Viewer release summaries 2014: week 32

Updates for the week ending: Sunday August 10th, 2014

This summary is published every Monday and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy. This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog
  • By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information

Official LL Viewers

  • Current Release: updated to version 3.7.13.292225 on August 4 (formerly the group ban RC) download, release notes
  • Release channel cohorts (See my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • New Log-in Screen RC viewer version 3.7.14.292660 released on August 6 – a simple and clean login screen for new users (download and release notes)
    • Library Refresh RC viewer updated to version 3.7.14.292638 on August 6 – contains an update to a large set of libraries used by the viewer to provide security, stability and consistency improvements to this and future viewers (download and release notes)
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V3-style

  • No updates

V1-style

  • Cool VL viewer updated on August 9th – Stable release to version 1.26.12.11 and Legacy version 1.26.8.69 – core updates: please refer to the release notes

Mobile / Other Clients

  • No updates

Additional TPV Resources

Related Links

Virtual humans: helping us to talk about ourselves

Hi, I’m Ellie. Thanks for coming in today. I was created to talk to people in a safe and secure environment. I’m not a therapist, but I’m here to learn about people, and would love to learn about you. I’ll ask a few questions to get us started…

These are the opening comments from SimSensei, a virtual human application and part of a suite of software tools which may in the future be used to assist in the identification, diagnosis and treatment of mental health issues by engaging people in conversation and by using real-time sensing and recognition of nonverbal behaviours and responses which may be indicative of depression or other disorders.

SimSensei and its companion application, MultiSense, have been developed by the Institute for Creative Technologies (ICT) at the University of Southern California (USC) as part of wide-ranging research into the use of various technologies  – virtual humans, virtual reality, and so on – in a number of fields, including entertainment, healthcare and training.

In 2013, SimSensei and MultiSense underwent an extensive study, the results of which have just been published in a report entitled, It’s only a computer: Virtual humans increase willingness to disclose, which appears in the August 2014 volume of Computers in Human Behaviour.

It is regarded as the first study to present empirical evidence that the use of virtual humans can encourage patients to more honestly and openly disclose information about themselves than might be the case when they are directly addressing another human being, whom they may regard as passing judgement on what they are saying, making them less willing to reveal what information about themselves they feel is embarrassing or which may cause them emotional discomfort if mentioned.

Ellie is the "face" of SimSensei, part of a into the use of virtual tools and software to help address health issues
Ellie is a virtual human, the “face” of SimSensei, designed to interact with human beings in a natural way, and build a conversational rapport with them as a part of a suite of software which might be used to help in the diagnosis of mental ailments

SimSensei presents a patient with a screen-based virtual human, Ellie. The term “virtual human” is used rather than “avatar” because Ellie is driven by a complex AI programme which allows her to engage and interact with people entirely autonomously.

This focus of the software is to make Ellie appear as natural and as human as possible in order for her to build up a rapport with the person who is talking to her. This is achieved by the software responding to subjects using both verbal and nonverbal communication, just like a human being.

During a conversation SimSensei will adjust its reactions to a real person’s verbal and visual cues. Ellie will smile in response to positive displays of emotion – happiness, etc., she will nod encouragement or offer appropriate verbal encouragement during pauses in the flow of conversation, and so on. Rapport is further built by the software being able to engage in small talk and give natural-sounding responses to comments. For example, when one subject mentioned he was from Los Angeles, her response was to say, “Oh! I’m from LA myself!”

SimSensei’s interaction with a patient is driven by MultiSense, which is  technically referred to as “multinodal perception software framework”. MultiSense uses a microphone and camera to capture and map the patient’s verbal and nonverbal responses to SimSensei (facial expression, the direction in which they look, body movements, intonations and hesitations in their speech pattern, etc.). This data is analysed in real-time, and feedback is then given to SimSensei, helping to direct its responses as well as allowing it to detect signs of psychological distress which might be associated with depression disorders or conditions such as post-traumatic stress disorder (PTSD), and react accordingly.

During the ICT study, SimSensei and MultiSense were used to screen 239 people aged between 18 and 65, who were invited to a setting where they could interact with SimSensei as if they were undergoing an interview for admission to a hospital or clinic. On their arrival, some of them were told that they would be interacting with a fully automated piece of software with no human involvement at all, while others were told they’d be interacting with a computer avatar operated by a human. In reality, participants were assigned a fully or semi-automated virtual human entirely at random and without regard to what they were told.

When analysing the results, researchers found that those who believed they were talking purely to a virtual human were far more willing to divulge information and answer personal questions than those who had been told another human being was directing the virtual human. Researchers also noted that those who believed they were addressing a computer programme showed more intense emotional responses in their facial expressions than those who had been told beforehand that there was a human being operating the SimSensei virtual human.

MultiSense tracks the subject's facial expression, head and eye movements, body language as well as the tonal quality of their voice and what they are saying. Here, the subject' discomfort in talking about something results in gaze aversion, a downward look, fracture comments, all noted by MultiSense (and marked in red), which then helps drive the SimSensei virtual human's reactions and verbal response (shown in the crentral information box outlined in blue)
MultiSense tracks the subject’s facial expression, head and eye movements, body language as well as the tonal quality of their voice and what they are saying. Here, the subject’ discomfort in talking about something results in gaze aversion, a downward look, fracture comments, all noted by MultiSense (and marked in red), which then helps drive the SimSensei virtual human’s reactions and verbal response (shown in the central information box outlined in blue) – click to enlarge

Feedback was also gathered from the test subjects after their interviews, with those who believed they have been interacting with a computer programme indicating they felt far more comfortable in revealing information about themselves than had they been addressing a human being. By contrast, those who had been told that Ellie was being operated by a human being tended to indicate that they would have been more open in their responses to questions if they had felt they were only addressing a software programme.

Jonathan Gratch is a both the co-author of the study’s report and the Director of Virtual Human Research at ICT. Commenting on the study in a July 2014 article published in the USC News, he said, “We know that developing a rapport and feeling free of judgment are two important factors that affect a person’s willingness to disclose personal information. The virtual character delivered on both these fronts and that is what makes this a particularly valuable tool for obtaining information people might feel sensitive about sharing.”

Jon Gratch leading the USC's ICT research into the use of virtual humans and related technologies in a wide range of areas
Jonathan Gratch leading the USC’s ICT research into the use of virtual humans and related technologies in a wide range of areas

Gratch and his colleagues are keen to stress that SimSensei and MultiSense are not intended to replace trained clinicians in dealing with people’s health issues. However, the results of the ICT’s study suggests that given patients are more willing to disclose information about themselves both directly and through their nonverbal reactions to the software, the use of virtual humans could greatly assist in the diagnosis and treatment process.

In particular, the ICT is already initiating a number of healthcare projects to further explore the potential of virtual humans and the SimSensei / MultiSense framework. These include helping detect signs of depression, the potential to provide healthcare screening services for patients in remote areas, and in improving communication skills in young adults with autism spectrum disorder. Research is also being carried out into the effective use of virtual humans as complex role-playing partners to assist in the training of healthcare professionals, as well as the use of the technology in other training environments.

As noted towards the top of this article, the SimSensei  / MultiSense study is just one aspect of the ICT’s research into the use of a range of virtual technologies, including virtual reality and immersive spaces, for a wide range of actual and potential applications.  I hope to cover some more of their work in future articles.

Related Links

Images via the Institute of Creative Technologies and USC News.

Of names, merfolk and neighbourhoods

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

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

Sunday August 10th

13:30: Tea-time at Baker Street: The Casebook of Sherlock Holmes

Tea-time at Baker Street returns from the summer break, and Caledonia Skytower, Corwyn Allen and Kayden Oconnell once again open the pages of The Casebook of Sherlock Holmes, the final set of twelve Sherlock Holmes short stories first published in the Strand Magazine between October 1921 and April 1927.

This week: The Adventure of the Three Garridebs

When is a Garrideb not a Garrideb? That’s the question that vexes Sherlock Holmes. or more correctly, Why is a Garrideb not, in fact, a Garrideb; it’s not a particularly common name.

So when he hears from one and is confronted by another, his suspicions are aroused even before the Garrideb – or the man claiming to be Mr. John Garrideb, formerly of Kansas, in the United States – who visits him starts spouting an unlikely tale of inheritances and land tycoons full of its own inconsistencies.

The key to the mystery appears to reside in, or with the personage of Mr. Nathan Garrideb, an elderly eccentric who has every appearance of being a genuine Garrideb. So what is going on? An attempt to defraud the old man? An attempt to steal something of value from him? Yet “John Garrideb”, having already been in contact with Nathan Garrideb, has never requested money from the older man; and while the elder Garrideb is a collector of just about anything he can keep in his rooms, none of it would appear to be of any intrinsic value.

Yet something is clearly going on, particularly when “John Garrideb” arrives at Nathan’s Garrideb’s rooms announcing he has found a third Garrideb – this one in Birmingham. A visit with Inspector Lestrade helps to confirm Holmes’ suspicions…

18:00: Magicland Storytime

Join Caledonia Skytower at Magicland Park.

Monday August 11th, 19:00: Far From Home

fuzzyGyro Muggins continues reading stories drawn from the “Fuzzy” series, initially started by the Late H. Beam Piper in 1962 with Little Fuzzy, and which continued in 1964 with Fuzzy Sapiens, and then posthumously in 1984 with Fuzzies and Other People. Over the years, further books in the series have been written by the likes of William Tuning, Wolfgang Diehr, John Scalzi and Ardath Mayhar.

Little Fuzzy charts the discovery of small furry species on the planet Zarathustra are sentient, and the other stories in the series build on this and the evolving human / fuzzy relations.

For Golden Dreams: A Fuzzy Odyssey, Mayhar took a different approach, re-telling the incidents depicted in Little Fuzzy from the perspective of the Fuzzies – or “Gashta”, as they call themselves. And it is from this book that Gyro concludes his reading.

Tuesday August 12, 19:00: The Sea Fairies

Lyman Frank Baum is best known for his Wizard of Oz novels. However, over the course of his life he wrote some 59 novels (including four “lost” novels), 83 short stories and over 200 poems.

sea-fairiesThe Sea Fairies, first published in 1911, was intended to be the first volume in a new series of stories after Baum had “finished” the Oz series with the Emerald City of Oz. It tells the tale of young Mayre Griffiths, known to all as Trot, who lives on the coast of Southern California, where her father is the captain of a sailing schooner. Trot’s home life is shared with Cap’n Bill, her father’s former skipper, who has lived with the family since an accident cost him a leg.

Cap’n Bill is a devoted guardian to little Trot, and spends his days walking the beaches with her, or rowing her along the coast, regaling her with tales. But when the subject of mermaids comes up, Trot’s wish to see one is granted, and both she and Cap’n Bill fix themselves transformed into merfolk – who are sea fairies – and taken to the undersea realm of Queen Aquarine and King Anko, where they witness many things and are forced to come up against the wicked Zog the Magician …

Join Faerie Maven-Pralou as she takes to the seas in this lasting tale.

Wednesday August 13th, 19:00: More Selections from Chestnut Street

Maeve Binchy, journalist, columnist, playwright and author, began her writing career by accident, thanks to her father sending the letters she wrote to him while on a kibbutz in Israel during the 1960s to a local paper in Ireland, which subsequently published them. This in turn led to her being offered a job with The Irish Times on her return home, thus starting her on the road to becoming one of Ireland’s most successful and internationally recognised writers.

chestnut streetThrough her writings, she would often jot down short stories about an imaginary street in Dublin, where people would constantly come and go and experience the most diverse of times and situations. Once written, these stories would be put away for “the future”. That imaginary street was called Chestnut Street, located not far from the setting of her 2010 bestseller Minding Frankie.

In 2014, these tales of the folk who live along, or visit, Chestnut Street were gathered together in a single volume and published posthumously under the title Chestnut Street.

Join Caledonia Skytower as she delves into the rich diversity of stories to be found inside the covers of this book. Perhaps you’ll meet Bucket Maguire, the window cleaner, who finds himself going to extraordinary lengths to protect his son; or hear all the local gossip from Melly, and see how it helps a local fortune-teller for the good of all; or maybe you’ll find yourself sympathising with poor Nessa, whose summers are blighted every year by the arrival of her aunt from America on a vacation sure to turn Nessa’s life and home upside down. Chestnut Street is inhabited by the most colourful characters, and their stories are lovingly and humourously told; so why not join Caledonia as she pays them a visit?

Thursday August 14th

16:00: The Sea Hag

With Shandon Loring

19:00: Seanchai Late Night

With Caledonia and Shandon.

—–

Please check with the Seanchai Library SL’s blog for updates and for additions or changes to the week’s schedule. The featured charity for July-August is WildAid: seeking to end the illegal wildlife trade in our lifetimes by reducing demand through public awareness campaigns and providing comprehensive marine protection.

Related Links

Of storms in teacups and dear diary articles

For what was a fairly minor piece on Second Life, Karyne Levy’s August 1st piece for Business Insider, Second Life Has Devolved Into A Post-Apocalyptic Virtual World, And The Weirdest Thing Is How Many People Still Use It, created quite a storm in a teacup, ripples from which continue to spread with accusations it is “negative” and “poorly researched”.

Yes, it is a tad lightweight, has a ridiculous title which has no bearing on the content, and gives every indication of being written in a hurry. It also gets a couple of things wrong: sex has always been a part of SL, rather than something that filled the void left by big business; and it isn’t actually as easy to see adult themed items in search as is suggested (not without setting the right Maturity ratings first).

But “negative”? Not really. Sure, it quotes William Reed Seal-Foss saying that SL stagnated (a view actually shared by many in SL); however Ms Levy counters this herself, pointing out the platform is pretty much still as popular among its users as it ever was. She also references the fact that it is embracing new technology like the Oculus Rift and she references Chris Stokel-Walker’s excellent 2013 article on SL for The Verge (which I reviewed when it first appeared).

Nor is any failure to mention the likes of the LEA or live performances or any of the hundreds of photogenic regions in SL evidence of a lack of research on Ms. Levy’s part. The reason such places aren’t mentioned is simple: they’re not the focus of the article.

Karyne Levy: "Dear diary" article (image via Business Insider)
Karyne Levy: “Dear diary” article (image via Business Insider)

The bottom line is that the article isn’t supposed to be any kind of analysis or examination of Second Life; nor is it an exploration of the creative opportunities within the platform. It is simply this: a “dear diary” account of one person’s venture back into Second Life and her experiences in doing so, and to judge it as anything else is to entirely miss the point.

As it is, and given the way the piece demonstrates just how shoddy the new user experience is, with its sink-or-swim approach to new users, I’d suggest Ms. Levy is to be commended for not sitting down and dashing-off an article along the lines of “after ignoring it for X years, I tried SL again. It still sucks”.

Let’s face it, she comes in-world, apparently negotiates the Learning and Social Islands (both of which are anything but), and gets herself to a role-play region only to find herself summarily ignored. As experiences go, it’s hardly great, and I suspect there are more than a few who can attest to having a similar experience when coming into SL for the first time.

Fortunately, rather than running off never to be seen again, Ms. Levy uses the assistance of an acquaintance – Judy – to help her on her way. How and where Ms. Levy may have contacted Judy isn’t that important given the nature of the piece; the fact that she at least had someone willing to help her is.

Ms. Levy met-up with Judy at the Caledon Oxbridge new user orientation centre, where she was able to acquaint herself with the rudiments of Viewer 3.x
Ms. Levy met-up with Judy at the Caledon Oxbridge new user orientation centre, where she was able to acquaint herself with the rudiments of Viewer 3.x

Nor does it particularly matter whether or not Judy took Ms. Levy to the “right” places in SL or that her personal view of SL seems oddly slanted. What matters is that she was able to provide help, and enabled her to have a little fun whilst in-world.

That last part is actually quite important, hence the emphasis. Having fun is what is likely to bring newcomers back to Second Life. Probably more so than bashing them for writing something which fails to measure up to some preconception of what their article “should” be about.

At the end of the day, there is nothing intrinsically negative about the Business Insider. It doesn’t malign the platform, or cast judgement on the initial experience the writer had when in-world. It doesn’t poke an accusatory finger at anyone or mock Judy’s SL / RL relationship. The most that can really be said about it is that it overplays the adult / sex element; but that’s not bad research, that’s unfortunate titillation.

Would I have preferred something with more meat on it? Yes; I’m not about to deny that. But by the same standard, I’m also not about to start clubbing Ms. Levy about the head with a rolled-up version of her article because it doesn’t meet my expectations. As strategies go, that’s probably going to be a lot less successful in getting her to write something more considered in the future  than, say, inviting her back in-world and showing her the things she might enjoy writing about.

SLBA ToS and Skill Gaming presentation

ToS-SLBA-2On Saturday August 2nd, 2014, Agenda Faromet, an attorney specialising in privacy and Internet law operating out of San Francisco, and a member of the SL Bar Association, gave a dual presentation on the recent (July 2014) changes to Section 2.3 of Linden Lab’s Terms of Service and on the changes to the Lab’s policy on Skill Gaming in Second Life, which are due to come into effect from September 1st.

In all, the session ran to over an hour and a half, with Agenda initially covering the ToS Section 2.3 updates and dealing with questions relating to that, before moving on to the changes to the Skill gaming policy, and then addressing questions arising from that.

The following is a transcript of the core of the presentation, split into two parts for ease of reference. Audio recordings are provided, and there will hopefully be a video of proceedings in due course. With reference to the audio recordings provided here, please note:

  • The audio has been edited to remove pauses. repetition or asides, in order to better match the text transcript and allow those who wish to listen as they read
  • There has been no intentional altering of anything said during the presentation and Q&A session, nor has the context of the presentation or answers been altered in any way, other than questions asked in text being the placed within the transcript at the point where they are answered (when compared to chat logs of the event), again for better context
  • Only those questions asked in text which were directly addressed by Agenda have been included in the transcript in order to maintain context with the audio recordings.

The two parts of the transcript, with their associated audio recordings, can be found as follows:

The following links may also be of assistance (will open in new tabs, and are repeated on the relevant pages above):

Terms of Service:

Skill Gaming:

 

SL Projects update week 32/2: server, viewer, issues

Beeswing, Banana Island, May 2014; Inara Pey, on FlickrBeeswing, Banana Island, May 2014

Sever Deployments – Week 32 Recap

  • There was no Main (SLS) channel deployment on Tuesday August 5th
  • On Wednesday August 6th, all three RC channels received the same maintenance update, which addresses some miscellaneous bugs, and fixes the JSON issue “Valid JSON numbers like 0e0 no longer valid after 14.06.26.291532″ (BUG-6657) and includes changes from the current Main channel release.

The “fix” for the JSON issue was to in fact roll back the fix for an earlier JSON issue (BUG-6466) which appears to have triggered the more recent issue. A fix for both problems is now currently in the works.

SL Viewer

  • The Library Refresh viewer was updated on August 6th to version 3.7.14.292638 on August 6th. This viewer contains an update to a large set of libraries used by the viewer to provide security, stability and consistency improvements to this and future viewers (download and release notes)
  • As anticipated, the Zipper Viewer, intended to improve the viewer’s installation speed, has been removed from the viewer release channel. The reason for this is an incompatibility between the archive format used to zip the viewer skins for faster installation and older operating system versions.

Other Items

Maestro Linden is back from his 3-week vacation and revealed he and Caleb Linden have been working on ‘infrastructure’ updates recently, for some of the central services, which has mostly involved making sure they still work properly after a big OS update which is in the works.

HUDs Detaching / Reattaching Following Teleport

There has been a report that HUDs are acting oddly following a teleport, apparently detaching and then reattaching, but showing as “worn on invalid Attachment Point” until clicked upon. The issue seems to be primarily experienced by people using viewers with the AIS v3 updates, but it may also occur on other viewers.

These issues are somewhat similar (in part to problems previously reported with avatar attachments failing to behave as expected when using the inventory WEAR command ((see BUG-6487 and my notes here). The Lab is going to take a poke at things.

Soul Seize

There have been further reports of the “soul seize” griefing tools doing the rounds. These are objects (both in-world and possibly HUDs worn by others disguised as greeters) which offer to animate your avatar (e.g. hug you or allow you to sit), but which are intended to take control of animating your avatar.

This issue has been around a considerable time (see JIRA VWR-13228). However, a year ago in Agust 2013, the Lab deployed a partial fix for the problem. This was change to the Stop Animating Me option in the viewer (found under the Me / Avatar menu in v3 viewers), to cause it to send a message to the simulator so it revokes all animation permissions for all objects in the region.

The solution isn’t perfect – it doesn’t work where animation has been initiated by a HUD, and at the time the update was made, concerns were raised that griefer might work around it. Whether these latest reports refer to a new flavour of the tool which does get around Stop Animating Me update is unclear.