LL’s mesh avatars updated

In May 2014, Linden Lab launched a new line of mesh avatars. These were made available on both the sign-up page for new users, and as library avatars within the viewer.

These avatars met with a mixed reception; many of the human avatars looked somewhat bland and perhaps suffered from weak skin textures, but some could also look pretty stunning given the inclusion of materials within them, as Caitlin Tobias powerfully demonstrated (sorry, couldn’t resist the pun).

The demon avatar supplied by LL and as pictured by Caitlyn Tobiason FlickrThe demon avatar supplied by LL and as pictured by Caitlin Tobias on Flickr – click for original

However, several of the new avatars did exhibit issues; there AOs resulted in their feet being buried in the ground, hair styles were not overly appealing. Perhaps most noticeable of all – although the avatars were promoted as taking advantage of fitted mesh, they were released with base shapes set to No Modify.

As I commented at the time of the release, making the base shapes No Modify pretty much undermined the entire fitted mesh aspect of the avatars, since it meant the avatars could not by default be customised using the shape sliders to adjust height, build, etc. To be able to do so meant swapping-out the base shape first, something new users would likely be oblivious of, and thus see the avatars as “not working”.

At the time of the launch, I raised this point directly with Ebbe Altberg, and in fairness, he took it on the chin:

fuck you

On June 10th,  The Lab announced this issue, and those relating to things like AO problems for those avatars supplied with AOs had been fixed, and the avatars duly updated.  The blog post reads in part:

Following community feedback about these new avatars, we’ve made some adjustments, and today we’re re-deploying them with a few updates.

Most significantly, users will now have the ability to edit the avatar shape for the human form avatars. Because these avatars are mesh, not all sliders will affect the shape, but many of them will. Play around and personalize the body, torso, and legs using the sliders now supported with the updated, modifiable shape. Some of the head and eyes sliders will also now work to adjust the avatars’ faces.

Additionally, Sara (the blonde female avatar) got a fuller hairdo with more body and volume, and we’ve fixed the hover position for several of the avatars which helps prevent sinking into the ground.

I’ve only had the briefest time playing with the updated avatars, but they do now appear to work as expected. Some problems still remain – the hands on some of the female avatars still look like they’d be more at home on a guy, for example, but then the avatar meshes themselves doesn’t appear to have been reworked. Some people trying them did report some inventory related issues, which I confess I’ve not had time to poke at.

As it is, the update is welcome, and hopefully will see the new avatars enjoy wider use within SL. That said, I confess I won’t be using them. I’m still a stick-in-the-mud where mesh is concerned, and anyway, I’m more than happy with my avatar as she is, shape warts and all!

The Drax Files Radio Hour interviews: defining the real and the virtual

radio-hourEpisode #22 of  The Drax Files Radio Hour was posted on Friday June 6th. With the “live” podcasts currently on hiatus until August 2014, this is the first of a series of more in-depth interviews with people from across Second Life and beyond.

As usual, and as well as being available on the show’s website and on Stitcher, episode #22 is also on YouTube, and embedded at the end of this article.

This first interview show primarily focuses on Tom Boellstorff (Tom Bukowski in SL), a professor of anthropology at the University of California, Irvine, who has studied such subjects as the anthropology of sexuality, the anthropology of globalisation, the anthropology of HIV/AIDS, and linguistic anthropology, publishing numerous books and papers along the way.

Tom has been involved with and in Second Life for over a decade, being one of the early pioneers on the platform, at a time (2004) when there were perhaps 2,000 active SL accounts and concurrency was measured in the hundreds. He has authored and co-authored two notable titles on the subject of virtual worlds in that time, namely Coming of Age in Second Life: An Anthropologist Explores the Virtually Human, (Princeton University Press, 2008), and Ethnography and Virtual Worlds: A Handbook of Method (Princeton University Press, 2012, co-authored with Bonnie Nardi, Celia Pearce & T. L. Taylor).

Tom’s name may also been familiar to some for his involvement in the story of Fran Swenson (Fran Seranade in SL), a Parkinson’s Disease sufferer, whom I wrote about in 2013, and who was also featured in The Drax Files: World Makers segment #13, in November 2013.

Tom Boellstorff (image: Univ. of California)
Tom Boellstorff (image: Univ. of California)

This is a wide-ranging interview, commencing at 05:06 into the recording,  which encompasses, but is not limited to, such diverse but inter-related topics as how we define – or perhaps should define – virtual worlds; the differences (and similarities) between virtual worlds and other digital spaces; the challenges of defining what is meant be “real” and what is meant by “virtual”; and a discussion on communities of intent and their role within Second Life – and SL’s role with them. Along the way there are some thought-provoking challenges to how we perhaps think about SL and how we may actually contribute, to a degree, to the broader misconceptions surrounding SL simply through the language we use when referring to it.

In terms of providing a definition of virtual worlds and virtual environments, Tom offers up the idea that they can be defined as any place or activity which allows you to “go AFK” (away from keyboard) – that is, you can stop interacting with others involved in the same space / place / activity and then return, and whatever was going on prior to your stepping away continues (and perhaps, in some cases, evolves) during your absence, and is still there where you return.

This is something of a mind-boggling concept and definition, particularly when Tom goes on to suggest that the very first virtual environment came about not in the digital era, but in the earliest days of the telephone, when two people were engaged in a conversation, and one momentarily put the telephone handset down to do something, then rejoined the conversation without actually hanging-up. As such, it’s liable to have some frowning at the idea.

However, when taken alongside his comments about place (or the sense of place), one can see where he is coming from. With place entered into the equation (actually, one of the foundations of the discussion), then it is easier to understand his contention, and to agree with his view that standalone games, as immersive to the individual as they may well be,  are not really virtual spaces in the sense that Second Life, or even a Skype call, can be considered virtual spaces. Second life continues after we log-off, the same way that life at either end of Skype call continues after the call ends; stop playing a standalone game, and that’s it, there is nothing else until you start playing it again.

Such definitions of virtual worlds might sound very academic: interesting for a thesis or a book, but with little other meaning. However, as Tom goes on to explain, this is actually not the case:

I actually think it’s very important because it is amazing how much confusion there is out there about all of these technologies. There’s a lot of misunderstanding and confusion, and so … I spend a lot of time doing definitions, and i think it is just as important as the interesting, sexy stories about the cool things people are doing, because if we don’t have a basic understanding of what we’re looking at, it really makes it hard to figure out why its important.

Continue reading “The Drax Files Radio Hour interviews: defining the real and the virtual”

A Maze In Grace in Second life

A Maze In Grace, LEA6
A Maze In Grace, LEA6

Recently opened at LEA6 is Krystali Rabeni’s A Maze in Grace, which offers visitors a two-part maze to explore.

“Labyrinths are arguably mankind’s first creation borne purely of human imagination. Today, labyrinths and mazes cradle millennia of legend and folklore in their twisted articulations,” Krystali says of the piece. “Labyrinth and maze imagery has at different periods of time in various parts of the world been associated with all aspects of human life. It has been used as a symbol of fertility and birth, as well as one of purgatory and death. It has religious and meditative importance in Hindu, Christian, Islamic, Buddhist and Shamanic rituals.”

A Maze In Grace, LEA6
A Maze In Grace, LEA6

The starting point for this particular maze is a raised stone terrace ranged to the west of the region, and which offers visitors a note card on the installation. Much of the rest of the region has been flooded, squat grassy banks dividing the water up into channels which surround the terrace. Fours sets of steps, one on each side of the terrace, descend into the ankle-deep waters. At the foot of each set of steps is a sign admonishing people to Keep Off The Grass – a reminder that the water forms the paths of the maze, not the grassy banks.

Within these channels lie several paths which will lead the explorer around and through the region, passing through gaps in the grass banks and to the entrance to the second part of the maze. This is a classic Venus labyrinth, the labyrinth of love and creation, and itself represented by the water element, and one of the nine celestial labyrinths.

A Maze In Grace, LEA6
A Maze In Grace, LEA6

There are also a couple of secrets to be found as you journey along the watery paths, passing swans and sculptures alike. The first of these is A Maze in Grace; the second, a solitary koi carp. The koi is also reflective of the overall theme of the installation, having a strong life symbolism of it own, as described in the introductory note card.

Krystali tells visitors that as with life, there is no map to help people through this maze. The paths to the centre are many and varied; some people may opt for the short, quick routes to the Venus labyrinth, others may try for the longer paths. There is no right or wrong; but also, as Krystali says, there is no rush nor race. This is a place where you can wander with your thoughts for as long or as short a time as you like.

After all, as many in the past have noted, it is not the destination that counts, but rather the journey taken.

A Maze In Grace, LEA6
A Maze In Grace, LEA6

A Maze In Grace is a part of the LEA’s Full Sim Art series, and will be open through until the end of June 2014.

 Related links

Second Life machinima used in postgraduate law degree course

The University of Western Australia (UWA) in Second Life blog of how a Second Life machinima has, for the first time, been used in one of the major units for a degree programme at the university.

The film, Equity & Trusts: Estoppel Tutorial has been used within the LAWS5103 unit, Equity & Trusts, a 2nd Year compulsory postgraduate unit for the Juris Doctor (law degree), taught at the University of Western Australia. It is a collaborative effort between Metaworlds, based in Ulm, Germany, and the UWA, directed and edited by Laurina Hawks of Metaworlds and featuring a script by Professor Natalie Skead, Associate Professor – Faculty of Law at UWA.

Estoppel is a series of legal doctrines which preclude a person asserting something contrary to what has been expressed or implied by a previous statement or action by that person, or by a previous relevant judicial determination.

legal-movie
Professor Skead and students discuss the unfolding situation in the Equity & Trusts: Estoppel Tutorial movie (image courtesy of the UWA in SL blog

The film charts a situation which develops between a young student and her uncle, who initially offers to finance her tuition fees as she goes to university to study law – at his suggestion – before later withdrawing the offer.

At just under 8 minutes in length, the movie has been shown to students during tutorials designed to trigger  discussions on the Estoppel principle of law. Following the discussions, students were asked to evaluate the effectiveness of the film, and the overwhelming response was positive.

Commenting on the outcome of the presentations, Professor Skead indicated the use of the video resulted in far more rigorous and detailed assessment of the facts as presented in the movie. She added that she felt the discussion on the topic which followed the film was far more sophisticated and detailed when compared to previous exercises conducted using more conventional methods, thus marking Second Life as a valuable tool for connecting students to real life experiences.

Commenting on the approach, / said, “We are absolutely thrilled at how successful this has been, and hope to continue supporting more and more areas in the targeted use of Second Life where it adds value. We have the far have had various activities and outcomes across the School of Business, School of Education, School of Physiology, Anatomy and Human Biology aside from this newest venture with the School of Law.”

As well as this work, the UWA has also recently made a series of presentations on how they use  Virtual worlds to support teaching, research, architecture, international community development, art & film at the Digital Education Show Asia, which took place in May 2014 in Kuala Lumpur.

 

 

 

Linden Lab revamp the secondlife.com home page

secondlifeOn Wednesday June 4th, Linden Lab launched a re-vamp of the secondlife.com home page.

Gone is the old single image home page – which was perhaps already staid the day it was launched – and in comes a much bolder 3-part design with not only a fresh look, but a very welcome addition.

Obviously, to see the new page, you’ll have to log-out of your web Dashboard if you have been using it.

At the top is the expected splash-style image, with the familiar Join Now button replaced by a Play for Free button. This section of the page retains the login and local language options towards to top right corner, together with the Twitter and Facebook links, and a link to the Second Life You Tube channel.

The top section of the new Second Life website log-in / splash page
The top section of the new Second Life website log-in / splash page

Scroll down from this and you get the What’s New section, which currently has – wait for it – a picture of the Oculus Rift headset-to-be (i.e. the image of how the production version should look, once it arrives), and a shot of the new starter avatars.

A Learn More button under the Oculus image opens the blog post on the Oculus Rift project viewer announcement,  while a Join Now button under the avatars takes you to the sign-up page.

The What's New section of the new page
The What’s New section of the new page

Beneath this is a section which may surprise some, but which forms – from my perspective at least – the very welcome addition.

Entitled Global Community, it presents The Drax Files: World  Makers, with a special trailer  Drax has put together for the new-look home page, allowing newcomers to grasp more of what SL is about. In addition, a Watch More button will take them to the You Tube channel for the series, which lists all episodes made to date.

The Global Community section
The Global Community section

The presence of the series here indicates another change as well: Linden Lab are now officially sponsoring The Drax Files: World Makers, allowing it to continue on a monthly basis well into the future.  With the deal comes the promise that the Lab will not attempt to exercise any editorial or other influence over how the series is produced, or the stories it tells, nor will it impact any other projects Draxtor undertakes in relation to Second Life.

Below the Global Community section is the familiar corporate links bar.

The new design is crisp and clean, and the addition of The Drax Files: World Makers is an excellent move. Not only does this series truly capture the breadth and depth of Second Life in a way which perhaps hadn’t been seen prior to it, the trailer is fast and hits a good number of strong beats of what Second Life is and about, and the people who use it.

It will be interesting to see how the What’s New section is updated and the frequency with which it is updated. The danger with anything that’s labelled “What’s New” is that if it isn’t seen to be changing frequently, it can be mistakenly taken to mean that whatever it represents isn’t changing and is staid.

Whether this update is indicative of further changes to come with their web properties, remains to be seen. When I contacted the Lab to ask this very question, immediately after the new home page appeared, I was only given a tantalising “For now, this refresh is just of the SL.com homepage…” So we’ll have to wait and see if anything more does pop-up at some point down the road.

Overall, and from a first looks perspective, a most welcome move on the part of Linden Lab – and full kudos to them on striking the deal with The Drax Files: World Makers.

Second Annual OpenSim Community Conference announced

2014 banner

On Saturday May 31st, the Overte Foundation and Avacon have announced the Second Annual OpenSimulator Community Conference, with a press release on the announcement being circulated via e-mail on Tuesday June 3rd.

The conference will take place on the OpenSimulator Conference Centre grid on November 8th and 9th, 2014. It will be a celebration of the platform and the large and varied community using it. As such, it will feature two days of talks and presentations across four tracks, keynote speakers, panels and social events.

Anyone who is interested in the OpenSimulator software and the future of the metaverse is invited to attend, as well as OpenSimulator developers, grid administrators, and members of the community who participate on OpenSimulator grids.

The 2013 conference arena
The 2013 conference arena

The four presentation tracks will comprise:

  • Business & Enterprise: sessions will cover a broad range of topics on doing business in and with OpenSimulator. These include grid hosting, third-party development, private entrepreneurs, in-world and enterprise businesses, and also corporations and organizations using the platform for marketing, fundraising, product research, focus groups, etc
  • Content & Community: this track will examine different aspects of content (e.g. large scale immersive art installations, ballet, theatre, performance art, machinima, literary arts, clothing designs, virtual fashions, architecture, music performances and other cultural expressions) and community (e,g, role-playing groups, science fiction communities, virtual towns and interest groups, historical explorations, religious and spiritual communities, book clubs, etc.), within OpenSimulator
  • Developers & Open Source: will encompassing the technical aspects of OpenSimulator, and seeks presentations related to servers, viewers, external components, grid architecture, development, administration, and anything necessary to the installation, operation and use of an OpenSimulator system
  • Research & Education:  seeks presentations regarding the use of OpenSimulator in research applications in computer science, engineering, data visualization, ethnography, psychology, and economics. It will additionally feature sessions that cover a broad range of uses related to teaching and learning in and with OpenSimulator

In addition, the conference will feature  a new Learning Lab area. which will be available for hackerspaces, speed builds, and workshops for hands-on learning experiences guided by experts in the OpenSimulator community.

The Call for Proposals for all four tracks and the Learning Lab is now open, and all proposals should be submitted by July 1st, 2014.

Commenting on the event in the announcement, conference chair and organiser Chris Collins (Feep Tuque in OpenSim) said:

Last year’s conference was a terrific success with over 350 attendees from 45 unique grids and over 1000+ commits to the core code, which made OpenSimulator a much more stable and scalable platform.

This year we hope to build on that success by offering more opportunities for the community to be involved and doing more outreach to attract new users.  With all the hype surrounding the Oculus Rift and other virtual reality technologies, we think this is the perfect time to let the VR community know that OpenSimulator is a great platform for building the open metaverse.

Further information on the conference will be made available in due course – including details of keynote speakers, volunteer registrations, etc. Registrations will open on September 15th, 2014.

Sponsorship and Crowdfunding Campaign

While the conference is being held in virtual space, it does incur some expenses (such as the professionally managed set-up and operation of the conference grid and the streaming and other web services). As such, the organisers are seeking sponsorship from businesses, entrepreneurs,  and community members alike to help support the conference through a range of sponsorship opportunities, which have this year been updated and revised to better meet the needs of sponsors.

In addition, the conference is running a Crowdfunder Campaign to allow those wishing to make smaller donations to do so. Some unique rewards are on offer to those participating in the campaign, the full details of which can be found on the Crowdfunder Campaign page.

About the Organisers

The Overte Foundation is a non-profit organization that manages contribution agreements for the OpenSimulator project.  In the future, it will also act to promote and support both OpenSimulator and the wider open-source 3D virtual environment ecosystem.

AvaCon, Inc. is a 501(c)(3) non-profit organization dedicated to promoting the growth, enhancement, and development of the metaverse, virtual worlds, augmented reality, and 3D immersive and virtual spaces. We hold conventions and meetings to promote educational and scientific inquiry into these spaces, and to support organized fan activities, including performances, lectures, art, music, machinima, and much more. Our primary goal is to connect and support the diverse communities and practitioners involved in co-creating and using virtual worlds, and to educate the public and our constituents about the emerging ecosystem of technologies broadly known as the metaverse.


Gource visualisation posted by nebadon2025 charting the growth of the OpenSimulator project by code commits from core developers up until the time of the 2013 conference