Second Life Blogger Network: an update from the Lab and some thoughts

via Linden Lab

Roughly 24 hours after the launch of the SL Bloggers Network – and which I reported on myself from the perspective of someone who helped with defining some aspects of the initiative prior to its launch – Linden Lab posted an update on the initiative, in which feedback by the Lab on the programme is given and concerns raised in various channels by bloggers and interested parties are addressed.

In Second Life Blogger Network Update – What’s Next?, the Lab reveals that the initial response has surprised them, and has caused something of a bottleneck:

Since our announcement of this new initiative yesterday, we’ve already had more than 100 bloggers opt-in! 

We’d like to extend a sincere “thank you” to all of the blogging community for the many years of coverage of Second Life culture, communities, creations, and, yes, even controversies …

We do ask for a bit of patience during our launch week as we sort through and strategize how to both efficiently and fairly review the many blogs who have opted-in. In all honesty, we’re a bit overwhelmed by the number of bloggers who have responded in the first 24 hours!

To be honest, the volume of potential material that might become available to the Lab and the challenge this would create was a concern I raised with LL ahead of the launch. When first discussed, the approach considered for SLBN was to have bloggers enrol and, after writing an publishing an article they believe might qualify for promotion by SLBN, submit a link to the post to LL so it can be reviewed and potentially promoted. I was, frankly, surprised when it was decided to go for a “simple” blanket opt-in, just because because I felt it would place a large volume of work on LL’s shoulders in trying to keep abreast of monitoring blogs and selecting posts for possible promotion.

This approach of letting bloggers submit links to articles to me had (and has) merit for a number of reasons:

  • It reduces the volume of potential posts that need almost daily review.
  • It could allow time-limited articles on events, etc., come to LL’s attention sooner than might otherwise be the case, and so get promoted in a timely manner.
    • While it may be a somewhat atypical situation given it was the launch of the programme, the initial post selected from my own blog in some ways evidences this: referring as it does to a series of events, the majority of which had already taken place by the time the post was listed.
  • Most importantly: it eliminates certain anxieties and concerns bloggers may have about opting-in to the process in the first place, including:
    • Fear that being critical of LL or SL could see them disbarred from the programme.
    • Concern that – and despite statements by the Lab otherwise –  in order to participate in the programme, bloggers must change their overall approach to and style of blogging (tone only might need to be adjusted when consciously opting to submit an article for consideration for SLBN promotion).
    • The general concern that by participating, bloggers have the “big brother” of LL constantly looking over their shoulder, monitoring all of their output.

The anxieties / concern are particularly worth referencing here, because as can be seen in the Lab’s September 27th Update post, they have already been raised by bloggers – and they could continue to be of concern for bloggers learning about SLBN in the future.

By having an additional level of “opt-in” through link submission, the Lab potentially helps reduce such anxieties and underlines the freedom bloggers retain in writing posts and determining where they might have them promoted. Further, such an approach might help limit the (inevitable?) incorrect claims that the initiative is just about “LL trying to control the SL blogging community”.

That said, I’m not advocating the Lab should change the approach to SLBN submissions right now; we are, after all, only 48 hours into the programme, and hopefully some of the challenges the Lab faces will diminish somewhat as they gain greater familiarity with the blogs opting-in to the programme. However, I do think it is an option that is kept in mind such problems of volume and the timely review and promotion of posts does continue to be a problem.

In the meantime, those bloggers who have not familiarised themselves with the SLBN initiative and who wish to do so, can follow the links below:

Second Life: Blogger Network launches

via Linden Lab

There’s been much curiosity over the last few days about the Second Life Blogger Network (SLBN), and I can now help pass on more information about the initiative – which, alongside two other bloggers and Lab staff, I’ve been able to play a modest role in helping to shape.

Officially launched on Thursday, September 26th, SLBN is intended to be a referral service for bloggers producing high-quality, independent blog content to have their work promoted by Linden Lab through a new curated SLBN feed on the Second Life Community Pages and via Linden Lab’s high-visibility Second Life social media feeds and – in the future – on the Official Second Life Viewer log-in page.

How it works is simple and direct:

  • Interested bloggers review the SLBN Terms & Conditions and SLBN Content Guidelines.
  • If a blogger wishes to participate, they complete and submit the SLBN Submission Form to indicate their willingness to participate.
  • Linden Lab staff are then attentive to participating blogs, and when they see a post that is suitable for promotion, they will:
    • Produce a short summary of the post, generally based on the opening few lines of the article, and which includes the first image in the post (if the article does not have any images, a “blog image” supplied by the blogger via the submission form will be used).
    • The summary and image is  then promoted to the curated SLBN feed and to the various Second Life social media channels, etc., together with a link back to the original article and blog.
  • Those reading the various feeds / channels can then click the link through to the article and blog, read it in full and perhaps explore the blog in more detail.

Content that might be considered suitable for promotion through the programme includes technical reports, destination reviews, reports on events (including music and entertainment events) emerging fashion trends, tips and tutorials, reports on Second Life news, and so on.

Those joining the initiative should note that:

  • Not every post from a blog will be promoted by Linden Lab: SLBN is intended to promote several entries during the week from the pool of participating bloggers, with content selected – as noted above – by Linden Lab.
  • Participation in the initiative is on an opt-in basis, free and – importantly – non-exclusive: bloggers can continue to write their own posts in their own style, and continue to use wherever social media, networks and in-world groups of their own to continue to promote their work.
  • However, there are certain standards Linden Lab are applying to the content they will consider for promotion. These are outlined in the SLBN Content Guidelines linked-to above, which should be kept in mind by participating bloggers when producing content they might hope to see promoted by the Lab.
  • Should a logger decide they no longer wish to participate, they can do so at any time using the SLBN submission form. Linden Lab will cease monitoring their blog for potential SLBN content.

The SLBN Badge

Those participating in SLBN can optionally display the SLBN badge (seen at the top of this article and on the blog sidebar to the right) in order to help promote the Second Life Blogger Network through their blog / website. Copies of the badge can be obtained here. When using it, bloggers are asked to:

  • Hyperlink the badge to the Second Life community pages.
  • Include the following statement directly below the badge: Use of the SLBN logo does not constitute approval by or a representation or endorsement from Linden Lab.

Where bloggers place the badge in their blogs is at their own discretion. Those using WordPress can add it using that platform’s image widget tool.

Personal Commentary

As noted, I’ve been somewhat involved in the development of SLBN since Linden Lab first sought feedback on the idea roughly a year ago, and more recently with two other bloggers in providing more direct feedback to the Lab ahead of this launch. Given this, I have a certain positive bias towards SLBN, aided by the fact that it is a referral service designed to help drive traffic to blogger’s sites (while obviously giving LL access to the kind of content that will help them promote Second Life).

How well the initiative works and what additional adjustment may be be made to it in light of things like the response to it, etc.,  will only become clear over time. My own bias aside, I do hope that overall, bloggers will respond positively, and I look forward to seeing how SLBN develops and the content it generates.

Important Links

Linden Lab: “what’s in the future?” and Sansar “re-imagined”

© and ® Linden Lab

September 2019 marks Linden Lab’s 20th anniversary – something I’ve commented on previously in the pages. It’s a milestone event for any company in the technology sector, where things can be here today, gone tomorrow. Nevertheless, the Lab have played things fairly low-key thus far, up to and including a there most recent blog post, issues on Tuesday, September 24th entitled What’s Next for Linden Lab?

While the title might be suggestive of being a commentary on the company’s past and future, it actually takes a general look at Second Life and Sansar, offering a consideration of changes to both platforms which users may or may not be aware of – and for Second Life, gives a small glimpse of things to come.

For Second Life, the blog post offers a brief look at recent and coming core feature releases – Animesh, Bakes on Mesh and EEP (the Environment Enhancement Project) – together with the recent Linden Homes release of Trailers and Campers (see: First looks: Bellisseria trailer and camper homes and Bellisseria: of Trailers, Campers and trains in Second Life).

Perhaps of more interest to user,s it also provides a mini-update on the migration to the cloud:

We have been hard at work moving the services that bring you Second Life from our existing data center to cloud hosting. Our goal is to make almost all of it seem invisible to you; in general we won’t announce that a service has been moved until it’s been working in the cloud for a while. Some things already qualify, though: Your inventory data has been in the cloud for quite some time, and the maps website moved a little while ago. We have several more things that your viewer uses that are being tested internally now, so expect more updates in the next couple of months. We are very excited about the new product possibilities that cloud hosting will enable.

Note, again, that this does not mean any regions or their underlying simulators have been moved to the cloud: currently, these are still being operated from within the Lab’s own facilities.

Another element mentioned in passing is the upcoming Second Life Blogger Network. This is something I’ve played a small role in helping the Lab to formulate ideas, and I’m interested in seeing it launched and how members of the blogging community respond to it.

In its look at Sansar, the blog post coincides with a press release for that platform issued earlier on September 24th, and in which the title really says it all:  Your World is Waiting: The Makers of Second Life Reimagine Sansar as an Immersive Destination for Gaming, Commerce & Live Events.

For those with an interest or curiosity in Sansar, the press release perhaps offers meatier reading than the blog post, covering at it does the most recent updates to the platform:  Avatar 2.0, the Nexus, the introduction of the Experience Points (XP) system, and the initial development of the Sansar “backstory”. All of these I’ve looked at in Sansar: R36 – Avatar 2.0 the Nexus, the Codex and more, and will doubtless be looking at again.

In particular the press release provides information on the new partnerships Linden Lab has entered into with regards to Sansar. These encompass include Dutch record label Spinnin’ Records, and a venture with Japanese kawaii (cute) brand-leader Sanrio alongside clothing brand Levis®. Also included is an outline of various live events Sansar will be hosting a series of live events through until the end of September to mark its “re-imagining”.

To coincide with the Sansar announcement, the Lab also issued a new promotional video for the platform. I’m not entirely sure it works, but the tag line – Your World Is Waiting – has a faint echo of a certain other tag line people may recall.

Returning to the blog post in closing, it makes no direct reference to the Lab’s anniversary, as noted above. However, given it is September, I’d like to offer all at Linden Lab congratulations on company’s 20th birthday; I’ve enjoyed being around for 13 of them, and I look forward to a good many more!

IP infringement complaint directed at Linden Lab

© and ® Linden Lab

According to a piece published in Yahoo Finance on Monday, September 23rd, a complaint has been filed against Linden Research Inc., (Linden Lab) alleging patent infringement.

The report quotes a news wire release from Worlds Inc, claiming Linden Lab and its Second Life product have infringed on a Worlds Inc patient System and Method for Enabling Users to Interact in a Virtual SpaceUS 7,181,690.

The complaint is the latest in a series of actions relating a set of patents filed by Worlds Inc (also known as Worlds.com Inc and Worlds Online and which I’ll refer to simply as “Worlds” for the most part below), the others being US 8,082,501, US 7,493,558 and US 7,945,856, as cited on the company’s home page.

Together, the patents relate to  technologies and methods, Worlds state, to “provide a highly scalable architecture for three-dimensional graphical multi-user interactive virtual world systems”, as seen in Massive Multiplayer Online games (MMOs) and virtual spaces. These technologies and methods particularly relate to the use of avatars, means of communication between “rooms” (disparate spaces) etc. They were filed and granted in 2007 – well after the Second Life was established – but they relate to an initial filing made by Worlds, in 1995, which they argue stands as the priority date when considering the patents.

Thom Kidrin, CEO of Worlds Inc.

The history relating to Worlds Inc and these patents dates all the way back to 2008. It was then that the company challenged against South Korean games an MMO developer NCSoft. At the time, World’s CEO, Thom Kidrin, stated the case would be the first of many such cases, asserting that his company would “absolutely” seek financial recompense from any companies they perceived as infringing on their patents – including Activision Blizzard and Linden Lab.

Ultimately, the NCSoft case reached a confidential out of court settlement in April 2010. However, in 2012, Worlds Inc. set their sights on Activision Blizzard in what has become a convoluted case.

Responding to the complaint by Worlds, Activision Blizzard initially argued that the claim of infringement was invalid, as the technologies to which their patents referred had appeared in public prior to any patient filing. However, Worlds claimed the priority dates for their patents had been incorrectly recorded by the US Trademark and Patents Office (USTPO).

Activision’s position appeared to be upheld in a March 13th, 2014 summary ruling by U.S. District Judge Denise Casper, prompting some to repeat the view that Worlds Inc a patient troll, a view first raised at the start of the Activision case.

However, judge Casper also upheld a claim by Worlds that filing irregularities at the USTPO had resulted in their priority date being incorrect, and gave the company leave to seek a correction from the USTPO. This resulted in the priority dates for the patents being revised to an earlier time frame, and Activision opted not to challenge the revision by way of an inter partes review (IPR), allowing Worlds to re-file their claim of infringement in October 2014.

Around this time as well, Worlds also mounted a challenge against games developer Bungie. In response, Bungie filed three counter-IPRs with the patent office, claiming various parts of the Worlds patents were invalid.

Worlds sought to have the Bungie IPRs discounted on the technicality that they failed to state that Activision shares a publisher/developer relationship with Bungie. However, the USTPO didn’t agree with Worlds and in 2015, ruled in Bungie’s favour – and so Worlds took their complaint over Bungie’s IPR filing to the US Federal Circuit Appeals Court, seeking to overturn the USTPO’s ruling. In September 2018, the court heard the case and issued a ruling in favour of Worlds position, and ordered the USTPO to undertake a further IPR. Which, unless I’ve missed something in digging through assorted legal sites and papers, is where matters more-or-less stand today.

Quite where the complaint against Linden Lab will go is unclear. I’ve contacted them on the matter to ascertain if they are aware of the complaint, but have yet to receive a response – and frankly, I actually don’t expect them to do more than perhaps confirm their awareness; for obvious reasons, it can be unwise for a company to openly comment too much on legal matters. However, in the past, some observers have suggested it is Worlds Inc., who could face an uphill battle in their claims. Ben Duranske, author of Virtual Law: Navigating the Legal Landscape of Virtual Worlds, for example, has previously proposed that there is a wealth of “prior art” that could be brought to bear against them; others have also noted that there is also a wealth of documented history surrounding SL’s development that could be used to challenge claims of infringement.

But, as is often the way in these matters, it is likely things will only unfold slowly over time, so it may be a while before there is any sense of motion one way or with other. In the meantime, should I received a reply from Linden Lab, I will update this article, and I’ll also attempt to keep an eye on this issue in the future.

With thanks to Cube Republic for the pointer to the Yahoo piece.

Second Life mobile apps: a (belated) update

Logos © and ™ Linden Lab and Apple Inc

As I’ve previously noted, Linden Lab is working on an iOS client for Second Life, the first phase of which will be focused primarily on chat.

Keira Linden, who is now a Product Manager at the Lab, is heading up the project, and at a recent open-source developer meeting (held every Wednesday, but at a time I can rarely make), she offered some feedback on the upcoming app, with Oz Linden, the Technical Director for Second Life providing some additional comments on the Lab’s approach to mobile.

You can read an excerpt of the meeting’s transcript that encompasses the discussion in the forums – with thanks to Arielle Popstar for posting it – and the following is a summary of the comments made, grouped by topic.

Summary of iOS Specific Comments

  • The iOS app is to be deployed in stages, starting with – as previously noted – the chat capabilities. This will support IM and group conversations, and will likely include the capability to search for friends and non-friends alike.
  • It appears This initial release of the app will not support local chat, with Oz Linden noting:
Unlike other current apps, the plan is that your avatar will be in a separate space inaccessible to others, so it won’t just be standing somewhere not moving, so you won’t have a regular ‘location’ at all to chat in.

– Oz Linden, Open Source Dev meeting, August 14th

Presumably, this will change in later releases.

  • Further capabilities for the app are being discussed internally at the Lab, and these discussions include prioritising capabilities for release as the app is enhanced.
    • At some point in the development cycle, Keira will be reaching out to users to gain feedback on what are considered to be the important capabilities / options, in order to help the Lab prioritise future enhancement of the app.
    • Overall, the plan is to add as much functionality as possible as the app continues to be developed beyond the initial release.
  • There are no dates for when the app might be made available for testing – but the development work is considered a “high priority” by Keira and within the Product Team.
  • The precise framework for testing hasn’t been finalised, but will be announced via the forums when decided upon.
    • Side note: it had been previously indicated that when the app is made available for testing it will be through Apple’s beta testing environment for apps, and users wishing to test the app will need to have TestFlight installed on their iPhone (or iPad). It’s not clear if this is still the case – but given Apple’s requirements, I would assume so.
  • Currently, the Lab isn’t focusing on providing any graphics support (a-la the 3D world view in Lumiya), with Keira commenting:
We haven’t focused too much on the graphics side, as we’ve been working on chat and security, but I’ll be sure to include that consideration when we get there.

– Keira Linden, Open Source Dev meeting, August 14th

Summary of Overall Approach to Mobile

  • When starting the project, consideration was given to developing mobile apps in a multi-platform framework, but the decision was made to develop natively for different platforms was the better way to go.
  • The decision to go for iOS over Android for the first app was largely made on the basis that Android was better supported at the time (late 2018) by 3rd party apps (including Lumiya).
  • The Lab believe that by focusing on one platform at a time will, ultimately allow them to roll out individual apps and enhancements to those apps faster.
  • Once the Lab is happy with the status of the first app, they will consider porting it to “other platforms”.
  • Concerns have been raised over the potential of a mobile app to increase ad-hoc group chat griefing. Both Oz and Keira indicated there are various server-side means of cutting back on such griefing under consideration as a part of a broader project that’s not directly linked to mobile app development.
  • A browser-based streaming solution is currently excluded from consideration, purely on the basis of cost-effectiveness to users (e.g. considering the pricing model for Bright Canopy), with Oz Linden commenting:

We’ve done several experiments with streamed viewers, and are watching the evolution of the required server side costs and capabilities. So far, we don’t think there’s a viable business model (that is, we’d have to charge too much), but we expect competition and technology to eventually change that.

– Oz Linden, Open Source Dev meeting, August 14th

In addition to the above, and more recently – during the second segment of Lab Gab – Reed Linden indicated that the Lab has a number of initiatives related to mobile support, including optimising the SL Marketplace for use on mobile devices. Please refer to my summary (with video) of that session.

Related Links

Again, thanks to Arielle Popstar for posting the  transcript excerpt.

Previewing Lab Gab 2 with Reed Linden

Image courtesy of Linden Lab

The second segment on Lab Gab has been announced as streaming live on Wednesday, September 11th, 2019 at 15:00 SLT, when it will feature special guest Reed Linden.

Lab Gab is the title given to the new fortnightly (thus far) chat show hosted by Xiola and Strawberry Linden. The first segment was streamed on Wednesday, August 28th, and those interested can read my summary here. It formed a general intro to the show, with Xiola and Strawberry chatting about a number of topics and taking questions from people watching the live stream on YouTube.

The second segment promises to be more formal, featuring  – as noted – Reed Linden. AKA (at present) Penguin Fabuloso, Reed has been with the Lab for just over eight years, having joined in August 2011. Most recently, he’s been in the hot seat for the monthly Web User Group meetings (which I “skilfully” keep missing on account of – well, let’s be honest here – not remembering to check the schedule). As a Product Manager at the Lab, Reed has his fingers in a number of areas including the Marketplace, Profiles and SL web properties, and also with Bakes on Mesh.

All things being equal, I’ll be watching the show and will hopefully have a summary available in these pages some time thereafter. Those wishing to tune-in to the stream can do so via the Lab’s official YouTube channel.