VWBPE 2015: Ebbe Altberg – LL’s Next Generation platform

On Wednesday, March 18th, Ebbe Altberg gave the keynote presentation at the 8th annual Virtual Worlds Best Practice in Education (VWBPE) conference, which runs from March 18th through 21st inclusive, in both Second Life and OpenSimulator.

Ebbe Altberg: opening keynote at the 2015 Virtual worlds Best Practice in Education conference, March 18th
Ebbe Altberg: opening keynote at the 2015 Virtual worlds Best Practice in Education conference, March 18th

His key address lasted a little over an hour, in which he outlined the Lab’s approach to education and non-profits, provided some insight into what Lab’s future plans, and discussed further information on the Next Generation platform. Following this, he entered into a Q&A session, which ran beyond the main session time, switching from voice to text chat in the process.

The following is a transcript of his core comments on the Lab’s next generation platform. These commence at the 31:20 mark into the official video of the event, although obviously, mention is made of both in reference to education earlier on in his presentation, as Ebbe discusses education, issues of accessibility, etc. I’ve included audio excerpts here as well, for further ease of listening to his comments whilst reading. Time stamps to both the audio tracks and the video are supplied.

The Summary

Click the links below to go the relevant section.

Ebbe Linden as he appeared in-world at the VWBPE 2015 conference
Ebbe Linden as he appeared in-world at the VWBPE 2015 conference

On the Name

[00:00 / 31:20] So, the future platform for virtual experiences. We’ve said that the next generation platform, we still don’t have a name for this thing; we have a code name internally, but we don’t want to leak that out or use that, because that could just be confusing and distracting, and it’s probably going to change soon anyway. So we just refer to it as “the next generation platform”.

[00:21 / 31:42] We do not refer to it as “SL 2.0”, because that might imply a little too much linearity, and we don’t want to necessarily constrain ourselves by the past; but we also want to obviously take advantage of, and leverage, our learnings from the past.

Progress to Date

[00:39 / 31:38] But the progress is going every well. I would say we’re about 8-9 months in on working on this; I would say the last six months have been absolute, full-on with a big crew. We’re talking close to 40 people or more; probably 30+ just engineers, and then obviously a bunch of product managers and designers working on this product.

New User Discovery and Experience

[01:12 / 33:33] And there’s a number of areas where we think about it quite differently from Second Life, and we did spend quite a lot of time thinking about why did Second Life hit the ceiling, if you will. You know, many years ago it peaked at 1.1 million monthly users and these days it’s around 900,000, so it’s not a huge difference from the highs and where we are today,

[01:38 / 32:59] But why didn’t it go to five million, ten million, 100 million?  And what can we do to  solve some of the things we thought caused it to sort-of max out there?

The Lab is hoping their next generation platform will bridge the gap between niche and mass adoption. This may prove easier said than done
The Lab is hoping their next generation platform will bridge the gap between niche and mass adoption. This may prove easier said than done

[01:52 / 33:11] One area where we want to think quite differently is discovery; how do I discover an experience? Today you pretty much have to be inside Second Life to discover an experience, and we want to make it a lot easier for people to be able to discover an experience from the outside. So that you can create an experience, and [people can] much more easily find your experience and enter your experience without having to necessarily at that point being aware of the notion of this platform or what other types of things are available to them. They can discover those as they go along. Make it easier for you to bring your audience directly into your experiences.

Platform Accessibility

[02:36 / 33:55] Accessibility. Today, when you leave your PC, you pretty much leave Second Life behind, [so] what can we do to make sure it’s available on more platforms? It’s obviously getting more complicated now with all these VR platforms, so what used to be PC, windows and Mac, which we support today; and then mobile, which you can get access to today if you use a third-party service like SL Go or some other clients that support mobile.

[03:10 / 34:29] But we want to think about mobile as something we can support form the beginning; but again, the number of platforms across mobile, PCs and VR … [there’s] more and more of them. so it’s tough to keep up.  So we are building a next generation platform from the ground up to make possible for us to take advantage of all these different platforms.

Scalability and Creativity

[03:37 / 34:57] Scalability. This is a really important one; an event like this highlights it.  There’s a tremendous amount of effort that goes into putting on  a meeting like this with just a couple of hundred people in-world. We have to put together four corners and you have to do a lot of work, and it’s still creaking at the seams as we speak, to put something like this on.

[04:06 / 35:25] We want [with the] next generation platform to make the size of an event like this to be a trivial exercise, and then figure out how, with various techniques, to make it possible to do events like this for tens of thousands of people.

[04:26 / 35:46] That’s one way to think of scalability: how do you get more people in a region, how do you get more people to be able to participate in an event at the same time. but [there’s] also the scalability for creators. How do you make it possible for creators to not only be able to reach a larger audience, but also make more money, too.

[04:44 / 36:14] Take the classroom that Texas A&M put together for teaching kids chemistry. The developers of that experience of teaching chemistry, they probably did as a one-off, for some fee, job for Texas A&M to create that classroom. When the classroom is used by students at Texas A&M, you know, 20 students, whatever, then that experience is fully in use.

[05:22 / 36:41] What if that developer could have an unlimited number of copies of that experience to rent out or sell, and every institution could use that virtual classroom all at the same time? That makes for a much more appealing prospect for a creator of an experience, and gives them a greater opportunity to monetise their experience. And then we’ll get more high-quality content creators introduced into  the economy, and then everything sort-of heads upwards. So that’s something we think about a lot.

Quality and Ease of Use: Physics, Avatar Design, Shopping

[05:56 / 37:16] We also think about quality. Quality is a range of things: ease of use, quality of physics, lighting, basic performance of how smooth are things, how easy is it to do things, how natural an avatar can we make.

[06:21 / 37:41] The skeleton system in the new avatars we’re working on are way, way, way, more complex than what we have in Second Life.

[06:29 / 37:48] How can we make it easier for people to shop and get dressed and do these types of activities with much higher visual fidelity at the same time. So we think a lot about that.

Revenue Generation for the Lab

[06:46 / 38:05] And then monetisation – the way  we [Linden Lab] monetise. I’d say our business model is a little be strange in Second Life today. We charge you a lot for land, and then we charge you almost nothing for all of the transactions that happen in-world. So, I’ve said this before, but generally we think about how do we lower our property taxes by a lot and at the same time, we’ll have to raise sales taxes to make some of the difference.

[07:15 / 38:35] And then also how can we build a platform that [is] technically less demanding, so that it costs us less to operate all of this content that we’re running all of the time, so that we can have a lower barrier to entry, and make it possible for people to come it and create some really interesting things at very low cost. And so that’s a big focus for us. How can we make less money per user, almost, but have a lot more users, is kind-of the core of the puzzle we’re trying to solve for.

Continue reading “VWBPE 2015: Ebbe Altberg – LL’s Next Generation platform”

VWBPE 2015: meeting at the Crossroads

VWBPE 2015: the main auditorium stands ready
VWBPE 2015: the main auditorium stands ready

Wednesday, March 18th marks the start of the 8th annual Virtual Worlds Best Practices in Education (VWBPE) conference, which will be taking place in both Second Life and the OpenSimulator based AvaCon Grid.

The theme for this year’s event is Crossroads, and will include a presentations by keynote and featured speakers, panel discussions, workshops, social events and more, running through until the conference closes on Saturday, March 21st.

Full details on conference events can be found on the VWBPE conference calendar. However, for ease-of-reference, here’s a quick run-down of the keynote and featured speakers, and the main discussion panels. together with other pertinent information. As always, all times are SLT.

The conference includes exhibition and workshop areas
The conference includes exhibition and workshop areas

Wednesday, March 18th, 2015

Thursday, March 19th, 2015

The VWBPE main plaza in SL
The VWBPE main plaza in SL

Friday, March 20th, 2015

  • 07:00: featured speaker, Jeroen Frans: Creating Dinosaurs & Earning Badges, at the VWBPE SL main auditorium
  • 09:00: Virtual Ability panel discussion moderated by Zola Zsun/Linda Lindsey, at the VWBPE SL main auditorium
  • 13:00: Featured speaker, Sensuous Maximus: Bootcamp for Virtual Teachers, at the VWBPE SL main auditorium
  • 14:05: Quadrivium Networking Topic: Educators and the Second Life Viewer facilitated by Oz Linden, at the VWBPE SL main auditorium

Saturday, March 21st, 2015

Notes on Attending

The VWBPE conference is free to attend, although there are donation options available for those wishing to support the conference.  Those wishing to attend all of the conference activities across the four days of the conference will need accounts for both Second Life and AvaCon grid – please refer to Accessing the Conference for further details.

Additional Links

Lab asks educators to share their success stories

secondlifeLinden Lab has issued a blog post and started a discussion thread in the forums on the subject of educational success stories in Second Life.

In particular, they are keen to hear of success stories within the educational sector and by those who have been using the platform for educational purposes (outside of teaching new residents how to use Second Life, An area in which the Lab already knows there are in-world organisations at work in that area as well).

The blog post reads in full:

Are you an educator seeing positive results from using Second Life? We’d love to hear from you! Please join us in this Education Forum thread to share your answers to the following questions:

  1. What educational organization do you represent?
  2. How do you use SL in your educational endeavours?
  3. Most importantly, what positive results have you seen from using SL?

From direct conversations, press coverage, and the like, we’ve heard of a number of organizations seeing positive results using Second Life for education, but we’re always eager to hear more and we hope you’ll add your voice to the thread.

Thanks!

Commenting on the post and requires, Peter Gray, the Lab’s Director of Global Communications told me, “We kicked off this thread because having a current collection of shared success stories is certainly helpful to our PR efforts, helps further our understanding of that community, and can also be a useful resource for people who may be interested in using SL in similar ways. We’ve spoken directly with a number of educators active in SL and certainly keep an eye out for these kinds of stories in the press as well, but we’re always eager to hear more.”

And it is not only educators and educational institutions the Lab wished to hear from, as Peter went on to state, “While we’re particularly interested in success stories from educators affiliated with educational institutions, we’d also be happy to hear from anyone who’s seen positive results using SL in their educational endeavours.”

So, if you do have a story of educational success and Second Life to tell, please be sure to join the conversation.

VWBPE 2015: of deadlines, calendars and registrations

VWBPE_LogoThe 2015 Virtual Worlds Best Practices in Education (VWBPE) conference will take place in Second Life and OpenSim between Wednesday, March 18th and Saturday, March 21st inclusive.

VWBPE is a global grass-roots community event focusing on education in immersive virtual environments which attracts 2200-3500 educational professionals from around the world each year.

The theme for this, the 8th VWBPE conference is Crossroads, and the organisers have released an update to remind people that the first set of crossroads regarding their involvement is approaching, with deadlines drawing near.

Important Dates

VWBPE Exhibition submissions extended – but must close on Friday, February 27th

Exhibition space is available at the main VWBPE venue in Second Life, providing the opportunity for exhibitors to display and promote their products and / or services in 3D. Spaces within the exhibition area are limited, and will be provided on a first come, first serve basis, with priority being given to educators, community organizations, and non-profits.

Please visit the conference Exhibits page for further information.

2015 Thinkerer Award nominations set to close on Sunday, March 1st

Named after its first recipient in 2014, Thinkerer Melville (Selby Evans in the physical world), the Thinkerer Award is presented to an individual whose deeds and actions have shown consistent selfless service towards the promotion of learning, community, and educational practices, and who exemplifies the spirit of cooperative development within immersive environments.

Nominations are currently open for potential recipients of the 2015 award, and those interested in nominating someone are directed to the Thinkerer Award nominations guidelines for further information.

Post-Conference Tours – submissions close on Friday, February 27th

Explorations – the VWBPE post-conference virtual tours – provide an opportunity for  educational leaders to share their visions of education beyond the traditional classroom setting, by offering tours of their virtual environments to their VWBPE peers.  These tours have historically generated the greatest excitement in the spirit of inspiration and sharing, and and promise to do so again, both through them and through the use of social media tools.

Those wishing to present a tour of their virtual environment can find the guidelines and submission requirements for doing so on the VWBPE Explorations page.

The Programme and Calendar

vwbpe-15The conference calendar is now available, and can be seen on-line (use the Go To options to advance to March and the conference, if necessary).

Conference events will commence at 13:00 SLT on Wednesday, March 18th, with the opening keynote address by Ebbe Altberg, entitled Education in Second Life and in the Future. This will see Ebbe share his thoughts on the value Linden Lab places on the education market, some of the compelling educational uses cases he’s seen during his tenure as CEO, and his perspective on how virtual experiences and education will be important to one another in the future.

Following the opening keynote, and throughout the four days of the event, the conference will present a mix of keynote addresses, presentations, talks, discussions and more, covering a broad canvas of education and virtual mediums.

Attendance

Attendance at the conference is free, and the attendee registration page is open. For those who which to support the costs involved in staging VWBPE events in both Second Life and OpenSim, can also opt to register using one of the Crowdfunder options available via the registration page.

Sponsorship

Best Practices in Education are at the forefront of a technically revolution that is creating inspiring innovation in the classroom; a revolution which is adding momentum to the intersection where academic learning meets a student’s willingness to engage in simulations which build moral character, leadership ability, and critical thinking.

Be a part of these exciting trends by helping support a conference for educators who use leading edge tools and techniques in the classroom. The VWBPE conference reaches over 3000 educators from around the world who are advancing these educational techniques.

Donations are used to help create open-sourced, peer-reviewed archives which extend well beyond the 3-4 days of the VWBPE conference, as well as permit teachers and educators to learn how to work with changing technologies in the classroom.

In addition, your brand recognition will expand well beyond a simple 4 day conference given that it will be part of the public record and accessible through the US Library and Archives. You can view past conference proceedings at the Journal of Virtual Studies.

There is no better investment than in educating the future leaders in advanced education, so learn today how to become a sponsor for the 8th Annual Best Practices in Education Conference.

Related Links

VWBPE 2015: Ebbe Altberg, a final call for papers, and sponsors

VWBPE_LogoThe 2015 Virtual Worlds Best Practices in Education (VWBPE) conference will take place in Second Life and OpenSim between Wednesday, March 18th and Saturday, March 21st inclusive.

VWBPE is a global grass-roots community event focusing on education in immersive virtual environments which attracts 2200-3500 educational professionals from around the world each year.

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

As well as keynote speakers, activities include presentations and workshops which span all of education from primary through to post-graduate levels. 2015 marks the eighth year in which the conference has been held.

The theme for this years event is Crossroads, and the event’s opening speaker, as many already know, will be Ebbe Altberg, Linden Lab’s CEO.

Ebbe Altberg: opening VWBPE 2015
Ebbe Altberg: opening VWBPE 2015

VWBPE 2014 marked one of Ebbe’s earliest public appearances before users in an open forum. Over a period of 90 minutes, he demonstrated his willingness to engage directly with people when he took an unscripted questions-and-answers session (full transcript) with the 200 people in attendance or watching the livestream. Since that time, and throughout 2014, he continued to meet with a wide range of groups and communities – including representatives of the education sector.

With the Lab now engaged on both enhancing Second Life to the best of its abilities and in developing a new virtual world(s) platform,  there is liable to be a lot of interest in what is said during his presentation.

Final Call for Proposals – Reminder

The VWBPE attracts a wide range of speakers from the education sector, non-profit organisations, the arts, and so on. As noted in the original announcement that Ebbe would be opening the event, there is an open invitation to anyone who would like to make a presentation or run a workshop. However, the clock is now counting down.

If you are intending on submitting a proposal for a presentation or activity at this year’s event, please remember that the closing deadline for proposals is Wednesday, January 14th, 2015 (extended from December 14th, 2014). Proposals should be submitted on-line via the VWBPE Conference Central site (registration required), and guidelines are also available.

Sponsorship

As a volunteer-based event, VWBPE depends upon sponsor support, and 100% of all sponsorship goes directly to funding each year’s conference to cover expenses such as the provisioning of information systems, development of video and machinima (and associated archives), live video streaming, social activities, professional building (mesh object) design and construction for virtual venues, graphics design and swag bags for attendees. No-one involved in the organisation of the conference receives a salary or stipend.

Several levels of cash sponsorship packages (US dollar value) are available for those interested in supporting the conference. Details of these, and the benefits of sponsorship, can be found on the conference sponsorship page.

Related Links

 

The Great Gatsby: virtually redefining educational outreach

Explore TGGThose of us involved with and immersed in virtual worlds are very familiar with the power and opportunities they offer for educational purposes.

In January and February 2015, this will again be demonstrated in a unique way as literature, live theatre and a virtual world combine to present theatre goers and school children with the opportunity to not only witness the unfolding of one of the great stories from American literature – F. Scott Fitzgerald’s The Great Gatsby – but to actually immerse themselves in the story itself due to a new an unique collaborative partnership between the Tacoma Little Theatre (TLT), in Tacoma, Washington state, and the folk at Seanchai Library.

From on January 23rd, 2015 through until  February 8th, TLT will be presenting Simon Levy’s stage adaptation of The Great Gatsby, directed by Dale Westgaard, to adult audiences and daytime audiences from local schools.

Coinciding with the play, through their extensive facilities on Kitely, the Seanchai Library will be offering audiences and schools attending performances with the opportunity to explore the world presented by the novel from the comfort of their own home or from within the classroom.

Explore Gatsby will run alongside TLT's production of 's stage adaptation of the novel, giving patrons the opportunity to explore F. Scott Fitzgerald's world in greater detail
Explore Gatsby will run alongside TLT’s production of Simon Levy’s stage adaptation of the novel, giving TLT patrons and schools  with the opportunity to explore F. Scott Fitzgerald’s world in greater detail

Explore the Great Gatsby Online, the début production in Seanchai Library’s EXPLORE the Stories Behind the Art series, will open its doors on January 14th, 2015. It will offer visitors the opportunity to visit key locations from the novel and play, and in doing so learn more about the era in which the story is set, explore Fitzgerald’s life and writings and discover more about the theatre in which the play is being performed.

On offer within Seanchai Library’s virtual environments will be a reproduction of the fictional West Egg, where the story’s narrator, Nick Carraway rents a small holiday guest house, only to find himself living next door to the enigmatic Jay Gatsby, giver of lavish summer parties. Both Carraway’s little holiday house and Gatsby’s mansion will be open to explore.

Also presented with the Explore Gatsby facilities will be a portion of East Egg, where Daisy Buschanan, the subject of Gatsby’s desires, lives in opulence with her husband Tom. Here, behind the Buchanan mansion’s façade, will reside a reproduction of the Tacoma Little Theatre itself, offering the opportunity for people to discover more about the theatre itself, which is among the oldest community theatres in the United States, and the oldest on the U.S. west coast, with a rich heritage going back to 1918.

And, of course, there will be the opportunity to visit the so-called “Valley of Ashes”, the industrial dumping ground so pivotal to the unfolding story, which lies between the fictional East and West Egg and the beating heart of New York City.

These various locations will serve as venues for a range of live events which both support TLT’s  production of The Great Gatsby and which also encourage visitors to further immerse themselves in literature, the stage and more; there will be readings and performances from the novel, interactive elements, within the various settings will provide information on a broad range of subjects, including information on the 1920s and the social issues people living then faced, the characters from the novel, etc.

Explore Gatsby will essentially be an educational study guide brought to three dimensional life. Through a special portal currently being developed by Seanchai Library, visitors will be able to learn how to download and use a viewer and operate an avatar, and then connect to Explore Gatsby in Kitely.

Tacoma Little Theatre will feature in Explore Gatsby, allowing people to discovery more about this historic community theatre
Tacoma Little Theatre will feature in Explore Gatsby, allowing people to discover more about this historic community theatre

Of special note with the project is the fact TLT present daytime performances of the plays they stage for local schools to attend. Thus, through their Explore Gatsby partnership with Seanchai Library TLT is presented with a dramatic – no pun intended – new way to engage with teachers, educators and school children in an immersive manner which links the performance of the play directly with classroom learning opportunities. The same also goes for TLT’s patrons, who can take a performance of The Great Gatsby home with them and them delve into Gatsby’s world through the Seanchai Library’s virtual recreations and events.

As noted above, Explore Gatsby will be opening its doors on Wednesday, January 14th, 2015, with in-world events and activities commencing on Friday, January 16th. Everyone involved in virtual worlds is extended a warm invitation to pop along and join in with planned activities as they take place – a programme calendar will be available nearer the time, and I’ll also be presenting it through these pages.

I’ve been privileged to be associated with Seanchai Library for a while now, and as a part of this association, I will be covering Explore Gatsby and the EXPLORE the Stories Behind the Art series as it develops. I’ll be kicking-off things in due course with a behind-the-scenes look at preparations for the début production.

Related Links