VWBPE 2020: a Stellar educational event, March 26th-28th

via vwbpe.org

The 2020  Virtual Worlds Best Practice in Education (VWBPE) conference takes place between Thursday, March 26th and Saturday March 28th, 2019 inclusive. A grass-roots community event focusing on education in immersive virtual environments, VWBPE attracts 2200-3500 educational professionals from around the world each year.

Carrying the theme of Stellar, the conference will, as usual, take place in a group of dedicated regions, and will comprise its usual engaging programme of events and activities.

VWBPE 2020 Gateway

Programme

As with previous VWBPE conferences, this one offers an engaging and broad-based programme, including keynote speakers, workshops, presentations, social events and more. The best way to find out what is going on over the three days of the conference is through the VWBPE programme page,  However, here are some of the highlights all times SLT):

  • Thursday, March 26th
    • 08:00: Kick Off and Ribbon CuttingVWBPE 2020 Gateway: the official opening of the conference during which the Conference Executive and Organization Committees will share a few of the upcoming highlights.
    • 09:30: Keynote – Are you future ready? Steps to build your stairway to the future, Dr. L.Robert Furman – VWBPE Auditorium.
    • 14:00: Above the Book: What’s up at the Lab? – Ebbe Altberg and Patch Linden – VWBPE Auditorium.
  • Friday, March 27th
    • 08:00:Keynote – Virtual Worlds and Social Justice: An Impact and Civic Engagement Agenda, Dr. Michael Thomas – VWBPE Auditorium.
  • Saturday, March 28th

    • 11:00: Keynote: Lessons Learned from the 2020 Educators in VR Conference, Lorelle VanFossen – VWBPE Auditorium.
VWBPE 2020: Lecture A

Conference Facilities

As with previous years, the 2020 VWBPE conference is a multi-region affair. However, unlike recent conferences, it offers facilities designed to match its stellar theme – the majority of which are located in the air (or rather in space) over the regions. The following is a quick run-down of some of core facilities.

  • The VWBPE Gateway: located on the ground level, the Gateway offers a main landing point for in-coming visitors, complete with a teleport HUD giver. The latter offers the easiest means of getting around the various facilities and locations, and is explained in more detail below.
  • The VWBPE Auditorium: with three access points, the auditorium is an asteroid that has a cloud of debris floating before it – just click one of the little rocks and take a seat!
  • The VWBPE Social Spaceport: the spaceport is the main entertainment centre for the conference, and offers rides and freebies and opportunities to relax.

The conference also includes lecture and workshop spaces and locations for presentations, all of which can be accessed via the teleport HUD.

The Teleport HUD

As noted above, the VWBPE teleport HUD is the best way of getting around the facilities. It can be obtained via the HUD giver at the VWBPE Gateway and is delivered to inventory in a folder. Open the fold and right-click → ADD the HUD. Note that you will need to grant teleport permissions for it to work.

The VWBPE 2020 teleport HUD

By default, the teleport HUD attaches to the bottom of the viewer window. Click the Show button to reveal / hide it. When displayed, it will show the main buttons to the left:

  • Stations: displays buttons for all of the conference facilities except the main auditorium. click one of the buttons to be teleported to the named location.
  • Exhibits: displays a directory of exhibits, each numbered, and a corresponding set of numbered buttons. Again, click a button to go to the desired exhibition.
  • Sponsors: displays a directory of sponsors, each numbered, and a corresponding set of numbered buttons. Click a numbered button to visit the listed sponsor’s exhibit.
  • Special: offers a teleport button to the VWBPE Luminaria centre.
  • Auditorium: displays three buttons corresponding to the three landing points for the VWBPE Auditorium.
VWBPE 2020: Social Spaceport

To keep up-to date with the conference, be sure to check the VWBPE website daily.

About VWBPE

VWBPE is a global grass-roots community event focusing on education in immersive virtual environments which attracts over 2,000  educational professionals from around the world each year, who participate in 150-200 online presentations including theoretical research, application of best practices, virtual world tours, hands-on workshops, discussion panels, machinima presentations, and poster exhibits.

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.

Read more here.

Additional Links

Art and a fort in Second Life

Grauland, March 2020 – click any image for full size

Grauland, the Homestead region held by JimGarand, is a location that undergoes periodic redesign on the part of its owner – something that keeps it an interesting and intriguing place to visit. We dropped into the region on Friday, March 21st having heard a whisper that Jim had been working on a new design; but as he was still in the process of moving walls and buildings around (and we didn’t want to intrude – or get clobbered by a wall passing by!) we quickly skedaddled away.

However, working with some speed, Jim took the region from a collection of wall sections and three buildings plonked down seemingly randomly, to a complete new setting that – as has always been the way with the region – offers a new delight for visitors.

Grauland, March 2020

The latest design – called Grauland Castle and Art Park – again offers an interesting mix. Split into two islands with what might be a sandy-bottomed tidal channel between them, the region presents a setting dominated by a great fort-like structure on the larger of the two. This has a mixed look of both Roman and medieval influences, presenting a large walled courtyard dominated by a basilica-like building together with a pair of clearly medieval buildings.

While the buildings were empty at the time of visiting, the rest of the grounds of this fort – it strikes me more of a fort than a castle, but that’s just a personal thing – offers 3D art awaiting appreciation. It’s an eclectic and attractive mix of sculptures and modern art pieces,  the courtyard also offering an outdoor seating area and a pergola covered bird cage, also with places to sit around it.

Grauland, March 2020

The art continues beyond the main, west-side gatehouse (which I’m using as an arbitrary landing point for this article), which contains the teleport to Jim’s sky-based store. Outside of the gate are two more pieces of art, one pointing the way to Grauland’s signature motif: it’s own version of the Giant’s Causeway formed from Cube Republic’s excellent basalt columns set.

To the south, across the narrow gorge / channel and on the smaller of the two islands, sit a ruined rotunda and a copy of Stonehenge. They lie separated from one another by the islands’ scrub grass, a single track running south from the fort to connect it to them, passing by way of a small bridge to do so. The south island can also be reached from outside the fort by following its walls south, while to the east there sits a low beach, its lie again suggesting it might also be tidal in nature.

Grauland, March 2020

This is a simple, minimalist build, but one offering an interesting mix of things to see, including a fair few – the fort, the henge, the rotunda and a tombstone raised in the last century – that suggest the island is a place with great age to it. One where art sits well within its boundaries, offering a further layer of interest for the Second Life traveller.

All told, another new twist on looks for Grauland, visually engaging and as worth taking the time to explore as the previous builds.

Grauland, March 2020

SLurl Details

Second Life Skill Gaming applications re-open

via and C Linden Lab

On Tuesday, March 24th, 2020, Linden Lab announced they would be accepting a new round of applications from those interested in becoming Skill Gaming Operators and / or Skill Gaming Creators.

While gambling and games of chance that provide a Linden Dollar Token payouts are prohibited in Second Life, skill games that offer Linden Dollar Token payouts are allowed in Second Life, providing they are only available within approved Skill Gaming Regions, and both the creator of such games and the operator of any Skill Gaming region (often, but nor always, one in the same) must also be approved by Linden Lab.

Changes were made to the Second Life Gaming Policy in 2014 to reflect the provisioning of skill games in Second Life and the introduction of the Lab’s Skill Gaming regions, and from time-to-time the Lab has opened its doors to applications from those wishing to become skill game creators and / or operators (the last being at the. The last time this was done was in 2017, when applications remained open for a month.

Skill Gaming is covered by the Second Life Skill Gaming Policy, which in turn is supported by a Skill Gaming FAQ. In short, Skill Games are games which, in the Lab’s words:

1) whose outcome is determined by skill and is not contingent, in whole or in material part, upon chance; 2) requires or permits the payment of Linden Dollars to play; 3) provides a payout in Linden Dollars; and 4) is legally authorized by applicable United States and international law.

All Skill Games in Second Life must be created and / or operated by Lab approved Skill Gaming Creators (SGCs) and / or Skill Gaming Operators (SGOs), and must be located within Skill Gaming Regions. The latter must be Full regions, which cannot be located on the Mainland, and cannot be located adjacent to non-Skill Gaming Regions. They have an increased maintenance fee (tier) compared to Full regions.

Applications for those wishing to become Skill Gaming Operators and / or Skill Gaming Creators re-open on Tuesday, January 3rd, 2017
Applications for those wishing to become Skill Gaming Operators and / or Skill Gaming Creators re-open on Tuesday, January 3rd, 2017

The Skill Gaming Policy sets out all requirements in full, and should be read, along with the FAQ, by anyone wishing to become a Skill Gaming Operator and / or Creator, or who wishes to access Skill Gaming regions and participate in the games on offer.

Links

2020 Simulator User Group week #13 summary

Kindred Spirit, February 2020 – blog post

The following notes were taken at the Simulator User Group meeting held on Tuesday, March 24th. Not a lot to report as an equinox party took priority at the meeting.

Simulator Deployments

Please refer to the simulator deployment thread for updates.

  • On Tuesday, March 24th, the majority of the grid (the SLS “main” channel) updated to simulator version 538605, containing fixes for object_rez timing in scripts.
    • This update does not change the on_rez delay, but adds code that will ensure that the object_rez messages are not lost.
  • An RC deployment is pending for Wednesday, March 25th, but details were TBA at the time of writing this summary, so please refer to the deployment thread for updates

SL Viewer

There have been no viewer updates to mark the start of the week to leave the official viewer pipelines as follows:

  • Current Release version  version 6.3.8.538264, dated March 12, promoted March 18th. Formerly the Premium RC viewer.
  • Release channel cohorts:
    • EEP RC viewer updated to version 6.4.0.538823, March 20th.
    • Zirbenz Maintenance RC viewer, version 6.3.9.538719, issued March 19th.
    • Love Me Render RC viewer, version 6.3.7.536179, February 10th.
    • Camera Presets RC viewer, version 6.3.6.535138, January 24th.
  • Project viewers:
    • Copy / Paste viewer, version 6.3.5.533365, December 9th, 2019.
    • Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, November 22nd, 2019.
    • Legacy Profiles viewer, version 6.3.2.530836, September 17th, 2019. Covers the re-integration of Viewer Profiles.
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16th, 2019.

 

Linden Lab confirm the sale of Sansar to Wookey Project Corp – updated

Courtesy of Wookey Project Corp

On March 21st, and following rumours and conversations on the Sansar Discord server, I reported on Linden Lab having sold Sansar to Wookey Projects Inc (now referred to as Wookey Project Corp).  At the time, there was no confirmation from either Linden Lab or Wookey Projects on the matter (although I can note that since that post, I’ve had a brief conversational exchange with Wookey’s interim CEO, and hope to have more in the future).

On Tuesday, March 24th, Linden Lab, in response to assorted enquires issued a press release confirming the sale, which reads in part:

Linden Lab has had some inquiries from the public and media about the current happenings of Sansar. We are very excited to witness the unfolding of Sansar getting a fresh opportunity to thrive under the ownership of Wookey Project Corp., a San Francisco-based technology company that has assumed all operations without any interruption to operations or the Sansar community.

We are proud to have given birth to this amazing platform for creativity and live events, and encourage our community to continue the process of supporting Sansar as it shifts to new ownership. We’ve assembled a quick FAQ to address key inquiries about this transition.

Among other things, the release also makes clear that:

  • Wookey Project Corp. assumes all operations and management of Sansar, and Linden Lab is no longer involved with the platform.
  • The deal does not include or affect the ownership, management and operation of either Second Life and Tilia Inc., which continue under Linden Lab’s sole ownership.
  • However, Tilia Inc., has been contracted by Wookey Projects Corp as a third party service provider to perform certain back office functions for Sansar, including the issuance and redemption of Sansar’s in-game virtual tokens.
  • Wookey’s aim for Sansar is to “continue to evolve [it] as the premier platform for live events and entertainment including (but not limited to) support for VR, while Second Life is positioned as the Internet’s leading user-created virtual world platform.

Further to the announcement, a familiar face at Sansar – Galileo, the community manager there – issued a Sansar blog post that also provided a further official confirmation, reading in part:

Meet the new Sansar. Recently we were presented with an exciting opportunity: strike out on our own as a new entity, under new management with a focus on premier virtual events. We knew we needed to keep together our team and our vision, and the incredible community we’d built over the years.

Lucky for us, there was a company out there just as ambitious and passionate about virtual events as we were – a team that is nurturing and expanding our platform to new heights, deploying capital and expertise in a time full of opportunities for virtual communities around the globe. This week, we’re thrilled to join their family officially. Join us in saying hello to our new owners, Wookey Project Corp.! 

Galileo’s post also makes it clear that Wookey intends to continue building Sansar as a platform, stating:

What does this mean for you? More of the amazing events you know and love! More cosplay karaoke, more zero-gravity game nights, more of the massive interstellar shows that Sansar’s known for – thousands joining from anywhere in the world for one-of-a-kind live performances. You can also expect more features for meeting, socializing and hanging out with friends from around the world. Possibly even more ways to experience Sansar across different devices (more on this in weeks to come!). Nothing will change in your day-to-day.

In these challenging times, we know just how important it is to stay connected. That’s why we’ll be working hard these next few weeks to bring people together with new shows and surprises. Meet-and-greets and live performances from some of music’s biggest names. Virtual versions of the festivals you thought were cancelled or postponed. It’ll be the most fun you ever had staying home!

I recommend both the press release and Galileo’s post for further information, and I will likely resume coverage of Sansar in these pages in the near future.

Those interested can also catch-up on my own look at Wookey here: Sansar: looking at the apparent new owner – Wookey Projects Inc.

Update: Sheri Bryant (formerly Linden Lab’s General Manager for Sansar) and Julia Munck (formerly VP of Product for Sansar) both appear to have departed Linden Lab in the course of the last week. Whether they have moved across to join Wookey or not has not been confirmed – but such a move would appear to make sense for both Sheri and Julia and for Wookey Project Corp.

Chouchou: The Babel re-opens in Second Life

Chouchou: the Babel

I was pleased to learn that The Babel, the “sounds lab” created by the musical partnership of pianist Arabesque Choche and vocalist Juliet Heberle, finally re-opened to the public on March 21st, 2020.

Originally conceived by the duo in 2009, The Babel was a fascinating interactive setting whilst available through until 2013, when it was closed and removed from the grid. More recently, and as I found myself reporting in May 2019, it looked as if all of the couple’s regions looked set for closure, the couple believing the builds had run their course. Fortunately, they were encouraged to reconsider their decision, and in October 2019, it was announced that the Chouchou regions would be remaining in SL under the auspices of the Second Life Region Preservation Society (SLRPS) – with the promise that The Babel would also be returning (see: Chouchou set to remain in Second Life – and there’s more).

Chouchou: The Babel

Well, it took a while to fully open but The Babel made its official public re-engagement on March 21st, 2020, and I took time out to jump over and visit after a somewhat hectic weekend, and am pleased to say that it remains an engaging visit for the musically minded.

To call The Babel a place would be a mistake; it is an experience, a musical construct comprising boxes, elements and levels, which may at first glance appear completely random – but there is order. Each box is a sound – a note or chord – which is played when touched. Some will play once when touched, others work on a toggle – they will play until touched again. These boxes are in turn grouped into elements, or collections of notes / chords / voices. By touching (and re-touching) the boxes around you, it is possible to create tonal harmonies and even “compose” your own pieces, although it takes a combination of practice and a quick eye / hand. Climb the stairs to play the upper levels, and you’ll find some of the steps also play notes, adding to the complexity.

If all this sounds confusing, Chouchou produced an introductory video to the build back in 2009, which once again has relevance.

Two books on the elements and boxes can be found at the foot of the spiralling stairs, but given the ambient lighting, these can be hard to read.

Climbing to the top of the stairs will take you in a room with piano notes and chords set out in two grids around a series of Julia’s voices, which some may find easier to “play”.

Chouchou: The Babel

As conceptual now as it was in 2009 (or 2012, when I first visited it!) The Babel makes and interesting return to Second Life and once more rounds-out the trio of Chouchou regions in-world.

Related Links