Fitted Mesh formally released

secondlifeLinden Lab have announced the formal release of Fitted Mesh. The announcement came as the former Fitted Mesh release candidate viewer was promoted to the de facto release viewer on Monday February 10th.

The blog post making the announcement reads:

Today, we’re happy to announce that Fitted Mesh is available in the main Second Life Viewer! As we’ve previously blogged, Fitted Mesh gives Second Life content creators the power to craft mesh garments that make avatars look their absolute best. We’d like to thank the vibrant community of creators for their thoughtful feedback and help testing this feature.

For more information, check out the video below, then update your Viewer to the latest release and get creative with Fitted Mesh!

A video narrated by Torley is included with the post.

For those unfamiliar with Fitted Mesh, it is a technique adopted by the Lab to help make worn mesh garments fit avatars more correctly. I was fortunate enough to be allowed a preview look at the technique when it was first announced, and you can read my report in this blog.

The code, which is not the same as the mesh deformer (again, see my preview post), is also starting to appear in TPVs as well, with several already having adopted it into release or pre-release versions. Those that have not (as yet) release versions of their viewers incorporating the code can be expected to do so over the coming weeks.

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The Drax Files Radio Hour: examining the Ebbe and flow of SL

radio-hourUnsurprisingly, the fifth broadcast from the attic-over-the-former-post-office-next-door-to-the-police-station studios of The Drax Files Radio Hour focuses on the announcement of Mr. Ebbe Altberg as Linden Lab’s new CEO (profile here,  for those wanting background info).

As well as this, the show takes a fascinating look back at the teen grid through the eyes of two people directly involved in it throughout most of its lifespan, and pokes at Project Spark for the Xbox and Windows 8 (and a few other things).

Communications forms a central theme of the coverage of Mr. Altberg’s appointment as the Lab’s new CEO. Hardly surprising, given it has been at the heart of the vast majority of Tweets and blog posts about his imminent arrival at Battery Street.

Robin Harper, formerly Robin Linden, provides insight into what has contributed to Second Life’s longevity, and offers words of advice for Mr. Altberg. I confess, I’m not entirely comfortable with all that is said, particularly with analogies between the CEO and a “mayor” of Second Life.

Ebbe Altberg: takes-up the reins on Monday February 10th, 2014

But overall, in terms of communications, I agree with sentiments, and very much hope that one of the first tasks Mr. Altberg will try to tackle is the complete reticence within the Lab for broad-based, pro-active and consistent communications with the Second Life user base.

As Vic Mornington points-out in his comments on the show, Mr. Altberg doesn’t have to do it all himself (although the occasional update blog post from him would be nice), just so long as an individual (or team) is put in place to ensure communications are used as an effective, positive and informative means of engagement, one which can go an awfully long way towards preventing upsets, misunderstandings and even miscommunications (which have been somewhat prevalent of late).

Mr. Altberg’s lack of experience (or possible lack thereof in terms of in-depth exposure to VWs and games) has already been pointed to as a “negative”, and the show touches on this. My own feeling is that judges based on his past experience are premature, and I can only again agree with Canary Beck’s comments.   A nice excerpt from an interview with Frank Zappa certainly reminds us that “corporate types” are not necessarily out-of-their-depth just because we perceive them as “not understanding” something.

Elsewhere in the show, Drax (rightly) pokes at Mitch Wagner for referring to Second Life in somewhat derogatory terms which have little to do with the subject on which he is writing.  True, SL didn’t achieve the dizzying heights which it was expected to reach (heights heavily over-hyped by the media as much as anyone else, I might add), but that’s no reason to take a swipe at it in the tone taken. It’s a shame, as I’ve said before,  that noted journalists and commentators prefer to fall back on cliché rather than exercise their grey cells when visiting the subject.

Project Spark for the Xbox One gets a mention. This is a digital canvas on which users can create games, movies and other experiences, either from scratch or using pre-defined levels for the Xbox and Windows 8. As well as providing the ability to create original content, users can download  other user-generated content and mix it into their own work. It offers an interesting on mixing creativity with gaming, and could be one to watch.

The interview with Mike Mikula is a fascinating piece on a number of levels: history of the teen grid, the accidental wonder of “early” Second Life, the issues of copybotting, and the painful realities that can accompany the transition from teens to adulthood aren’t only confined to real life.

The real and virtual Barry joseph
The real and virtual Barry Joseph

Similarly, Barry Joseph offers a unique and informative look at Second Life, past and present, the teen grid and the work of Global Kids within SL.

For me, one of the most fascinating elements of Mr. Joseph’s comments are on the psychological aspect of engaging with Second Life, and he uses his son’s use of Minecraft as an example, noting that his son initially played that game in its creative mode, with all the resources he needed but quickly switched to using the survival mode, in which resources must be acquired. He goes on:

There was something that motivated him to find value in creating and finding things. There is nothing in Second Life that is structured in the same way from a psychological perspective, from a motivational perspective, that helps users engage in the space and find meaning in it. Its magical promise has always been that you can do anything, but i think that’s always been a heavy burden to lift.

Interesting food for thought, particularly when it comes to his follow-on comments about the manner in which young people are being taught today. As i commented on the show’s blog page, there’s enough in this interview for an entire programme.

Feedback

Another well-balanced, informative piece, particularly with regards to the interviews with Mike Mikula and Barry Joseph – both of which really should be listened-to even if you’re not that interested in thoughts and feedback concerning LL’s new CEO.

Announcement

Have you experienced bullying / harassment in virtual worlds? Whether it has happened in-world or through the SL feeds or forums  or in other on-line communities / platforms, TDFRH would like to hear from you via Skype, Draxfiles Resident or e-mail.

Ebbe Altberg joins Linden Lab as CEO

LL logoPeter Gray has just informed me that on Wednesday February 5th, the board of directors of Linden Lab formally announced the appointment of Ebbe Altberg as the company’s Chief Executive Officer.

The press release announcing his appointment reads in part:

SAN FRANCISCO — February 5, 2014 — Linden Lab®, the makers of Second Life®, BlocksworldTM, DesuraTM, and more, today announced that Ebbe Altberg will lead the company as its new Chief Executive Officer.

Ebbe Altberg (image courtesy of Linden Lab)

“We remain committed to world-changing innovation from Linden Lab,” said Jed Smith of the company’s Board of Directors. “We’re keenly focused on providing incredible experiences for all of our customers, and Ebbe is the perfect person to help lead our team as we continue to serve and grow our global audience of active users.”

“Linden Lab has long been at the forefront of building experiences that entertain people while empowering them to express themselves and profit from their creations,” said Altberg. “Our customers’ creativity is unparalleled, and I’m proud to join the talented team that serves them. Second Life is now in its eleventh year, and every day, users continue to create more and more amazing experiences to enjoy. Though much younger, Blocksworld has already seen hundreds of thousands of unique user-created worlds shared for everyone to play with. I’m absolutely committed to supporting our customers and helping them become even more successful. There are significant opportunities ahead, and I look forward to leading us into the next phase of growth.”

The appointment brings to an end almost two weeks of silence on the matter of the CEO position, following Rod Humble’s surprise announcement that he had departed the company, which was made via his Facebook account, and the news broken by Jo Yardley on January 24th, 2014.

The Drax Files Radio Hour: after Humble

radio-hourThe fourth show in this engaging series kicks-off with Rod Humble’s departure, as broken original by Jo Yardley herself (kudos, Jo!), and with interesting insight from Dean Takahashi on what might have happened – primarily focusing on the attempts to diversify, some of which as I’ve commented myself, don’t appear to have come out too well.

There has been a lot of speculation over the reason for Rod Humble’s departure. Many have pointed to it being a case that he “failed”, with the intimation that he was fired.

Jo thinks the decision to leave was his – and I agree with her. As she says, and I’ve alluded to, the Lab’s reaction suggests the move caught them off-guard (or as I have referred to it, they were caught with their knickers around their ankles); they simply didn’t see it coming.

Will Wright (image courtesy of Gamesbeat)
Will Wright (image courtesy of Gamesbeat)

The show also touches on Will Wright’s departure from the LL board, which was likely first noted by Ezra (at least in this context) in an NWN comment as the news about Humble’s departure spread.

In September 2013, news broke that Wright had, together with Avi Bar-Zeev, raised some $5 million to establish Syntertainment, a company which is “dedicated to changing the world through uniquely fun and lasting user experiences” and which will ” focus on the intersection of entertainment and reality. ”

Whether Wright’s departure from the Lab occurred at the time Syntertainment was launched (which would seem likely) or some time between that event and Humble’s departure is unclear. It does, however, lead to speculation in the show that it may be where Rod Humble may be heading. This doesn’t quite seem to gell with his own comments on his future, of which he says, “I am starting-up a company to make Art, Entertainment and unusual things,” suggesting he is creating a company, rather than joining a start-up. But, time will tell; and it may be unwise to discount his bond with Will Wright.

There is a lot of good input on the subject from a number of interviewees, and kudos to Harvey Crabsticks in particular for his comments on market segments, potential reach and on the future – and Rod Humble’s tenure. Well said on all! On a broader scale, Hanno Teitgens offers up insight as to why Second Life and virtual worlds remain hamstrung – although his view on the direction the company should take may upset some, and I’m not sure I agree with his summation of OpenSim, which shares all of the problems inherent with Second Life in terms of growing an audience, which the lower cost of land has failed to demonstrate itself as a deciding factor.

Perhaps the most fascinating interview is with Evonne Heyning and Joyce Bettencourt, who chart the evolution of the Lab and its outlook from the perspective of those who actually dealt directly with the Lab’s management on a professional level.

Beyond Rod Humble’s departure from the Lab, the show touches upon a range of topics, including the buy-out of Cloud Party and where it might lead. This was also touched upon within the interview with Hanno Teitgens, with he and Drax having an interesting exchange of views on the oft-pointed to subject of virtual worlds “needing” to be browser-based for access. 

Feedback

The Drax Files Radio Hour undoubtedly hits a strong stride with this podcast. It provides a good summation of Rod Humble’s tenure from all sides, and an excellent piece with Evonne and Joyce which really puts the evolution of Linden Lab in a perspective many may not have considered.  The depth of the central subject is plumbed to great effect, and the mix of interviews and comments presented a strong narrative of their own which gives the show considerable flow – and considerable food for thought.

Lab Updates Bot Policy

On January 30th, 2014, Linden Lab updated its Bot Policy. The update is small, but potentially far-reaching, outlawing the use of bots for mainland parcel purchases.

Updated by Patch Linden, the revisions comprise two parts: a comment on the use of bots in mainland parcel sales, and an update to the policy itself barring the automated purchase of mainland parcels via bots, etc. In turn, these read:

Mainland parcel sales and bots

Some bots are used to automate the purchase of Mainland parcels priced below fair market values.

Using bots to purchase Mainland parcels is not allowed

The use of bots, autonomous software, scripting (manual or automated), scripted agents, or any systems or software internal or external to the Second Life service that circumvent, automate and/or remove the human interaction required to purchase a Land parcel within Second Life on the Linden Lab owned Mainland is prohibited.

The updated policy
The updated policy – click to enlarge (or follow link to read in full

With thanks to Mona Eberhardt.

 

Your avatar and you: opening the digital frontier or perpetuating the status quo?

Nick Yee is senior research scientist at Ubisoft who has been involved in studying the psychological impact our avatars can have both on ourselves and with others since the early 2000s, starting as an undergraduate researcher focused on Everquest before moving into studies involving Second Life. He is also the author of the 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.

In an article for Slate magazine entitled Virtual Worlds Are Real, Yee offers something of a taster for the book, and it’s a fascinating piece outlining the profound effect avatars actually do have on us, and which actually goes some way towards explaining why security concerns over how virtual worlds might be used weren’t as silly as people might think.

Nick Yee
Nick Yee

Some of what Yee covers is already familiar to many of us using Second Life; we’re often prone to state ourselves, while the avatars on the screen may be pixels, the minds and emotions behind them most certainly aren’t. Hence why  – unfortunately – Second life has been known to attract psychological predators bent on baiting others for their own perverse amusement, either individually or in cliques.

Many of us are also familiar with a range of studies and also individual cases where the positive identification with our own avatars has been shown to yield genuine benefits. Most recently, we’ve had the remarkable story of Fran Swenson (Fran Seranade in SL), and there have been studies such as those by  Dr. Elizabeth Behm-Morawitz, which demonstrated how people’s choice of avatar directly affected their real-world existence and how they view themselves. Then, of course, there were the 2010 Stanford and 2011 Indiana University studies into avatars and weight loss. Yee points to the latter studies and on one involving students who, while initially unwilling to consider the future proved far more willing to put aside money for retirement after engaging with their virtual Doppelgängers which had been digitally aged by some forty years.

These are also positive examples of how we relate to out avatars and, in some cases to those around us. However, Yee also points out there are negatives as well. In terms of gender, for example, he notes how those using the opposite sex for their character within World of Warcraft were more likely to conform to gender expectations, helping to perpetuate a false gender stereotype. “We assume that virtual worlds allow us to reinvent ourselves and leave behind offline norms and prejudices,” Yee notes in regard to this. “But the truth is more sobering. Virtual worlds can and often perpetuate the status quo.”

The Proteus Paradox
The Proteus Paradox

That avatars can have a profound psychological impact on us might also help in understanding why GCHQ and the NSA were (are?) concerned about the potential of virtual environments to foster terrorist or other activities.

At the time the news on the activities of GCHQ and the NSA broke, there was talk of how an “Osama bin Laden” like avatar could be used to influence others. Yee counters the dismissals that such worries were “nonsense” with a quite sobering counter-argument.

Just before the 2004 US Presidential election, Yee and his colleagues invited people of voting age to each sit before photos of the two contenders: John Kerry and George Bush and select, purely on the basis of the photos, who they would be inclined to vote for. Unbeknownst to each participant, either the photo of Kerry or the photo of Bush has been morphed to include around 25% of the participant’s own features.  The result?

“Even in a high-stakes, high-information election scenario,” Yee says of the experiment, “our study participants were more likely to vote for the candidate they had been morphed with. When participants were morphed with Kerry, the effect was strong enough to have won him the election.”

Yee goes on, “That study helps explain why a Bin Laden avatar is potentially useful: It could be individually tailored to potential recruits. In a virtual world where every user sees only her version of reality, a Bin Laden avatar could be tailored to hundreds of users at the same time. ”

This doesn’t excuse the manner in which GCHQ (in particular, who developed a means to access and trawl the XBox Live network and who sent three days gathering some 176,000 lines of data pertaining to Second Life chats, IMs and transactions) and the NSA went about their business within Second Life and World of Warcraft, but it does tend to underline why they were concerned.

All-in-all a fascinating article introducing what would appear to be a fascinating book. I’ve already ordered my copy.

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