Lab issues call for Oculus Rift beta testers

secondlifeOn Wednesday March 12th, Linden Lab issued a call for people willing to help beta test the upcoming Oculus Rift enabled SL viewer.

The call, made via a blog post, reads in full:

The Oculus Rift offers exciting possibilities for Second Life – the stereoscopic virtual reality headset brings a new level of immersion to our 3D world, making Second Life a more compelling experience than ever before.

Though a consumer version of the headset isn’t available yet, we’ve been working with the development kit to integrate the Oculus Rift with the Second Life Viewer. We now have a Viewer ready for beta testers, and if you have an Oculus Rift headset, we’d love to get your feedback.

If you have the Oculus Rift development hardware and would like to help us with feedback on the Viewer integration, please write to sl_oculus_beta@lindenlab.com to apply for the limited beta.

Oculus Rift: the headset-enabled viewer is now ready for beta testing
Oculus Rift: the headset-enabled viewer is now ready for beta testing

As noted in the post, the headset isn’t commercially available as yet, but the pre-release version with the Oculus Software Development Kit is currently available for $300.00 directly from Oculus VR themselves. If you have a kit already, now is the time to sign-up!

As I reported in December, VoidPointer Linden had indicated that the work on making the viewer operate with the Oculus Rift headset was “feature complete”. This fuelled an expectation that a project viewer might make an appearance either before, or soon after Christmas, 2013.

However, Oz Linden shortly afterwards indicated the “soon” might be something of a relative term. Since both of those announcements, the Rift viewer has been working its way through the Lab’s QA process, and while it didn’t appear as quickly as perhaps VoidPointer had hoped. Even so, when commenting on the status of the viewer back in December, he was able to confirm a few things about it:

  • The same viewer can be used in both a “normal mode” and a “Rift mode”
  • There will be no apparent changes to the viewer / UI when in “normal mode”
  • Frame rates when in “Rift look” will be very much down to the user’s own hardware  (unsurprisingly).

Elsewhere, it had been indicated that when in “Rift Look”, UI menus may float over the user’s head, keeping them out of the field of view until such time as needed. This was certainly the case when Simon Linden tried the viewer earlier in “013, but it is unclear if this approach has been carried forward – so that’s one for the beta testers to discover.

There is no timescale for how long the beta testing will last, but this announcement brings official support for Occulus Rift (users can also use David Rowe’s CtrlAltStudio viewer, which provides preliminary support for the headset) a step closer to reality.

The Drax Files Radio Hour: Second Life is Go!

radio-hourThe ninth podcast in the The Drax Files Radio Hour unsurprisingly focuses on the launch of the SL Go service (Beta) by OnLive (review here).

As most people are now surely aware, SL Go is a means of accessing the full richness of Second Life on a tablet (or mobile device with a large enough screen) via OnLive’s streaming service, with the options of also accessing it via a computer or via a television (additional hardware required in the case of the latter). The mobile offering is initially Android only, but an iOS version is also promised.

SL Go is was launched as a part of the overall re-emergence of OnLive from an 18-month, self-imposed silence following the original company getting into difficulties prior to being bought out by Gary Lauder, who was an early investor in the original OnLive through his company, Lauder Partners.

As well as releasing the SL Go Beta on Wednesday March 5th, OnLive also launched their new CloudLift games subscription service ($14.99 a month) and their OnLive Go service (of which SL Go forms a part), which is specifically aimed at getting people up-and-running with MMOs and virtual worlds.

The SL Go website
The SL Go website

A key sticking point with SL Go where SL users are concerned has been that of pricing, with the pay-per-minute (or pay-as-you-go, depending on your preference in referring to it) plan receiving a broadly negative response. During the podcast, Draxtor interviews Nate Barsetti, Senior Manager of Customer Relations at OnLive, and Dennis Harper, the Senior Product Manager for OnLive, and the subject of pricing and potential future options is raised, as I’ve commented upon in a post on the SL Go pricing model.

Nate Barsetti is very much the voice of SL Go, having appeared on both Designing Worlds during a special programme about the new service and a follow-up Q&A session, as well as spending around an hour talking to Drax about the service, much of which appears in this podcast. Again, as I’ve previously mentioned, Nate is actually in a good position to discuss both SL Go and Second Life; he is both an ex-Lab employee (Scout Linden) and a long-time and very active resident, leading a Star Wars role-play community.  As such, he offers some interesting insight into the various decisions taken vis-a-vis SL Go.

Dennis Harper’s interview is equally interesting. Not only does it echo the potential for OnLive to revisit things like pricing models (this is only a beta, after all), but also because he talks about his own exposure to Second Life, which seems to amount to being given a copy of Wagner James (Hamlet) Au’s book and being told to get on with it! Dennis also offer-up and interesting view as to how OnLive themselves might at some point get more involved in Second Life, possibly helping those new to the SL environment. He also points-out that SL Go support is actually made-up of SL residents. Also interviewed about SL Go is none other thanStrawberry Singh, who offers a balanced view of using the service.

Away from this, The Drax Files Radio Hour gained a new sponsor in the week ahead of the podcast in the form of Leap Motion. To mark this, the show is giving away two Leap Motion devices, one each in two separate competitions. For this podcast, the competition is open to those who use Facebook,  while next week a second Leap Motion device will be given away in a competition exclusively for SL users who don’t use Facebook.

Draxtor has been involved in working with the Leap Motion controller with Second Life for a while, and produced a video on his attempts. More recently, Leap Motion reached out to Linden Lab about integrating the controller with the viewer, and members of the Firestorm team are now working with Leap Motion to make this happen.

Elsewhere in the show, SL advertising is touched upon, as is more unfolding news surrounding Bitcoin, and the re-opening of the SL JIRA gets a mention.

Even if you’ve read all there is to read on SL Go, the show is worth a listen-to. Both Nate Barsetti and Dennis Harper are pretty open and honest in their comments,  and the conversations with them really do help put aspects of SL Go into perspective.

@SLOfficialtweet branded “not official” by Linden Lab

A new Twitter account appeared on Friday March 7th. “SecondLife Official” (@SLOfficialtweet) billed itself as the “new Second Life official twitter page”. This took a number of people by surprise, given there is a legitimate Second Life Official Twitter account (@SecondLife).

The appearance of the account prompted a question on its legitimacy from Strawberry Singh (among others), which in turn prompted an immediate and unequivocal response from Linden Lab:

false accountPeter Grey, the Lab’s Director of Global Communications further underlined the unofficial nature of the account in an e-mail to me, stating:

That account is NOT official, nor from Linden Lab. It was first brought to our attention this morning, and we’ve been replying to queries on Twitter about it to confirm it’s not legit.

The account doesn’t appear to be a phishing attempt – the link included in the account header seems to refer to the official secondlife.com website. However, as it stands, it is likely that this account could be blocked / removed by Twitter as it would appear to be a pretty clear attempt at brand impersonation and trademark misuse.

Parody accounts, unaffiliated accounts, etc., are not new on Twitter. However, many of these do carry an indication that they are not in any way official. Twitter also have an account verification process for those accounts that might be subject to impersonation in order to further help prevent issues of misrepresentation. Given the extent to which the Lab uses Twitter, having their own official account verified might help discourage this particular prank from being repeated in future.

SL JIRA officially open – with limits

In keeping with an earlier promise, On Thursday, March 6th, Linden Lab re-opened the JIRA to public scrutiny.

Broadly speaking, this means that:

  • All users will be able to see all BUG issues, all the time
  • All users will be able to comment prior to a report being triaged; post tiraging, reports will open to comment only by the original reporter, LL staff and those from the community (TPV developers and others selected by Linden Lab for having demonstrated skills in this area)
  • The “New Feature Request” is back.

There is a blog post announcing the change, and which indicates there is a limitation:

While we want to make issues visible for the reasons described in our last post, we’re not going to extend this to old issues, because at the time they were created, users knew that those reports would have limited visibility and they may have included sensitive and/or private information. We don’t want to take information that someone thought would be private and suddenly make that visible to everyone, so the new visibility settings will apply only to new issues.

As of Thursday March 6th, the SL JIRA is again open to public viewing - however, only BUG reports filed on or after than date will be viewable to all ...
As of Thursday March 6th, the SL JIRA is again open to public viewing – however, only BUG reports filed on or after than date will be viewable to all …

Even with this limitation, this is a positive step forward in allowing users to again be more pro-active in providing assistance in identifying issues, duplicates, etc., and enabling a better degree of investigation to be carried out when a problem is encountered.

... older BUG reports will only be viewable to those with the requisite permissions
… but older BUG reports will only be viewable to those with the requisite permissions

Note that in order to browse / view BUG issues, you must be logged-in to the JIRA system (STORM, VWR and SVC issues remain browsable without being logged-in). Also, bear in mind MAINT issues will remain unviewable, as was the case before the JIRA was closed.

The Drax Files Radio Hour: the reality of the virtual

radio-hourThe latest Drax Files Radio Hour podcast is packed with a lot to take in.

There’s the usual general chit-chat at the start, with references to news that Oculus components are in short supply segueing into ideas for packaging SL with the Oculus – and I’ll be a damp squib here and say even if that were to happen, it likely wouldn’t result in a major uptick in SL sign-ups; not because I feel Oculus doesn’t have a place in SL, but rather because a lot more needs to be done elsewhere in order for this to happen.

The new user experience gets mentioned, and here I agree with Jo: hand-holding isn’t always necessary (or required); it’s getting people connected to the things they are interested in (or that attract them) and people they can interact with, that counts first and foremost.

Bitcoins examined (images via Robert X. Cringely’s “I have my doubts about Bitcoin“)

With the news that the Bitcoin world has (again) been caught in controversy, Karl Stiefvater provides explanation and insight into things – and after the confusion evident within some BBC coverage on the subject, he should be loaning his skills to Auntie Beeb. Then there are the usual links and bits in the blog post itself.

However, the two things that make this episode are the interviews. The first of these is with Pamela from a local sheet music store visited by Drax, and the second with researcher Nick Yee.

In the first interview, Drax attempts to interest Pamela in Second Life, and the ensuing conversation demonstrates just how hard a task it can be when trying to move people away from preconceptions – regardless as to how exposed (or not, as in these case) they’ve been to SL. In this, it’s interesting to hear that while Pamela has heard of Second Life, she admits to not having tried it. Nevertheless, her mind is completely closed to it and its potential; so much so that even when Drax puts valid reasons as to how SL can be both fun and beneficial, her response is to marginalise the positive in what he’s saying.

There’s a huge amount of depth to this interview which may not be immediately apparent from what is said. For example, the idea of the avatar as a mask and how we respond to it being so are strongly contrasted. While those of us engaged in platforms such as SL see the avatar as a mask and the anonymity it gives us as being largely positive, going so far as to quote Oscar Wilde (“Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth”); it is equally clear that those outside of SL see that same anonymity as largely negative, something which is used to hide intent.

There’s clearly a complex series of interactions going on here, some of which appear to have been hardwired into us at some point. That this is the case  – something which is very much examined in the follow-on interview with researcher Nick Yee. He refers to this imposed divide between the real and the virtual and how our views from one shape our opinion towards the latter, as “cognitive hardwiring”. He draws a fascinating picture as to how he believes it came about, one which does have merit.

Nick Yee
Nick Yee

Nick is in good position when it comes to commenting on our relationships with virtual mediums, having been studying it for around a decade, using the likes of SL, World of Warcraft and other platforms – six years of which were spent running The Daedalus Project.

More recently, his work formed the basis of an article in Slate magazine, which also links to his recently published The Proteus Paradox: How Online Games and Virtual Worlds Change Us– and How They Don’t, an examination of our increasingly complex relationships with our digital Doppelgängers and virtual environments. I actually reported upon both the Slate article and the book back in January.

He also touches upon another aspect of our involvement with virtual environments: how they can often perpetuate stereotypical views and attitudes, and his description around use of gender within World of Warcraft is fascinating to hear. In relating this  particular study, he tends to also underline the fact that many of our attitudes to virtual worlds, whether actively engaged in them or not, may well be two sides of the same cognitive hardwiring coin. That is, the same hardwiring which encourages those not involved in virtual worlds to look upon them somewhat suspiciously and / or negatively, also encourages those active within such environments to reinforce artificial stereotypes and attitudes, thus adding another layer of complexity to the discussion.

Beyond this, his reference to the “Malibu Model” and how that may in turn have contributed to the backlash against SL after its 2007/08 expose to the media hype cycle makes for interesting listening.  I’m almost tempted to say when it comes to promoting SL and the Malibu Model (were things to move in that direction – and that shouldn’t be taken as an endorsement on my part that I think it in any way should!),  Nick certainly offers a new potential strap line for SL: “Where The Decadence Comes So Cheap”. OK, maybe not… However, it again tends to point towards external influences shaping perceptions and responses, again underlining the complex series of interactions which exist between the real and the virtual.

Feedback

Another fascinating podcast with two outstanding interviews – I could easily have written a book on both, and have actually only scratched at the surface of the Nick Yee interview. I’m equally aware that I’ve presented Pamela’s conversation from a certain perspective, because I do feel it underlines an issue SL and virtual worlds do face when attempting to reach a broader audience. Therefore, I do encourage you to go listen to both interviews yourself.

I’ll likely be returning to Nick Yee’s work in the future, as The Proteus Paradox: How Online Games and Virtual Worlds Change Us– and How They Don’t is currently sitting in my “to read” pile of books (actually occupying the number 4 slot right now!).

Lab to re-open the JIRA

secondlifeOn Friday February 28th, Linden Lab announced that the JIRA is to be re-opened to public scrutiny.

The changes will be occurring in week 10 (week commencing Monday March 3rd), and follow hard of the heels of a series of comments by Ebbe Altberg on the subject, made in a forum thread. welcoming him to Linden Lab.

The announcement, in a technology and tools blog post, indicates that:

  • All users will be able to see all BUG issues, all the time
  • All users will be able to comment prior to a report being triaged; post tiraging, reports will open to comment only by the original reporter, LL staff and those from the community (TPV developers and others selected by Linden Lab for having demonstrated skills in this area)
  • The “New Feature Request” is back.

The blog post points to a set of guidelines for participation that need to be followed when commenting on JIRA reports.

The announcement hails the re-opening by stating:

Today, we’re happy to announce some changes to our JIRA implementation – the system we use to collect, track, and take action on bugs reported by users. You’ll see these changes take effect next week.

Recently, this system was working in a way that wasn’t very transparent, and it frankly wasn’t a good experience for the users who care enough about Second Life to try to help improve it, nor was it the best set-up for the Lindens tasked with addressing these issues. So you can see why we’re happy to be changing it!

That the JIRA has been re-opened is welcome news, and that there has been an attempt to meet the needs of those wishing to comment on reports half-way is also to be welcomed. However, of equally good news is the fact that the new feature request capability has been returned to the system, again as the blog post states:

If you’ve got a great idea for a feature, you don’t need to slip it through the system disguised as a bug report – just select the “New Feature Request” category when you submit. Commenting for this category will work just like for bug reports, and submitting improvements through this category will make things much easier for the Linden team reviewing these.

There is also a reminder as to the purpose of the JIRA:

Please remember that JIRA is an engineering tool – it’s not meant for policy discussions and the like nor is it a replacement for the Forums, where you can have all kinds of stimulating discussions.

Those wishing to give feedback on the move can do so via a forum thread created specifically for this purpose.