Showing posts with label second life. Show all posts
Showing posts with label second life. Show all posts

28 June 2007

In the Middle of the Road...

Two major themes on this blog are free software and virtual worlds. So I'm grateful to Danté Jones for pointing out LA Second Life, which sits neatly at the intersection of the two:

This site is here so that people can see what the Linux Australia members are doing in-world as well as a resource for Linux users interested in Second Life.

As well as those handy resources, the site also flags up news about the Second Life activities of Linux Australia's members, among whom we find Gizzy Electricteeth, whom I had the pleasure of meeting virtually a few months back.

One issue that the site has just raised concerns SL's new voice feature:

Is being mute better than a voice without freedom?

Linux users of Second Life seeing voice currently being supported in all but their Viewer, are posed with that question.

Reading through a job logged in March in the SL JIRA issue tracker titled 'Support Voice on Linux', two things become clear;

1) Linden Lab have licensed Vivox to provide propriety code for Voice.
2) If they ever do support the Linux viewer it will be with a closed 'binary blob'.

Judging by their past actions, I'd say that Linden Lab would love to get this code fully open and cross-platform, but are taking a pragmatic route towards that. Here's what Linden's CTO Cory Ondrejka told me six months ago:

Certainly, there is the question of proprietary code. We may be able to do exactly what we did on the client side, where we are distributing binaries. In six months, when this [move to open up the client] is successful, it may make for very interesting conversations with folks. We can say: Hey, look, you are the leader in this sector, you should open source, here's why we did it and it worked. And I think the fact that there aren't any proof-points of that is maybe part of what scares companies from doing that. I think we're going to be a very interesting test case.

As well as encouraging other software houses to open up, I get the impression that Linden would also be interested in dropping in open source replacements for proprietary code. Time for Linux Australia to get hacking, perhaps.

20 June 2007

Welcome to Second Earth

This is the best introduction to virtual worlds so far: comprehensive, link-rich, and well written. Do read it if you can - it's time well spent.

25 May 2007

More About Sculpties...

...but not much yet. (And what about some galleries, eh?)

21 May 2007

Second Life Open Sources the Sky (and Clouds)

Linden Lab continues to do good in acquiring and open-sourcing cool technology:

Linden Lab, creator of 3D virtual world Second Life, today announced the acquisition of graphics technology from Windward Mark Interactive. Linden Lab will acquire WindLight, an advanced atmospheric rendering technology; Nimble, a realistic 3D cloud simulator; and associated intellectual property and interests.

...

Following the acquisition of this technology, Linden Lab will integrate Windward Mark’s WindLight into the Second Life Viewer and will open source the code under a General Public License agreement. The Viewer (available here: http://secondlife.com/community/downloads.php) featuring WindLight will be immediately available for PCs, with a Mac version to follow.

“This is a great example of the benefits of an open-source model,” said Cory Ondrejka, CTO of Linden Lab. “Our core development team is tightly focused on improving the Second Life experience in terms of stability and scalability, but open sourcing has enabled external developers to integrate additional enhancements that are also hugely valuable; WindLight is one of these. We’re excited to bring this technology to Second Life and pleased to have such a talented team of developers join Linden Lab.”

17 May 2007

Exporting Jurisdictions - the Other Way

We're used to seeing the US exporting its own ideas of what consitututes illegality when it comes to copyright and patents - notably through its free trade agreements - but here's a useful reminder that in today's interconnected world, things can flow the other way too:

As Second Life grows, the European market becomes a larger and larger part of its user base. ComScore estimates as a much as 61% of Second Life's residents are based in Europe (including 16% in Germany). While ComScore's likely overestimated the number of active European residents, there is no doubt that European users have made up a substantial percentage of Second Life's rapid growth over the last eighteen months. Enough growth, that Linden Lab is rumored to be looking for European collocation space. And with servers in Europe, the Second Life content on those servers would unequivocally fall under the laws of the nation(s) those servers are based in.

And since you cannot usefully carve up the metaverse based on the physical geography of its users, this means that European laws - notably on virtual child pornography - are likely to be applied to the whole of Second Life.

30 April 2007

Behold the Sculpted Prim

Second Life gets an upgrade: sculpted prims.

Q: What is a sculpted prim?

A: A "sculpted prim" is a prim whose shape is determined by a texture - its "sculpt texture". Sculpted prims can create organic shapes that are not currently possible with Second Life's prim system.

Very cool. (Via C|net.)

27 April 2007

Open Source Museum of Open Source Art

You don't normally expect museums to be open source, not least because they are rather keen on preventing visitors from modifying their exhibits. Of course, if the museum and its holdings are purely virtual, then this is less of a problem - you could always undo operations, provided you keep a backup.

And thus was born OSMOSA, the Open Source Museum of Open Source Art, in Second Life; the name comes from the fact the museum can be modified, too. Truth to tell, the idea is rather more interesting than the (virtual) reality, which was rather confused when I visited.

26 April 2007

Nissan Open Sources Its Gizmos

Virtual gizmos, of course:

Nissan will be the first automotive company to provide Second Life residents access to the open-source codes used on the Altima Island contraptions.

(Via Second Life Herald.)

IBM's Virtual Mainframe

It's been an open secret that IBM was working on its own virtual world platform, but details are now beginning to emerge:

IBM said its new "gameframe" system was being designed in collaboration with Hoplon Infotainment, a Brazilian game developer that is interested in creating a software layer it calls a "bitverse" to support virtual online worlds.

There are already massively multiplayer games that support hundreds of thousands of simultaneous players, but the IBM system will add an unparalleled level of realism to visual interactions, Meyerson said.

He argued that in addition to gaming applications, this kind of technology could be used to enhance the performance and scaleability of existing virtual worlds like Second Life, an Internet-based service that crosses the boundary between online entertainment and workplace collaboration.

Mark Wallace has more information.

23 April 2007

Second Life Gets Local Governance (a Bit)

One of the unresolved issues for virtual worlds is governance. If, as Second Life appears to do, there is a claim that this is a user-generated world, then it makes sense for users to run the place, too. Moreover, since users certainly pay a tax for the pleasure of living in Second Life, they should arguably have some form of representation. The first baby steps towards this have just been taken:

Many moons back, a portion of Linden’s Community Team developed a project meant to deliver better local Governance control to the grid. What does this mean? Many things. For starters: The Estate Level Abuse program which we’ve been Beta Testing since January. This was a test designed to allow estate owners to receive and resolve their own abuse reports in the method in which they best see fit. No longer subject to Linden’s ideas on how abuse could be handled, estate owners in the test had abuse reports filed on their land sent directly to their email.

12 April 2007

Searching for an Answer

It was the arrival of the first-generation search engines like Yahoo and Lycos in the mid-1990s that turned a collection of disparate online data into a usable source of information. Today, Google's pivotal role in online activity is even more pronounced.

So it's no surprise that people are working on search engines for Second Life - the thinking being that once you can find anything there, it will be even more useful as a tool. But in virtual worlds, it's not so simple:

Second Life isn't the same as the World Wide Web (at least in how its users perceive it), and probably shouldn't be treated the same way as web pages, routinely scanned by search-engine bots. I'm pretty sure that Linden Lab would prefer to that Second Life be as permeable and open as the WWW, but it's got to take a definitive step in this direction. Currently, there is no true public data in Second Life: Linden Lab owns the data comprising the world, including user avatars and objects. On the other hand, the company's Terms of Service indicate that invasions of privacy are prohibited (section 4.1). I don't understand how user-privacy even exists in a world owned by one private entity. Any shift in resident privacy-expectations Second Life is ultimately up to Linden Lab, which hasn't seemed to have decided whether Second Life is a country or an internet--whether it is a government presiding over population of residents, or a service-provider to hundreds of thousands of users.

The problem is that most people put stuff on the Web because they want others to find it: there is a conscious act of exposing stuff there. In Second Life, people (naively) assume that it's "like" real life, in the sense that virtual objects are private unless explicitly exposed. Alas, no: anything in Second Life is just data, and as such susceptible to being farmed by search bots. As the post above points out, people must now decide now much privacy needs to be built into the system. Where the dividing line should be drawn between private and public in the virtual world is not at all obvious.

05 April 2007

What's in a Name?

This is a seriously bad move:

Online fantasy world "Second Life" will soon introduce the virtual equivalent of vanity plates, allowing residents to customize their characters' first and last names.

"Second Life" spokesman Alex Yenni said the feature, likely to cost $100 up front and $50 a year, would debut by the end of the year.

Domain squatting is bad enough: at least there it's something abstract like a Web site. But if someone steals your real name in a virtual world and, shall we say, besmirches it, there's no way you can prove in-world it's not "really" you, no way to reverse the damage to your reputation both in-world and beyond. And as we know, in the Web 2.0 world, reputation is everything.

If Linden Lab is stupid enough to bring this in, it can mean only one thing: that it is really hard-up for dosh. For the first time, I have my doubts about its long-term survival.

01 April 2007

Hacking Second Life (Properly)

Now that the code for the Second Life client is available as open source, I wondered who would be the first to offer a how-to. And the winner is...Peter Seebach:

In this series, I introduce the client (or "viewer" in Linden terminology) and explore the development environment, documentation, and more. Developers who are used to an open source environment are sometimes a little put off by things that might be done differently in a commercial environment, and this project offers a number of opportunities to explore some of the tradeoffs. Of course, the best way to explore a program is to do something with it, so this series gets into the code to make a few changes.

Somebody Gets a (Second) Life

These guys were the new philosophers, and they had discovered a way to be involved in the latest technologies of the day, and not just from an engineering perspective, but from the perspective of how that technology would change our lives and possibly even the nature of humanity. Having that sort of knowledge, being in a position to see and grasp something like that is heady stuff, and in my heart of hearts I really think that all the money – the hundreds of millions of dollars – is just game currency to these guys. It keeps them in the game and if you are winning the game you get to be intimately involved in the companies that are rewiring our minds and our communities and changing the nature of humanity itself.

Er, what took so long?

13 March 2007

Going Qwaqqers About Qwaq

Even though Second Life gets the lion's share of the attention, there are several other virtual world systems out there, including some that are fully open source. One such is Croquet:

Croquet is a powerful open source software development environment for the creation and large-scale distributed deployment of multi-user virtual 3D applications and metaverses that are (1) persistent (2) deeply collaborative, (3) interconnected and (4) interoperable. The Croquet architecture supports synchronous communication, collaboration, resource sharing and computation among large numbers of users on multiple platforms and multiple devices.

The ideas behind Croquet are undeniably powerful, but it's always looked a little clunky when I've investigated it, more like a research project than anything that you might use. In other words, a solution in search of a problem.

Well, the problem has just turned up, and involves creating a secure virtual workspace for distributed teams. In the corporate context, the Second Life gew-gaws are less important than functionality like security and the ability to collaborate on any application. A new company called Qwaq, which includes many of the key people from the Croquet project, has been set up to meet that need.

It adopts a hybrid approach for its licensing: the core code is Croquet, and hence open source, but Qwaq adds proprietary elements on top. Obviously, I'd prefer it if everything were free code from the start, but it's understandable if new companies are cautious when dabbling with this tricky open source stuff. The existence of Qwaq, which obviously has a vested interest in the survival and development of Croquet, is already good news for the latter, but I predict that in time the company will gradually open up more of its code in order to tap into the community that will grow around it.

Its business model could certainly cope with that: it offers two versions of its product - one as a hosted service, the other run on an intranet. Although it is true that other companies could also host and support the product in this case, Qwaq has a unique strength that comes from the people working for it (rather like the advantage that Red Hat's roster of kernel hackers confers.)

One of the benefits of using Croquet as the basis of its products is that the protocols are open, and this allows Croquet-compatible products to interoperate with Qwaq's. This means that the dynamics of the Croquet ecosystem are similar to that of the Web, which is never a bad thing.

At the time of writing, there's not much to see on Qwaq's site, but I imagine that will change soon, and I'll update this post to reflect that (and also be writing elsewhere about the technology and its applications). In the meantime, Qwaq's arrival is certainly welcome, since it signals a new phase in the roll-out and commercialisation of standards-based virtual spaces. I'm sure we'll see many more in the future.

Update: The Qwaq site has now gone live, with some info and a screenshot of the Qwaq Forums product, as well as a link to a datasheet. There is also a short press release available.

05 March 2007

EU in SL?

Apparently:

The European Union is looking into entering the virtual world and opening up an office in Second Life - an increasingly popular internet-based virtual world - which the Swedish government and the French presidential candidates have already entered.

Some would say the European Union's grasp of reality is already pretty tenuous.... (Via Bob Sutor's Open Blog.)

03 March 2007

Mani Pulite Go Virtual

This probably won't mean much if you haven't followed Italian political history for the last 15 years, but I was intrigued to learn that Antonio di Pietro, perhaps the most famous of the prosecutors during the great Mani Pulite (Clean Hands) campaign to rid Italy of the endemic political corruption by the mafia, has gone Second life - and even blogged about it:


I have purchased an island and planted the banner of Italia dei Valori. On the initiative of Italia dei Valori, the island will soon be fitted out with offices, conference centres and information points.

In the future, visitors to the island will be welcomed by Italia dei Valori personnel through their virtual representation. The island will also be used for internal meetings and for meeting with journalists.

02 March 2007

Manage Real Money in Second Life

Why does this worry me?

Denmark’s Saxo Bank plans to offer Second Life residents the ability to manage their real-life financial portfolios from within the virtual world, and may eventually create a market to trade the Linden dollar against real-world currencies.

28 February 2007

A Brace of Virtual Worlds

I'm not quite sure what the collective noun for virtual worlds is, but here's a couple of new entrants to the world of worlds.

First, what seems to be a Chinese Second Life clone, Hipihi. And then, not a million miles away, there's Outback Online, from the splendidly-named company Yoick, led by the even more splendidly-named Randal Leeb-du Toit. Maybe that's his in-world name....

27 February 2007

Second Life Gains a New Voice

This is something that many people have been waiting for:

Linden Lab, creator of virtual world Second Life, has announced that it will be adding voice capabilities to the Second Life Grid, as part of its ongoing drive toward creating a richer, more immersive virtual environment.

...

Scenario 1 - Residents can teleport to voice-enabled land, and automatically start speaking, with the volume of speech modified according to their spatial relationship with others. Up to 100 users can be present in the same audio channel at once.

Scenario 2 - Group conference calls for two or more Residents. This enables Residents to communicate with large groups across geographical boundaries (e.g. concert setting, or between pockets of land etc).

Scenario 3 - One-to-one personal communication. This enables Residents to privately share a conversation, which can be initiated by an Instant Message. Residents don’t have to be on voice-enabled land to do this.

It doesn't look like this new code will be open:

Core voice capabilities are provided by Vivox, under the terms of a service agreement with Linden Lab, incorporating 3D voice technology from DiamondWare

but it's good to see Linden moving forward.