Sansar profile 5: the potential of marketing

Sansar from Linden Lab

So, in my last look at Sansar’s preview videos, I made mention of a desire to see something of a focus on creators from outside the Second Life catchment.

On Wednesday, July 26th, I got my wish, as the fifth Sansar preview video hit the airwaves with a look at the work of Unit 9, a London-based studio specialising in content creation in a range of mediums – film, digital, games, VR and “experiential”. They have an impressive list of global clients / partners including Google, Yamaha, 20th Century Fox, Samsung, Mercedes-Benz, Save The Children, Sprint, Delta, the UK’s Channel 4 TV, and so on.

Within Sansar, Unit 9 – under the leadership of Anrick, a director specialising in VR and promotional / marketing films working for clients like Saatchi & Saatchi  and Toyota – has built “Monkey Temple”. I’m not exaggerating when I say this is quite possibly one of the most immersive environments I’ve seen thus far in Sansar – and I’m still sans a headset!

In building Monkey Temple, Anrick and his team have attempted to incorporate many of Sansar’s abilities as they are currently available – and it is fair to say they have succeeded. This is a rich environment, beautifully lit with a creative (if tightly looped) sound scape with a lot to see and a few things to do (providing you have the headset and accompanying controllers!).

Monkey Temple, Sansar preview 5

Whether by accident or design (far more likely the former), this piece is pretty much exemplifies the thrust of my thoughts in writing about the fourth preview video: that while leaning towards a Second Life audience as the first four videos in the series have done, Linden Lab needs to look beyond the shores of SL and the cadre of SL creators working in Sansar if they want to reach the markets they’ve indicated as being of interest to them.

As a director and creator, Anrick offers precise and clear insight into the sheer power of world-building as enabled by Sansar, – and for professionals like him, there is little doubt that Sansar could be a tool / environment of enormous potential. While Monkey Temple itself might initially come across as little more than a visually impressive place with nice sounds and things to do, it actually goes far beyond this, pointing the way to how studio houses such as Unit 9 could leverage a platform for delivering immersive visual and interactive environments which help their own clients entice and engage their desired audience – all  potentially on a fraction of the budget which might otherwise be required.

Unit 9’s Anrick

In this, marketing and promotion is one of the obvious verticals where VR could – and is starting to – play a noticeable role. We’ve already seen very high-tech VR experiences offered to the public alongside new films, etc. With Sansar and roadshows at events, there is potential for companies to offer captive audiences a VR experience focused on a product, service or entertainment. It doesn’t necessarily have to be all rock’n’roll and high-tech thrills; many promotional opportunities at shows and conferences could be much lower-key and simply involve the expertise of studios like Unit 9, a good Internet connection and a booth-like environment with PCs and headsets supplied.

One could argue that more of this needs to perhaps be explained in the video, but I’d disagree; anyone involved in the sectors Unit 9 operates within would more than likely pick-up the message loud and clear. One might also argue that building in Sansar really isn’t as simple as this (and the other videos) portray; the Sansar marketplace notwithstanding, truly original content requires 3D modelling skills which not everyone has. But again, where this video is concerned, that’s perhaps not the point.

Monkey Temple, Sansar preview 5

Should an organisation want an immersive environment designed and built – be it for marketing, training, or whatever – and they don’t have the requisite design skills in-house, this video sends the message that the expertise they might need is already engaged on the platform, and has a track record of content delivery. In this, everyone is potentially a winner: the client gets what they want, the studio is hired for its expertise and Sansar provides the delivery mechanism, with the revenue from doing so passing to Linden Lab.

Obviously, this isn’t going to happen overnight, or even in the short-term as Sansar opens its doors; but over time, the potential is certainly there.

Kokua viewer: looking to the future

On Tuesday, July 25th, I received an e-mail from Nicky Perian, lead developer for the Kokua viewer. Sent to the Kokua Dev mailing list, the notice was also later posted to the Kokua website.

In short, Nicky will, in October – and for very good reason – be stepping back from a direct, hands-on leadership role in maintaining Kokua, and he is hoping that those in the community who are able to support viewer development will step forward to fill the void and take responsibility for helping to ensure the viewer continues into the future.

The notice – which I’m sure Nicky will have no problems in seeing reproduced here reads in full:

Hello all,

This coming October I will turn 75 years old. I intend to have minimal (consulting only) involvement with Kokua after that. Hopefully, someone will take over the project or it will fade away.

Between now and then I intend to cut some routine building and updating. The first cut will be the RLV build of Kokua OpenSim followed by RLV build of Kokua Second Life then NoRLV build of Kokua OpenSim.

That will leave The NoRLV build of Kokua Second Life version.

I want to thank all who have contributed to Kokua including other third-party viewer project developers and those that work for Linden Lab.

I will try to complete the Alex Ivy integration. Kokua Project Alex Ivy Windows versions can be
built and tested now.

Test down loads can be found at
https://sourceforge.net/projects/kokua.team-purple.p/files/Kokua-Projects/
The source code for Second Life resides at:
https://bitbucket.org/kokua/kokua-sl-64
The source code Open Sim which is at start state with the last commit 5 months ago resides at:
https://bitbucket.org/kokua/kokua-os-64

Nicky has worked tirelessly to develop and maintain Kokua, and other, the viewer has been one of the first v5 style viewers to update with features and code from Linden Lab, as well as maintaining strong support and parity with Marine Kelley’s RLV. While Kokua hasn’t been my primary viewer, I have always found it to be stable, reliable and straightforward to test as updates have been released. As such, I’d like to thank Nicky for all of his work in keeping the viewer and the project going.

Should anyone fancy taking on the work with Kokua, individually or as a team, as well as following the links to the repositories as Nicky has provided, do please contact him and discuss opportunities and intentions with him so that if more than one person does step forward, you can all be put in proper contact with one another.

I’ll of course continue to cover the updates Nicky is planning, and will cover any future updates and releases of the viewer and the project hopefully rolls into the future.

SL project updates 30/1: server, viewer

Welcome to Somewhere, Salmson Isle; Inara Pey, July 2017, on Flickr Welcome to Somewhereblog post

Server Deployments Week #30

Please refer to the deployment notice for the week for latest updates and news.

  • There was no deployment / re-start of the Main (SLS) channel on Tuesday, July 25th, the Main (SLS), which remains on server maintenance package #17.07.11.327548.
    • This update includes a fix to allow DJ boards to work, however, any scripts which have not been updated to meet the new requirements may not work. for details, please refer to this forum thread.
  • On Wednesday, July 26th all three RC channels should be updated with the same new server maintenance package (#17.07.20.327788) comprising internal fixes.

SL Viewer

The Alex Ivy 64-bit viewer updated on Friday, July 21st to version 5.1.0.507412. Otherwise, all other viewers in the LL pipelines remain as:

  • Current Release version 5.0.6.326593, released on May 26, promoted June 20 – formerly the AssetHTTP RC viewer – overview
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • Maintenance RC viewer updated to version 5.0.7.327250, dated July 19
    • Voice RC viewer, version 5.0.7.327253 dated June 23
  • Project viewers:
  • Obsolete platform viewer version 3.7.28.300847, dated May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7. This viewer will remain available for as long as reasonable, but will not be updated with new features or bug fixes.

In Brief

  • Snapshots to feed issues are believed to be a server issue, but currently no clear if they are being worked on
  • The Lab feels that overall feedback from the avatar rendering cost updates (“Jelly Dolls”) has been positive from users.
  • There will be no Simulator User Group Meeting on Tuesday, August 1st, 2017.

Following an Oriental Bliss in Second Life

Follow Your Bliss, Sea Foam; Inara Pey, July 2017, on Flickr Follow Your Bliss – click any image for full size

June 2017 marked just over a year since Caitlyn and I last visited Follow Your Bliss, the homestead region designed by ElizabethNantes. Given this, we felt it was high time we made a return. Back then, the region had the distinct feel of a tropical archipelago, and we were keen to see what changes had been wrought in the intervening months.

For the current build, Elizabeth has adopted the Display Name Sushi – and on arrival it is immediately obvious why this should be: the region is now distinctly Japanese in looks. However, while many region designers opt to focus on a period build when turning to Japan – notably settling on the Edo period – Elizabeth offers something different: a mix of the old and the contemporary, gathered around a watery setting.

Follow Your Bliss, Sea Foam; Inara Pey, July 2017, on Flickr Follow Your Bliss

Set beneath an early evening sky, Follow Your Bliss presents a mainly low-lying series of islets surrounding a shallow body of water on which sampans float and waves are rippled by a gentle breeze. To the east, the land rises into a more substantial mass, formed by rocky shoulders and gently rolling slopes. Along this ribbon of land sits a row of little shops, some with traditional slope tile roofs, others box-like structures of concrete and wood, flat-topped and decorated with neon signage and adverts for popular brands.

A cobble footpath separates these shops from the waters of the shallows, running from a point just a short walk from the landing point to where an ancient  – and clearly venerated  – olive tree grows. At the southern end of this path, the route back to the landing point, located in a small summer-house also overlooking the shallow waters, is marked by a series of candle lanterns. Some of these manage to remain lit despite being caught in a gentle fall of rain, sitting close to a marching line of Torii gates which climb a hill, pointing the way to a pagoda and to where Buddha sits on a grassy curve of hill-top.

Follow Your Bliss, Sea Foam; Inara Pey, July 2017, on Flickr Follow Your Bliss

Looking towards the west, Buddha stares out over the waters of the region and the loose-knit chain of little islands which run northwards from the landing point towards a dense grove of bamboo. Connected by wooden bridges, these little islets  offer places to sit and relax and perhaps join Buddha in quiet meditation as he looks down on you.

At the bamboo grove, which screens the main part of the region from was might be private residence, the path passes a temple bell and arcs more eastwards in its direction, passing a strong pavilion built out over the water. Beyond this, another little house straddles the water separating the western aspect of the region from the ancient olive tree and the little township beyond it.

Follow Your Bliss, Sea Foam; Inara Pey, July 2017, on Flickr Follow Your Bliss

With the ground a particular course grain of cinder earth, the chain-like beads of land surrounding the inland water as they run from the southern edge of the rockier ground and out to the west before turning back inwards to come back to the northern end of the land’s long finger, the entire impression is that this the site of an ancient crater – perhaps even the small caldera of a long extinct and flooded volcano, the land all that remains of the crater rim.

Finished with a gentle ambient sound scape of falling rain and birdsong, the splashing of water and the burring of dragonfly wings, Follow Your Bliss offers a relaxing setting, easy to explore and enjoy  – and even the chance to sail a sampan. An altogether delightful little visit.

Follow Your Bliss, Sea Foam; Inara Pey, July 2017, on Flickr Follow Your Bliss

SLurl Details

2017 Viewer release summaries week 29

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates for the week ending Sunday, July 23rd

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

LL Viewer Resources

Third-party Viewers

V5-style

  • No updates.

V1-style

  • No updates.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

Sansar: profile 4 and thoughts on a wider reach

Sansar from Linden Lab

The fourth Sansar preview video arrived on Wednesday, July 19th, and is the shortest to date. Focusing on SL creator Blueberry (aka Mishi), the 79 second video takes us into one of the experiences she’s developed in Sansar – Blueberry Town – and gives some further brief glimpses of the platform’s tools – notably the Atlas as seen when using a VR headset.

When viewing this video it’s important to remember that Sansar isn’t primarily intended for the Second Life audience; as such some of the statements made should be treated as such. But that said, given the fact these videos focus on “Second Life creators”, they also tend to come across as speaking directly to the existing Second Life audience, and I’m not entirely sure that’s a positive move.

If nothing else, statements that Sansar presents an environment to do things that are “not even possible anywhere else” are liable to have SL users at least hiking an eyebrow or two, if not rolling their eyes across the floor, given what is being shown in Sansar is more-or-less precisely what SL users have been doing for the last 14 years; just because it cannot offer the same depth of immersion as Sansar will actually doesn’t change this point.

Sansar’s Atlas, seen in a HMD

Some of the promotional videos released to date have already been critiqued on precisely this ground. While there have been some good insights in to Sansar – such as with the preview featuring Maxwell Graf (which I reviewed here), the repeated focus on Second Life creators like this does appear to carry with it the risk of a greater degree of negative feedback about the platform than seems necessary.

At the most basic level, statements that Sansar allows people to do things that “are not even possible anywhere else” may not only cause much eye rolling among SL users, they also run the risk of hyping Sansar well beyond what can actually be achieved within the platform at this point in time. As the Lab has tried to make known: when the doors open, this won’t be a final, finished product – it will take time for capabilities to be added and to mature. Nevertheless, there’s a risk people will see the gap between promotional hype and current capability as a negative to be repeatedly pointed out.  This negative response could be increased by Second Life users when, despite the repeated statements from the Lab that it will be some time before Sansar matches many of the capabilities taken for granted in Second Life, they are confronted by the realities of that fact.

Now, in fairness to the Lab, the lion’s share of applications to the Creator Preview have come from Second Life creators, so a focus on their work is understandable when promoting Sansar (they’re also likely to be the most amenable to being the focus of these videos). But it has also been indicated that applications have come from elsewhere. Further, the Lab has also repeatedly indicated a hope that Sansar will be adopted by those market sectors where there is a clear potential doe VR – education, design, architecture, training, simulation, healthcare. So I’m actually surprised there isn’t more of a visible push to directly engage with these sectors; particularly as some are starting to get excited by Sansar’s potential.

On July 22nd, for example, Steve Bambury, writing in his VirtualiTeach blog waxed lyrical about Sansar’s potential in education (and as an aside, it prompted one SL blogger to have the realisation Sansar isn’t “about SL users”). So putting together promotional information on how those in education could practically leverage Sansar – as well as some of the other markets the Lab has pointed at – would seem to be in order.

Of course, this might be happening under the covers, or it might be that the technical wherewithal of Sansar at this point in time causes the Lab to be wary of promising more than can be delivered when the doors open, or it might simply be that those partners from these specific market sectors don’t want their experiments in Sansar highlighted. But this doesn’t stop the Lab crafting suitable messages.

Take their collaborations in using LiDAR mappings of an Egyptian tomb to recreate the entrance of the the tomb in Sansar, and in building a model of the Villa Ortli excavation in the Crimea, or the LOOT Interactive Sansar Apollo Museum. All of these could form the bedrock for helping to visually promote Sansar’s potential through video whilst helping to reach beyond what can appear to be a Second Life audience focus.

The Sansar Apollo Museum, unveiled at Loot Interactive’s The Art of VR event in New York on June 22nd, allows visitors to virtually explore true-to-scale models of the Saturn V rocket, Command Module, and Lunar Module, then walk the entire mission from launch to re-entry via a Museum-length mission map; and teleport to a recreation of the Apollo 11 lunar landing site

It may yet come that we see these videos cast their net a little wider; I’d just like to see it happen a little sooner than later, and see more meat put on the plate of Sansar’s potential.