In the Press: discussing Sansar and Second Life with TNW

Second Life: "almost as diverse as the physical world we live in" - Ebbe Altberg
Second Life: “almost as diverse as the physical world we live in” – Ebbe Altberg

Martin Bryant, Editor-at-Large at The Next Web caught up with Linden Lab’s CEO, Ebbe Altberg, in Dublin at the start of November, where they had both been attending the 2015 Web summit conference.

During a 10-minute audio interview, Mr. Bryant offers a series of questions which, while they may not reveal anything new to those engaged in Second Life or following the unfolding news about “Project Sansar”, nevertheless cover interesting ground and offer food for thought on a number of fronts.

Martin Bryant, Editor-at-large for The Next Web, discusses SL and "Project Sansar" with Ebbe Altberg
Martin Bryant, Editor-at-large for The Next Web

The recording is prefaced with a series of useful bullet points under the title Think Second Life died? It has a higher GDP than some countries, itself is an eye-catching title, which help put some perspective on just what Second Life has actually managed to achieve over 12 years, and sets the stage for the broader discussion.

The interview starts from the position that the media have tended to get Second Life wrong, noting that far from having failed or gone away, it is still operating, still engaged some 900,000 active users every month, just 200,000 a month down from when it hit a peak of around 1.1 million 7+ years ago. Not only do these figures tend to highlight Second Life’s (albeit very niche) ability to attract and hold an audience, they also put oft-repeated claims that people are somehow leaving Second Life en masse into perspective. The outward trickle of active users is there, but it’s hardly a the deluge all too often portrayed. And those who remain are still capable of powering an economy with a GDP of some US $500 million.

From here, the conversations travels by way of the kind of virtual goods on offer inside Second Life to arrive at a question about the “typical” Second Life user, which generates a well-rounded reply.

Well, it’s a huge variety … there’s no typical about it. It’s like asking, “what’s a typical person from Ireland?” There are educators, there are students, there are health professionals, there are patients, there are fashion fashionistas, there’s partiers, gamers, role-players. People just socialise around pretty much anything you can think of. It’s almost as diverse as the physical world we live in.

Further into the conversation, there is a re-emphasis that even with “Project Sansar” coming along, there are no plans on the part of the Lab to discontinue Second Life, with Ebbe again demonstrating a pragmatic view on the amount of investment users of Second Life have made in the platform.

Second Life will continue. We have no plans to shut down Second life or forcibly migrate users from one to the other. So users can ultimate choose where they want to spend their time. And there are probably so users that have spent so much time creating incredible communities around all kinds of interesting subject matter that might just fine it too much effort to do it all over again on a new platform. so they can stay in Second Life, that’s fine.

Obviously, if the vast majority of users in Second Life opt to make a full transition to “Project Sansar”, then it will call into question how long SL can remain a commercially viable platform – but is this likely to happen overnight? Probably not  (which is not to say it won’t, at some point happen) over time). The transition is liable to be gradual, simply because it is going to take “Project Sansar” to grow to a level of sophistication offered by SL: as the Lab has made clear throughout 2015, everything isn’t simply going to be in place when the open alpha commences in early 2016 – that’s why they’re calling it an “alpha”.

An image from the Project Sansar: looking to the future of VR
An image from the Project Sansar: looking to the future of VR

The more detailed discussion of  “Project Sansar” starts with a reiteration that it is being specifically – but not exclusively – developed to operate with coming plethora of VR HMDs and other devices, and that it will be “consumable” (i.e. accessed via) computers (initially PCs) and mobile devices. It is here that mention is made of something that may have been missed in broader discussions about the new platform: there will be no “one-size-fits all” client / viewer.

Instead, client functionality will be determined by client device capability. If you’re on a PC platform, you’ll have access to the full range of capabilities to both “consume” (that is, access, use and participate in) “Project Sansar” experiences and you’ll have access to the tools to enable the creation of those experiences. If you’re using a mobile device, you’ll be able to “consume” experiences, but not the tools to build them. Which makes sense.

Ebbe Altberg: talking Second Life, "Project Sansar" and virtual currency compliance with TNW's Martin Bryant
Ebbe Altberg: offering a good perspective on LL, SL and “Project Sansar” for TNW readers / listeners

In discussing the likely impact of VR, Ebbe takes the pragmatic view that things aren’t going to happen overnight, just because the first generation of high-end headsets are going to appear in a few months; it’s going to take time for the market to grow, and there is still much more to be sorted out.

This is a view I hold myself, so no argument from me. However, where I do perhaps hold a differing view on things is to just how important avatar based virtual experiences are actually going to be outside of some very niche environments.

Even if VR isn’t overhauled by AR in terms of practical ease-of-use, widespread practical applications, convenience, and appeal, I also cannot help but feel consumer-focused VR might offer such incredible opportunities for immersion, entertainment, training, etc., that it will see the use of avatar focused virtual environments remain somewhat marginalised in terms of acceptance with the greater VR community, just as Second Life has been marginalised with the greater on-line social community.

Continue reading “In the Press: discussing Sansar and Second Life with TNW”

Endless Summer in Second Life

Endless Summer; Inara Pey, October 2015, on Flickr Endless Summer (Flickr) – click any image for full size

Endless Summer, designed by Kiddo Oh, is the home to her Dead Dollz store and brand, offering mesh apparel for women. However, it is also much more than this; it is a region which has been beautifully crafted to offer visitors not only a store to browse,  but a beautiful place to be explored and discovered.

The main landing point is in the walled courtyard of Kiddo’s store, which presents the first hint that there is much to be enjoyed here. The store charmingly sits within a Tuscan villa complex built around the spacious courtyard, the walls of which are either whitewashed or stone (or a mix of both) depending on who last touched where. Between the villas and outbuildings, archways pass through the walls, enticing visitors to explore the land beyond.

Endless Summer; Inara Pey, October 2015, on Flickr Endless Summer (Flickr) – click any image for full size

Through the arch to the north side of the store courtyard. closest to the landing point, a dirt track winds its way down a gentle slope to follow the line of the island’s rocky edge as it faces the sea, leading you to a stone bridge arching its way across a narrow channel of water to a smaller rocky plateau.

Here, within the appropriately entitled Trompe Loeil Wedding Barn, can be found Kiddo’s range of bridal gowns, a little brick-built café nestled close by offers a place for unhurried contemplation of which to purchase for that special day. Sheltering under the outcrop is a sandbar where a little ice cream concessions resides, complete with parasoled seating. However, to reach it, you’ll need to return to the main island and descend the steps next to the bridge and wade through the shallow waters of the intervening channel.

Endless Summer; Inara Pey, October 2015, on Flickr Endless Summer (Flickr) – click any image for full size

These steps also provide access to the ribbon of beach which almost encircles the rocky cliffs and slopes of the main island. Follow this to the west, and more will be revealed, be it the events stage looking out over the sea, the wooden stairs climbing back up to the plateau and store above, Kiddo’s workshop house lying just off the coast, or places to just sit and watch the ebb and flow of the tide.

Around the villa complex, the fields give a hint of the time of year: grapes are heavy on the vine, apples sit ripening on the orchard trees, and corn cobs are almost ready for picking. A rippling lake of golden grass to the west of the store tells of a summer that has been rich in hot, dry days. A tall finger of a windmill rises from the midst of this grass offers a cuddle spot cradled between its feet, while the rear portion of an old pick-up positioned against the store wall nearby presents an alternative resting place for those returning from a walk around the island.

Endless Summer; Inara Pey, October 2015, on Flickr Endless Summer (Flickr) – click any image for full size

And this is just scratching the surface; there is more to be discovered as you explore, be it the little tram café  or the love seats or the offshore lighthouse and shack as they enduring a very local downpour, or inside Kiddo’s store itself. This is a place as beautifully crafted as the rest of the region; one which encourages slow browsing,  apparel displayed in such a way it’s as if one can reach out and touch items and feel the materials under fingertips.

All told, Endless Summer packs and incredible amount into it, and Kiddo deserves praise for creating an environment which is such a delight to the eye and camera, and fully deserving of the time taken in exploring it.

Related Links

The end of the valley and stepping away from Earth in Second Life

It’s time to kick-off another week of fabulous story-telling in voice, brought to our virtual lives by the staff and volunteers at the Seanchai Library. As always, all times SLT, and events are held at the Library’s Second Life home at Bradley University, unless otherwise indicated.

Sunday, November 8th 13:30: Tea time at Baker Street

The Valley of Fear, The Strand Magazine, 1915. Illustration by Frank Wiles
The Valley of Fear, The Strand Magazine, 1915. Illustration by Frank Wiles

Caledonia Skytower, Kayden Oconnell and John Morland reach the conclusion of  the fourth and final Sherlock Holmes novel, The Valley of Fear.

Set prior to the events of The Final Problem, in which Holmes apparently dispatched criminal mastermind Professor Moriarty and also meeting his own demise in the process, The Valley of Fear charts a prior encounter with Moriarty’s nefarious acts.

Called to look out for a man called Douglas by and informant in Moriarty’s employ, Holmes and Watson arrive too late: the man is apparently already dead. But things are far from as they appear, as Holmes quickly deduces. Thus unfolds a strange tale travelling back a number of years further, and involving events in the United States.

As the tale comes full circle, the final cards are played in a deadly game, and a promise to see Moriarty brought to justice is made…

The conclusion of The Valley of Fear also marks the conclusion of a special journey for Seanchai Library: the presentation in voice of the 68 canonical tale of Holmes and Watson as penned by Sir Arthur Conan Doyle. This is a remarkable achievement – although I doubt very mush it will be the last time Seanchai and their listeners prevail upon the good graces of the Great Detective, his companion and Mrs. Hudson at 221B Baker Street.

Monday November 9th, 19:00: One Step From Earth

one step from earthWhat would happen if, by setting up a screen in one place and another somewhere else – the same planet, another planet in the same star system or even halfway across the galaxy – you could step into one and instantly step out of the other? What happens if one of the screens is one-way, and once you’ve passed through, your cannot return?

What are the social and political ramifications of such a system, for individuals and humanity as a whole when the entire galaxy is potential one step away from Earth?

Join Gyro Muggins as he explores the ramifications of instant teleportation through One Step from Earth, a collection of short stories on the theme by Harry Harrison. This wek: Wife to the Lord

Tuesday November 10th 19:00: Mama Makes Up Her Mind

Mama makes up her mindWelcome to the unique world of Bailey White. Her aunt Belle may take you to see her bellowing pet alligator. Her uncle Jimbuddy may appal  you with his knack for losing pieces of himself. Most of all, you may succumb utterly to the charms of Baileys mama, who will take you to a joint so raunchy it scared Ernest Hemingway or tuck you into her antique guest bed that has the disconcerting habit of folding up on people while they sleep.

White’s indelible vignettes of Southern eccentricity have entranced millions who have heard her read them on NPR. Mama Makes Up Her Mind is as sweetly intoxicating as a mint julep and as invigorating as a walk in Whites own overgrown garden.

Join Trolley Trollop, Kayden Oconnell, and Caledonia Skytower as they commence a romp through this wonderful series of vignettes

Wednesday, November 11th 19:00 The Wonderful World of Roald Dahl

Join Faerie Maven-Pralou as she reads The Wonderful Story of Henry Sugar and more.

Thursday, November 12th

19:00: American Noir

With Shandon Loring

21:00 Seanchai Late Night

With Finn Zeddmore.

—–

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 October – December is Reach Out and Read, one of the most highly rated literacy charities in the USA which reaches 4.4 million children annually and distributes 1.6 million books.

Additional Links

SL project updates 45/2: TPV Developer meeting

Mont Saint-Michel
Mont Saint Michel

The following notes are primarily taken from the TPV Developer (TPVD) meeting held on Friday, November 6th 2015. A video of the meeting is included at the end of this report, and time stamps to it are provided. My thanks as always to North for the video recording and providing it for embedding.

Server Deployments Week 45 – Recap

  • On Tuesday, November 3rd, the Main (SLS) channel received the server maintenance package previously deployed to BlueSteel and LeTigre, comprising a simulator crash fix
  • On Wednesday, November 4th, all three RC channel received a new server maintenance package comprising a fix for group invite throttle notifications, and an internal server code clean-up.

Following the main channel deployment, issues were variously reported with llHTTPRequest returning NULL_KEY even when it should not be throttled (see BUG-10627). The issue was initially noted with skill gaming mechanisms, but has also been encountered by those using Sculpt Studio, and reportedly with breedable systems.

SL Viewer Updates

[0:20] A further Maintenance RC viewer due to be released in week #46, which includes a range of fixes, including some for the regressions present within the current de facto release viewer (version 3.8.6.305981).

It currently appears that the next viewer promotion to release status will either be this maintenance viewer or the HTTP viewer – however the promotion is unlikely to occur in week #46, due to the Maintenance RC only just having been released and because the HTTP viewer his a number of issues to be resolved – see below.

Quick Graphics RC Viewer

[0:35] There are still issues with this viewer which although described as “nothing terrible” in the Lab’s view, are sufficient to prevent its promotion in the immediate future.

HTTP (Project Azumarill) RC Viewer

[1:04] There are a number of issues which have been identified by both the Lab and reported by users which are sufficient to block the promotion of this viewer to release status. One of these is an increased number of viewer disconnects on teleporting. The causing of this is proving elusive as it seem to only occur for some people with others never encountering issues. Other significant reported issues include:

  • BUG-10230 – Voice often fails to connect on the Azumarill viewer
  • BUG-10391 – Avatar often bakes fails on Azumarill.

CEF (Project Valhalla) Project Viewer

[1:19] The Chromium Embedded Framework viewer is performing well on Windows in the Lab’s estimation, and is getting “really close” on the Mac. The hope is that this viewer will progress from project status to a release candidate “pretty soon”.

[16:40] There have been some reports of issues with this viewer, including BUG-10598, logged out when tping from one LM to another, which is likely related to the disconnect issues being experienced with the HTTP viewer (both the HTTP viewer and the CEF viewer are closely related).

[17:25] There has been a report of “major” HTML video performance issues (see BUG-10558). However, running 30+ YouTube videos via HTML 5 in a single location is viewed by the Lab as possibly excessive and, as noted on the JIRA, the problem hasn’t been easy to reproduce and the video footage supplied might suggest a problem other than simply with running multiple HTML 5 videos.

Vivox Project Viewer

[1:44] A new project viewer, version 3.8.7.307189, was released on Friday, November 6th. The Vivox project viewer should correct a number of Voice quality and connection issues on both Windows and the Mac.

The Lab requests that anyone who has experience Voice issues to try this viewer, and if it does not resolve their issues to raise a JIRA, being sure to cite this viewer’s version number in the report. Those failing to indicate they have tried the project viewer are liable to be asked to do so, simply because Vivox has asked the Lab not to forward bug reports to them unless they have been tested against the Vivox package included in this viewer. For a list of fixes, please refer to the release notes in the above link.

Simulator Behaviour Changes

Attachment Point Validation

[30:15] As noted in the last TPVD meeting in October, the Lab are shifting a number of validation checks from the viewer to the simulator. One of these is attachment point validation checks, which will mean that attachments attempting to fix itself to an invalid attachment point ID will be attached to the chest by the simulator.

Mesh Upload Validation Checks

[31:15] A further simulator-side check the Lab has been considering would prevent the upload of animations and meshes weighted to valid attachment points. The Lab have been discussing this given the feedback given in October (see also FIRE-17144 and BUG-10543 for feedback as well), and have decided to investigate options further rather than implementing any immediate changes. However, they do note that there is no guarantee the ability to upload meshes weighted in this way will continue in the future.

[32:05] The Lab has made it clear what will be implemented in the near future is a simulator validation check to prevent the upload of animation or mesh items weighted to use joints  /attachment points which are not a part of the recognised set of avatar joints.

Other Items

Gateway API

[22:20] An issue has emerged around the upcoming gateway trial programme which is loosely connected to the avatar updates mentioned above. The new avatars (mesh and “Classic”) are only available via the Lab’s “new” registration API. Currently, the API presented to gateways is the older version, which relies on the default Character Test avatar.

As noted at the TPVD meeting, this could be immediately off-putting to new users entering Second Life through the new trial gateways. However, the Lab appears to be “pretty close” to being able to switch the gateway SPI to using the newer set-up – and this may be one of the reasons the trail gateway programme hasn’t as yet been officially announced.

Firestorm Release

Not directly related to news from the Lab, but the next release of the Firestorm viewer should be around Monday, November 16th or Tuesday, November 17th. However there are still dependencies on this, and it is not a hard set of dates.

VWBPE 2016: Call for Proposals and Thinkerer Award Nominations

via vwbpe.org

The 9th annual  Virtual Worlds Best Practice in Education (VWBPE) conference was recently announced, together with a call for proposals.

Scheduled to take place between Wednesday, March 9th, 2016 and Saturday, March 12th, 2016 inclusive, VWBPE is a global grass-roots community event focusing on education in immersive virtual environments which attracts 2200-3500 educational professionals from around the world each year.

In the context of the conference, a “virtual world” is an on-line community through which users can interact with one another and use and create ideas irrespective of time and space. As such, typical examples include Second Life, OpenSimulator, Unity, World of Warcraft, Eve Online, and so on, as well as Facebook, LinkedIn, Twitter, Pinterest or any virtual environments characterised by an open social presence and in which the direction of the platform’s evolution is manifest in the community.

via vwbpe.org
via vwbpe.org

The call for proposals invites educators and those involved in the education sector or offering support to that sector are asked to reflect on work and their accomplishments within the context of the conference, and consider submitting a proposal and sharing their work with the wider education community:

Educators and communities of practice who use virtual worlds are trend setters–pioneers in a virtual landscape of possibilities. To you, the next horizon is the next opportunity for change, for innovation, and for exploration. It is the next opportunity to offer a paradigm shift, and to chart unexplored lands for the newcomers, the intrepid following in your footsteps, and the curious seeking to find new opportunities and new ways of thinking.

This year there will only be one call, and only one call, for proposals, so get them in by no later than January 17, 2016. This is a hard, no-extensions, deadline. Don’t get left out! 

The full Call for Proposals guidelines can be found  on the VWBPE website, and as noted above, the deadline for submissions is Sunday, January 17th, 2016.

Thinkerer Award Nominations

Thinkerer-1
via VWBPE.org

In addition, on Saturday, November 7th the VWBPE organisers announced the opening of nominations for the 2016 Thinkerer Award.

The award is for lifetime achievement rather than for a single contribution, and is presented to an individual whose deeds and actions have shown consistent selfless service towards the promotion of learning, community, and educational practices, and who exemplifies the spirit of cooperative development within immersive environments.

Those wishing to nominate someone they believe deserves to be recognised for their contribution to the field of education and immersive environments should review and complete the  nomination criteria and submission form.

All nominations should be received by Sunday, February 7th, 2016. The final selection of the award recipient will be conducted by the VWBPE Organizational Committee by Sunday February 21st, 2016 and will be announced publicly during the conference closing ceremonies on Saturday, March 12th, 2016.

Related Links

A look at the new “Classic” avatars for Second Life

Reader Besedka gave me a poke about the Lab releasing a new set of Classic avatars for Second Life on Friday, November 6th.

The release, which came with a blog post from the Lab, see the avatars which use the default avatar mesh and system layer clothing completely overhauled and replaced with a new set of very modern looking avatars (in terms of their dress and style).

In all there are 16 revamped avatars, which sees the set make use of fitted mesh items and presents them with looks many might find not only an improvement on the older “Classic” avatar looks, but also on the mesh versions launched in May 2014. That said, having tried several, I do feel some are perhaps oddly proportioned; “Shawna” in particular came over as a tad elongated when I tried her.

The new
The new “Classic” avatars, featuring mesh attachments, are available to new users signing-up for Second Life …

The avatars are available to those signing-up to Second Life on the avatar picker when setting-up their accounts, and from the Choose and Avatar option of the Me / Avatar menu option in v3 viewers. Once you’ve obtained one of them, it will appear in your Inventory under the Clothing folder and identified by the name assigned to the look.

Avatar Complexity reveals the avatars to be reasonably lightweight
Avatar Complexity reveals the avatars to be reasonably lightweight

A further update with these avatars is they dispense with the infamous duck walk, replacing it with something that works reasonably well, together with a series of male or female AO poses which appear to be “built-in rather than reliant upon a HUD. They work reasonably well, although I found the female one a little jerky in the transitions between some poses.  They also avoid the hiccup made when launching the fully mesh avatars: these new avatars are properly modifiable.

The Lab’s blog post refers to these avatars are being “more performant”. Checking some of them out against the Quick Graphics RC viewer’s Avatar Complexity capability revealed that have reasonably low ratings, so they shouldn’t offer any major hindrance to those viewing them on lower specification systems.

The demographic represented by the new set remains fairly typical – they all appear to be relatively youthful, perhaps no older than their mid-30s. However, given the general age range of new users signing-up to Second Life, which the Lab has in the past stated has moved more towards the 20-somethings in recent years, this isn’t that surprising. And while it may sound ageist, It also means the avatars have a level of attractiveness around them which is perhaps more enticing to people signing-up to SL that offering a much broader range of ages.

My “Crash Test Alt” finally gets a fresh look (left) – the “Shawna” avatar, with my skin and shape. Now actually looks more like my twin 🙂

All told, it’s good to see the “Classic” range of avatars updated in this way. The looks are fresh and clean, and – dare I say it – streets ahead of the mesh avatars in overall appearance, none of which I found particularly appealing in either looks or apparel.

These new avatars however, look pretty sharp (speaking as someone yet to swap to mesh bodies, etc). So much so, they they’ve finally encouraged me to give my Crash Test Alt a change of clothing after seven years! She’s now using the “Shawna” outfit and hair (but with her own shape and skin), and looks pretty good.