A fascinating Gource visualisation posted by nebadon2025 charting the growth of the OpenSimulator project by code commits from core developers up until the time of the 2014 conference
Saturday, November 8th, and Sunday, November 9th mark the 2014 OpenSimulator Community Conference, which is being jointly run by AvaCon and the Overte Foundation. The weekend promises to be packed with talks, presentations, workshops and more; and while in-world registrations have sold out, it is not too late to register for the livestream broadcasts of the conference events.
The full programme can be found on the conference website, however, the keynote events comprise:
Saturday, November 8th, 07:30 SLT – OpenSimulator Developer Panel: featuring: Mic Bowman, Planning Committee, Intel Labs; Michael Cerqoni; Justin Clark-Casey, Overte Foundation; James Hughes, Founder, BlueWall Information Technologies, LLC; Oren Hurvitz, Co-Founder and VP R&D of Kitely; Crista Lopes, Overte Foundation and the University of California, Irvine; and Melanie Milland, Planning Committee, Avination. Together they will discuss the future of the OpenSimulator platform, covering a range of issues including: the future of the Hypergrid, content licensing and permissions, scalability, project maturity, and more.
Saturday, November 8th, Noon SLT – Philip Rosedale: “How will we build an open platform for VR over the internet?” a presentation exploring the future of the Metaverse and the challenges that lie ahead.
Sunday, November 9th, 07:30 SLT – Dr. Steve LaValle: “Virtual Reality. How real should it be?” Although VR has been researched for decades, many new challenges arise because of the ever-changing technology and the rising demand for new kinds of VR content. This talk will highlight some of the ongoing technical challenges, including game development, user interfaces, perceptual psychology, and accurate head tracking.
The conference website also lists all of the speakers attending the event, who will be participating in the keynote events and in the various conference tracks which will be running throughout the weekend:
- The Business & Enterprise track will feature sessions that cover a broad range of uses related to doing business in and with OpenSimulator, such as those by grid hosts, third-party developers, private entrepreneurs, in-world and enterprise businesses, as well as corporations and organizations using OpenSimulator for marketing, fundraising, product research, focus groups, and more.
- The Content & Community Track will feature sessions about all of the wonderful things that happen in-world. Building and content creation includes large-scale immersive art installations, ballet, theatre, performance art, machinima, literary arts, clothing designs, virtual fashions, architecture, music performances and other cultural expressions. There are also communities for nearly every interest, including role-playing groups, science fiction communities, virtual towns and interest groups, historical explorations, religious and spiritual communities, book clubs, and so much more.
- The Developers & Open Source track will cover the technical side of OpenSimulator, encompassing servers, viewers, external components, grid architecture, development, administration – anything that is necessary for the installation, operation and use of an OpenSimulator system.
- The Research and Education Track will explore the ways in which OpenSimulator has become a platform for computationally understanding complex problems, characterizing personal interactions, and conveying information. This track seeks presentations regarding OpenSimulator use towards research applications in computer science, engineering, data visualization, ethnography, psychology, and economics. It will additionally feature sessions that cover a broad range of uses related to teaching and learning in and with OpenSimulator.
- The Learning Lab will provide conference attendees the opportunity to explore and practice their virtual world skills, share their best OpenSimulator strategies, and experiment and discover diverse ways to use OpenSimulator to support creativity, knowledge production and self-expression. If you are a gamer or game enthusiast, this is the track for you! The Learning Lab features interactive sessions where attendees get to practice and apply skills hands-on, either in design or to play a game.
All of the event tracks are colour-code within the main programme guide, and their respective pages on the conference website include their livestream feeds for those who are watching events.
There will also be a number of social events taking pace during the conference and, for those of a daring disposition, the OpenMeta Quest: “Your mission, should you be brave enough to accept it, is to find 12 hexagon-shaped game tokens across 7 sims while matching your MetaKnowledge for prizes. Look for the Adventure Hippo to begin your journey.”
For those who have registered to attend the conference in-world, don’t forget you can find your way there via the log-in information page. When doing so, do not that the organisers recommend not using the OSCC viewer which was made available for the inaugural conference in 2013. Singularity is the recommended viewer for this year’s conference.
As well as the conference venue, the OSCC Grid includes a number of Expo Zone regions, featuring conference sponsors and community crowdfunder exhibits; a Shopping Centre region; exhibits created by speakers in the Content & Community, Research & Education, and Learning Lab tracks.
All told, this packed weekend should be informative, fun and educational.
About the Organisers
The Overte Foundation is a non-profit organization that manages contribution agreements for the OpenSimulator project. In the future, it will also act to promote and support both OpenSimulator and the wider open-source 3D virtual environment ecosystem.
AvaCon, Inc. is a 501(c)(3) non-profit organization dedicated to promoting the growth, enhancement, and development of the metaverse, virtual worlds, augmented reality, and 3D immersive and virtual spaces. We hold conventions and meetings to promote educational and scientific inquiry into these spaces, and to support organized fan activities, including performances, lectures, art, music, machinima, and much more. Our primary goal is to connect and support the diverse communities and practitioners involved in co-creating and using virtual worlds, and to educate the public and our constituents about the emerging ecosystem of technologies broadly known as the metaverse.