A fond “farewell” to our favourite Second Life Gridbun

April Linden’s info page in the SL17B “Meet the Lindens” campaign designed to provide SL residents with short profiles on 47 Lab employees who volunteered to take part. Image courtesy of Linden Lab

November 5th 2021 finds me an unhappy / happy bunny Second Life bunny supporter.

Unhappy, because the day marks the last working day April Linden has with Linden Lab, and the grid will be the poorer for her departure. Happy, because the day marks the start of a new chapter in her life and career.

For those (can there be any?) unfamiliar with April, she has, for the last seven years, been a member of the Lab’s Engineering Team, the group of engineers responsible for keeping the servers that run all of SL’s various services purring (or grinding) along.

For the last few years she has been managing that entire team – and has used that position to keep Second Life users informed of all that goes on – the good and the bad – with SL’s servers and systems. In this regard, she has been our Number One Gridbun – so called because of her instantly-recognisable purple bunny avatar.

I’m the manager of the Second Life Operations team! It’s my team that helps keep the servers that run Second Life running. It’s my job to make sure they’re well fed, have the coolest toys, and know that going on vacation is okay!

– April Linden, in her official profile

With some 20 years experience in systems engineering environments, April was one of the many Lab employees who came to the company by way of first being a resident user of Second Life. Her attraction to the platform came via the empowerment it gives people to express themselves positively in a variety of ways. For April this was both the freedom to create (she had her own regions as a user), and – perhaps more importantly – because Second Life gave her the opportunity to undertake self-exploration in a safe, open environment without fear of repercussion, as she noted in 2018:

I come from a background – well, I’ll just be frank, where LGBT issues were not to be discussed, and it was through Second Life that gave me the power and the anonymity and the courage, really, to learn more about myself. And Second Life gave me the power to make my life so much better.

– April Linden

In this respect, April is a living example of the Lab’s recognition and support of people’s right to positively express themselves within an environment that embraces diversity.

April probably came to the notice of many Second Life users through her informative and insightful blog posts that would explain What Went Wrong and Why (what I call her W4 blog posts) after significant issues.

The bunny and the wizard: April Linden poses with her former boss, Oz Linden for an SL16B  session

Reporting on technical issues and resolution had always been somewhat spotty where the Lab was concerned.  During the “old, old” days of the Second Life website and blog, updates were fairly frequent – potentially due to the need for “Black Wednesdays”, when the grid would be down for between 6 and 8 hours on that day for deployment purposes (and often longer if things did go sideways). However, some time around 2008/9, communications became somewhat splotchy across the board, and technical updates a rate thing. Frank Ambrose (F.J. Linden) attempted to reverse this, up until his departure from the Lab at the end of 2011, but it was not until April took up the mantle once more that we were given informative and engaging blog posts on W4 situations.

And I really do mean informative and engaging – April has a way with words coupled with a deep understanding of the hardware and architecture running Second Life that she could communicate what had happened and what had been done to both rectify a situation and to try to prevent its recurrence in a way that many, many, users came to appreciate. So much so that, after particularly disruptive events, the first question that tended to be asked at User Group meetings tended to be, “Will April be blogging about what happened?”

In this respect, April did much to follow through on the re-opening of Lab / user communications initiated by Ebbe Altberg after he took over as the company’s CEO, and helped give users the confidence that communications really were opening up after a noticeable period without them.

April’s farewell announcement

Most recently, April has been key to leading the Engineering Team through out Project Uplift – the work to lift, transition and place all of SL’s complex systems and services from a dedicated operational environment and into “the cloud” and Amazon AWS hardware and infrastructure. With the completion of the physical moves, she and her team have been engaged in the post-uplift work to better bed systems into their new environment and leverage new monitoring and engineering capabilities offered by AWS.

April announced her departure via Twitter, and the news was immediately responded to with a wave of well-wishing mixed with regret at see her leave the Lab. And it its true, April will be missed – not just because of her blog posts, but also because of her bright outlook and irrepressible positivity.  Whoever takes over from her has some awfully big (bunny) shoes to fill.

To April, I can only repeat what I said in my own reply to her tweet – that I wish her every success with her new career path and all the very best for the future. BUT – I’m not going to say “goodbye”, as I’m absolutely sure that she’s find the time to remain a part of Second Life as an active resident.

Grumpity Linden talks Second Life to Le Journal du Net

Second Life banner piece for the October 25th issue of JDN

Cube Republic pointed me towards an article appearing in the French on-line newsletter, Le Journal du Net (JDN), a reference site for corporate executives produced by media group CCM Benchmark. The interview is also referenced on the Lab’s official In the Press page. Entitled Second Life’s annual GDP is $650 million, the article is the banner piece for the October 25th issue of JDN, the piece in places makes for interesting reading whilst also covering ground with which many SL users may already be familiar.

The piece starts with a discussion of the recent rise of “the metaverse” as a catch-all buzzword among tech companies from Epic Games to Facebook, and outlining the fact that much of what is now being hyped was similarly hyped 18-20 years ago, with Second Life one of few platforms that actually attempted to achieve it, and which should now, by rights, be regarded as a forerunner and living example of what “the metaverse” might be.

From here, she draws on a key differentiation between Second Life and the vision Zuckerberg’s company is offering – and the barriers they may well face.

I think they themselves realized that the reputation Facebook has forged over time can be a barrier. This lack of confidence in the company exists and there will have to be a number of levers of confidence to allow those who wish to explore these virtual worlds. But it is still too early to get a clear idea. At Second Life, we ensure the privacy of our residents. For example, some assume their homosexuality in Second Life, but we know that some may live in areas of the world where their sexual orientation could lead them to prison. We are therefore extremely vigilant on this issue of data security. With the immense wealth of data in the hands of the digital giants, it will be necessary to ensure the protection of the privacy of the users of these virtual worlds.

– Grumpity Linden (aka Anya Kanevsky, Linden Lab’s VP of Product), talking to French newsletter JDN

Later in the piece, she goes on to make a key point that has helped Second life achieve its longevity and which seems to be a point missed in many of the discussions / statements by other companies wishing to stake their claim to a vision of “the metaverse”:

Everything in [Second Life] was created by our residents and not by Linden Lab employees. We just play the role of facilitator. This represents our vision of the metaverse. I don’t see how creating different games that would be connected to each other could be akin to the metaverse. In my eyes, this is content created by companies for users. For the metaverse to exist, it must be created and managed by the people who live there.

– Grumpity Linden talking to French newsletter JDN

The more familiar waters sailed by the piece include things like the 200,000 monthly unique log-ins SL enjoys, the uptick in engagement seen during the core months of the Sars-CoV-2 pandemic (and that the Lab feel they are seeing many of those who turned to the platform to remain even as the freedom to get out and about in the physical world gets easier, even if at a reduced number of hours per session). It is in these discussions that the article’s headline – SL having a GDP of US $650 million – is references, and that in 2020, users collectively withdrew a total of US $73 million from the platform (potentially hinting at an overall rise in general revenue flowing into / through the Lab over 2019),

Whilst being cagey on the Lab’s overall financial footing, the point is made that it has been profitable for a long time. This sits alongside a comment on the way in which the lab has attempted to be responsive to changing economic needs by realigning where and how it generates its income from the platform. Tilia Pay is also touched upon, together with its importance to Second Life – if not its potential as a revenue generator for the Lab as a whole; an honest assessment is also given on Sansar and immersive VR – which also hints towards the Lab’s vision looking to a future that is broader than any reliance on VR headsets.

While a number of early adopters shared their enthusiasm with us, we also observed resistance from some users. Many were not thrilled with the idea of ​​carrying these VR headsets that are quite heavy and require enough space at home to be able to use them. If virtual reality allows for an immersive and incomparable experience, we observed that few of our residents were ready to wear these helmets for more than thirty minutes. So we plan to keep trying new things around virtual reality, but VR isn’t the only possible future for Second Life.

– Grumpity Linden talking to French newsletter JDN

In terms of this broader view of the future for SL in particular, Grumpity notes the need to provide access to it “on all platforms and on different devices,” even if the experience in accessing SL is not identical across all such platforms / devices.

The article itself is relatively short, but covers some good ground in a manner that will met the needs of JDN’s general readership. It provides a good “executive summary” approach, transmitting its core information without undue exposition. In closing the piece, the journalist, Adrien Tsagliotis, offers a quote from Grumpity that mirrors something I’ve long believed myself (and is actually evidence by the reality of SL’s user numbers), and which stands as something all those hyping “the metaverse” should perhaps keep in mind:

We have observed over the years that the population as a whole is not necessarily open to living this immersive experience in a virtual world. Once the hype around the metaverse is behind us, I think we’ll observe that not everyone is necessarily interested in experiencing virtual worlds.

– Grumpity Linden talking to French newsletter JDN

Opinion: LL, NFTs and a “WTH?” moment in Second Life

via Linden Lab

On Thursday, October 21st, Linden Lab took to their blog and to social media to announce the Zenescope x Second Life Sweepstake. Featuring some 40 NFTs – non-fungible tokens – the announcement met with a certain amount of “WTH?” reactions, my own among them.

The NFTs concerned are produced by Epik, and are focused on a series of digital images related characters from the Zenescope Entertainment’s “Grimm universe” (that is, characters somehow connected to stories associated with the Brothers Grimm).

Some may recall that Zenescope (and Epik) are in a partnership with Linden Linden that launched on August 4th with the opening of the “Zenescope Metaverse” in Second Life; a place promoted by LL as “bursting with magic and mystery” where people could “Experience storytelling and comic books in a whole new way”, a “huge” region “so highly detailed that it might just take several visits to see everything”, but which I found decidedly underwhelming.

The sweepstake is a continuance of that partnership, and marks a further extension of it that many SL users may not have been aware of, so I’ll just dip into here to offer a little more context.

As a part of this partnership, October saw Epik start to offer through their Epikprime marketplace, NFTs tied to nine individual Zenescope character images (apparently sponsored by LL) in various quantities. So, for example The Gretel and Belle images each have 1,000 NFTs (with each NFT having a minimum price of $27.00) while the Sky Mathers image only has 125 NFTs (with each NFT having a minimum price of $147.00.

For sweepstake prizes, I believe LL has taken 10 each of the NFTs bound to the Belle, Gretel and Cinderella images, and a further 10 from a “Halloween” image to be issued on October 25th.

What is an NFT?

VERY simply put for the purposes of this article: an NFT is a digital “certificate of authenticity” created using blockchain technology that represents an easily-reproduceable digital item (a piece of art or music, a game, a document or photograph, etc.), recording the provenance of that item – its origination (creator, date + time of creation, etc), and its subsequent chronology of ownership / custody location in the digital ether. 

It is the uniqueness of the data in the NFT that generates its value, not the item to which is bound, which can still be copied and shared just like any other file on the Internet.

One of the character image / NFTs purchase pages on the Epik Marketplace – Gretel is one of the characters for which NFTs are being offered as prizes in the sweepstake

When it was launched, the Second Life / Zenescope / Epik partnership was framed by LL as a part of a drive to expose SL to potential new audiences. But as noted, the “Zenescope Metaverse” revealed itself as a tepid environment, and even now, some 2.5 months later shows no sign of delivering on  hyperbole surrounding its launch, or present itself as a gateway into SL for Zenescope readers. Of course, that could change quickly – I’ve no idea what LL / Zenescope have planned; but right now it does feel like a hollow promise, and combining it with the sweepstake event leaves one feeling the whole LL / Zenescope / Epik partnership is decidedly lopsided and lacking in reciprocity¹.

Insofar as the sweepstake itself is concerned, another cause of a “WTH?!” reaction came when reading the rules for entry as published by the Lab. To whit:

[winners] may be required to execute and return an affidavit of eligibility, a liability release and, where lawful, a publicity release within seven (7) days of date of issuance

– from the Winners Notification section of the sweepstake rules

And:

Each winner, by acceptance of prize, except where legally prohibited, grants permission for Sponsor and its designees to use his/her name, address (city and state), photograph, voice and other likeness and prize information for advertising, trade and promotional purposes without further compensation, in all media (including digital media) now known or hereafter discovered, worldwide in perpetuity, without notice or review or approval.

– from the General Conditions section of the sweepstake rules

Obviously, given NFTs are intended to prove the provenance of a digital collectable, the recording of the owner’s identity in some form is to be expected. However, that the Lab – a company that has traditionally prided itself on respecting its users’ anonymity – should offer the suggestion that any personal information might be requested could be passed to whomever they designate (such as Zenescope and Epik) for purposes of their advertising and promotion, makes for uncomfortable reading².

For me the biggest “WTH?” reaction, however, came with the idea that Linden Lab – a company that oft wears its social conscience on its sleeve  – would opt to engage with a technology (blockchain) and format (NFTs) that has been repeatedly shown to be environmentally unsound.

The most common blockchain environment used to create and curate NFTs is Etherium. According to the Digiconomist website, a single Ethereum transaction, such as creating an NFT or selling it, a carbon footprint of about 33.4 kg of CO2 – the equivalent to 74,000 Visa card transactions or watching 5700 hours of You Tube videos, – and consumes enough electrical energy to power an average US household for a period of 6 days³. Others put the impact of individual NFT transactions even higher, indicating the “minting” of an NFT produces up to 83 Kg of CO2 and consumes up to142 KWh of electricity (enough to power the average US house for around 12 days), with an subsequent transactions generating an average of 48 Kg of CO2 each.

So, if I’m reading the Epik marketplace pages correctly, if all 5,125 “Zenescope x Second Life” NFTs currently being promoted. are all minted, they will generate a total carbon footprint of 171,175 kg (using the Digiconomist figures), with a further 33.4 Kg added with each sale or other transaction related to each of them. By comparison, were 5,125 print of the images to be made and individually shipped anywhere in the world, each would only generate (according to Quartz and others) a carbon footprint of just 2.3-2.6 Kg, it’s a far more ecologically responsible option.

True, printed copies removes the animated uniqueness of the actual images – but this could be compensated for by the prints being individually signed and numbered by the artist., something that would also help the prints maintain there resell value. And you’re thinking any such resale value would be less than that of any NFT equivalent, let’s just be honest: these particular NFTs really aren’t going to set the NFT collector market on fire and demand stellar prices.

But if LL feels it must jump on the NFT hype train, then I cannot help but agree with this tweet on the subject:

SecondLie may be a parody account with a slick hand for the snark – but it can also offer clear and honest commentary

Obviously, this is in many ways easier said than done, but there are potential opportunities to be had:

  • It would demonstrate LL’s engagement with and support of their own users and platform, removing the perception they are simply “shilling” (to use a term that has popped up in several places in reference to this sweepstake) for a third party.
  • Properly promoted and broadcast, the availability of NFTs produced through SL could speak to the world about relevance of the platform as a place of creative endeavour and expression, potentially encouraging other artists from all walks to come and give it a go.
  • It could be combined with other opportunities for outreach and promotion to more broadly demonstrate the “multi-role” nature of Second Life in addressing use-cases from all walks of life, and offer a place of relaxation, learning, fun, business, and so on at a time when others are still struggling to define what they mean by “metaverse”.

As it is, this “sweepstake” is generating a lot of “likes” and “loves” on social media – although it is hard to tell if this is the result of people actually reading the associated blog post / wanting to winner one of the prizes, or simply the result of instinctively clicking the “like” / “love” icon in response to a posting from an official SL social media account. Whether it results in the Lab seeing this particular offer a “success” and thus worth possibly repeating, or whether they’ll heed the largely negative comments that have similarly left on said social media posts and so think twice about any repeat, I’ve no idea. Purely from my own perspective, I’d rather they didn’t run with any repeat, and instead continue to devote their time and effort on those things that are actually going to raise broader awareness of SL’s continued presence, vitality and relevance – and which can encourage people to come and experience the platform for themselves.

  1. It was recently pointed out to me that Aura Linden recently opened a viewer repository focused on puppeteering, something which has lead to some wild speculation on my part. Might this be a means LL are looking to use within the Zenescope region to allow visitors to “Experience storytelling and comic books in a whole new way”, through the use of NPCs based on the characters being promoted via Epik? Given the state of the repository code, this does seems an awfully long guess (and so probably wrong).
  2. I have actually contacted LL on this and the idea of distributing personal information, but have yet to receive a reply.
  3. And if you think that is bad, Bitcoin is even worse: Digiconomist estimate a single transaction carries a carbon footprint equivalent to 1,880.406 Visa card transactions or watching 141,404 hours of You Tube videos, while consuming enough electrical energy to run an average US household for two months!

Space Sunday: Mars, Starship and a meteor that flattened a city

September 10th, 2021: after successfully gather two samples from the rock dubbed “Rochette” (seen in the foreground, the bore holes clearly visible), the Mars 2020 rover Perseverance paused for a “selfie” using the WATSON imager mounted on the robot arm turret. Credit: NASA/JPL

It’s getting interesting on Mars. Jezero Crater, the home of the Mars 2020 mission is going through a change in seasons, bringing with it a drop in atmospheric density that is proving challenging for the Ingenuity helicopter, which recently completed its 13th flight.

The little drone was designed to fly in an atmosphere density around 1.2-1.5% that of Earth, but with the seasonal change, the average afternoon atmospheric density within the crater – the afternoon being the most stable period of the day for Ingenuity to take flight – has now dropped to around 1% that of Earth. This potentially leaves the helicopter unable to generate enough lift through its rotors to remain airborne.

The solution for this is to increase the rate of spin within rotors to something in excess of their nominal speed of around 2,500-2,550 rpm. However, this is not without risk: higher rpm runs the risk of a significant increase in vibrations through the helicopter that could adversely affect its science and flight systems. Also, depending on the wind, it could result in the propeller blades exceeding 80% of the Martian speed of sound. Sound this happen, the rotor would pick up enough drag to counter their ability to generate lift, leading to a mid-flight stall and crash.

To better evaluate handling and flight characteristics, therefore, the flight team are going back to basics an re-treading the steps taken to prepare Ingenuity for flight. This will see the propellers spun to 2,800 rpm with the helicopter remaining on the ground. Data gathered from this test will be used to make an initial assessment of blade speed required to get Ingenuity off the ground – believed to be somewhere between 2,700 and 2,800 rpm, and make an initial assessment of vibration passing through the helicopter’s frame. After this, it is planned to carry out a very simple flight: rise to no more than 5 metres, translate to horizontal flight for no more that a few metres, then land. Data from this flight – if successful – will then be used in an attempt to determine the best operating parameters for Ingenuity going forward.

The power of Perseverance’s camera: The lower image shows a true colour view of a feature dubbed “Delta Scarp”, captured by the rover’s MastCam Z system from a distance of 2.25 km. The upper picture shows details of the feature, as captured from the same distance, using the rover’s SuperCam instrument.. Credit: NASA/JPL

In the meantime, the Perseverance rover is continuing its work. Following the successful gathering of its first ample, the rover has been further revealing the power of its imaging systems, Mastcam Z and SuperCam, the two camera system mounted on its main mast.

Designed for different tasks, the two systems nevertheless work well together to provide contextual and up-close images of features the rover spies from distances in excess of 2 km away, allowing science teams to carry out detailed assessments before sending the rover to take a closer look. Also, in the wake of the sample gather exercise at the rock dubbed “Rochette”, NASA have provided a general introduction to two more of the rover’s instruments, which are mounted on the turret at the end of the rover’s robot arm. Catch the video below for more.

At the same time, and half a world away, the InSight mission Lander, despite suffering a severe degrading of its power capabilities as dust continues to accumulate on its circular solar arrays, has detected a  powerful Marsquake less than a month after detecting two equally powerful quakes originating at two different point under the planet’s surface.

All three were the latest in a long like of Marsquakes – also called “tumblors” – that have revealed much about the planet’s interior in the almost three years since InSight placed its seismometer on the planet’s surface, including the fact its core is larger than had been believed. The vast majority of the tumblors thus far detected have originated in the  Cerberus Fossae region of Mars, some 1,600 km from the lander. However, on August 25th, a quake measuring 4.1 magnitude was recorded with an epicentre just 925 km from the lander whilst marking it as the most powerful tremblor Insight had recorded (the previous record holder measure 3.7 – five times less powerful).

Captured in July 2021, this image shows InSight’s Seismic Experiment for Interior Structure (SEIS) instrument dome on the surface of Mars. This is the instrument that has been recording tremblors on Mars. Credit: NASA/JPL

But then on the same day, a second quake was detected, hitting 4.2 magnitude, marking it particularly powerful, given its epicentre was calculated to be 8,600 km from the lander, and possibly focused within Vallis Marineris, the “Grand Canyon of Mars. This was matched on September 18th by a further 4.2 magnitude quake – epicentre currently unknown. But what made this tremblor remarkable was its duration – almost 90 minutes! (By comparison, the longest recorded duration of an quake on Earth is under 5 minutes.) Exactly why and how such an event should or could last so long is unknown, and has the InSight science teams scratching their heads.

Did a Cosmic Event Give Rise to the Biblical Legend of Sodom and Gomorrah?

Tall el-Hammam was – up until 3,600 years ago – a thriving centre of life and commerce for an estimated 8,000 people. Located close to the Dead Sea in what is now modern day Jordan, the valley it occupied lay some  22 km west of the city of Jericho and was one of the most productive agricultural lands in the region before being practically deserted for some 500-700 years, the soil inundated with salts to the extent nothing would grow.

The location of the city has been subject to archaeological study since 2005, and researchers there have been struck by the curious nature of what little remains of the city: foundations with melted mud brick fragments, melted pottery, ash, charcoal, charred seeds, and burned textiles, all intermixed with pulverised mud brick and minerals that can only be produced under extremes of temperature and / or pressure. The more the city’s ruins were uncovered, the more the evidence pointed to some terrible calamity having befallen Tall el-Hammam and its surroundings, prompting the archaeologists to call in experts from the field of astronomy, geology, and physics. Their research has lead to the conclusion that the city was practically at the epicentre of a “cosmic airburst”.

Moment of detonation: an artist’s (rather mild) interpretation of the moment a 50m diameter chunk of rock travelling at 61,000 km/h detonated in the skies above Tall el-Hammam, Jordan, 3,600 years ago in a 15 megaton blast that obliterated the city in seconds. Credit: Allen West and Jennifer Rice, CC BY-ND

In short, 3,600 years ago, a piece of rock probably 50 metres across slammed into the atmosphere at 61,000 km/h. It survived the initial entry and fell to an altitude of approximately 4km above Tall el-Hammam before air resistance finally overcame its integrity. The result was a  15 megaton explosion that instant drove air temperatures to around 2,000ºC, enough to instantly flash-burn textiles, wood and flesh, and melt everything from swords and bronze tools to pottery and mud brick.

Seconds later, the shockwave from the explosion struck the city. Travelling at 1,200 km/h, it utterly pulverised what was not already aflame. Roughly a minute after the explosion, that same shockwave rolled over the city of Jericho, probably demolishing a good portion of its defensive wall and the buildings within it. That same shockwave also impacted the Dead Sea, potentially lifting vast amounts of salt water into the air, which rained back down over the valley, rendering it infertile for the next few hundred years, until rainfall could wash the salts out of the top soils.

The evidence for the cataclysm comes in multiple forms, from the melted pottery and mud brick through the clear evidence the city was pulverised in a manner that left a clearly defined “destruction layer” within the ruins, to the fact that within those ruins are deposits of shocked quartz, which are only formed when grains of sand are compressed with of force of 725,000 psi, and microscopic diamondoids, produced when carbon materials (e.g. plants, wood, etc.), are simultaneously exposed to massive extremes of temperature and pressure, and are a hallmark of ancient impact sites around the world.

A satellite image of the Middle East, showing the location of Tall el-Hammam on the northern coastal area of the Dead Sea. Satellite image via NASA

The ruins bring home the very real risk posed by near-Earth objects as they zap around the Sun, crossing and re-crossing Earth’s orbit. That a cosmic object also brought about the destruction of a small city and its 8,00 inhabitants raises the question of whether someone witnessed the event (obviously from many kilometres away) or its aftermath, and the telling and re-telling of the tale of destruction eventually morphed into the Biblical tale Sodom and Gomorrah, the two “cities of the plains” of the Dead Sea (and therefore potentially close to the site of Tall el-Hammam), supposedly destroyed by God in a rain of fire and rock falling from the sky.

Continue reading “Space Sunday: Mars, Starship and a meteor that flattened a city”

Second Life Multi-Factor Authentication: the what and how

via Linden Lab

Linden Lab has announced the initial introduction of Multi-Factor Authentication for Second Life accounts, and has done so in request to numerous requests for increased account security from users to protect personal data.

Traditional user name and password requirements (referred to as single factor authentication) have long be regarded as vulnerable to hacking – up to and including “long” passwords involving alpha-numeric combinations, as the recent publishing by hackers of a 100GB text file of 8.4 billion passwords demonstrated. Multi-Factor Authentication (MFA) adds an additional layer of protection when accessing personal or protected information on-line, and does so by using a combination of elements.

Rather than relying just on something you know (your user name and password), MFA requires a combination of something you know, together with at least one of something you have (such as a electronic token /device capable of generating such a token, something inherent to you (e.g. a fingerprint, your voice, etc), or where you are (e.g. using a specific network connection or via GPS location).

Of these, Linden Lab is implementing MFA based on something you know – your user name and password – and something you have, in this case an authentication token in the form of (preferably) a 6-digit code that can be generated via a user’s smartphone or tablet from a unique QR code from Linden Lab.

With the introduction of MFA, it is important to stress – as noted in the official documentation – that:

  • It is entirely opt-in: you decide if you want to use it or not.
  • It is currently only being applied to the sensitive account information accessed via Account drop-down menu on the left of your Second Life dashboard (so the options relating to account password change, payment method change, transaction information, e-mail settings, etc.).
    • It does not currently impact or change how you log-in to Second Life using any viewer / client.
    • It will be extended across further Second Life web properties (e.g. the Marketplace, etc), in time, and eventually to the viewer as well.
  • E-mail authentication is being developed.
  • Information and initial instructions for setting-up MFA can be found here.
  • Even with MFA enabled, you should still routinely change your Second Life password, using strong and unique options in accordance with best practice.

Setting-Up MFA

Setting-Up MFA is actually relatively straight-forward, and is carried out from your account dashboard via Account → Multi-Factor Authentication.

Selecting this option will display an initial page outlining the process, together with a Get Started button at the bottom.

Accessing the MFA set-up page, and the QR Code / set-up key page (see below)

To complete the process, proceed as follows:

  1. Install a suitable MFA app on a device with a camera (if using the QR code approach). I opted to use Google Authenticator.
  2. Read the introduction notes via Account → Multi-Factor Authentication (above left) and click the Get Started button.
  3. A page will be displayed on your screen with a unique QR code and set-up key.
    • Make sure you make a note of the set-up key – you may need this to help unlock your account should you be unable to use your authenticator of choice.
    • If you are using the set-up key alone, skip to step 6.
  4. Launch your authenticator app and select the option to scan a QR code, then:
    • Point the camera to the QR code on your screen so it is centred within the frame / cross hairs.
    • When positioned correctly, the  authenticator app should automatically capture an image of the QR code (or if a button is available to tap, tap that.
  5. The app will update to show a page that displays your Second Life account name and a 6-digit account token (2 groups of 3 numbers separated by a space).
    • Note this code will update every 30 seconds.
  6. Click Continue on the MFA set-up page. It will update to prompt you to enter two tokens into two fields on the page (see below).
    • If you are using the 6-digit token generated by the QR code, type the displayed code into the first field.
    • Wait for the display to update with a new 6-digit token, then enter the second code into the second token field.
    • If you are using the set-up key, enter this into each field.
  7. Click Activate MFA.
  8. Providing you have done everything correctly, you’ll be informed MFA is now successfully active on your account.
Entering the tokens generated by your MFA app: one unique token per field, as generated by the authenticator app. If you are using the set-up key given on the MFA page, enter that.

How it Works

When MFA is active on your account, clicking any option in the Account drop-down menu to which it has been applied will display an MFA Challenge page.

The account options that – at the time of writing – will present the MFA challenge page. Use your MFA app to obtain a 6-digit code

The MFA Challenge page requires you enter one new token, as generated via your MFA app (or use of the set-up key). Just open the app, select your Second Life account (if using MFA on more than one account – if you are using MFA on just a single account, it will be displayed be default), and then enter a fresh 6-digit code as generated by the app.

Removing MFA

As the official documentation notes, you can disable MFA at any time using Account → Multi-Factor Authentication, entering a code from your app and clicking on the Remove MFA button.

Official MFA Links

Mojo Linden, the Lab’s new Engineering VP discusses SL at TPVD meeting

Andrew Kertesz

Linden Lab’s new Vice President of Engineering, Mojo Linden (aka Andrew Kertesz) dropped into the Third party Viewer Developer meeting on Friday, September 17th, both to say a few words and field some questions. These notes offer a summary of his  comments, together with some audio extracts.

When reading / listening to the following please note:

  • The bullet points within the topics are designed to help provide context to the audio.
  • Unlike my usual approach, I have not attempted to group comments by topic per se, but have ordered things as they were discussed through the TPVD meeting, so that the notes and audio extracts here do parallel the video recording of the TPV meeting, which is embedded at the end of this piece.
  • The audio extracts have been edited to remove pauses, repetitions, etc., and to remove break-in comments from others at the meeting. However, in doing this, every attempt has been made to maintain the actual context and meaning of Mojo’s comments.

Mojo’s Background

  • Mojo started his career at Microsoft, spending over 16 years working on a variety of products and services: Visual Studio, the DirectX API, XBox development (technology and game development). This also saw him help establish the Forza Motorsport Studio and work on a lot of the major Microsoft games like Halo.
  • Joined a former CTO for XBox at IGT (International Game Technology), a company producing slot machines, where he worked in a highly regulated software environment.
  • Moved on to Double Down, another gambling / gaming group, where he worked on mobile apps.
  • Thereafter moved to Level Ex, a company specialising in making games specifically aimed helping doctors face the challenges of modern medical practice.
  • Developed a significant interest in virtual worlds and virtual spaces, which led him to join Linden Lab.

On performance and General Improvements

Mojo Linden

Following his comments about working on DirectX APIs, Mojo was asked if enhancing the viewer’s rendering capabilities would be a focus for him in terms of determining projects at the Lab, and also responding to comments about the value of working to fix issues and properly polish features and capabilities, rather than trying to push “big” new features.

  • As he was unclear on all the the Lab’s preferences regarding mentioning specific projects and times lines, was understandably cautious about talking in detail about specific projects.
  • Having had exposure to graphics APIs has an interest in improving rendering in Second Life.
  • However, has a broader interest in improving overall performance, which he sees as much a part of the platform’s feature set as any new features.
  • Agrees with the view that many users would prefer to see fixes and improvements to current capabilities rather than a massive push for new shiny features, and notes that the Lab is looking to “delight” its user community.
  • Acknowledges the point-of-view that functionality isn’t always delivered in a manner users were expecting it to work and that capabilities can be delivered / added, but then fail to receive the degree of polish that would make them more fully usable.
  • Indicated that LL have been discussing different lighting models  – and in doing so mentioned he has been made fully aware of the expectation among many users that whatever is introduced does not “break” existing content, etc.
  • Recognises that SL has a lot of users with a deep understanding of the platform, and is already thinking on ways that could be leveraged to help expand the platform and give practical improvements.
  • In this latter regard, he realises that TPVs have done a lot of work in the area of performance for themselves, and is keen to explore how this work can be better leveraged.

About Avatars, Complexity and Performance

  • Recognises that unbounded avatars with high complexity are not good for performance.
  • Questioned whether it is better to throw controls and options at users for them to deal with performance issues they hit, or whether it would be better for the viewer to deal with matters more inherently, based on the user’s system.
    • An example of this might be the viewer being able to more intuitive handle very complex avatars though automated imposter, etc., based on the capabilities of the system being used to run the viewer, etc.
  • During the discussion, Vir gave a brief recap on project ARCTan (the work to realign complexity calculations, starting with avatars), and Mojo questioned whether the user community is offering potential solutions (Beq Janus and Elizabeth Jarvinen (polysail) have been looking extensively at the question of avatar meshes – see my CCUG / TVPD meeting notes for more on this).
  • Is aware of the issues of avatar customisation, and is open to hearing back from those who directly face the issues new users have with their avatar looks, etc., on what might be done to improve things.

(My apologies for the sound balance in the extract below – the recording software went slightly wonky during the mid-point of recording the meeting, and attempts to re-balance after the fact didn’t exactly work…)

On Making Changes and Bringing New Users to the Platform

  • (Alexa Linden pointed out that Mojo has been through the avatar selection / customisation and experiencing its pinch-points, and since joining the Lab has been spending time in-world exploring.)
  • In terms of changes and improvements, Mojo is very aware that users can be resistant to change, particularly around things like the UI, where muscle memory plays a big role and people are simply unwilling to learn how to do things differently.
    • Alexa noted that Lindens are not immune to this, and the push-to-talk change in the current RC viewer has resulted in much internal grumbling about having to change behaviour.
  • He is very aware that the viewer has to address (broadly speaking at least) two different audiences: those who simply want to come aboard Second Life and grip to grips with the basics, and those who are more experienced in using the platform and want to carry out more advanced activities.
  • In this, he (again) recognises the value of TPVs and the commitment of the user base as a whole to Second Life and its growth, and so is interested in exploring opportunities for his own engagement with assorted parties via meetings and other possible forums of exchange / engagement. As such, he intends to drop into things like the TPVD meetings as often as he can – particularly if there is specific news to announce.

For completeness, here’s the video of the TPVD Developer meeting with Mojo’s input: