The Drax Files Radio Hour: Tony Parisi and the web as the home of VR

radio-hourEpisode #26 of  The Drax Files Radio Hour was posted on Friday July 4th. Marking the 5th interview segment while the “regular” podcasts are on hiatus for the summer. It features none other than the remarkable Tony Parisi.

As usual, and as well as being available on the show’s website and on Stitcher, episode #26 is also on YouTube, and that version is also embedded at the end of this article.

For those not familiar with the name, Tony Parisi is the co-creator of the VRML and X3D ISO standards for networked 3D graphics, and a 3D technology innovator. He’s a career CTO / software architect and entrepreneur, has and is serving on a number working groups, and may also be familiar to some as one of the SVVR Creating the VR Metaverse panel in April 2014.

Tony Parisi (via SVVR)
Tony Parisi (via SVVR.com)

In June he published a blog post entitled Virtually Anywhere, which serves as the launching point for the interview. In that post, he makes the case for the metaverse being the 3D web, pointing to the work of Vladimir Vukićević and Josh Carpenter (who was also on the SVVR Creating the VR Metaverse panel) of Mozilla in bringing native support for the Oculus Rift and other VR devices to Firefox; work which is also being  being paralleled by Brandon Jones at Google for Chrome and also within Internet Explorer. This is something he sees as undoubtedly beneficial, commenting:

We’re now seeing attempts to develop Virtual reality for the Oculus Rift using web technology. There are a couple of browser extensions you can get for Firefox and Chrome that will talk to the Oculus headset, you can write some JavaScript code for WebGL to render in stereo. And so people are starting to experiment with that, which is a really good thing, because I believe that open technology is the way we’re going to build the virtual reality metaverse.

He admits that the post is something of a manifesto to get VR onto the web, rather than seeing it recycled through walled gardens utilising proprietary applications which must be downloaded and installed in order to be used. It’s a manifesto worth reading, and certainly one to give pause for thought. A 3D web has long been talked about – often in terms of the technology which will supplant the web as we know it (e.g. as SL was once glowingly described) – actually seeing the web itself evolve to leverage virtual and augmented reality makes far more sense, being a more logical evolutionary step.

Vladimir Vukićević and Josh Carpenter - working on
Vladimir Vukićević and Josh Carpenter – working on browser support for Oculus Rift and other VR devices – see their joint presentation (images: Wikipedia and Mozilla, respectively)

Through his development of VRML and X3D, Tony is no stranger to the potential of VR or, for that matter, virtual worlds. In discussing VRML, he points to Blaxxun Interactive (originally “Black Sun Interactive”, a name taken from virtual night club featured in Neal Stephenson’s Snowcrash), credited with the development of one of the first 3D community platforms designed for the Internet back in 1995.

While VRML didn’t catch on in the manner hoped, being an idea somewhat ahead of its time given the state of play with hardware, data transmissions speeds on the Internet, etc., it did give rise to X3D. This, together with improvements in home computing capabilities and better Internet connectivity, saw Tony and his colleagues poking at virtual world environments.

The famous Business Week magazine cover
The famous Business Week magazine cover

“We were sitting in a garage doing it together,” he recounts, “And then Second Life got on the cover of Business Week in 2007. Everyone probably remembers the famous Anshe Chung avatar on the cover; and that’s when the boom starter and hype started around Second Life, around ’07.

“And by that summer, literally two months, three months later, I had a lot of investment money from large venture capitalists to do the same thing in a web browser, lighter weight, a little more mainstream targeted. Second Life was thought to be for the geeks, the shut-ins, all these pejoratives you can imagine, disregarding the creative impulse and all the wonderful stuff that was built. And so a lot of folks, including management in my start-up, for example, felt that there could be a middle-of-the-bell-curve mainstream virtual world experience targeted at about everybody that would work just great.”

The product was originally called Flux, and while it didn’t quite go as planned, as Tony wryly notes, it did morph into Vivaty, which carried on through until 2010, and Vivaty Studio is still around today.

Continue reading “The Drax Files Radio Hour: Tony Parisi and the web as the home of VR” →

Linden Lab seeks creators for Experience Keys (Tools) beta

secondlifeOn Wednesday July 2nd, the Lab issued a call for creators to apply for a beta test of the Experience Keys (also referred to as Experience Tools) project.

As I explained in my overview of Experience Keys / Tools, this is a new permissioning system which allows people to create an activity (initially restricted to region / estate level for private islands / estates and parcel level for mainland) such that anyone wishing to participate in it need only give a single confirmation of their wish to do so, rather than having repeated requests for permission pop-up on their screen whenever something wants / needs to interact with their avatar – such as teleporting their avatar to the next location in a hunt or quest, or when wanting to attach a gun or piece of equipment to the avatar as a part of a game.

Experience Keys are the latest addition to the Lab’s Advanced Creator Tools deployed in August 2012, and which in turn grew out of work first put to use in the Linden Realms game.

A video helps explain the concept from a user’s perspective.

While the video focuses on using Experience Keys in games, they could conceivably be used in other activities as well: hunts, puzzles, tours – any immersive experience which may otherwise require users to repeatedly give assent for some action to be taken with their avatar.

The Lab is now seeking SL creators willing to join a beta programme and use the new Experience Keys to build a range of “experiences” within Second Life, as the blog post explains:

We used this technology when creating the Linden Realms game, and we’re now ready to start putting this tool in the talented hands of creators in the Second Life community. Experience Keys is a powerful tool, and we need to be sure we test and roll out the feature carefully, so the first step will be a limited beta, then the viewer and server releases shortly after.

Creators wishing to participate in the programme should send an email to slexp_beta@lindenlab.com with “Experience Key Beta” as the subject along with the following information:

  • The experience name.
  • What genre does it fit in?
  • A brief description of the experience
  • How would your customers benefit from Experience Keys?

As noted in the announcement, a more public beta in which users can try out experiences using an Experience Keys project viewer will follow-on from this initial call.

Firestorm to host “the future of Second Life” Q&A with Lab staff

Update: The promised transcript is now available.

Jessica Lyon has announced that the Firestorm team will be hosting a Q&A session entitled The Future of Second Life.

The session will take place on Wednesday July 2nd at 07:00 SLT (that’s 7:00 AM PDT – I’ve always used 24-hour clock notation in this blog)  at the Firestorm Auditorium, with seating on a first come, first serve basis.

Oz Linden: SL's Technical Director
Oz Linden: Linden Lab’s Technical Director of Second Life

In attendance will be Oz Linden, Technical Director of Second Life at the Lab. Peter Gray, the Lab’s Director of Global Communications may also be present as well.

Note that the focus of the session will Second Life – the session will not be a forum for discussion of the Lab’s  next generation platform. Opportunities to discuss the latter will doubtless come through various mediums once the Lab more solidly release details about it.

So if you want to learn more about what is planned for SL, this may be a meeting you want to attend. However, if you can’t attend, the blog post points to the following:

  • The event will be recorded and made available after the fact
  • The event will be live streamed though I do not have all the details yet. Stay tuned to this bullet for edits.
  • If you have questions to ask concerning SL’s future, please leave them in a comment on the Firestorm blog. Jessica will attempt to ask as many as she can. Please do not leave questions here, as they unlikely to be collected and asked at the session.

I’ll also most likely provide a transcript of the meeting as time allows after the event.

Ebbe Altberg on user retention now and in the future

A part of one of the new user experience social islands
A part of one of the new user experience social islands

While at the TPV meeting on June 20th, 2014, Ebbe Altberg didn’t only address questions on the new virtual world platform the Lab is developing. The session actually kicked-off with a discussion of user retention in Second Life and the new user experience.

Some eight minutes were devoted to the discussion, of which around five and a half were taken-up by Ebbe talking through ideas, and the remaining time either with questions or with reminiscences about mentors and the old mentor programme. The audio presented here represents all of Ebbe’s comments on the subject, together with a transcription for those who prefer to read his comments.

 

The first question was whether the Lab had any further ideas for trying to improve user retention.

Well, there are lots of different types of users, and I think we can make it easier for some users without losing the power for other users. But yeah, that is a tremendous challenge, allowing for this incredible flexibility, openness, freedom, and at the same time make it simple.

I am convinced there’s a lot of things we can do, not necessarily in the short-term, but in the medium-to-long term that going to make things a lot easier.

Ebbe Linden (LL CEO Ebbe Altberg) Talked about user retention at the June 20th TPV Developer meeting (image: Strawberry Singh from the VWBPE conference, April 2014)
Ebbe Linden (LL CEO Ebbe Altberg) Talked about user retention at the June 20th TPV Developer meeting (image: Strawberry Singh from the VWBPE conference, April 2014)

I mean, just coming in and getting dressed is a major undertaking, and it shouldn’t have to be. There’s a lot of stuff that is geekier than it need to be; what the hell does it mean to “detach” something from your avatar and stuff like that?

So I think the user interface can improve a lot. and obviously, a lot of the work that you guys have just discussed here [Experience Tools, etc] will make retention improve. When the quality improves, performance improves, that will do a lot as well. It’ll just take users a while to notice and appreciate, and therefore get sticker. It seems to me, the metric seems to indicate, you know, some potential extra stickiness is going on. We’ll have to see; we’ll have to wait a little longer to be sure about that.

But when I talk about making in “simpler”, I’m not suggesting I’m trying to make it dumber or less powerful. So it’s going to take some smart people quite some time to solve for, but we have to try really hard to continuously make it easier.

Hopefully we can have something with the power of Second Life, but appealing to hundreds of millions, and not just a million; we have to figure out how to get there.

The next question was whether Ebbe was aware of the official mentor programme, and whether he would consider bringing that back.

[1:57] I was actually in-world yesterday [Thursday June 19th, 2014] with a group of people, many of whom have been part of that, and so we started conversations. There’s a lot of sub-groups participating in that conversation, of helpers.

I think the difficulty is, for our perspective, or why it might have been discontinued, is how do you manage it at scale? Who do you trust? Who’s behaving? Who’s not behaving? I think that might have been a part of it.

But I think that also a lot of those efforts were unfortunately discontinued as a part of the big layoff back in the day, when a lot of things were thrown out of the window whether it made completely sense to stop those types of things or not.

[2:43] Personally, I’m in big favour of a – what was at the beginning, what was it called? Community Portal? … Community Gateway programme – to enable creators to attract their own audience into their experiences. I think ultimately, if we’re going to scale way beyond a million users but tens of millions or hundreds of millions, we have to allow creators to be able to attract an audience from the outside world directly into their experiences.

There we have to think about what does that mean? Does it become some kind of co-shared, co-branded on-boarding experience for people? Because there are too many unique communities and verticals and experiences, that we can’t correctly advertise and drive traffic to those experiences, and it would be much more powerful if the creators could sort-of attract their own audience, and that’s much more scalable. That’s the way I think about it, but how long it will take to get there, I’m not sure.

[3:43] So we’re actually experimenting right now, where we’re doing A/B tests with a welcome island as we know it, and a second welcome island with a live helper so we can A/B test the conversion rates and the stickiness of the product. Obviously, one person is not going to do it, but we’re starting with one person as a very consistent way of treating people coming in. and then we can see what the actual performance differences [are] between those two experiences. We’ve also tried with audio on and audio off.

So we’re doing these little A/B tests to see what works, and if we find that having a live greeter there has a meaningful conversion rate improvement , then we just have to figure out how we can scale that, so we can have people able to meet everybody.

I haven’t seen statistics come out of that yet. I saw some stats of audio versus no audio, and it was like a tiny, tiny, plus for no audio, so we’re now trying with no audio, or no speech, so that … but other things we can do is maybe only certain people can get to the welcome island … and [not] having cuckoo folk show up there … Having a way to … we can technically potentially solve it so that we don’t have to have people kicking people out, but you could be sort of, only new users or … and if you’re a brand-new user, it’s a little harder to grief than if you’re and existing user.

Anyway, it’s stuff we’re actively playing with. I’ll try to figure out when we’ll have statistically relevant numbers from the tests we’re doing, and then we’ll go from there.

[At this point the discussion moves to PR as a means of reaching out to new users, and then moves into the discussion of the Lab’s next generation platform.]

The Snow Lion, Oceanside dAlliez; Inara Pey, May 2014, on FlickrCommunity Gateways offer perhaps the most flexible means to meet the needs of incoming users (image: The Snow Lion, Oceanside dAlliez (Flickr))

Comments

The first interesting point of note here – and with the benefit of hindsight – is the first clue is given that the Lab is looking towards another platform for mass adoption:

“Hopefully we can have something with the power of Second Life, but appealing to hundreds of millions…” [my emphasis]

The idea of enabling established users to be able to build tailored on-boarding experiences which not only get newcomers involved in their activities, but also provide them with sufficient guidance to be able enjoy the rest of what a platform has to offer, could be a powerful move in the right direction. Not only does it resolve issues of scalability, it is also something that delivers the on-boarding process more squarely to users within a platform, something many in SL want to see.

It will be interesting to see if the Lab actively pursue such an approach with SL, or whether it is something they’ll look more towards implementing in-depth on the new platform. Perhaps we’ll see a little bit of both; the Lab initially “trialing” such an approach on SL, prior to enhancing  / expanding it with their new platform.

The further A/B testing with the current on-boarding process is interesting. Even if one discounts 90% of the current 350,000 (ish) monthly sign-ups as alt creation or spambots*, that’s still potentially 35,000 new users month who are coming into SL, of whom around 80% have apparently evaporated within a month. So any attempts to increase on this are to be welcomed.

That said, whether user retention can be signficantly increased by tweaking at the edges of the current on-boarding process is debatable. I tend to still be of a mind that without finding the means to connect incoming new users on a more “social” level with others within SL, attempts at increasing user retention will be limited in success.  Nevertheless, it will be interesting to see what comes out of the current A/B testing – and in seeing just where else the Lab is willing to invest time and effort in order to try to increase SL’s retention levels.

*Footnote: some claim that 99% of this number is the result of spambots which never actually go on to download the viewer, much less log-in. While I agree that the potential number of sign-up hits by bots is likely to be high, placing it that high is perhaps a stretch, and points toward’s Marcello Truzzi’s statement that such an extraordinary claim requires extraordinary proof.

LL’s next generation platform and the mainstream market

There can be a broad gulf between niche and mainstream. Bridging it isn't easy
There can be a broad gulf between niche and mainstream. Bridging it isn’t easy

One of the aims the Lab has in developing a new virtual world(s) platform is that they hope to lift it into mainstream adoption, with not hundreds of thousands, but potentially hundreds of millions of users.

It’s a lofty goal, to be sure; but the Lab isn’t alone in talking in these terms. Brendan Iribe over at Oculus recently talked in terms of a virtual world / MMO (he seemed to be using the terms interchangeably) with a billion users – although granted, he also couched this in terms of being a decade or more away.

But how realistic is it for a virtual world to achieve figures of hundreds (or even tens) of millions of users? The gap between niche and mainstream isn’t an easy one to bridge. It’s fair to say that the Lab hasn’t managed it so far, although they’ve certainly had both opportunities and attempts at broadening their mainstream appeal in the past – which is not to say they yet can’t.

Bridging the gap involves dealing with a number of key issues. Three of these might be said to be relevance, identity and ease-of-use.

Loki Eliot's Main Stage, SL11B Community Celebration
Loki Eliot’s >stage desgin at the SL11B Community Celebration

If people don’t see a virtual world as having relevance in their lives and the things they do, then it’s going to be hard to persuaded them as to why they should consider using it. In this, it doesn’t matter how snazzy it looks or how clever the technology behind it.

This need for some real value proposition is perhaps most clearly exemplified by Pamela in the 8th segment of The Drax Files Radio Hour. She dismisses any involvement in a virtual world because she sees no advantage in it compared to what she can already do in her day-to-day physical life. Her reaction may have caused some of the mirth seen at the SVVR Creating the Virtual Metaverse panel, but it is one that is unlikely to be in the minority. Laughing such opinions off doesn’t actually make them go away.

Pamela’s comments also touch on the issue of identity.

Handling issues of identity for groups of people with very different views on the subject may not be easy
Handling issues of identity for groups of people with very different views on the subject may not be easy

For those of us engaged in Second Life, the ability to define our identity howsoever we wish by virtue of the anonymity we enjoy, is intensely liberating. We can be who we want to be and what we want to be; it gives us the willingness to express ourselves more openly and creatively.

However, as Roland Legrand points out when discussing the Lab’s new platform, for many people out in the mainstream world / market the Lab would like to reach, it is downright creepy and off-putting. They are intensely uncomfortable around the notion that the people they may meet in a place like SL may not be entirely as they present themselves.

How this might be dealt with in a manner which gives them the level of comfort they need while still allowing others complete freedom of anonymity, isn’t a straightforward matter. On the one hand, it must allow people to define themselves howsoever they wish; but on the other, it requires that the platform provide some form of assurance that the person with whom you’re interacting really is who they say they are.

And so to ease-of-use.

The new platform needs to provide an intuitive UI which presents itself as easy-to use and offers the greatest flexibility of use, be it with a keyboard and mouse, or an Oculus Rift and STEM system. It also needs convenience of use as well, if it’s going to be made available through mobile devices.

Allied to this is the need to ensure that incoming users are presented with compelling experiences which encourage their use of the platform, and increase their desire to explore it further. This includes ensuring those who come to it with an idea of what they want to do and what they are seeking can find it and similar-minded users quickly, while those who arrive out of curiosity are entertained and /or engaged.

Taken together, these three elements provide a substantial challenge to anyone attempting to drive a virtual world product into the mainstream market. So far, no-one has successfully managed to tackle all three with a single virtual world product and bridged the gap into mainstream acceptance, including Linden Lab. As such, it’ll be interesting to see if the Lab do indeed rise to the challenge, or whether they opt to channel their efforts in other ways, such as towards deeper penetration of vertical markets by offering multiple “worlds” via a single platform. That, however, may be the subject for another blog post.

Related Links

Ebbe: hiring 40-50 new staff, new platform to launch in 2016

Linden Lab: hiring 40-50 new staff for their new VW platform (via FogBay.com)

In keeping with comments various made during the TPV Developer meeting where the latest news on the new platform effectively broke, the article confirms that it will debut in  beta form in 2015, and will potentially launch at some point in 2016.

Other reasons given in the article for the move include an observation that, like its active user base, Second life’s technology has plateaued. additionally, the piece further quotes Ebbe Altberg, “With technology, market interest, hardware and software available, now is the time to give it another big shot. We have the experience to do it more than anyone else.”

Baldwin indicates that the new platform will, “offer more robust tools for creators. Games, designs, goods, all the things that make the current incarnation of Second Life the go-to place for current users will be part of the new world.”

Nor is the “current incarnation of Second Life” left out in the cold. The article provides a brief overview of SL, albeit one slanted towards the commerce aspects of the platform and makes mention of the fact that SL has been continuously upgraded over the years. It also, unsurprisingly, refers to the Oculus Rift headset integration. Allowing for the fact he was using the SD-1 headset, which Oculus users have reported as given rise to feelings of motion sickness, Baldwin’s response to the work – which the Lab has stated still has a way to go in terms of development and refinement – is interesting / encouraging, “beyond the rising tide of uncertainty in my stomach, Second Life finally clicked for me. Years ago I logged on, flew around, got bored, and logged off. The headgear made the entire experience immersive and actually interesting.”

Related Links