Whatever happened to Second Life? – “Doing rather nicely, TYVM”

On Friday 21st June, the BBC once again asked, “Whatever happened to Second Life?“. It’s not the first time they’ve asked the question, a link on the page takes you back to 2009, when they asked the same question.

At that time, the Beeb looked at SL form a largely corporate perspective, highlighting some of the pitfalls of the platform (not all of which were of LL’s making; there is a certain amount of blame to be placed with the media for spinning the hype to such an extent that corporations were foolish enough to all leaping without looking).

In the latest piece, which takes the form of a video cast, the Beeb again largely retreads the same theme, seeing SL purely in terms of being a corporate tool. While the piece starts off somewhat positively, looking at the in-world music group, Redzone, and highlighting how they can reach a global audience at minimal cost, it quickly ramps down to kind of narrow-focus piece which tends to typify the fact that, as Draxtor Depres has commented in our Drax Files conversations, much of the media is actually too lazy to make the effort to actually report on SL, and is far more content to retread old themes.

In the BBC’s case, this takes the form of once more banging the corporate drum as to how companies poured into SL, “spent millions”, only to subsequently pull-out and raised the idea that “everyone” who used SL has “moved on” to other social media platforms (as if it is a case of one or the other).

The general observation that corporations are somewhat more cautious nowadays when investing in social media is actually a fair point to make. However, as an attempt to address the question of “whatever happened to Second Life”, it is at best lopsided, once again generating the impression that simply because “big business” failed to understand and exploit Second Life, the platform itself has passed its sell-by date.

LL's infogrpahic on SL's 10th anniversary (click to enlarge)
LL’s infographic on SL’s 10th anniversary (click to enlarge)

It’s an unfortunate angle to take, one which suggests that the BBC consider Second Life to be something barely worth the effort of addressing beyond the scope of past reports, despite this weekend marking the platform’s tenth anniversary. And it is hardly likely that the Beeb weren’t aware of this, given the press release and infographic (rright) the Lab issued earlier in the week on the subject.

In fact it’s fair to say that rather than managing to answer the very question they ask in the title of the piece, the BBC seem content to raise several more questions about SL – and then leave them hanging. Which is a shame, because had they bothered to make something of an effort instead of opting the “rinse / repeat” route, they may have discovered some surprising answers.

Making something of an effort is exactly what Benny Evangelista, a tech and business writer at the San Francisco Chronicle did. No doubt spurred-on by the Lab’s press release and infographic, Evangelista interviews the Lab’s CEO, Rod Humble. In doing so, he is able to present a piece which is informative, providing some interesting insight into goings-on at the Lab and Humble’s own thinking on the future. In doing so, it goes a heck of a lot further in answering the question marks left in the BBC’s piece.

Take, for example the issue of corporations and business in SL. The BBC point to IBM and others with the attitude, “they came, they failed, they left – game over”. However, when raising much the same point with Humble, Evangelista gets a very different answer which presents a much broader and fairer perspective:

Evangelista: There was once great talk about companies coming in and setting up virtual shops, and it being a potential source of revenue for them. And then they pulled back.

Humble: And it was taken up by amateurs or people who specialized in it. So (of) the people who make money now within Second Life, there are people who sublet land, and they help maintain the land.

Humble: providing some insight and answering some of the critics
Humble: providing some insight and answering some of the critics (image courtesy of Bloomberg)

And there are people who make good money – and by good money, I mean hundreds of thousands of dollars a year – making hair, making virtual pets and animals. So it’s those people who are used to the virtual world, rather than big, established companies who are like, “OK, we’ll have a showroom within the world.” So I think (the promise of virtual commerce) was realized, it was just in a very different way.

I always hate waxing pretentious, but indulge me for a moment. I do think there’s a shift within the worldwide economy of people making money in more diverse ways. The nature of work itself is changing. In the same way that people make a good livelihood making objects in Second Life, you’re starting to see people generate significant revenue from posting their cat pictures on YouTube. Now you get an ad-sharing thing. That’s a trend that’s going to continue, and it’s certainly helped propel Second Life.

Humble also offers an alternative view to the idea that SL has perhaps failed because it is not as easy to navigate and understand as the Internet, and hence not as popular as social networking sites:

It’s different for sure. I think there is something (about) being within a 3-D space that’s entirely user-created that is more magical than looking at an image on a Web browser.

Usually it’s around that sense of place. But also there’s a sense of intimacy when you’re talking with someone in a virtual world, and at any time you can walk around, and you get to see what they’ve chosen to represent themselves, that I think is different from pushing a text message somewhere. I don’t know why it’s different, but it is.

Elsewhere in the article, Humble touches on the future and the fact that LL are still investing in Second Life and “virtual worlds”, although – and as he stated a while back in this blog – whatever they’re working on is still a few years down the road. We also know they are investing in at least one other virtual world development: Philip Rosedale’s High Fidelity (scroll down the page of the list of investors).

Continue reading “Whatever happened to Second Life? – “Doing rather nicely, TYVM””

Saying farewell to Sherwood Forest and spending time with the Cherokee

It’s time to kick-off another week of fabulous story-telling in Voice, brought to Second Life by the staff of the Seanchai Library SL.

As always, all times SLT, and unless otherwise stated, events will be held on the Seanchai Library’s home on Imagination Island.

Sunday 23rd June, 13:30: Tea Time in Sherwood Forest

Robin-hoodWe’re approaching the end of June, and with it, we reach the end of our forays into Sherwood forest courtesy of Caledonia Skytower and Corwyn Allen as they bring us  the final installment of tales from Howard Pyle’s The Merry Adventures of Robin Hood.

An American illustrator and writer, Pyle published The Merry Adeventures of Robin Hood of Great Renown in Nottinghamshire (to give the book its original full title) in 1883. With it, he helped solidify the heroic / romantic image of Robin Hood witnessed in works such as Sir Walter Scott’s Ivanhoe (1819).

The stories Pyle built for the book were drawn from various ballads, which he drew together to form a cohesive tale, rewriting the songs to suit a younger audience and further establishing the role of Robin Hood as a heroic outlaw who robs the rich to feed the poor – a role in sharp contrast to the way in which the ballads actually portrayed him (which was principally as a through-and-through villain).

So popular was Pyle’s work that it led to several more children’s books about Robin Hood over the next three decades, firmly establishing the legend as a respectable subject for children’s literature.

This week, sees the conclusion of Allan a Dale’s story,  and we meet The Curtal Friar of Fountains Abbey.

Monday 24th June, 19:00 – More from A Trio of my Father’s Tales

A Trio of My Father’s Tales is my tribute to Fathers,” Cale states on her website, “containing three stories based on several family tales we used to begged my Dad to repeat over and over again around the kitchen table: The Little Lord Fauntleroy Suit, “Flying Down to Cour D’Alene”, and “The Skunk War.”

– Judith Cullen (Caledonia Skytower)

Except from The Little Lord Fauntleroy Suit:

Kevin hated it. He really hated it. It was bad enough being seven years old. It was bad enough that his family were struggling, working class Irish immigrants. It was bad enough that he had the male trademark family ears, which where on the large side and stood out from his head. These things he might have handled with all the random deftness of his seven years. What young Kevin Cooney really could not manage was the damned suit. If his mother had not sewn it for him with her own hands, he would not have worn it at all. But in 1898 all Kevin knew was that the suit was important to his mother, and it was absolute torture to wear it. – Excerpt from The Little Lord Fauntleroy Suit.

Tuesday 25th June, 19:00: More from The City and the Stars

city-starsIn 1948 Arthur C. Clarke saw his first novel, Against the Fall of Night published in the magazine Startling Stories. Later, in 1953, it appeared as a novella in its own right, prior to becoming the basis of a much expanded work, The City and the Stars, published in 1956. Both focus on the same setting and principal character: the City of Diaspar and a young man called Alvin, but they tell individually unique tales – so much so that both remain in circulation,enjoying equal popularity.

One billion years in the future, Diaspar stands amidst the desert of Earth as the last, self-perpetuating city of humankind. Here, the Central Computer watches over people who live multiple lives over thousands of years before they return to storage, only to be “reborn” at a time selected by the Central Computer. Diaspar is utopian: poverty and need have long been eradicated and there is little strife. Life within the city is focused on creativity and art and in the deeper exploration of already well-understood fields. Enclosed, cyclical and ultimately static, Diaspar is both the culmination and twilight of human endeavour.

Join Gyro Muggins as he once again delves into the story which has been hailed as one of Sir Arthur C. Clarke’s best works.

Wednesday 26th June, 19:00: The Tao of Pooh (Part 3)

Winnie the Pooh may have been a Bear Of Very Little Brain often bothered by long words, but in him, his friends in the 100 Acre Wood and their adventures, Benjamin Hoff found the perfect means of introducing a western audience to the principles and ideals of Taoism.

Starting with a description of the Vinegar Tasters, a traditional subject in Chinese religious painting depicting three founders of China’s major religious and philosophical traditions: Confucianism, Buddhism, and Taoism., Hoff uses Pooh and other characters from A.A. Milne’s stories to reveal Taoism to his readers, going so far as to cite how the characters exemplify Taoist principles and concepts. For example, he explains how Pooh personifies the principles of wei wu wei, the Taoist concept of “effortless doing,” and pu, the concept of being open to but unburdened by experience.

Complete with excerpts from various prominent Taoist texts, from authors such as Laozi and Zhuangzi, the book is an engaging read which topped the New York Times best seller list for some 49 weeks. So why not join Kayden Oconnell and Caledonia Skytower as they continue a reading of this fascinating work?

Thursday 27th June, 19:00: Myths of the Cherokee

CherokeeOriginally published in at the end of the 18th 19th century, James Mooney’s  Myths of the Cherokees has been one of the definitive work on the customs and beliefs of the Cherokee people for decades.

Covering every aspect of Cherokee mythology and mythological tales, from the creation of the world through the origins of such things as game, corn, fish and frogs, to myths about quadrupeds, snakes, fish, insects and more, this is a comprehensive guide to the history and culture Eastern Cherokee.

Nor is this purely an academic study.  Mooney spent time living with the Cherokee and learning their language and culture. So much so that his work was relied upon by students of Native American culture, general readers, and many of the Cherokee people themselves.

Join Shandon Loring as he reads from the first Mooney’s definitive works on the Cherokee nation.

—–

Please check with the Seanchai Library SL’s blog for updates and additions to the week’s schedule. In May and June, library guests are invited to support Seanchai Library’s featured real world charity Heifer International. Have questions? IM or notecard Caledonia Skytower.

Related Links

SL10BCC: My picks of the day – Saturday 22nd June

SL10BCC is well underway, with lots to see and do. Given the size of the event, trying to review everything on offer simply isn’t feasible, and some hardware issues at my end mean that I’m not in a position to do the kind of “region round-ups” I did last year.

So instead, I’m offering some personal picks from what’s on display by way of suggestions as possible stop-off points in your explorations.

Loki Eliot – Behemoth

Loki Eliot - Behemoth
Loki Eliot – Behemoth

Another exception to the “building up doesn’t mean building better” rule. Loki’s gargantuan creation is a masterpiece of mesh, storytelling and metaphor. Standing tall among the Wonderous exhibits, at first glance it might look like Godzilla about to tap the light fandango across Tokyo. Albeit admittedly a Godzilla carrying the oddest assortment of things on his back – pirate ship, broken aeroplane, quaint village, water wheel, and so on…

Of course the behemoth represents Second Life made pixel flesh, and the various items it carries stand as images of the many and varied uses to which Second Life is put by its users. There’s also the story which sits alongside the piece, as told by the folk living there (just grab a HUD at the entrance and let them tell you some of the tale) of how “the engineers” once started a project, which took on a life of its own, growing over time to become something huge, which some thought needed to be tamed and controlled, while others felt should be left free to grow in its own way…

Loki Eliot - Behemoth
Loki Eliot – Behemoth

However you look at this piece, it is brilliantly imaginative, and one of the real highlights of this year’s exhibits, one which is very much worth the time to climb and listen to (and don’t forget the little gifts along the way!).

At the base of the piece, you’ll find information on Loki’s SL projects, so if you’ve not come across him before, now is your chance to get acquainted with him. There are also a couple of storyboards demonstrating how the exhibit was developed, which provide insight into Loki’s creative processes.

You can also find out more about the piece via Draxtor Despres who, with Loki, has produced a wonderful video short which is itself deserving of attention, and which has a very subtle message of its own towards the end, which addresses those who tend to believe that the Lab is no longer paying attention to SL or working to enhance it still further…

Marianne McCann – Bay City

Bay City turned five years old in May 2013, so having a retrospective exhibit at SL10BCC is entirely appropriate, especially as it again presents a superb exhibition space (albeit one straddling two parcels) which demonstrates the value of a functional, clean build without the need for bling and flash.

Marianne McCann - Bay City
Marianne McCann – Bay City

Inside the main building is a complete history of Bay City, together with photos, maps and props, with key dates and events – happy and sad – duly noted and recorded. Outside is a rest area perfect for meeting friends, complete with a pool and a cute little tugboat rezzer for those wishing to play bumper-boats or have a little sailing session. The walls here are adorned with photos of some of Bay City’s notable residents, some of whom I’m fortunate to know as friends and acquaintances in SL.

Marianne McCann - Bay City
Marianne McCann – Bay City

If you are in any way interested in SL’s history, this is a very worthwhile stop-off in any travels you make around the SL10BCC regions.

Kokua catch-up

kokua-logoKokua 3.6.0.28975 was released on Friday 21st 2013, joining the in-development Black Dragon viewer (NiranV Dean) in becoming one of the first v3-style viewers to fully adopt Materials Processing.

I’ve been remiss in my coverage of Kokua’s development, which has been fairly steaming along over the last several months (the last update I gave was for Kokua 3.4.4 in January 2013), so this piece is a little bit of a catch-up on some of the major updates – such as SSB/A support – since then, starting with the 3.6.0 changes.

Straddling Worlds

Despite all the hoo-haw over the Lab’s move to sub-licence code libraries from Havok (a move which was incorrectly interpreted by some as being an attempt to stymie OpenSim), Kokua is one of the viewer which continues to happily straddle the SL / OpenSim divide by providing capabilities which work in both, as well as options specific to one or the other (such as SSB/A support for SL, and enhanced OSSL support and the ability ro disable SL’s build constraints for OpenSim use, for example).

Accepted onto the Linden Lab Thirty-party Viewer list in April, and listed in the Third-party Viewer Directory, Kokua avoids the Havok complication by providing pathfinding support without the navmesh visualisation capabilities (potentially no great loss to the vast majority of users) and by using the third-party mesh upload code for importing mesh objects, thus allowing it to comfortably span both environments.

3.6.0 Download and Installation

The Windows installer weighs-in at 36.3 MB, putting it towards the upper end of the installer list by file size, which is hardly surprising given the punch of extras the viewer includes. Installation itself was, for me, straightforward, the viewer neatly over-writing my previous version (I opted not to go my usual clean install route).

Firing-up the viewer yielded no anti-virus warnings from AVG Pro (which has recently being getting a little vociferous over SLplugin.exe of late with some viewer installations, despite having given it a pass in previous installs – the most recent flag going up with my installation of the latest SL viewer with materials support).

The current Kokua message of the day (MOTD) – coming from LL – raised a smile, using a little humour to underline the fact that SL users need to update their viewers.

A light-hearted reminder of the need for SL users to update to an SSB/A-ready viewer
A light-hearted reminder of the need for SL users to update to an SSB/A-ready viewer

Materials Processing Support

The release of Kokua 3.6.0 marks it as the first v3-style viewer to provide full viewer-side support for materials processing in for Second Life (if you’re on OpenSim, there are server-side updates required to make materials capabilities work, but there is already a preliminary effort to get these implemented).

The updated Texture tab of the Build floater
The updated Texture tab of the Build floater

If you’re not sure what materials processing means, please take a look at my primer provided for the SL viewer’s beta release.

As one would expect, materials support has been implemented as it is presented through the SL viewer: the Texture tab in the Build floater has been updated to provide support for normal and specular maps, which can be selected from a high-level drop-down (see right), and which include their own additional attributes (the “old” Bump and Shine options). Note that each materials map can be set with independent repeats and rotations.

Materials also includes some additional updates – the most noticeable of which is perhaps the ability to include an alpha mode when working with alpha masks. This can be set to one of:

  • None –  the alpha channel is ignored, rendering the face opaque, or
  • Alpha blending – essentially the same as we currently have for any alpha texture, or
  • A 1-bit alpha mask with each pixel either 100% transparent or 100% opaque, with a cutoff setting to determine where the threshold is (alpha masks should render faster than alpha blending, and eliminate issues with alpha layer sorting), or
  • Emissive mask – so the alpha layer is interpreted as a per-pixel glow setting.

Materials support also includes gamma correction capabilities within the rendering system. This may cause scenes to render more darkly than in non-materials capable versions of Kokua, and as reported with the SL viewer, may cause some alpha rendering issues.

Graphics Updates

Materials Processing has seen various other changes made to the viewer to improve rendering, some of which have resulted in improvements to the GPU support table, and adjustments made to the graphics defaults themselves. While these may have been included in versions of Kokua prior to 3.6.0, they’re covered here for completeness.

Graphics tab changes in Preferences and water reflections
Graphics tab changes in Preferences and water reflections

First and foremost, the Quality and Speed slider now has seven pre-sets instead of four, adding mid-point settings between Low and medium, medium and high, and high and ultra. These are designed to better reflect the capabilities of supported graphics cards and to determine whether or not a card has the ability to support materials rendering by default (whether you actually want it to do so is up to you). As such, you may find that if you’ve not updated Kokua in a while, your default graphics setting is different from previous versions.

The other notable change (again, if you’ve not updated Kokua in a while and haven’t been following SL viewer changes over the last few months) is that the “lighting and shadows” check box has been renamed “Advanced Lighting Model” (ALM), and the option needs to be checked in order for you to see materials capabilities being rendered in your viewer.

Finally, and purely by way of a side note, if you enable ALM in SL and find you’re having  issues with alphas rendering correctly with this release of Kokua (they appear entirely black), try changing Water Reflections (arrowed above) to anything other than Minimal. This may help resolve the issue for you. Another possible workaround for the “black alpha” problem is to disable ALM, click on OK to accept and close Graphics, then re-open Graphics and re-enable ALM.

Command Menu, Build Floater Updates and Look AT Options

The 3.6.0 release also sees a new Command menu implemented, which brings together those commands moved from other menus, popular commands and a number of chat commands imported from Firestorm and turned into menu options (such as “tp2cam” to teleport to your current camera location).

Additionally, the Build floater’s Object tab gets a port of the build parameters copy paste function from the (now defunct) Zen viewer as its implementation was newer than other LGPL licensed viewers, and which is completed with fine tuning tweaks from Firestorm.

Continue reading “Kokua catch-up”

Diving into the Under The Sea Expo

I’m getting to this a little late, given everything that is going on right now, so my apologies to the organisers.

From June 20th through 26th we have the Under The Sea Expo in Second Life.

Featuring some 26 vendors covering breedables, skins, clothes, plants, and so on, the expo is sponsored by Oceania Breedable and is taking place beneath the wave of the region of Hanalei in a very imaginative and appropriate build.

Under The Sea Expo set-piece
Under The Sea Expo set-piece

In all, the participating vendors comprise: Aquatics , Amaretto Ranch Breedables, Bands of Cypher, Beautiful Freak, Boudoir, Botanical, Cerridwen’s Cauldron, The Cetelogical Museum, Curio Obscura, Evie’s Closet, FantaSea, Fantasy Flora, Fior di Perle Skins and Clothes, House of Rain, KittyCatS, LunaSea, meadowWorks, Mer-chandise Cove, The Muses, :{MV}:, NDiver, Oceania Breedables, Tarnished, Two Moon Paradise, Unrepentant and Zohee’s Mermaid Designs.

As a single-region show, Under the Sea offers a more relaxed visit than the likes of SL10BCC, and all of the vendors are within easy reach of the arrivals area, which has a good amount of signage and information about the event.

Under The Sea Expo
Under The Sea Expo

In addition to the participating vendors, the event includes an interesting little hunt, The Lost Pearls of Hanalei, the trailer for which reads:

Alina’s little sister Mishell thinks she’s been spending too much time in the Mermaid Palace and not enough time swimming in the sea where they live. To lure her out of the palace, she’s taken Alina’s favorite pearl necklace and hidden the pearls in some of her favorite underwater spots! Alina is busy preparing for a dance and she needs that necklace. Will you help her get it back?

Under The Sea Expo
Under The Sea Expo

Starting at the arrival point, where you must click on the hunt start shell, your task is to follow the hints around the expo, seeking Alina’s lost pearls, presenting you with the opportunity to gain prizes from each of the participating creators.

For those into breedables or who are curious about them, the Expo offers a unique and fun way to find out more – and to cast an eye of the wares of some of SL’s best landscape and other vendors. The undersea environment is very well presented and the various whales, dolphin,s sharks and fish swimming around all add to the general ambience of the region.

To find out more, visit the official website.

Having a whale of a time at the Under The Sea Expo!
Having a whale of a time at the Under The Sea Expo!

Related Links

SL projects update 25 (3): Nyx Linden announces SSB/A “imminent”

A note card containing a message from Nyx Linden is doing the rounds in-world concerning Server-side Baking / Appearance. The note card reads in full:

Greetings all,

Nyx Linden (stock)
Nyx Linden (stock)

Wanted to give everyone a quick update on the status of Server Side Appearance. First of all, thanks to all who helped participate in last week’s pile-on test, and a special thanks to those viewers who are already integrating the RegionHandshakeReply flag posted recently. We’ll likely be doing one more pile-on next week, targeting a smaller set of users (to avoid inventory limits that have caused attachments not to load, etc) next week. Let me know if you’d like to participate.

We currently are not aware of any major release-blocking bugs and are starting to look at scheduling the roll-out process. We have a number of QA passes and tests to run through before we can get the final greenlight to do so, so we are currently targeting July 9th as the earliest date at which we will enable SSA for a significant portion of the grid (a server RC channel). Please note that if we find additional bugs in the meantime, or run into other scheduling difficulties this date could be pushed back. We will not be going to RC before this date however.

Please consider this an official warning that this is imminent – We’ve been saying for a while that we’re getting ready for release. We hope with a solid date in mind, all viewers can start messaging to their users that they will need to update or they will start to see issues. There are a few methods by which we will be messaging to the SL community as a whole about this, but we highly encourage you to use your judgement in the best way to reach out to your users and transition them to SSA-compatible viewers.

As always, if you have any questions, or see any issues that could be worrisome if they are not fixed before release, please do not hesitate to reach out to me and/or file a JIRA. Thanks for all your work in preparing for this release!

Nyx Linden

[link and all emphasis mine]

If you want to avoid seeing increasing numbers of grey avatars and / or avoid people telling you, "you're a cloud" when you appear perfectly fine to yourself, update to a version of a viewer supporting SSB/A
If you want to avoid seeing increasing numbers of grey avatars and / or avoid people telling you, “you’re a cloud” when you appear perfectly fine to yourself, update to a version of a viewer supporting SSB/A

As previously noted in this blog, the plan from the Lab has been to deploy SSB/A gradually. Speaking on this at the TPV Developer meeting on Friday June 14th, Nyx indicated the deployment would be a small group of regions prior to moving to a Release Candidate channel (either in whole or in part) and then progress from there.

However, with the preliminary date for this work to commence, and given that almost all maintained SL viewers are now SSB/A-ready (Dolphin and Exodus are the only exceptions at the time of writing), there really is no excuse for people not to update their viewer. The choices are arleady available:

  • Those who prefer the v1-style of UI have the choice of Cool VL Viewer and Singularity
  • Those who prefer the V3-style have the choise of the SL viewer, Catznip, Firestorm, Kokua, Niran’s, and RLV.

In addition, the Lumiya, Meltabolt and Radegast clients are also SSB/A ready.

With thanks to mona Eberhardt