Commencing at 12:01 AM on Saturday, June 27th is a special 24-hour event celebrating historical role-play and educational communities in all their forms throughout Second Life.
Decades is a collaborative event involving a core team of 12 people who have come together to develop and build an incredible region of event areas, builds, exhibits and landscaping in which no fewer than 19 live and / or interactive events will be held over the 24 hours (see the schedule below) amidst a total of 11 exhibition and activity spaces.
describing the event when inviting me to a special preview of the region, Sister (SisterButta), one of the organisers (and the co-conspirator in the original idea from which Decades grew, along with Freda Frostbite), said, “Most of us can think of at least one historical and/or educational region or RP community in SL that has been lost forever due to difficulties of financing these very precious and specialized builds and communities. We hope Decades can play a part in stemming the tide, increasing awareness and build bridges between people from all around the metaverse who celebrate history of whatever era.”
Throughout the event, people will be able to join-in with activities, tour exhibits, enjoy live performances, and more. There will be balloon rides and pony rides, even a zip line. There is an historical ship to explore and an aerospace museum which – I can honestly say – is perhaps the best of its kind I’ve seen in Second Life; put together in less than 3 weeks and incorporating the guiding hand of a genuine NASA engineer.
Donations and funds raised through the kiosks scattered across the region will go directly to Historical Communities and Royal Courts, which is designed to be an umbrella website for historical communities in virtual worlds, with the intent for it to become a clearing house for information on communities, events and activities. A place where people throughout the metaverse with an interest in historical RP and education can brain-storm and which can provide resources to for educators and historians in the use of immersive virtual environments.
Decades actually started quite modestly just a few weeks ago. “Originally, Freda and I thought, ‘oh, let’s have a dance to raise money for Royal Courts,” Sister told me as we wandered through the gardens of the region. “Then I said, ‘I’ll do an art exhibit of paintings from different time periods…’, and then…and then…voilà. it grew! Fast!”
In Memoriam, one of several places to visit at Decades
As it grew, so Decades attracted more and more support, with Jacon Cortes de Bexar, Cloee Heslop, LadyFandango, Merrytricks, Robijn, Claire-Sophie de Rocoulle, Aldo Stern, Heximander Thane, Serenek Timeless and Lucerius Zeffirelli all playing key roles in establishing the region and its associated activities, together with Freda and Sister.
Touring the region, I couldn’t help but be taken by the care with which everything has been put together and presented. As already noted, the Regional Air and Space Museum in the north-east corner of the region is simply mind-boggling in the exhibits it offers, drawing on content creators from across Second Life – and it is something I’d love to see preserved well into the future.
Towards the centre of the region there’s the main pavilion, with a display of historical horse-drawn and road vehicles, again from creators across SL, to one side, as well a a small display of vehicles of war from Da Vinci and the two World Wars; and an art display on the other. And that’s just the start – there really is a lot to see; I’m only going to make passing mention of Merrytricks’ delightful House of Cards maze, the fashion pavilion, the observatory, and the arts and period exhibitions going on throughout the event – so if you want to know more about them, make sure you set aside time on Saturday to visit Decades!
During the Meet the Lindens conversation held at SL12B on Thursday, June 25th which featured Danger Linden, Senior Director, Product, Virtual Worlds and Troy Linden, Senior Producer, a question was asked about the SL feeds – also referred to as my.secondlife.com – and whether they would continue to be developed or enhanced.
Danger Linden was direct and honest in his reply:
That’s a though one, because I don’t think anyone’s going to like the answer … The short answer is no.
It’s kind-of a mess, and it’s very difficult to maintain; it’s usage rate is on the low side compared to other feature. So, it may not be a popular answer, but no more improvements are planned on that.
My.secondlife.com has had something of a chequered history. Web Profiles first appeared in 2011, growing out of the Lab’s attempt to provide a social media style capability to users with the acquisition of Avatars United in late 2009 / early 2010, and which was shut-down at the end of September 2010. The feed capabilities followed in mid-2011, and the capabilities grew from there.
A part of my original web profile on my.secondlife.com
From the start things were a tad awkward; people’s rezdays lacked the year in which they were born (see WEB-3486 – thank you, Whirly!); profiles were very slow to load when viewed from within the viewer; once loaded, they initially required a fair proportion of screen real estate.
When the feeds were introduced, people weren’t too happy that posting anything to them from within the viewer automatically appended your location, whether you wanted it to or not, promoting concerns about the potential for stalking and similar.
The Lab, however, took the concerns and critiques on-board, and listened to suggestions. Years of birth reappeared; the profile panel was resized; better controls were added for who could see your feed / interact with it; a Twitter-like Follow button was added, as was a direct messaging capability (subsequently removed at the end of 2013 due to abuse). All of which made the feeds far more comfortable for people to use, and people did start using them more frequently as a result.
And even when things did persist in going sideways at times – such as the 2012 issues of the wrong names, posts and images turning up on the wrong feeds, or the feed gremlins dining on snapshots during upload, people still continued to use the feeds, and suggestions for improvements continued to be made.
I’ve tended to use the feeds for blog post notifications and snapshot uploads. It’s fun being ability to highlight the things we encounter in SL and sometimes have a little fun with them
Hopefully, “no plans to improve” will be shown to mean just that: no new shiny added to the feeds, and not that general problem solving when thing do hiccup will cease, or that the feeds themselves are liable to suddenly poof in the near future. While it may be a relatively small number of people who regularly use the feeds, they do so with gusto, finding them a handy means of keeping in contact with friends and contacts.
The snapshots capability is a great means of pointing people to places and events in-world, and in sharing moments. Similarly, the comments capability is extremely handy for having informal discussions in an easy-to-follow format that’s a lot more immediate and convenient than using things like forums or shuffling through Plurk events. Also, and unlike Twitter, feed comments are not limited to 140 characters, something which can make the conversational flow a little diffic …
Danger Linden (centre left) and Troy Linden (centre right) discuss Second Life and Project Sansar with Draxtor Despres and Saffia Widdershins at SL12B
Linden Lab’s next generation virtual worlds platform, code-named Project Sansar made the news in Second Life and in the media on Thursday, June 25th.
In the media, Bernadette Tansley, writing in Xconomy covers how Second Life Creator Linden Lab Prepares To Test Parallel VR Universe, delving into the forthcoming closed alpha testing for the new platform, which we know to be code-named Sansar.
In terms of Sansar news, the article specifies:
It can already run at 75 frames per second
The Lab plans to accelerate the platform to 90 frames per second to sync with specifications expected for the Oculus Rift and other headsets
The initial closed alpha, involving a limited number of creators experienced in the use of Maya, will commence in July 2015
If all goes according to plan, the programme will gradually be expanded to a more public beta testing phase around the first half of 2016
A “version 1.0” of the platform might be ready by the end of 2016.
Outside of LL and Sansar, the article is interesting in that it suggests Cloud Party, which was acquired by Yahoo in 2014, is still in the running to develop a virtual world that can be operated with the upcoming new range of VR headsets, etc., alongside the Lab, Philip Rosedale’s High Fidelity and new start-up AltspaceVR.
You can read the entire piece by following the Xconomy link given above.
Drax, Danger Linden, Troy Linden and Saffia at the Meet the Lindens at SL12B
During an interview with Danger Linden, Sr. Director, Product, Virtual Worlds and Troy Linden, Senior Producer, held as a part of the SL12B Meet the Lindens series of conversations, the subject matter inevitably came around to Project Sansar, and the following tidbits of information were given.
Further confirmations of Known Basics
SL users will be able to use there SL identities with Project Sansar if they wish
Linden dollars will be the transaction currency / tokens on Project Sansar
Both voice and text will be supported in Sansar for chatting / communications.
However, neither of the above mean you’ll be able to teleport directly from SL to Sansar or vice-versa; both are separate entities.
“Master” Accounts
Users will be able to have a “master account”, under which they can then have multiple avatar accounts they can use.
The “master account” will be known only to the user and Linden Lab, and will use an e-mail address as the main form of authentication
Users can create multiple avatar accounts (or “persona names” as Danger Linden referred to them) under this “master” account, which they can use to access Sansar, and will be known to other users only by the avatar account they are using
Inventory and account balances will apparently be associated with the “master account”, allowing them to be shared between the avatar accounts under the master account
It is not clear what format avatar / persona names will take, and whether it will be a first name, last name format.
(The idea of having a “master account” with this kind of flexibility has long been on users’ wish lists for Second Life for a long time – see JIRA SVC-6212 and my own article from 2011 on the subject. As such, this is liable to be a popular move among those SL users interested in trying Second Life.)
Anonymity and Trust
Sansar users will be able to have as much anonymity as they wish. However, the more information that users provide to Linden Lab – be it wallet identity, a verified e-mail address or payment information – the more capabilities they’ll have in-world.
The idea here is to try to address the issue of griefing while still maintaining a relatively low barrier to entry – obviously, the easier it is to access the platform, the easier it is for muppets to run amok. So, the idea is that as more information is provided, the greater the level of trust established between user and Lab, allowing people to “do more” in-world and participate more. However, the exact relationship between platform capabilities awarded, and the information users will be asked to provide in order to access them, is still being determined.
Obviously, the content of the information you provide to the Lab remains private and confidential (i.e. if you supply a verified e-mail address, that e-mail address is not revealed to any other users). However, if a verified e-mail is required to, say, publish a Sansar “world”, then the fact that you have published that world will tell other users you have a verified e-mail with the Lab.
Mesh, Terrain and Building Tools
Sansar content will obviously be focused on mesh – but not necessarily exclusively mesh
Subject to further confirmation, it should be possible to also build in-world objects using voxels
Maya is the tool that is being used purely to assist with testing when the closed alpha commences. It will not be the only tool, and it will not be the sole tool for content creation (see Ebbe Altberg’s comments on alpha access and tools from the Virtual Worlds Best Practice in Education, March 2015)
A goal for Project Sansar is for people to be able to build in-world and to share in collaborative building
Sansar will include a full “professional” (in terms of its capabilities not in the need for people to have to be professional animators in order to use it) animation system, which will be based on Havoc animations (Havoc being the SL physical system), overlaid with additional capabilities / code directly from the Lab
All objects in Sansar will be fully scriptable and animated; it is not clear whether on-the-fly modifications to mesh items in-world will be possible
It is acknowledged that content creation tools can be a barrier to adoption / use; it is therefore a goal with Sansar to “make it easier to make things in Sansar than it is in Second Life”
Two new options which will be appearing in the official viewer in the near future, and which have been mentioned in this blog a number of times over the past few months are Avatar Complexity and the ability to create, save and restore graphics presets. Both are intended to provide options by which users can better tune the viewer and its settings to suit their needs and circumstances.
I’ve had the opportunity to look at both in a development viewer from the Lab, and what follows is an overview of how things may appear when both capabilities are released for general use. However, please keep in mind that things are sill very much a work-in-progress at the moment and aspects of either / both may well change between now and any functionality appearing in any public version of the viewer.
Avatar Complexity
As avatars can often be the single biggest impact on the viewer in terms of rendering, particularly in crowded places, so Avatar Complexity adds a new slider to the viewer which can be used to set a level above which avatars requiring a lot of processing will appear as a solid colour – the most popular term used to describe them being Jelly Babies after the sweet (candy) of the same name – greatly reducing the load placed on a system compared to having to render them in detail, so improving performance.
Avatar complexity is intended to help those who may hit performance issues as a result of their GPU struggling to render complex (hight render cost) avatars, by rendering such avatars as solid colours.
The intent with the capability is to allow people to adjust the setting according to circumstance, so that when in a crowded area with lots of avatars, the setting can be dialled down and more of those avatars which are harder to render become solid colours, while in quieter areas, the setting and can dialled back up, allowing more avatars to be seen in full detail.
Avatar Complexity is intended to sit alongside the avatar imposters functionality (Max # of non-impostors in the official viewer), allowing both to be used as required to produce more optimal performance in crowded or busy places.
By default, Avatar Complexity is set to No Limit, meaning all avatars in your field of view will fully render. As the slider is moved, it will list a render weight value, which is a revision of the RenderAutoMute function within the viewer previously used to help calculate the more familiar Avatar Draw / Render Weight. The latter, viewed via Advanced > Performance Tools, has also been renamed to Show Avatar Complexity Information for consistency, with the displayed information updated.
The Avatar Complexity slider in Preferences > Graphics > Advanced Graphics Preferences (l) and the new format of information displayed when Advanced > Performance Tools > Show Avatar Complexity Information is enabled (r) – click for full size
Graphics Presets
The initial work on Graphics Presets was undertaken by open source contributor Jonathan Yap (see STORM-2082) to provide a means by which users can save and restore different sets of graphics settings within the viewer. The idea being that users can then switch between different presets according to circumstance to help with viewer performance.
So, for example, one preset might have all the performance hitting items – shadows, projectors, etc., – turned on / up for times when the overall quality and depth of detail in a scene is important (such as when taking photos). Another might have these more taxing capabilities turned down / off to ease the processing load on a computer during more general activities. A third might be established for “in door” uses, with things like draw distance and the level of detail for external items (the sky, trees, terrain, reflections, etc.) all turned down, again easing the processing load.
Like Avatar Complexity, Graphics Presets is still undergoing development internally with the Lab, and so what is presented here may be subject to change.
Perhaps the most significant change this brings to the viewer is the introduction of a new Advance Graphics Preferences floater (shown below right). This is designed to display all of the options than a user can set and save within a graphics preset without having to either scroll through options (an earlier iteration of the design did use a scroll bar, but they didn’t meet with favourable reactions during testing), or having to switch between different sub tabs.
The new graphics presets options – the Advanced Graphics floater (as it is at present), and the options for saving / restoring profiles from within Preferences – click for full size
On June 15th 2015, Ebbe Altberg participated in a Bloomberg Advantage podcast with hosts Cory Johnson and Carol Massar, discussing what is going on with Linden Lab in the run-up to the Second Life 12th anniversary celebrations.
The interview, which is some eight minutes long, unsurprisingly focused more on VR and its pcoming consumer focused headsets, together withe the Lab’s Next Generation Platform (codenamed Sansar) more than it did on Second Life, but what is said makes for interesting listening.
I’ve embedded an MP3 of the interview below, together with a transcript of the core discussion for those who prefer to read than listen. The transcript picks -up from the 28 second point into the interview, following general introductions. Breaks in the transcript, indicated by “…” are where the conversation includes asides or comments outside of immediate interest.
Cory Johnson (CJ): I want to talk about what’s going on with one of the kings of virtual reality, Second Life.
Ebbe Altberg (EA): Yeah. Second Life is still doing very well. It’s this month having its 12th birthday…
Carol Massar (CM): OK for those who might not know what Second Life is, those from the East Coast (laughter) I’m raising my hand for everyone on radio. Just for other folks out there who might not know.
Bloomberg’s Carol Massar and Cory Johnson talk VR, SL and Sansar with Ebbe Altberg
EA: So, Second Life is a virtual world that we created, but all the content and all the experiences in it are created by the users. so it’s a little like the real world … So you have a huge range of experiences in their ranging from role-playing to education, to health to art, and music. Just like in real life, people like to have all sorts of things in their world, and users have created all these things inside of Second Life.
And there’s a virtual economy where users can buy and sell digital goods and services to each other, and last year alone, creators of content and experiences in Second Life cashed out $60 million dollars. So a lot of people make a living creating and playing in Second Life.
CM: Where do you want to take it?
EA: We’re like the pioneers in this area, and the world around us is starting to catch-up a little bit …
CM: Competition out there?
EA: Yeah, a little bit of competition, but also with all these virtual reality headsets, these HMDs from Oculus, etc., is going to allow us and many others to take it to the next level. So we’re really excited about what’s happening right now, and we’re been hard at work for well over a year, investing heavily in a new platform from the ground up that will take advantage of virtual reality hardware as it comes out later this year and early next year. So we want to make sure we remain in a leading position when it comes to virtual reality experiences.
CJ: Well let’s talk about this a little bit. So Oculus sort-of has mind share, at least. When people talk about virtual reality now, then tend to think of these goggle-like experiences from Oculus. [But] there’s been academic work, particularly out of Stanford, suggesting that game-play might not be the thing; that it’s so immersive that it’s exhausting. That people can sit in front of their Xbox or PlayStation for 4, 6, or eight hours, but that you can’t do that with Oculus. What do you think?
EA: I think you will be able to. Part of why people say that is because the quality quality of the experience hasn’t quite got there yet.
CJ: So you’re looking at an image where your mind and your eye have to do so much more work, that it’s physically exhausting.
EA: No … when you see the latest generation of these things coming out now, it is not that exhausting any more; it’s actually quite relaxing. You put these things on, an you’re wherever you want to be; you can be anybody you want to be and anywhere you want to be. And it’s it’s going to be comfortable …
CJ: The thing about when you put an Oculus goggles set on … first of all, the software right now is kind-of boring. The stuff that I’ve seen isn’t really gripping. It’s like, “Oh, this is cool. Imagine what you could do with it…”
EA: Did you try the Crescent Bay and the demos that came with it?
CJ: I haven’t done that.
EA: OK, so [with] the latest generation … you’ll forget about the hardware, you’ll forget about these pixels in front of you. You’re just there.
CJ: What is the experience you’re experiencing with that?
EA: They’re still passive; they’re still basically playing things for you, that you watched. And you will have video-like experiences, but in 360; so you’re inside the video, rather than looking at the video, all the way to like what we do, which is social interaction and doing things like we’re doing right now in the studio, just hanging-out, meeting with people.
CM: Well, let me ask you Ebbe, I’ve been at Caterpillar and I’ve done their 3D world, or virtual reality world, where you pretend you’re in one of their big pieces of equipment to see how it worked and if the tools were in the right place. That’s my experience with it. what about in a practical world? Are there applications that you guys are looking at?
A part of the interactive learning environment operated by Wendy Keeney-Kennicutt as part of the Texas A&M chemistry studies in SL, and referred to in the interview (read more here)
EA: Absolutely, and they’re happening already today. Texas A&M is teaching chemistry in Second Life, and there are a lot of educational opportunities to teach …
CJ: How so? Is it, “pour this file into this beaker, but if it blows up, you’ll blow somebody up”? Or is it, you’re seeing the DNA or molecules?
EA: It’s a combination of actually doing lab experiments and pouring liquids and seeing what happens, as well as being able to interact with molecules, and you can sit on them, and you can do anything you want. So the ability to visualise information is way more powerful than reading it from a text book or watching it from a video.
CM: Is that potentially a big market there for you guys? Or Healthcare? We’ve just briefly toured around Seagull, and they’ve got a whole idea about what you’ve just called about; virtual reality and doing surgery, and having virtual reality to help a surgeon in that process.
EA: Yeah, it can can be for training, or it can help people with both mental and physical disabilities of all kinds. In Second Life already we have this older woman who has Parkinson’s; and because of Second Life she can run around, swim, fly, and exercise her brain. And because of that, she’s found that she has an easier way of moving in real life. So it can have a lot of really powerful impact on treatment or all kinds of phobias. I mean, right now here in our Lab, you can be on top of the golden Gate bridge and just get a sense of height …
In the interview, Ebbe Altberg indicates that one of the test VR experiences the Lab has developed for Project Sansar puts people on top of the Golden Gate bridge in San Francisco (note: the above is not from Sansar, it is an image courtesy of wdievisionpans.com)
CJ: So, specifically, how do you manage the game play of Second Life? If you were to describe something that is the “common” Second Life experience now, and then what it would be like in this more augmented, 3D world of Oculus or whatever?
EA: Well, it’s taking immersion to a whole other level, where the brain starts not being able to tell the difference between what’s virtual and what’s real. And we take people through experiences in this next generation platform we’re working on – we’re calling it “Project Sansar” right now, it doesn’t have a final name. But you have people that are afraid of heights, for example, just getting really freaked out by being in the virtual space.
For example, Jeremy Bailenson of [the Virtual Human Interaction Lab at] Stanford … When he removes the floor underneath you in his Lab and tells you to walk this plank over this abyss, 30% of the people doing that in his lab cannot cannot walk the plank, it feels that real.
CM: I was thinking about the rides in Disney World or whatever; they can use this stuff.
EA: Oh yeah, they will!
CM: Cool stuff!
At his point the interview quickly wound down with the end of the podcast.
Again, not much is given away about the Lab’s Next generation Platform, and little is said in detail about Second Life. However, both Nassar and Johnson exhibit genuine interest in the subject of virtual environments and virtual reality, and to their credit don’t fall into the clichéd trap we’re all (or most of us at least) are so tired of hearing.
What is interesting to me is the the framing of the commentary around Sansar and the Golden Gate demonstration. This suggests that the Lab is creating something where the content potentially has a far higher level of fidelity than can perhaps be achieved with Second Life when placed within the immersive context of something like the Oculus Rift.
The message that Linden Lab is attempting to position itself as a major player in the emerging VR market does seem to be getting out. A recent report in Investor’s Business Daily, which estimates the potential market for VR / AR devices, etc., could hit US $62 billion by 2025, lists Linden Lab alongside of Valve, Magic Leap, Next VR, Jaunt VR and others as one of the private companies looking to carve itself a share of that market.
To mark Second Life’s 12th anniversary, Linden Lab has launched a rather unusual video share project, asking residents to reveal some of what Second Life means to them.
The official blog post from Xiola which launches the project reads in part:
Second Life has been going strong for a dozen wonderful years and there’s a ton of things happening to celebrate. You’ll see more to come here in the Featured News Blog – but we wanted to stop and ask – “What is the meaning of Second Life?” To you – that is! This question may sound daunting – but the truth is, tapping into what makes “SL” so special to us as individuals and communities is a really amazing exercise in retrospection and self-discovery. This is your world – so what does it mean to you?
Whether you just got started, have been onboard for the full dozen years, or fall somewhere in between – we’d love to see a glimpse of your story in the “What Second Life Means to Me” video project. You don’t have to be a master of machinima to participate…
From a few seconds to a few minutes – just kick it off with this – “In Second Life, my name is …” and share your story from there! Once you have something set – share it! Upload it to YouTube and embed it on this forum thread. Together, we’ll watch the thread for new stories over the coming weeks – it should be awesome. If you prefer to express yourself in writing – share what Second Life means to you with a reply to the thread.
To get things started, and to springboard people’s inspiration, the Lab has included a number of videos from well-known names in Second Life, including Xiola and Torley from the Lab.
Each video is roughly a minute and a half long. Those they already provide a unique mix of stories and provides very personal points of view of Second Life, ranging from Torley’s extrovert and enthusiastic approach (which again reveals just why he is such a marvellous ambassador for the platform and the Lab), through to more introspective pieces, such as Xiola’s piece or Kaya Angel’s examination of creativity in Second life, and the richness it has brought to him in terms of his own creations and the people he has met.
This is a unique project everyone can share in – remember, videos are not required: you can write your own story in a forum post if you prefer (and, I would guess, include your own pictures). Nor do you have to be a great machinima maker, or necessarily film in-world scenes.
It’ll be interesting to see who else opts to celebrate SL’s 12th birthday in this way, and reveals what Second Life means to them!