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

12 December 2007

Really Bad News for a Virtual World

The statement, issued on behalf of Rosedale, read: "I can confirm that Cory Ondrejka, CTO, will be leaving Linden Lab at the end of this year, in order to pursue new professional challenges outside the company. I wanted to take this opportunity to publicly thank Cory for his tremendous contribution to the company and to Second Life, in terms of its original vision and ongoing progress.

Eeek: this is not good. I interviewed Cory earlier this year, and found him both an extremely pleasant chap and very switched-on. Obviously, I don't know the background to this latest news, but it bodes ill to lose your CTO in this way....

21 November 2007

Hardware is Like Software? - Ban Hardware Patents

I won't bother demolishing this sad little piece on why software patents are so delicious and yummy, because Mike Masnick has already done that with his customary flair.

But I would like to pick on something purports to be an argument in the former:


One needs to understand that there is fundamentally no difference between software and hardware; each is frequently expressed in terms of the other, interchangeably describing the same thing. For example, many microprocessors are conceptualized as software through the use of hardware description languages (HDL) such as Bluespec System Verilog and VHDL. The resulting HDL software code is downloaded to special microprocessors known as FPGAs (field programmable gate arrays), which can mimic a prospective chip's design and functions for testing. Eventually, the HDL code may be physically etched into silicon. Voilà! The software becomes hardware.

Well, that's jolly interesting, isn't it? Because it means that such hardware is in fact simply an instantiation of algorithms - hard-wired, to be sure, but no different from chiselling those algorithms in granite, say. And as even the most hardened patent fan concedes, pure knowledge such as mathematics is not patentable.

So the logical conclusion of this is not that software is patentable, but that such hardware *shouldn't* be. I'd go further: I suspect that anything formed by instantiating digial information in an analogue form - but which is not essentially analogue - should not be patentable. The only things that might be patentable are purely analogue objects - what most people would recognise as patentable things.

There is an added benefit to taking this approach, since it is also solves all those conundrums about whether virtual objects - in Second Life, for example - should be patentable. Clearly, they should not, because they are simply representations of digital entities. But if you wanted to make an analogue version - and not just a hard-wiring - you could reasonable seek a patent if it fulfilled the usual conditions.

16 November 2007

A Second Chance for Second Life

I haven't been using Second Life much recently, but I wasn't sure why. Now I know. I've just tried the WindLight First Look Viewer, and its atmospheric effects - sunsets, clouds, water etc. - really transform the Second Life experience.

The problem before, I now see, was that Second Life was just too lacking in visual richness. With the WindLight First Look Viewer, Second Life is closer to real life in the sense that you can now just be, and watch the world go by. Time to give Second Life a second chance, perhaps.

21 October 2007

Weekend Reading

Here are two online journals that may be of interest. Both, happily, are open access, so you can root around to your heart's content.

The first is the inaugural issue of the International Journal of the Commons. I have to declare a very tangential interest here in that they asked me to review a submitted paper: obviously my well-intentioned comments were devastating, since it's not included in the present issue...

The other journal is Innovations from MIT Press. This has an interesting mix of articles, including one by Cory Ondrejka on Second Life, and others on the Science Commons and Open-Sourcing Social Solutions.

10 October 2007

Virtual Worlds Get a Second Life with IBM

I was lucky enough to interview Irving Wladawsky-Berger for the Guardian shortly before he retired from IBM. One of the most intriguing hints of things to come concerned virtual worlds:

Does IBM have its own internal virtual world system - an intraworld running on its intranet?

We plan to build them; exactly how is all under discussion. We very much feel that many of our clients will want intraworlds in the same way they have intranets.

Then you want to make the navigation between the intraworlds and public worlds as seamless as possible.

Some of the "how" regarding interoperability is being addressed with this interesting collaboration between IBM and Linden Lab:

IBM and Linden Lab, creator of the virtual world Second Life (www.secondlife.com), today announced the intent to develop new technologies and methodologies based on open standards that will help advance the future of 3D virtual worlds.

...

IBM and Linden Lab plan to work together on issues concerning the integration of virtual worlds with the current Web; driving security-rich transactions of virtual goods and services; working with the industry to enable interoperability between various virtual worlds; and building more stability and high quality of service into virtual world platforms. These are expected to be key characteristics facing organizations which want to take advantage of virtual worlds for commerce, collaboration, education and other business applications.

What's striking about this announcement - still rather lacking in details, but clearly very good news for Linden Lab - is the emphasis on openness:

Open source development of interoperable formats and protocols. Open standards in this area are expected to allow virtual worlds to connect together so that users can cross from one world to another, just like they can go from one web page to another on the Internet today.

No surprise there, really - open standards are the only way to build resilient, heterogeneous systems. And if you're contemplating linking together myriad, disparate virtual worlds, it had better be resilient in the extreme. (Via Clickable Culture.)

Intellectual Monopolies Go Virtual

This was bound to happen:

Eerily ergonomic, infinitely adjustable, incredibly expensive, the Aeron chair is a fetish item in the computer industry, so it's not surprising that Residents have made virtual versions of them in Second Life since the very beginning. All that's changed, however, because Herman Miller, the company behind the Aeron, has just set up their own official store in SL, and is giving away chairs made with their official imprimatur. For a limited time, Residents with knock-off Aerons can bring them to the Herman Miller outlet in Avalon and exchange them for an officially branded SL version, for free.

...

And with that announcement, the first public salvo has been fired: a real world corporation is loudly and actively asserting its real world intellectual property rights against Resident-made objects which allegedly infringes them. Many wondered when this moment would come, and though DMCA notices have been quietly filed by companies through Linden Lab, this is the first move I'm aware of that's being done in conjunction with an official move into Second Life, and a marketing offer.

10 September 2007

OpenSim Update

Things are moving on with the open source virtual world based on Second Life, it seems:


Eager programmers had already begun open source work on the viewer in April of 2006, ahead of Linden’s move to formally put the viewer into the open source domain in January of this year. Now, as Linden Lab prepares to take the Second Life server code open source, the company is once again finding its timeline challenged by an open source community that doesn’t want to wait.

About 300 servers have installed Frisby’s open source Second Life server code, called OpenSim. DeepGrid, a network Frisby manages, has 20 OpenSim regions running on a near continual basis. While there’s no centralized inventory server, meaning that an avatar on DeepGrid can’t take objects from one region into another, users can cross region boundaries seamlessly, experiencing no disruption as their client connects to servers on opposite sides of the world. Another similar network, called OSGrid, connects ten regions.

04 September 2007

Philip Rosedale 1.5

If you ever wondered what happened to that nice Mr Rosedale, here's an update.

29 August 2007

Hi-De-Hi HiPiHi

One of the first detailed looks at what promises to be an important entrant in the virtual world space.

19 July 2007

Virtual Stars, Real Stars

For anyone who is sceptical about the possibilities of Second Life - and virtual worlds in general - point them at this rather impressive video. It is a recreation, in 3D, of Van Gogh's Starry Night, which grows before our eyes. Interesting to note, too, that if copyright lasted for ever (even minus a day), this kind of creative re-use would never be possible.

16 July 2007

Good Code, Ugly Code, Open Code

And talking of 0.01 code and self-deprecation:

I have released AjaxLife’s (very ugly and hackish) code under the revised BSD license. :D

You can find it at http://code.google.com/p/ajaxlife/. As it says, the code is messy. But eh.

That’s what you get when you throw something together over the weekend in a language you don’t know. And for added fun, part of the code was lost at some point (file corruption) and had to be recovered by decompiling. So, as I said. Ugly code. :p

Well done Linus, er, Katharine.

11 July 2007

Will the Next Linus Be Female?

Here's a classic story.

Hacker gets tired of missing functionality; hacker thinks "it can't be that hard"; hacker takes a bit of open source code as a starting point, knocks up something over the weekend; next day, the revolution begins - in this case, being able to access Second Life from a browser (that is, without needing the stonking SL client or upmarket video cards).

But where things get even more interesting is that the hacker in this case is just 15 - and female. Katharine Berry's blog posting on her AjaxLife hack is here, and there's already an interview with her. Let's hope she isn't too put off by the media circus that is sure to descend on her (not me) to carry on honing the code.

Happy hacking.

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.)