - Friday from 11am - 12:15pm in Weimer Hall 1076. There are no prerequisites. A good portion of the class work will be done online at different social media websites - class time will be primarily discussion and exploration of different resources related to the class.
Students can email me at: gritz@ufl.edu with questions - I have a preliminary syllabus available. A Facebook page devoted to the class also has been set up.
Thanks!
Monday, April 14, 2008
going green
This may be a little out of context I just wanted to share with you all some of the key focus of industry folks around the world. I recently got back from the International Advertising Association World Congress that was help in Washington DC this year. The central theme of most advertising professional seems to revolve around being truly green as opposed to just riding the wave. E-Platforms help in a lot of way for educational institutions to really promote this cause but at the same time when auditing some of the process that we do officially or personally if each one of us audit ourselves we may do a lot better. So before you print a piece of paper next time for class re-think...
life like avatars
The stage seems to be slowly forming for life like avatars. Visit 0ddcast site they are adding a face and personality to their avatars. They aim at personalizing websites by adding personality to it so it would speak to the targeted audiences. The future is now slowly opening up to add personalities and emotions to avatars as well. Just wanted to share this new development.
Real Life Shopping
I have begun to realize more and more that poeple actually enjoy shopping for things on SL, including clothing, furniture, cars, etc. I think that this could be a great business channel for actual malls and shops that exist in cities around the world. I imagine alot of people who don't have the money or other means to visit somewhere like Rodeo Drive in Beverly Hills would love to be able to walk down a replica in SL that delivers the same ambiance. Users would be able to enjoy the glitz and glamor of such places without even being there.
I also think that retailers would be able to set up a system where users could be in the store, click on the item and buy the real thing on that company's website. Or users could just by the SL version for a much cheaper price. If users chose the real life version they would just be directed to the website and could customize there purchase. There are endless possibilities and locations to be exposed from all over the world. I am not much of a shopper but I know that there are plenty of people out there who are and I think that there could be a good business model out there to expose this.
Schilling
I also think that retailers would be able to set up a system where users could be in the store, click on the item and buy the real thing on that company's website. Or users could just by the SL version for a much cheaper price. If users chose the real life version they would just be directed to the website and could customize there purchase. There are endless possibilities and locations to be exposed from all over the world. I am not much of a shopper but I know that there are plenty of people out there who are and I think that there could be a good business model out there to expose this.
Schilling
Sunday, April 13, 2008
Competing Virtual Worlds
I came across an article speaking about Nickelodeon and their plans to increase work on their own virtual world. Nickelodeon is expected to announce Thursday that it is developing an entire virtual world, involving games, avatars and a strong social-networking component, based on network hit “SpongeBob SquarePants.”
Nick also is expected to announce that it is developing Monkey World, a social-networking and massive multiplayer game based on an original concept and not tied to any of its existing franchises.
The company is becoming increasingly competitive with Disney, which already has ToonTown and recently acquired Club Penguin. Virtual worlds such as these are targeting young children, but do frequently charge subscription fees.
Although these worlds target a younger crowd than that of Second Life, it could pose problems if SL intends to grow and starts a "Children's Second Life."
Nick also is expected to announce that it is developing Monkey World, a social-networking and massive multiplayer game based on an original concept and not tied to any of its existing franchises.
The company is becoming increasingly competitive with Disney, which already has ToonTown and recently acquired Club Penguin. Virtual worlds such as these are targeting young children, but do frequently charge subscription fees.
Although these worlds target a younger crowd than that of Second Life, it could pose problems if SL intends to grow and starts a "Children's Second Life."
UF Graduate Student Council 2008 Research Forum
To our Class:
I just was notified Saturday that I was accepted as a Poster Presenter for the Graduate Student Council Research Forum happening this Monday, April 14 at the Rietz Union.
Between 10:30 and noon I will be displaying photos, summary documents, and logged into SL on my laptop showing how Group 6 is Bringing (Criminal) Justice to Second Life.
Drop by if you get a chance, I'll give a report on how the Forum went when I get the opportunity.
Doug
I just was notified Saturday that I was accepted as a Poster Presenter for the Graduate Student Council Research Forum happening this Monday, April 14 at the Rietz Union.
Between 10:30 and noon I will be displaying photos, summary documents, and logged into SL on my laptop showing how Group 6 is Bringing (Criminal) Justice to Second Life.
Drop by if you get a chance, I'll give a report on how the Forum went when I get the opportunity.
Doug
Nicholaz “The Mad Patcher” Beresford's Moment of Truth
"At the moment I simply don't have the time, but to be true to myself and you, probably even if I had, I'd be no longer willing to put up with Bullshit™ any more." Says Nicholaz one of the leading Second Life open source viewer developers. Read Nicholaz' blog here
I have read on this blog and others about people's complains about the recent hours long outages, viewer crashes, and several other technical concerns, and I strongly believed that LLs move to open source the viewer and later on the grids was a smart move in the right direction to remedy those problems. [have a look at "How Many Eyeballs Tame Complexity" from The Cathedral and the Bazaar]
However, a key component in open source development is the transparent communications between the core developers and the community around the project. Ignoring developers submission hardly qualifies as a good open source practice.
If examples were a teacher LL should have a look at how successful open source companies handle their communities. Like Red Hat, Sun Microsystems, Mozilla, IBM ... and the list goes on.
Finally, Linden Labs might have laid the ground for a successful bazaar mode project -A precondition for bazaar mode development- however, they should invest in the effort the community invests in them.
I have read on this blog and others about people's complains about the recent hours long outages, viewer crashes, and several other technical concerns, and I strongly believed that LLs move to open source the viewer and later on the grids was a smart move in the right direction to remedy those problems. [have a look at "How Many Eyeballs Tame Complexity" from The Cathedral and the Bazaar]
However, a key component in open source development is the transparent communications between the core developers and the community around the project. Ignoring developers submission hardly qualifies as a good open source practice.
If examples were a teacher LL should have a look at how successful open source companies handle their communities. Like Red Hat, Sun Microsystems, Mozilla, IBM ... and the list goes on.
Finally, Linden Labs might have laid the ground for a successful bazaar mode project -A precondition for bazaar mode development- however, they should invest in the effort the community invests in them.
Labels:
development,
open source,
second life,
secondlife,
viewer
Thursday, April 10, 2008
Paper on Wii interface for SL
As I was searching the web today for other reference material, I came across a scholarly paper about the use of a wii interface with SL. Although the subject has been talked about before on the blog, I don't believe an actual scholarly article has been cited. It is now on the resources page for your benefit!
Resources page
Resources page
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