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

26 April 2007

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.

Virtually Patent

Here's a fascinating question:

how would you feel as a Second Life resident if a real world company stepped into Second Life and started patenting things left right and centre that you'd already done without their knowledge? The real world companies already have processes and budgets for setting up and defending patents; but being new to Second Life they may not know about what people have made already.

The issue raised here is what should be patentable in Second Life? This is easy, actually: nothing. Everything in Second Life is code; in particular, all the interesting stuff is done using the SL scripting language. Since neither software nor algorithms can be patented (at least in rational parts of the world), this clearly means that nothing in SL can be patented.

And that's right. If you could patent things, then, as the post puts it, things would get crazy:

How would you feel if using a cylinder for a chair was patented? And then a box prim for a chair was patented, and so on. You'd be wading through patents before you even rezzed a prim.

And this is precisely the situation for software in those parts of the world that allow broad software patents. That is, programmers have to worry that unwittingly they are infringing on somebody's "patent" on that code, even if they are simply employing the basic building blocks of programming - the "cylinders".

In what almost amounts to a thought experiment, we see again the absurdity of allowing software - which is essentially just ideas and algorithms - to be patented. All it does is to impeded innovation. And to those who, in the absence of patents, worry about people stealing bits of their code, that's what copyright is for: it protects particular instantiations of ideas in code, not the ideas themselves, which remain freely available to all for further use and development.

It is no coincidence that the GNU GPL - essentially the constitution of free software - depends on copyright law to work. There is no contradiction between free software and copyright - quite the contrary; it is patents and free software that are intellectual matter and anti-matter.

3D Viewer for Second Life

Sounds cool:

The University of Michigan 3D Lab has brought Second Life one step closer to real life by developing stereoscopic support for the Second Life viewer. This recent addition allows visitors wearing special glasses to see the objects of Second Life pop out of the screen similar to watching a 3D movie. Using the recently released source code by Linden Labs, Gabriel Cirio and Eric Maslowski have developed a stereoscopic version of the Second Life viewer that works with a large-screen stereo projection system. This lowcost system uses passive stereo based on polarizing filters and was built from off-theshelf components.

Further proof, if any were needed, of why opening up the code is good for everyone.

19 February 2007

Everyone Loves Second Life

Well, not quite, but that's the impression you get reading the comments on this post, an unprecedented outpouring of gratitude. It's not hard to see why:

Since September concurrency rates have tripled, to a peak last week of over 34,000. While we love that so many people are enjoying Second Life, there have been some challenging moments in keeping up with the growth, resulting in the now somewhat infamous message “heavy load on the database”. When this happens it usually means that the demand for transmission of data between servers is outstripping the ability of the network to support it.

When the Grid is under stress, resulting in content loss and a generally poor experience, we would like to have an option less disruptive than bringing the whole Grid down. So we’ve developed a contingency plan to manage log-ins to the Grid when, in our judgment, the risk of content loss begins to outweigh the value of higher concurrency. Looking at the concurrency levels, it’s clear heaviest use is on the weekends.

When you open your log-in screen and see in the upper right hand corner Grid Status: Restricted, you’ll know that only those Second Life Residents who have transacted with Linden Lab either by being a premium account holder, owning land, or purchasing currency on the LindeX, will be able to log-in. Residents who are in Second Life when this occurs will only be affected if they log-out and want to return before the grid returns to normal status.

This is precisely what many SL residents have been calling for - some preferential treatment for those that pay.

Of course, it's in part an admission that SL isn't scaling too well, but equally I doubt if anybody ever expected the kind of growth that has been seen in the last few months. Unlike some, I don't see this as the end of the SL dream; the open sourcing of the viewer, and the confirmation that the server code would also be released were signs that Linden Lab knows that drastic measures are required to move into the next phase. Philip Rosedale and Cory Ondrejka, the two main brains behind the world and its code, are clever chaps, and I don't think they underestimate the magnitude of the task facing them. It will be interesting to see how these occasional lock-outs affect the influx of newbies and the general perception of SL.

12 February 2007

La Seconde Vie, Das Zweite Leben

Now what I want is, Facts. Teach these boys and girls nothing but Facts. Facts alone are wanted in life.

To say nothing of Second Life. And here are some juicy ones (as an Excel workbook, alas, but it opens perfectly well in OpenOffice.org.). Here's one in particular I found significant:

Active % of residents in the top 100 countries

United States 31.19%
France 12.73%
Germany 10.46%
United Kingdom 8.09%
Netherlands 6.55%
Spain 3.83%

That is, Europeans already outnumber Americans in Second Life (and I'm sure that Europeans will soon be outnumbered by those from the rest of the world soon).

09 February 2007

Second Life Goes Mobile

Software firm Comverse Technology has created an application that runs Second Life on Java-enabled mobile phones, along with other software that allows integrated SMS and instant messaging and the streaming of mobile video directly in-world.

Interesting. Even though it remains to be seen how smoothly this works, I think avatars actually fit with mobile phones quite well. Implementing Second Life in this way means that you can use your mobile as a kind of portable controller for yourself in the virtual world. If Second Life (or something like it) really takes off, it's easy to imagine extra features being added to make this kind of thing even easier.

La Vida Es Sueño

For those who dismiss Second Life as "just a game" here's a thought:

The more interesting question is why people keep repeating "only a game" so much. If you google "only a game" and "Second Life" together, you get nearly 12,000 hits. It is like a mantra that people keep repeating to keep some thought or idea at bay - and I think the dangerous idea that Second Life shoves in your face every day is this: our wealth is virtual, our property is transient, and our social lives are mediated by technology, nomadic, and often fleeting. I think that when people keep saying "it's only a game" they are really saying "the rest of my world isn't like this: my wealth is tangible and permanent, my friendships are unmediated and also permanent." Saying "it's only a game" is like saying "this isn't how things really are, this is just a bad dream." People need to pinch themselves, because this ain't no dream. This is reality; deal with it.

(Via Terra Nova.)

05 February 2007

Virtual World, Real Lawyers

Lawyers thrive on complication and ambiguity. Things don't get more complicated or ambiguous than in cyberspace - it's no coincidence that Larry Lessig rose to prominence as one of the first to wield the machete of his fine legal mind on this thicket.

Things are even more complicated in virtual worlds, because they are inherently richer. Here's a nice round-up of some of the legal issues involved. Two paragraphs in particular caught my eye:

One complicating factor is jurisdiction. Linden currently operates under California and U.S. law. British IP attorney Cooper says that virtual worlds like Second Life need a form of international arbitration. "If I get ... an Australian operating a business in Second Life, asking me, a U.K. attorney, how he can best protect his business within Second Life, how do I answer him?" he says, citing one query that he has received. But Cooper sees a model in the uniform dispute resolution policy (UDRP) for Internet domain names. Created in 1999 by the Internet Corporation for Assigned Names and Numbers (ICANN) in cooperation with the World Intellectual Property Organization, the UDRP created an international solution to issues like cybersquatting of domain names that were difficult or impossible to resolve in regional courts.

Cooper, Lieberman and other interested avatars, including the Second Life Bar Association and many non-lawyers, are now working together to formalize online arbitration as a required first step to handle Second Life disputes, without resort to real courts and their costs. Together they are lobbying Linden to include arbitration in its terms of service agreement. Meanwhile, Lieberman's group is introducing its proposed arbitration into the virtual world, hoping that other users will try it out and find it fair and useful.

(Via Second Life Herald.)

Second Life Comes to...Brighton?

Brighton is famous for many things, but cutting edge virtual world software development is not one of them. Until now:

Title: Software Developer
Department: Engineering
Work Location: San Francisco, Mountain View, Davis, Seattle or Brighton, UK