Space Sunday: metal rain and glass on Mars, HoloLens into orbit

Comet Siding Spring's passage through the solar system 2013-2014
Comet Siding Spring’s passage through the solar system 2014

In October 2014, I wrote about comet Sliding Spring and it’s close approach to Mars as it swung through the solar system.

The comet had been identified as coming from the Oort cloud (or the Öpik–Oort cloud, to give proper recognition both astronomers who initially and independently postulated its existence), a spherical cloud of debris left-over from the creation of the solar system, occupying a huge area starting some 2,000-5,000 AU (2,000 to 5,000 times the distance from the Earth to the Sun) and extending out to around 50-100,000 AU – or about one light year away.

There is nothing odd about comets from the Oort cloud per se, but Sliding Spring appeared to be making its very first journey into the inner solar system, and so astronomers were keen to try to study it as best they could. Given the close pass at Mars, the vehicles on and orbiting that planet stood to have something of a grandstand view of things – providing certain precautions were taken, as I noted at the time.

An artist's impression of MAVEN in orbit around Mars (NASA / JPL)
An artist’s impression of MAVEN in orbit around Mars

Now data released by NASA shows that the comet’s flight past Mars did result in something very unusual: the comet’s tail, which brushed the Martian atmosphere, resulted in a “rain of metal” over the planet.

The data was obtained by NASA’s Mars Atmosphere and Volatile EvolutioN Mission (MAVEN), which at the time of the comet’s passage was so recent an arrival at Mars, that all its instruments hadn’t been fully commissioned. Hence, in part, the delay in releasing the data – NASA wanted to be sure MAVEN was recording things accurately.

According to MAVEN, the direct detection of sodium, magnesium, aluminium, chromium, nickel, copper, zinc, iron and other metals high in the Martian atmosphere can be linked directly to material sloughing off of the comet as it passed.

“This must have been a mind-blowing meteor shower,” said Nick Schneider of the Laboratory of Atmospheric and Space Physics at the University of Colorado, commenting on the data returned by the orbiter. Such is the strength of the signal of magnesium and iron measurements, the hourly meteor rate overhead on Mars must have been tens of thousands of “shooting stars” per hour over a period of many hours.

An artist's impression of meteors resulting from comet Siding Spring in the sky over NASA's MSL Curiosity rover
An artist’s impression of meteors resulting from comet Siding Spring in the sky over NASA’s MSL Curiosity rover

“I’m not sure anyone alive has ever seen that,” Schneider added, “and the closest thing in human history might the the 1833 Leonids shower.” The metal ions were the remains of pebbles and other pieces shed from the comet that burned up, or “ablated” into individual atoms as they struck the Martian atmosphere at 56 kilometres per second (125,000 miles per hour).

What is particularly important about the event is that as scientists know the source of the dust particles, it’s speed, and key information about Mars’ upper atmosphere, it is possible to learn more about Mars’ ionosphere, the comet’s composition, and even the workings of Earth’s ionosphere when it is hit by comet or asteroid debris.

Impact Glass

There is glass on Mars, and it might just be the ideal place in which to find any evidence of past microbial life.

The type of glass in question is referred to as “impact glass”, and is formed as a result of the heat generated by the impact of a meteorite melts the surrounding rock into glass. when a meteorite strikes the surface of a planet or moon, melting the surrounding rock into glass, preserving and organic matter that existed on or in the rock prior to the meteorite impact occurring.

In 2014, a research team examining impact glass formed millions of years ago as a result of meteorite strikes in Antarctica form found organic molecules and plant matter within the glass. Their work spurred a group of planetary science graduates at Brown University, Rhode Island, to simulate the spectral composition of possible Martian impact glass by using chemicals, compounds and powders matching those known to compose the surface material on Mars, and then melting the mix at high temperatures to form glass, which they then subjected to spectrographic analysis.

The team then compared the results of their analysis with spectral analyses of the surface of Mars carried out by the Imaging Spectrometer aboard NASA’s Mars Reconnaissance Orbiter (MRO) – and found a very similar spectral signature in areas where such impact glass would be expected to form, such as around the central peaks of craters caused by meteorite impacts.

A spectrographic image of the central peak of the Alga Crater impact zone, taken by MRO. The green colours indicate the presence of impact glass
A spectrographic image of the central peak of the Alga Crater impact zone, taken by MRO. The green colours indicate the presence of impact glass

Continue reading “Space Sunday: metal rain and glass on Mars, HoloLens into orbit”

Mystery, murder, mermaids, and cats 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 below.

Sunday, June 28th

13:00 Tea-time at Baker Street

Caledonia Skytower, Kaydon Oconnell and Corwyn Allen continue reading The Memoirs of Sherlock Holmes, originally published in 1894, and which brings together twelve (or eleven in US editions of the volume) adventures featuring Holmes and Watson, as originally published in The Strand Magazine. This week: The Adventure of the Gloria Scott, first published in 1893.

Holmes (l) and Watson discuss matters relating the The Adventures of the Gloria Scoot, Sidney Paget, 1893, The Strand Magazine
Holmes (l) and Watson discuss matters relating the The Adventures of the Gloria Scoot, Sidney Paget, 1893, The Strand Magazine

He handed me a short note scrawled upon a half-sheet of slate gray-paper.

“The supply of game for London is going steadily up,” it ran. “Head-keeper Hudson, we believe, had been now told to receive all orders for fly-paper and for preservation of your hen-pheasant’s life.”

As I glanced up from reading this enigmatical message, I saw Holmes chuckling at the expression upon my face.

“You look a little bewildered,” said he.

“I cannot see how such a message as this could inspire horror. It seems to me to be rather grotesque than otherwise.”

“Very likely. Yet the fact remains that the reader, who was a fine, robust old man, was knocked clean down by it as if it had been the butt end of a pistol.”

“You arouse my curiosity,” said I. “But why did you say just now that there were very particular reasons why I should study this case?”

“Because it was the first in which I was ever engaged.”

And so it is  – at last – that John Watson and Conan Doyle’s readers finally learn of the case that caused Sherlock Holmes to cease dabbling in matters of deduction, and make his career that of a consulting detective.

15:30: Special Performance: The Mask of Medusa

Peter Lorre, circa 1941, star of Mask of Medusa
Peter Lorre, circa 1941, star of Mask of Medusa

To launch a summer season of special hosted presentations, Seanchai Library welcomes the Cold Shot Players, a group of playwrights and readers. The season will feature presentations focused on the delights and drama of old time, classic radio shows.

The Mask of Medusa takes us back to the 1940s and the Mystery in the Air radio series starring Peter Lorre. The story, written by author Nelson S. Bond, focuses on Lorre’s character, one of 47 exhibits in a waxwork museum specialising in depicting murderers.

The waxwork is owned by one Aristide Zweig, a self-styled connoisseur of crime, who delights in regaling visitors in the art and artistry of his works and their exceptionally life-life appearance, all within earshot of Lorre’s character.

But the museum holds a dark secret, and Zweig is as much a monster as any of the figures displayed for Zweig’s delight and the titillation of patrons.

18:00 Magicland Storytime – Thomasina

thomasinaJoin Caledonia Skytower at Magicland Park as she continues reading Paul Gallico’s 1957 novel (and later a 1963 Walt Disney film starring none other that Patrick McGoohan, alongside Karen Dotrice – who also appeared in Disney’s Mary Poppins and The Gnome Mobile – and Susan Hampshire).

When Thomasina, young Mary’s cat, suffers injury, Mary’s veterinarian father and widower, is typically unsympathetic , and rather than treating the cat, has it put to sleep – earning himself the enmity of his daughter, who declares him dead to her.

Thomasina, meantime, finds herself in cat heaven, only to be returned to Earth because she has lived only one of her nine lives. Thus begins a series of adventures involving Thomasina, Mary, her father and a local woman regarded as a “witch” by the children, but who has a caring way with animals…

Monday June 29th, 19:00: Avimov’s Mysteries

Gyro Muggins reads a duo of classic short stories of the pen of Isaac Asimov. In What’s in a Name?, first published in June 1956 (albeit it under the title Death of a Honey-Blonde), we follow an unnamed detective as he investigates the mysterious death of a young woman at Carmody University.

First published in 1957, A Loint of Paw presents the theme of the story – that of a play on words – trough its title, as we follow a story of fraud, time-travel, justice, and the play on words upon which a judgement hangs.

Tuesday June 30th, Cat Night at the Library

Caledonia Skytower reads from her 2013 short story collection.

Meet “S” – a cat in the prime of her nine lives. From her superior feline perch, she swipes a paw at adventures in traveling, her favorite games, along with lessons in art and respect. A Trio of Cat Tales is a “feliniously” philosophical journey with plenty of insights and exploits for cat lovers and the “cat owned.”

Wednesday July 1st: 19:00: The Tail of Emily Windsnap Part 3

Faerie Maven-Pralou reads from the first volume in Liz Kesseler’s series about a young girl who, having always lived on a boat but having been kept away from the water by her mother, finally gets to have swimming lessons. With them comes a remarkable discovery that leads her into another world…

Thursday July 2nd 19:00: True UFO Stories

With Shandon Loring.

—–

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 June / July is the The Xerces Society, at the forefront of invertebrate protection worldwide, harnessing the knowledge of scientists and the enthusiasm of citizens to implement conservation programmes.

Additional Links

SL12B: Ebbe Altberg on Second Life & Sansar – transcript and video

Ebbe and Saffia get ready for the discussion (Jo was off-line at this point)
Ebbe and Saffia get ready for the discussion (Jo was off-line at this point)

On Friday, June 26th, Linden Lab CEO Ebbe Altberg faced questions from Saffia Widdershins, Jo Yardley and the audience in the last of the Meet the Lindens series sponsored by Prim Perfect.

The session lasted just over the hour, after initial teething problems in getting everything working, in which he addressed a wide range of question on both Second Life and Sansar, and offered-up some information of his own.

The following is a transcript of the event, based on a video by Chakat Northspring, which is embedded at the end of this article. My thanks, as always, to North. The official video will be available in due course via the Prim Perfect website.

Are there any things that have changed since you’ve been in charge that you are especially proud about?

[0:01:04] There’s a number of things. I think primarily it’s the relationship between the Lab and residents., I think is much better today. It was a little bit tense, I would say, the relationship, when I came on board; and it seems to be much more casual and fun and collaborative. And I think many of you have seen  more of us than you had for a while previously.

I’m also proud of the quality of the product. The performance, we’ve made lots of strides, the quality; [group] chat had lots of issues. So we’ve made a lot of progress on just making it a more stable product, a better performing product.

And I’m also proud of the focus we have at the Lab. When I came aboard, there were quite a few projects sprinkled about, and today I feel we have what I call four very strong focus areas with really good drive across each of them. So it feels like a healthier environment, not just between us and residents, but also amongst us Lindens, and a better quality product, and a better focused organisation. So I’m pleased with the progress.

Can you tell us what those four areas of concentration are?

[0:02:56] Obviously, continued to improve Second Life is something that we do. And you guys often hear from Oz and Danger on our progress there. We have Blocksworld; a fairly small team working on this neat little app for a younger audience to be able to build virtual experiences on the iPad. We have obviously a very huge investment in Project Sansar, our next generation experience platform, and we’ve worked really hard for over a year now, and we’ll start to get some external customers on-board in just a month or so. Just a few, but it’s great progress.

And the forth one, I would say, is compliance; making sure we run a tight ship when it comes to the linden dollar and who can cash out, and just running a tight ship when it comes to compliance … whether that’s fraud controls, identity controls – a number of things we need to do to make sure we and banks are comfortable with the business that takes place in Second Life.

So those are the four areas of focus.

The last thing you said about cashing out. You’ve said before that you want to speed that up. [do you have] any idea when this is going to happen, or how is the progress to that?

[0:04:39] The progress is good. We’ve now managed to automate a lot of things so that we can see what percentage we would be willing to pay out rapidly in an automated fashion. We’re still tuning the rules as to who we would trust to pay out; to make sure that we’re 100% certain that people who would be paid out should be paid out. And we continue to increase that percentage by continuing to dial the rules and make tweaks,

When we get to a significant enough percentage, then we should be able to start automating the process as well. not just the data saying we could, but we actually will pay out. I don’t have a date for exactly when we can turn that on; but it’s our goal for the vast majority of people that we have a trusted relationship with, to be able to pay within 24 hours or something.

I mean, there’s obviously external processes a well, that we’re not 100% in control of; but on our end, when someone clicks the button that says, “I want to be paid out”, we hope to, within 24 hours, to be able to automatically say, “start the process”, and then like I say, there’s actually some external dependencies for how quickly that actually takes place.

I think it’s interesting that you’ve given on compliance an equal status with the other three projects.

[0:06:14] Well, I wouldn’t say they’re all equal; but it’s a focus area, and it’s very important for us to run a trusted, large-scale business, to make sure that fraud cannot take place. For the sake of us as a business, as well as for the sake of you not having bad things go on. So it is an important aspect.

Danger Linden was actually saying that it’s one of Linden Lab’s advantages coming into Sansar, because all the new virtual worlds that are planning to come on-line, and you’ve got to get this right, and you have a head start.

Ebbe-6_001[0:06:59] Yeah, we are pretty much alone in having had a virtual currency with a floating exchange with cash-out and all these capabilities. There’s no-one else like it. so yes, we have a pretty significant leg-up compared to others if your intent is to have a virtual economy as we do. I mean, there are other business models that one could apply, but the way we are doing it, there’s no-one else really doing it as well as we do. And so that’s something we’ll certainly leverage; both operational experience and [the] technology, as we move forward with Sansar.

Second Life still gets some negative feedback in the media, although it seems like it’s become a lot less recently … but which kind of negative feedback do you pick-up [on], both in the media and form people in second Life themselves, that annoys you the most.

[0:08:15] Well, it’s not that much that annoys me … I’ve only had the opportunity to hear negativity for about a year … but I hear very little of it. whomever I talk to, it’s mostly … surprise that it’s still around, or more neutral. It’s very rarely that I’ll run into people that start off with the negative. So that’s a very small percentage of the population. Usually the negative people tend to be quite loud, but it’s not something I stress about.

I guess my biggest annoyance is people intolerance for various types of content. and when you look at the content in the real world, and people’s tolerance for that content in the real world. Then suddenly, when it’s in a virtual space, then it’s, “Oh my God!” Then there’s like a different level of acceptance for all kinds of content for some reason.

And that annoys me. So whatever the subject matter is, I can always draw a parallel to how it’s always “so much worse”, or it has just as much interesting stuff going on in the real world as in Second Life, whether it’s art, whether it’s sex, whether it’s whatever it is, all of this stuff is all around us in the real world, so why would it not be completely reasonable and acceptable to also have it in a virtual world. That’s maybe the most annoying part; when people don’t get that.

I know that your family have come into Second Life as well, and you actually have a family home here in Second Life and have actually had that for some time before you became CEO. So presumably, they get Second Life as well. But when you talk to friends … when they’re new to it, how do you explain what your job is?

[0:10:31] Well, it sort-of depends a little bit on the context of whom I’m trying to explaining it to; and it also really depends on their experience with various things. Bit generic when I explain that we’re trying to create a three-dimensional canvas that users can chose how to fill it, and how to populate it with what type of experiences, and that we want to create as much freedom as possible to allow people to create as much stuff as they can imagine.

So, kind-of suggesting that in something like Second Life, you can be whatever you want and do whatever you want and create whatever you want, as long as it’s legal and as long as it’s somewhat appropriate for the rest of us.

But then you can go into the incredible breadth of things that are really already working so well in Second Life; whether it’s education, health, art, role-playing. There’s almost as much variety of hobbies and interests and creations and experiences in something like Second Life like people can enjoy in their real lives.

So yeah, sometimes it’s tricky because it’s so broad. It’s so many different things to so many different people. So usually in a conversation, you usually have to figure-out what is of interest to the other person and figure-out how to relate to them with subject matter that they can get into or understand. And that’s part of the challenge of trying to explain something that’s so broad, because it’s obviously easier to explain a product that is narrow in its application or focus. So it’s usually a bit of dialogue that usually makes it easier than just a simple statement; it’s hard to think of a simply statement that sort-of captures it all for everybody.

Have you had a chance to Look around SL12B yet?

[0:12:50] I was around, I think it was two days ago. I was probably in there about half an hour or so; so I didn’t get too deep into too many things. but I really enjoyed some techno music over in the corner somewhere for a while. saw some fascinating art and creations, all kinds of interesting music, but not really enough time to have a chance to see all of it.

Many Lab staffers have been exploring SL12B and enjoying themselves
Many Lab staffers have been exploring SL12B and enjoying themselves

Continue reading “SL12B: Ebbe Altberg on Second Life & Sansar – transcript and video”

Second Life project updates 26/1: server, avatar rendering

The DECADES event  - Saturday, June 27th, 2015 only - details here
The Decades event – Saturday, June 27th, 2015 only – details here

Server Deployments

  • There was no scheduled deployment to the Main (SLS) channel on Tuesday, June 23rd
  • On Wednesday, June 24th, all three  RC channels were updated with the same new server maintenance project, which included a fix for BUG-197, “Cannot See My Chat Only In My Region / Region Bad Performance” (not open to public viewing) and internal simulator fixes. As pointed out in the comments, this deploy was actually rolled back; I had forgotten to re-check the deployment page between originally drafting the first part of this article and publishing it.

The chat issue is a problem whereby a user can’t see any of their local chat on a region or parcel, and nor can anyone else due to a scripted object which is spamming chat so badly, the chat throttle kicks in, blocking their chat. However, no message would be provided to inform the user this was the case; with the change deployed on Tuesday, the user will now get a message about the chat throttle being hit, but unfortunately, the system will not identify the spammy object (so it might be removed, if you own it / the the rights to return it).

Avatar Complexity and Avatar Rendering in Busy Regions

Avatar Rendering in Busy Regions

During the Simulator User Group meeting on Tuesday, June 23rd, Simon Linden hinted that as well as the upcoming Avatar Complexity feature for which I recently gave a rapid overview, there are other options the Lab might consider in order to lighten the rendering load created by avatars:

We may experiment with a similar setting for crowds … setting a limit on the number of avatars we do any attempt at rendering.   In other words, if you were at a region with 75 people in view, and it was set for a limit of 64, you’d only get 64.  The remaining ones just wouldn’t be there in any form, similar to turning off avatars with ctrl-alt-shift-4.

He then went on:

That’s just an experimental idea now. To really make it better in a crowd, we’d probably want the server interest list to know and then it wouldn’t send you those updates.

As we’ve seen, the Interest list isn’t the easiest thing to play around with, so it’ll be interesting to see which, if either, of these ideas might be pursued.

Avatar Complexity

In terms of Avatar Complexity, questions have already been asked if the upper limit is adequate. With the test viewer, the Avatar Complexity slider runs from a value of 19,999 (which pretty much that no other avatars will render in your world view) means pretty much no other avatars will render in your field-of-view) through to 300K, above which sits “No Limit”, which means any avatar will render.

However, the suggestion has been made that the upper limit should perhaps be increased to allow for those who want to render particularly complex avatars used by friends. Responding to this, Oz Linden said, “It wouldn’t be hard to make the range somewhat wider, but at some point the control becomes too hard to use because each pixel is too big a jump.”

One issue that the new Avatar Complexity capability will not prevent (although, strictly speaking, it’s not designed to) is that it will not prevent worn mesh crashers impacting the viewer, because while the avatar is not actually rendered, the data on what is being worn still gets loaded into memory, and it is this that is used to crash things. Commenting on this, Simon linden said, “That sounds like something that should be looked at … if we can avoid loading that data, it would help everything.” Commenting on this, Oz Linden added:

There are a number of available optimisations; among them, using the complexity information from others to just pre-emptively not even fetch the appearance info for an avatar.

So again, it will be interesting to see what might come to pass in the future, should the Lab take this work up as well.

Celebrating historical communities in Second Life

The DECADES event region
The Decades event region

Commencing at 12:01 AM on Saturday, June 27th is a special 24-hour event celebrating historical role-play and educational communities in all their forms throughout Second Life.

Decades is a collaborative event involving a core team of 12 people who have come together to develop and build an incredible region of event areas, builds, exhibits and landscaping in  which no fewer than 19 live and / or interactive events will be held over the 24 hours (see the schedule below) amidst a total of 11 exhibition and activity spaces.

describing the event when inviting me to a special preview of the region, Sister (SisterButta), one of the organisers (and the co-conspirator in the original idea from which Decades grew, along with Freda Frostbite), said, “Most of us can think of at least one historical and/or educational region or RP community in SL that has been lost forever due to difficulties of financing these very precious and specialized builds and communities. We hope Decades can play a part in stemming the tide, increasing awareness and build bridges between people from all around the metaverse who celebrate history of whatever era.”

The Decades Pavilion
The Decades Pavilion

Throughout the event, people will be able to join-in with activities, tour exhibits, enjoy live performances, and more. There will be balloon rides and pony rides, even a zip line.  There is an historical ship to explore and an aerospace museum which – I can honestly say – is perhaps the best of its kind I’ve seen in Second Life; put together in less than 3 weeks and incorporating the guiding hand of a genuine NASA engineer.

Donations and funds raised through the kiosks scattered across the region will go directly to Historical Communities and Royal Courts,  which is designed to be an umbrella website for historical communities in virtual worlds, with the intent for it to become a clearing house for information on communities, events and activities. A place where people throughout the metaverse with an interest in historical RP and education can brain-storm and which can provide resources to for educators and historians in the use of immersive virtual environments.

Decades actually started quite modestly just a few weeks ago. “Originally, Freda and I thought, ‘oh, let’s have a dance to raise money for Royal Courts,” Sister told me as we wandered through the gardens of the region. “Then I said, ‘I’ll do an art exhibit of paintings from different time periods…’, and then…and then…voilà. it grew! Fast!”

Decades offers plenty to see and explore
In Memoriam, one of several places to visit at Decades

As it grew, so Decades attracted more and more support, with  Jacon Cortes de Bexar, Cloee Heslop, LadyFandango, Merrytricks,  Robijn, Claire-Sophie de Rocoulle, Aldo Stern, Heximander Thane,  Serenek Timeless and  Lucerius Zeffirelli all playing key roles in establishing the region and its associated activities, together with Freda and Sister.

Touring the region, I couldn’t help but be taken by the care with which everything has been put together and presented. As already noted, the Regional Air and Space Museum in the north-east corner of the region is simply mind-boggling in the exhibits it offers, drawing on content creators from across Second Life – and it is something I’d love to see preserved well into the future.

Towards the centre of the region there’s the main pavilion, with a display of historical horse-drawn and road vehicles, again from creators across SL, to one side, as well a a small display of vehicles of war from Da Vinci and the two World Wars; and an art display on the other. And that’s just the start – there really is a lot to see; I’m only going to make passing mention of Merrytricks’ delightful House of Cards maze, the fashion pavilion, the observatory, and the arts and period exhibitions going on throughout the event – so if you want to know more about them, make sure you set aside time on Saturday to visit Decades!

Decades: the Observatory on the hill
Decades: the Observatory on the hill

Continue reading “Celebrating historical communities in Second Life”

No more improvements planned for my.secondlife.com

During the Meet the Lindens conversation held at SL12B on Thursday, June 25th which featured Danger Linden, Senior Director, Product, Virtual Worlds and Troy Linden, Senior Producer, a question was asked about the SL feeds – also referred to as my.secondlife.com – and whether they would continue to be developed or enhanced.

Danger Linden was direct and honest in his reply:

That’s a though one, because I don’t think anyone’s going to like the answer … The short answer is no.

It’s kind-of a mess, and it’s very difficult to maintain; it’s usage rate is on the low side compared to other feature. So, it may not be a popular answer, but no more improvements are planned on that.

My.secondlife.com has had something of a chequered history. Web Profiles first appeared in 2011, growing out of the Lab’s attempt to provide a social media style capability to users with the acquisition of Avatars United in late 2009 / early 2010, and which was shut-down at the end of September 2010. The feed capabilities followed in mid-2011, and the capabilities grew from there.

My original web profile on my.secondlife.com
A part of my original web profile on my.secondlife.com

From the start things were a tad awkward; people’s rezdays lacked the year in which they were born (see WEB-3486  – thank you, Whirly!); profiles were very slow to load when viewed from within the viewer; once loaded, they initially required a fair proportion of screen real estate.

When the feeds were introduced, people weren’t too happy that posting anything to them from within the viewer automatically appended your location, whether you wanted it to or not, promoting concerns about the potential for stalking and similar.

The Lab, however, took the concerns and critiques on-board, and listened to suggestions. Years of birth reappeared; the profile panel was resized; better controls were added for who could see your feed / interact with it; a Twitter-like Follow button was added, as was a direct messaging capability (subsequently removed at the end of 2013 due to abuse). All of which made the feeds far more comfortable for people to use, and people did start using them more frequently as a result.

And even when things did persist in going sideways at times – such as the 2012 issues of the wrong names, posts and images turning up on the wrong feeds, or the feed gremlins dining on snapshots during upload, people still continued to use the feeds, and suggestions for improvements continued to be made.

I've tended to use the feeds for blog post notifications, the odd snapshot upload and the occasional chit-chat
I’ve tended to use the feeds for blog post notifications and snapshot uploads. It’s fun being ability to highlight the things we encounter in SL and sometimes have a little fun with them

Hopefully, “no plans to improve” will be shown to mean just that: no new shiny added to the feeds, and not that general problem solving when thing do hiccup will cease, or that the feeds themselves are liable to suddenly poof in the near future. While it may be a relatively small number of people who regularly use the feeds, they do so with gusto,  finding them a handy means of keeping in contact with friends and contacts.

The snapshots capability is a great means of pointing people to places and events in-world, and in sharing moments. Similarly, the comments capability is extremely handy for having informal discussions in an easy-to-follow format that’s a lot more immediate and convenient than using things like forums or shuffling through Plurk events. Also, and unlike Twitter, feed comments are not limited to 140 characters, something which can make the conversational flow a little diffic …