In Vogue (+ elsewhere): Second Life and designer fashion

via Linden Lab

February / March are important months in the world of fashion, being the period when the “Big Four” cities  – New York, London, Milan and Paris – each hold their own flavour of Fashion Week, giving home-grown and international designers and fashion houses opportunities to show off their collections and lines for the end-of-year autumn / winter season (with each city also hosting a further Fashion Week in September / October where they look towards the following year’s spring / summer season).

Over the last couple of years, these mega events have had to re-invent how they operate and reach their audiences thanks to Covid, with Zoom, Instagram, TikTok, AR and more all being experimented with and leveraged in one way or another. And while 2022 has seen many of the barriers to audience-based events relaxed (such that 5-day London Fashion Week, for example, will feature some 250 designers and fashion houses present their work to audiences at events across the city), some designers are retaining a virtual edge to their work, thanks largely to the all of the buzz around “the metaverse” and things like NFTs.

As reported by the likes of Vogue and Glamour UK, both the New York Fashion Week has, and the London Fashion Week will, feature designers with digital “metaverse” offerings – one of whom in particular has seen Second Life as having powerful relevance when it comes to fashion.

Designer Jonathan Simkhai

The individual in question is New York fashion designer and 2015 CFDA/Vogue Fashion Fund winner, Jonathan Simkhai. As a part of the New York Fashion Week event, he offered a special preview of some of his designs from his Autumn / Winter 2022 (AW22) collection at a special fashion show that took place in Second Life.

In all 11 pieces from the collection have been visualised for Second Life by none other than Mishi McDuff (aka Blueberryxx), founder and owner of SL’s popular Blueberry brand (and, I will admit, one of my go-to designers on the admittedly rare occasions I feel I need to spruce up my virtual wardrobe). In bringing the designs to SL, Blueberry has also given them a special “metaverse flair” – utilising the unique advantages of the digital world to offer twists to some of the items that cannot be replicated in the physical world – such as a sequined dress that gradually loses its embellishments and morphs into a bodysuit as the model walks the runway.

The items were presented to an invited audience of models, influencers, celebrities, and journalists from the fashion, technology and lifestyle industries. They had the opportunity to see the virtual items ahead of Simkhai presenting their physical world equivalents on the New York catwalk, so the guests could witness the virtual garments and their unique properties up close – and even try them on.

This may sound like something straight out of 2006-2008, when many physical world brands tried to hop into SL in the belief it would magically allow them to grow their market influence, but actually it isn’t. The Simkhai / Blueberry relationship is far more symbiotic and engaging, and for two reasons.

The first is that as well as being presented to invited guests, the Second Life Simkhai collection will be the subject of a series of catwalk shows open to Second Life residents on Thursday February 17th / Friday February 18th, with shows set hourly from 13:00 through 16:00 (inclusive – see the Destination Guide link at the end of this article). Not only will these serve to show the designs to the Second Life community, they will also – according to Vogue’s Maghan McDowell –  allow SL users to purchase them at around L$1,000 per item.

The second reason is that Simhkai  – who has already utilised the likes of Zoom and Instagram to engage with clients, customers and audiences and build “communities” – sees Second Life as a vibrant community into which he can tap in a bi-directional manner: he can bring his designs to a new, digital customer base, and he can offer existing customers a new and exciting way they can represent themselves, as he noted in talking to Maghan McDowell:

This is about introducing the brand to a new customer. And for my customer who might not feel like the metaverse means that much to her yet, this will be a nice introduction and discovery. My design philosophy is leaning into dichotomies or juxtapositions. We are all so obsessed about looking at fashion history, but this is really about looking forward and looking into the future, with Covid giving us a kick in the backside.

– Jonathan Simkhai, Vogue Magazine

In this, Blueberry is a particularly good partnership brand: not only has the brand achieved in excess of 20 million unit sales in the course of a decade, it has encouraged a loyal customer base, become a watchword for digital quality and also embraced platforms beyond SL. All of which adds up to the potential for a genuinely symbiotic relationship; given this, it will be interesting to see what comes of this initial experiment.

And how did Blueberry and Simkhai get their VIPs into SL? Rather ingeniously, as McDowell (again) explained in Vogue:

Before attending Simkhai’s virtual show, guests first submitted images that were turned into avatars, then selected which Simkhai piece they wanted their avatar to wear. Guests were dropped into the space via a link, viewing the collection — and other guests — from unique angles, just as they would in the physical world.

– Maghan McDowell

It’s a novel approach – one potentially not that easy to scale without a lot of work – but for small, specialised events, it is something that could help to get SL seen as a potential platform for a variety of events, presentations, etc.,  where previously it has been ignored. These may not do much to grow the platform’s retained and engaged user base, but that doesn’t mean they cannot help in terms of more focused engagement with the platform by a broad cross-section of possible audiences.

In covering the broader scope of fashion and technology – including the inevitable love affair with NFTs (albeit one with perhaps something more quantifiable for the purchaser that much of the dross / ponzi acts we’ve thus far seen) – the Vogue piece in particular makes for an engaging and informative read. It’s just a bloody shame that it sits behind a pay wall; hence why I include the Glamour piece; it is shorter and less detailed, but it does cover similar ground in talking about the Blueberry / Simkhai experiment and the “metaverse dabbling” (so to speak) of other designers such as Roksanda Ilinčić.

More is promised in terms of digital fashions in the coming year, and it really is good so see Second Life to be sitting pretty much at the centre of things at this point in time. Kudos to Mishi and Jonathan Simkhai in their collaboration; I genuinely hope it continues. And full marks to Jonathan Simkhai for not just going after the (yet to be proven) world of NFTs, but for leading from the front and dicing into the potential of Second Life.

I can’t operate in fear of being criticised, otherwise I would have quit this job six months into it. The bigger the risk, the bigger the reward. So many New York designers went to Paris to show — and we are going to the metaverse.

– Jonathan Simkhai, Vogue Magazine

 

With thank to Vikki Vortex for access to the Vogue article.

Related Links

Second Life and the Metaverse: the Wall Street Journal

Philip Rosedale in Remember Second Life? It’s Now Taking On Big Tech’s Metaverse. Credit: The Wall Street Journal

If there is one thing that can certainly be said concerning the news that Philip Rosedale has “returned to Second Life” is that over the last few weeks it has certainly generated a lot of interest from the media.

I’ve already covered articles on Rosedale, Second Life and his views on “the metaverse” from the likes of Protocol (see here)¹, and VentureBeat  / GamesBeat, c|net, and The Wall Street Journal (see here)² – admittedly with some speculation on my part on the case of the latter. More recently Wired and others have also covered SL, Rosedale and “the Metaverse”, and he has been interviewed by CNN, CNBC (the latter of which I’ve yet to summarise), and most recently, by The Wall Street Journal once more.

The latter takes the form of a video segment – embedded below – that features Rosedale taking about Second Life, its users and “the metaverse”, whilst comparing and contrasting SL with plans voiced by the likes of Facebook / Meta and Microsoft and touching on the Lab’s hopes for SL – including further hints at the direction in which the company is leaning in terms of upping the platform’s appal to a broader audience.

Running to 20 seconds short of 6 minutes, the video is actually a concise and honest look at SL, and comes complete with a careful underlining of the age of some of the in-world footage used – a refreshing touch given that so often we are confronted with “archival” images / footage of the platform that get presented without any cage context, and so can leave people thinking they are looking at SL as it appears today.

Starting with Zuckerberg enthusiastically stating how people will all “work, learn, play, shop” in “the metaverse”, the piece quickly reminds viewers that for Second Life, all of that promise is very much a case of “already there and doing all of that, thank you!”. It then offers a fairly accurate recap of SL’s history in terms of early attractiveness, user engagement, and gradual (if somewhat low-key overall) resurfacing of interest (which predates all the current “metaverse” hype by around 24 months). As such, it neatly packages:

  • The the history of SL and its longevity.
  • The broad attractiveness people have found with the platform – notably the appeal of content creation and the power of the economy SL has forged.
  • A frank, thumbnail look at some of the issues those coming into the platform face in trying to understand it (the IU, understanding avatar operation & customisation, finding others (particularly those of a like mind) with whom to interact, etc.
  • Slightly conversely with the above, it also underscores the fact that while complex to understand, SL’s avatar  system is still incredibly powerful and well beyond anything the likes of Meta are considering.
  • The reiteration of the idea that virtual worlds down actually need VR or other headsets for engagement, and any focus on such hardware will, for a foreseeable future at least, remain a hurdle to potential engagement rather than a benefit
  • The openness in allowing some doubt about all the current hype around “the metaverse” to be expressed.
  • The underlining of LL’s approach to basic aspects of their platform in order to (hopefully) generate better user take-up and retention (e.g. improving performance, developing mobile support, improving (/simplifying) avatar user and the viewer’s UI).

The video also neatly encapsulates some of the problems “the metaverse” faces that appear to be outside of the thinking of Meta, etc. One of these is clearly stated by Rosedale: getting the vast majority of people simply comfortable with using avatars for tmany of their interactions. Like it or not, this is a stumbling block, and one Rosedale is correct in point out. Were it not, then after nigh-on 20 years, it would not be unfair to assume SL’s user base would likely be somewhat larger than its current 1 million active monthly users.

That said, this is also where the video is apparently a little too glib. In making the comparison between SL’s and Meta’s monthly active users (3.5 billion for the latter across its platforms), there is a suggestion that Meta has a big head start – but that’s hardly the case. If anything, I’d suggest the Meta has made its life that much harder compared to LL. Not only do they have to convince that 3.5 billion active user base of the need to swap away from doing much of what they do “in (first) person” – so to speak – to doing it with an avatar, they’ve also got to convince them to do so with a headset strapped to their faces. Given that currently, they probably have around 10 million headset users out of that 3.5 billion, they clearly have a huge mountain of their own to climb to get the rest to invest in headsets, even with a cash pot of up to US $10 billion to spend in doing so (which I assume includes money directly related to further headset development, etc.).

There are some wider holes in the piece that could be picked at – such as what the likes of Microsoft and Meta really mean by “interoperability” and the “movement of assets”, and whether, beyond some perfunctory basics they’ll really go down that path (after all, walled gardens are the best way to hold on to an audience – and their money); but at the end of the day this isn’t a piece on the metaverse per se. It’s about Second Life and its continuing relevance in the world today.

 

Footnotes

  1. Second Life’s founder doesn’t believe in VR, by Janko Roettgers and Nick Statt – Protocol,
  2. Philip Rosedale’s High Fidelity cuts deal with Second Life maker Linden Lab – Dean Takahashi, VentureBeat/GamesBeatSecond Life Founder Returns to Take On the Metaverse – Meghan Bobrowsky, Wall Street Journal (via Archive to avoid paywall); Second Life founder returns to revamp his original metaverse – Scott Stein, c|net

Lab Gab with Brad Oberwager & Philip Rosedale: a summary with video + audio

via Linden Lab

On Monday, January 31st, Linden Lab streamed a pre-recorded session of Lab Gab featuring the company’s Executive Chairman Brad Oberwager (Oberwolf Linden) and the Lab’s co-founder, Philip Rosedale, who recently re-joined Linden Lab in the capacity of a strategic advisor, having left in 2010 to work on a number of projects – most notably co-founding High Fidelity Incorporated in 2013.

The session was built around more than 300 questions submitted by users in the wake of the announcement that High Fidelity had invested in Linden Lab in terms of money, patents and personnel.

The following is a summary of the session, the full video of which is embedded at the end.

  • For ease of reference, I have broken this summary into heading based on the topics discussed through the session, and timestamps to the relevant start point in the video are provided for each.
  • Throughout the summary comments made by / questions directed towards Brad Oberwager are preceded by [BO] and those relating to or made by Philip Rosedale are preceded by [PR].
  • Note that audio extracts, where provided, have (as usual) been subject to some editing to remove pauses, repetition and the occasional aside that fall outside of the topic being discussed. This has been done with the aim of making it easier to follow the comments being made, and without changing the context or meaning of any of the statements made.

On the Investment by High Fidelity

[Video: 1:54-4:49 – PR]

  • After leaving Linden Lab in 2010, went on to establish Coffee And Power (2010-2012), prior to co-founding High Fidelity, a company initially focused on building a VR headset-centric virtual world.
  • In 2019, the company concluded the current generation(s) of VR headsets would not be commercially successful enough to sustain a virtual world environment. So the company pivoted away from this in 2019 – see: High Fidelity changes direction: the reality of VR worlds today (& tomorrow?), High Fidelity changes direction (2) and High Fidelity changes direction (3): layoffs & shuttering apps and access), eventually opting to focus of 3D spatial audio.
  • The Spatial audio side of the business – which already has the software licensed to a number of customers – will continue, However, the company retained a core set of skills based around building VW technologies, and with Brad Oberwager coming into Linden Research in a very hands-on capacity, he and Philip reached agreement that there is a synergy between the VW expertise at Hi-Fi and the work LL is doing with SL.
  • His personal view is the Second Life is the place to explore where virtual reality might go next, as it remains the cutting edge example of what a virtual is, and what might be achieved within one.

On What the Investment Means for Second Life / LL and for High Fidelity

[Video: 4:54-9:37]

  • [BO]
    • Looks at the relationship in three ways: personal, business and “meta”.
    • Personal: he and Philip have been friends for a long time. They share lot of personal time (e.g. travelling to and from Burning Man together, sharing walks and the occasional beer, etc.), and he has a lot of respect for Philip as well as liking him, and he is also a person he would like to emulate. Sees being able to connect with Philip within a business environment as “very gratifying”.
    • Business: running a platform like Second Life as a “great responsibility”, and fully acknowledges the platform is nothing without the users. So sees having someone with Philip’s vision to offer tactical and strategic input from outside of the company very beneficial.
    • “Meta”: believes that any / all consideration of “the metaverse” or of “metaverses” requires a moral compass. If it is left purely up to big corporations that generate their revenue through surveillance / behavioural monitoring (to deliver ads, content, etc.), could be “very dangerous”. In questioning of this approach and its associated technologies, he feels Philip has demonstrated he is that moral compass at this point in time, and is someone who continues to focus on serving and supporting users.
  • [PR]
    • In terms of Hi-Fi, the company retains a core team working on the spatial audio product, which is being licensed and will continue to be developed and licensed.
    • He will continue to run Hi Fi.

On the Role of Strategic Advisor

[Video: 9:39-11:17 – PR]

  • As an advisory role, is not responsible for day-to-day decision making with the Lab.
  • Meets with the various teams at Linden Lab as and when they specifically would like his input / ideas / perspective.
  • Very much appreciates being seen as a moral compass.
  • Also hopes that his experience as an engineer and product strategist can be put to practical use.
  • Personally enjoys becoming a voice at the table again in an environment where responsibility for the platform’s growth is shared between the company and the users.

On Their Friendship and Mutual Approach to SL / LL

[Video: 11:31-17:50]

  • [BO] Initially met around twelve years ago through mutual friends when taking a boat trip around San Francisco Bay. At the time Brad was trying to close his first major business deal and “acting like a goofball” and being “obnoxious” when he noticed Philip was watching him. Once on the trip, they started talking, which lead to dinner (with at least Philip’s wife – whom Brad has previously referred to as his “closest friend” – joining them).
  • [PR] notes that Brad had always shown an interest in Second Life, and when he happened to mention the Lab was looking to put itself up for sale, Brad was immediately interested in the opportunity presented.
  • [BO] On the subject of buying Linden Lab:
    • Understood that SL as a virtual world has different needs to those of LL as a company, so felt there was a real danger that had LL been purchased by an entity that didn’t understand the difference between the needs of the platform and the needs of a company, SL could have ended up being squeezed for revenue.
    • Took a much different view in acquiring the company, with a willingness to invest in a commitment to make the platform “better” – although he admits he is not that sure what “better” actually means.
    • As such, he acknowledges that running Linden Lab requires a “looseness” of approach and outlook that others might have missed.
  • [PR] Felt he left Linden Lab in 2010 without knowing whether or not he’d built a successful culture at the company whilst its CEO. However, believes that it has become apparent that it does take a special kind of company to steward Second Life. The fact that the culture within the company remains very similar to when he was CEO has both made him confident that the right choices were made and made returning to the company and the platform “easy”.

PR – On Returning to LL and His View on SL in 2022

[Video: 18:15-20:20 PR]

  • Felt the decision to invest in LL and make a return to SL was absolutely the right thing to do, and the decision was easy to make.
  • Believes Second Life is both “incredibly similar” to how it was when he left it, even though it obviously changed in terms of users and content, etc.
  • Has loved reacquainting himself with events and activities in-world, and once again participating in the “standing wave” the platform represents.

On Facebook and its Pivot to “Meta” and the “Metaverse”

[Video: 20:29-26:51]

  • [PR]
    • If he could provide advice to Facebook, it would be “don’t do it”.
    • Particularly believes that the temptation for companies such as Facebook to enter the metaverse environment and attempt to parlay their surveillance / behavioural business model (utilising data gathered on users for the purposes of generating revenue through targeted ads and content) would be extremely harmful.
    • In contrast, Second Life has clearly demonstrated a fully scalable business model that operates purely on a fees-driven model, one that generates more revenue dollars per user per year than You Tube through its model, and probably than Facebook.
    • As such, believes the approach taken by LL / SL is much less prone to the risk of abuse and is safer than those espoused by the likes of Facebook and Google.

  • [BO]
    • Would add that as well as generating more money per user, Linden Lab also spends more per user.
    • Believes this is critical because a platform like You Tube is scale based: it relies on building a larger and larger audience, which in turn drives the surveillance / behavioural business model (more users means more adverts can be served and more revenue generated from advertisers, etc.).
    • The Second Life model, however is not just about user acquisition but is more equivalent to the physical world consumer model of supply and demand (or perhaps more properly for SL – demand and supply). So, the more closely links LL’s ability to generate revenue to its ability to offer capabilities and services to users, the more attractive it is for users to spend money on the platform.
    • As such, the decisions made by the likes of Facebook with regards to its platform will be very different to those made by the Lab for Second Life and its users.

Continue reading “Lab Gab with Brad Oberwager & Philip Rosedale: a summary with video + audio”

Lab blogs on recent SL issues

via Linden Lab

The last full week of January 2022 saw Second Life experience a number of hiccups that causes no small amount of gnashing of teeth and rumblings from those of us affected.

With April Linden now departed, I wondered if we’d get any formal notification as to what what wrong – and on Monday January 31st, we indeed did, when the Lab blogged Recent Outages.

In short:

  • The week-long, if intermittent (for some) inventory issues: appear to have boiled down to an infrastructure overload, with an initial fix put in place followed by a back-end deployment it is hoped will prevent any recurrence.
  • The SLS Main channel restart freeze: for around 40% of the grid: a change in the simulator restart code resulted in some 12,000 simulators on the main grid attempting to re-start simultaneously, overloading the system, with many then hanging mid-restart. Steps have been taken to prevent this happening again.
  • Wednesday January 26th roll-out / rollback: an attempt to deploy (and then rollback) tools intended to help gather information on group chat performance hit problems, resulting in issues with login, group chat, and presence information, requiring Operations to intervene and crank the rollback.

The official post isn’t quite to April’s level of detail although it is chattier than the above, and provides all the info for who may need further info should it be required. 🙂 .

Reminder: Lab Gab with Brad Oberwager & Philip Rosedale Jan 31st 2022

via Linden Lab

On Monday, January 31st, there will be a special pre-recorded edition of Lab Gab featuring Linden Lab’s Executive Chairman Brad Oberwager (Oberwolf Linden) and the Lab’s co-founder, Philip Rosedale.

As noted in an official press release and within this blog (and others), High Fidelity Incorporated, the company co-founded by Rosedale in 2013, following his departure from Linden Lab, has invested in Linden Lab, bringing with it an a influx of money, patents and new and returning skills.

Following the press release, the Lab also issued and official Second Life blog post on the matter, in which they invited Second Life users to submit questions that might be asked of Brad and Philip as a part of the session, in which they will also likely discuss the future of Linden Lab and and Second Life. They may also talk about the other recent news that the Lab’s subsidiary, Tilia has partnered with Unity to provide their solutions to Unity developers who wish to include  virtual economy elements into their product offerings (see: Tilia Partners with Unity to Power Virtual Economies for Game and Metaverse Developers and Linden Lab announces Tilia partners with Unity “to power virtual economies”).

I hope to have a summary of the session available some time after it has streamed, but in the meantime, the salient details are summarised below.

Viewing Details

  • Time and Date: 09:00 SLT (17:00 UK / 18:00 CET) on Monday, January 31st, 2022
  • Watch on You Tube via this link (when the programme starts) or click the embedded viewer below.

 

Philip Rosedale talks Second Life and the metaverse

On Tuesday, January 25th, Philip Rosedale held a Twitter Spaces event (also relayed in-world in Second Life and to other virtual spaces) to discuss “the metaverse” and Second Life and to answer questions from SL users / interested parties. He was joined from time-to-time by various guests notably Avi Bar-Zeev¹ who added their own thoughts.

The conversation was wide-ranging, extended over some 100 minutes. What follows here is an attempt at a summary of the key areas of discussion in terms of comments from Both Philip Rosedale and Avi Bar-Zeev. Given the natural flow of the event, with subjects being raised and returned to, rather than being discussed sequentially, I have attempted to summarise the comments into bullet-point under topic headings. Where I have felt it worthwhile, I have included audio extracts of the actual comments made as well.

General Notes for This Summary

  • The full audio for the event is currently available via Twitter Spaces, where it will remain available for 30 days from the date of recording – Tuesday, January 25th, 2022.
  • For the most part, the bullet points refer to comments made by Philip Rosedale. Those by Avi Bar-Zeev are intentionally under a sub-heading for easier identification.
  • Where provided, audio extracts below have been edited to remove pauses, repetition, non-relevant asides, etc., in an attempt to assist with understanding the flow of comments. Where this has been done, I have taken care to try to ensure none of the original context / meaning of the comments has been lost or in any way altered.

On His Role at Linden Lab

  • Reiterated that he is not back at the Lab in any form of a managerial role or full-time “at this time” [which I found a potentially interesting qualifier, if intended that way].
  • He is “delightedly” providing advice and attending meetings with Lab staff.

On Second Life’s History

  • Recalled SL’s modest beginnings as LindenWorld, and interactions with the first residents – such as Stellar Sunshine.

  • Noted that a challenge Second life has had throughout its history is that in allowing user-generated content (UGC) that interacts with the native controls / capabilities (such as the physics engine), it becomes increasingly hard to make substantive changes to the behaviours of those capabilities, lest they result in content becoming “broken”.
  • Also noted that SL was very much ahead of its time with things like its particle and water system (the latter of which allowed for splashes, etc., when object cross the water plane) had to be removed, because they were simply too computationally complex for either home computers to process in a timely manner or the available network bandwidth and server communications could transmit to other users in a timely fashion – with some of these problems still existing to this day.
  • Indicated that these are issues not confined just to SL:  they are lesson that need to be understood in building any user-driven virtual spaces.

On Moderating Virtual Spaces

  • Sees moderation of virtual spaces / virtual worlds as something that still needs to be fully addressed.
  • Believes the approaches to moderation taken by social media platforms and across the Internet as a whole are insufficient for immersive spaces utilising avatars – simply put, a single standard of rules applied from above by a single company will not work.
  • In particular sees a top-down approach to moderation troublesome for a number of reasons, including:
    • Those utilising Meta’s suggested approach of recording interactions so that in the event of a dispute / reported abuse, the last 10-15 minutes can be attached to an abuse report, could use the gathered data to also help drive any advert / content-based revenue generation model they might also use.
    • Top-down approaches risk utilising a “one size fits all” approach to disputes in order to minimise the costs involved in managing moderation activities, thus removing the opportunity for for subtlety of approach or taking into consideration the uniqueness of any given situation / group, potentially alienating groups or activities.
  • Instead, believes that there should be a more fluid approach to moderation more in keeping with the physical world, and adjusted by circumstance / situation, and that:
    • Companies need to look at how spaces within their platforms are used and what is deemed as acceptable behaviour by the people operating  / using them.
    • Enable the communities / groups using spaces to be able to self-moderate through the provision of the means for them to do so (e.g. provide their own guidelines backed by the ability for them to remove troublemakers).
    •  Recognise the fact that the majority of people will adjust their behaviour to suit the environment they are within and self-moderate according to expectations of that environment.
  • Toward the end of the session, notes that there is a risk associated with some aspects of decentralisation of moderation / control. Within Second Life, for example, decentralisation of land ownership brought with it issues of anti-social behaviour and griefing – ad farms, intentionally being abusive towards neighbours through the use of large billboards, sounds, etc., whilst making the land too expensive for it to be reasonably purchased.

From Avi Bar-Zeev

  • Avi Bar-Zeev

    Also notes that there is an inherent danger in how a company could use the recording / surveillance approach to moderation to profile users and to assist their ad / targeting revenue model.

  • However, he thinks the larger issue is that given the review of recordings associated with abuse reports that may be coming in by the thousand in a large-scale system is going to be human-intensive, then the use of AI systems to manage this process and minimise costs is likely inevitable. But:
    • How do we know the AI isn’t by its very nature, pre-disposed to “find bad behaviour”, and to do so without consideration of a wider context (pre Philip Rosedale’s warning).
    • How can we be sure AI programming is sufficient for a system to correctly recognise some behaviour types as being abusive.
    • Is dealing with incidents in retrospect and with limited supporting data (e.g. just 10 minutes of audio) actually the best method of handling incidents.
  • As such, also believes it is better to design systems wherein people are innately aware that they are dealing with other people across the screen from them, and so they self-moderate their behaviour (as most of us naturally do most of the time when engaging with others), and that there are ramifications if we then chose to be directly abusive towards others. In short, virtual spaces should “re-humanise” our interactions with others.

On Preferred Business Models for Virtual Spaces

  • The common practice for social platforms – YouTube, Facebook, each is the behavioural surveillance model noted above –  collecting data on user interests and activities, etc., and using that to push  content / adverts / etc., to users whilst also gathering an overall profile on them.
  • Sees the development of AI / intuitive algorithms in this space particularly dangerous as they grow increasingly capable of recording moods / states of mind / health conditions (particularly where facial / body tracking is utilised).
  • Much prefers the model offered by the likes of Second Life, where the emphasis is not on advertising revenues, content delivery for brands, etc., but rather entirely fee-based.
  • Notes that as it is, Second Life generates more revenue dollars per user per year than You Tube through its model, and probably than Facebook. As such, and with roughly one million active users, SL has proven the fee-based revenue model works, and it is fully scalable.

From Avi Bar-Zeev

  • Notes there has been criticism of some platforms that deal in virtual “land” than is really just vapourware.
  • Wanted to underscore the point that SL and platform like it do not fall into this category, because while the land is virtual, it is nevertheless underpinned by actual servers and infrastructure and support services that incur costs that are being met by the fees charged.

On Accessibility for Virtual Spaces

  • Points out that when people in Second Life talk about “accessibility”, it is invariably from the perspective of learning to do things within the platform – getting to grips with the viewer, walking, talking, building, etc., and the “steep learning curve”. However, would argue that the issue starts much earlier than that.
  • The real issue with accessibility is not what to do / how to do it, but in getting people comfortable with the idea of using avatars and virtual spaces.
  • Has personal experience of this through building both Second Life and High Fidelity² and notes that by-and-large a typical reaction of anyone being asked to sit down and try any virtual world / space for social interaction will likely express interest in the experience, but discomfort at the idea of making it a part of there daily interactions in the manner promoted by the likes of Meta, etc.
  • Ergo, the first step in accessibility is moving things to a point where people are comfortable within idea of using avatars and a virtual presence. Only when this has been addressed, and people are comfortable with the idea, can the wider issues of moderation, world-building, economics, etc., be tackled.
  • Believes the way to do this is to make avatars more visually expressive – which is itself a tough proposition [see, for one thing, the issue of the Uncanny Valley], and towards the end of the video expresses how this could be done by using webcams on laptops, mobile devices to capture facial expressions and have the back-end software then translate these onto avatar faces [an approach LL have indicated they plan to develop in 2022].

  • Does see spatial audio of the kind High Fidelity has been developing as a factor in enabling greater depth of interaction, particularly within groups of people, but really sees the ability to mimic facial expressions, gestures, etc., to provide that underpinning level of non-verbal communications as a core part of making avatar-based interactions more acceptable to a larger audience.
  • In terms of avatars, expressiveness, etc., does point out that avatars should not be equated necessarily to “digital twins”  – that your avatar must be a digital representation of Second Life, and his opinion is that this should preferably be true in future virtual worlds / spaces.
  • However [and assuming adoption of virtual spaces into the work medium] sees a possible issues over “class distinction” between those ability interact “in real life” in person or through mediums like Zoom, etc.,  and those interacting through the purely digital, which may have to be addressed.

On the Linden Dollar and Crypto-Currencies

  • Offers a background on the Linden Dollar and why it uniquely works as a virtual currency, presenting something of a mix between crypto and regulated fiat money.
  • Highlights some of the issues with current crypto and why it is presently not a good medium for virtual economies.

On Mobile – Second Life and in General

  • Second Life (and Facebook) arrived before the first of large-screen, images / graphics capabilities arrived on the market in the form of the iPhone. As such, SL was solely geared towards desktop systems, as there was no reason to even consider the idea of compact, powerful mobile devices.
  • Admires the way the Minecraft has made in-world building so intuitive on mobile, and believed that is something virtual worlds need to achieve.
  • Personally believes it is essential for virtual worlds to offer convenient access from multiple devices, noting that perhaps the biggest world-wide platform in this regard is probably Android.
  • Thus the question is one of what features can be included with a mobile solution, and which features should be included when compared to the more immersive “hands-on” capabilities.
  • Allowing for his status as an advisor, he can say that Linden Lab is actively working on mobile. [I try to provide updates on this when there is news, using the SL Mobile tag in this blog.]
  • Suggests that LL could possibly engage in some form of “smaller” acquisition³ or building on an open-source tool.

General Comments

  • In discussing the 20th anniversary of the rezzing of the first prim in LindenWorld – see: Happy 20th rezday to Second Life’s humble Prim!, noted that a good part of the magic of early virtual worlds was that of in-world, real-time building, including doing so collaboratively, and helped build a sense of social engagement and sharing which more recently platforms (or SL through mesh) have either never had or have perhaps lost.
  • In talking about the primitive system, drew a comparison with the current hype around NFTs, noting that (with the introduction of the permissions system) every prim in SL is unique in terms of its creator, data and time of creation, UUID and what subsequent owner might do with it (modify it, copy it, pass it on / sell it to someone else), all of which are indelibly recorded in its metadata.
  • Noted that if “the metaverse” is to be as influential on live and work, etc., as the world Wide Web, then it not only needs people, but content. In particular notes that at its peak growth, the WWW was adding 300,000 new pages of content a day (2012). Clearly, in terms of virtual spaces, an exponential growth rate is liable to prove too much for a single corporate entity to manage.
  • Re-iterates the view that in terms of VR headsets, it is not the weight, the nausea or (in the case of Second Life) potential issues around frame rates, etc., that is key to increasing general adoption by consumers. Rather, it is in making the use of such headsets more inherently “safe” and less anti-social in terms of using them in physical rooms / locations where others are present.

Footnotes

  1. Avi Bar-Zeev has been a pioneer, architect and advisor in Spatial Computing (AR/VR/MR/XR) for nearly 30 years, behind the scenes in the world’s largest tech companies and at large. In early 2010, he helped found and invent the HoloLens at Microsoft, developing the first prototypes, demos, patents, plans and UX concepts, sufficient to convince his leadership. At Bing, he built first prototypes for developer-facing aspects of AR, sometimes called the “AR cloud.” At Amazon, he helped create PrimeAir as well as Echo Frames. He most recently helped Apple advance its own undisclosed projects. In 1999-2001, he co-founded Keyhole, the company behind Google Earth, and helped define Second Life’s core technology (and created the code that gives us prims). Back in the 1990s, he worked on novel VR experiences for Disney, including “Aladdin’s Magic Carpet” VR Ride, the “Virtual Jungle Cruise” and “Cyberspace Mountain.”
  2. For those who may not be familiar with it, High Fidelity Inc was originally set-up to create a VR headset-centric, decentralised virtual spaces / virtual world platform. However, the company pivoted away from this in 2019/2020 with the realisation that consumer VR systems are these not yet a comfortable proposition for the majority of people.
  3. This should probably not be conflated with any idea of buying Lumiya (which has been a constantly-stated view by some users). so far as I’m aware, there is no line of contact between Linden Lab and Lumiya’s developer.