Second Life iOS companion app – mini update

Logos © and ™ Linden Lab and Apple Inc

As I’ve previously reported (see: Linden Lab confirm Second Life iOS client in the making), Linden Lab is developing a companion app for Second Life that will run on Apple’s iOS.

Recently, during a Meet the Lindens session held at SL16B and at a Third Party Viewer Developer meeting, Oz Linden, the Senior Director, Second Life Engineering, provided further information on the status of the app, and what the initial release of the application will include.

While there is a degree of overlaps between what was said at the two events, there were also some differences in the information provided, with the TPV Developer meeting in particular being used to give further information on the app.

This being the case, I thought I’d offer a mini-update on the status of the app’s development, combining the comments made from both meetings into a single bullet-point list, with the relevant audio extracts from both meetings also provided for reference.

Note that throughout, Oz is only talking about the initial releases of the app, and so these notes and the audio comments should not be taken to mean the app will be “feature complete” when it appears, but that it will be enhanced over time, hopefully developing features that will make it more client-like (e.g. Radegast, MetaChat, lumiya, etc.) in general capabilities.

Summary of the comments made:

  • The app should initially be regarded as more of a communicator / companion app than a fully-rounded client:
    • It will provide a log-in option, and chat options (IM, group chat). Local chat will not initially be supported.
    • It will not present you with an in-world location, nor will your avatar rez in-world.
    • Seen as being useful for merchants / business owners to maintain contact with customers when away from their viewer.
    • Over time it will be enhanced – but additional capabilities are still TBD.
  • In theory, the app should work with both iPhones and iPads, although there may be some configuration differences.
  • The Lab have started the work of getting the initial test versions through Apple’s acceptance process.
    • It is not clear how long this will take, as it is the first time the Lab have followed this route themselves. However, it is hoped the first test version should be available in the “not too terribly distant” future.
    • When the app does appear, those wishing to test it will need to have TestFlight installed on their iPhone (or iPad), as the app will be made available though Apple’s beta testing environment for apps.
  • The major reason for selecting iOS for building an app of this kind is that at the time the decision was made, Android was well represented by Lumiya.
  • Some of the back-end infrastructure the Lab is building is support of the app might be applicable for use with a web application at some point. However, doing so is not in the current plans.

Oz’s comments from Meet the Lindens, June 25th, 2019:

Comments from the TPV Developer Meeting, June 28th, 2019 (these also include a comment on the app and iPads from Vir Linden):

  Again: note there is some overlap between these two sets of comments.

The return of Last Names – a further update with audio

One of the most eagerly-awaited changes that is in the works – indeed, has been in the works for a long time (my last significant update on the subject was over a years ago!) is that of the “return of last names”.

During the Meet the Lindens event featuring Oz Linden, the Lab’s Senior Director, Second Life Engineering and April Linden, Systems Engineering Manager, Operations for Second Life, the subject inevitably came up, with Oz and April both explaining why the process of implementing  the capability is taking so long, and addressing questions on the subject (some of which have been asked in the past as well).

While I will have a summary of the entire Meet the Lindens session with Oz and April available shortly, I thought it might be easier for people to reference the project via an individual update, to follow-on from the one I provided in March 2018 (see The return of Second Life Last Names – update with audio).

The first thing to point out, although it has been stated in the past, is that this capability is not just about avatar LAST names – it includes the ability for users to continue to select their own first name – and to be able to change both that name and their last name as they wish (and according to their willingness to pay whatever fee will be applied to the service.

But why is it taking so long to implement? In March 2018, Oz indicated the Lab hoped to have the feature ready by the end of that year – and we’re already six months beyond that.

Well, the answer is – as with a lot of things within Second Life – pretty complicated, and goes to the very heart of how the platform and its systems were originally created and have been seen throughout their lifespan, as Oz explained:

[Bringing back] Last names would have been pretty easy. In fact, we still do last names; it’s just that we give everyone the same last name … The hard part is allowing you to change your name …  Every part of Second Life, absolutely everything, was built with the assumption that your name can never change. And that means that lots of things that can be treated as cached, and [that] the cache never needs to be cleaned-up and updated [now have to change], and we have to go back and find that assumption everywhere in Second Life; and that’s a lot of code…

You would have thought it was based on a [avatar] key, but it wasn’t always, and the trick is that while maybe it was not maybe the best way to be doing it – to be saving names in different places – it always worked, because names could never change.

– Oz Linden describing the major issue with offering changeable avatar names

Oz and April went on to note that this work is still going on, but is taking a lot longer than have been anticipated. It is also something that is complicated as it means that all these points were the avatar’s name may be used and / or cached, now not only must have the “name never changes” assumption removed – they actually have to each be hooked up to some mechanism that can track name changes (e.g. through association with the avatar key) to make sure the correct name is always surfaced where it is seen by users.

You can listen to Oz’s full explanation below.

Oz also went over some ground previously covered about the name avatar naming options, and which may well be familiar to many, but are again given here for completeness and for those who may not have followed that project closely:

  • First name selection will be free-form (pick any first name you like (within the bounds of LL’s ToS and the SL Community Standards).
  • Last names:
    • Will be selectable from a pre-set list. This list will change on some basis (TBD).
    • It may be possible for users to offer suggestions for new last names.
    • Currently, it is not planned to make previously used last names (e.g. Pey, Sideways, Starr, Rubble, etc.) available for re-use.
    • Users will, however, be able to change back to one of their own past names, if they wish.
  • Combinations of first name and last name must be completely unique (i.e. never used previously in Second Life).  They will have a maximum of 31 characters each.
  • The ability to change your name will likely be via a new page available through your secondlife.com account dashboard.

The event also saw a number of questions asked on last names. These are again summarised bellow and answers are supplied in the audio file (with questions relayed by Patch Linden):

  • Will incoming users be able to pick a last name when they are signing-up? – No, they probably will not. Incoming new users will continue to have “Resident” as a default last name.
    • This is because picking a last name was found to be a major blocker to users signing-up.
    • Incoming new users will, however, be able to change their name(s) like everyone else, once they are in Second Life.
  • Why is there a charge being applied to name changes? – Mainly to discourage people from frequently changing their names. These changes will have a impact right across the SL services, and this needs to be managed, and the Lab would prefer not to impose artificial limits (e.g. “you can only change one a month”), if possible.
  • Will friends of people who change their name be notified, or will they have to discover this for themselves? – Hasn’t been addressed, but potentially no reason why friends shouldn’t be notified.
  • Will people who change their names remain on a friends list? Yes; this is one of the systems the Lab has to parse through to make sure things behave as expected.
  • Will name changes be reflected in everything (the name of creators of object rezzed in-world, the owners’ names, etc)?
    • That is the goal, and again why it is taking so much time to get this feature to a point where it works as would be expected and then deployed.
    • However, there will likely be a some delays on seeing name changes, simply because they need to propagate and cached across multiple services.
  • How much will it cost to change names? – This will probably be one of the last things to be decided, as it only needs to be done when the capability is ready for deployment.

For those who prefer to listen to Oz and April’s comments as given directly during their Meet the Linden session, they can be found on the SL4live TV recording of the event at the following time stamps:

  • [28:20-32:35] Initial comments on the complexity of implementing the capability and what it will offer.
  • [38:04-47:59] Q&A with Patch Linden handling audience questions.

Second Life: on-line DMCA complaint form released

via and ©™ Linden Lab

It had been promised some time ago, but on the 18th June it finally arrived – if quietly so. Linden Lab now have a web form for submitting IP complaints.

The Lab has always adhered to the US Digital Millennium Copyright Act (DMCA) in matters of users’ Intellectual Property right protections, with that adherence outlined in the Intellectual Property Infringement Notification Policy.

However, one sticking point that has been around for a long time has been the requirement for users to notify the Lab via snail mail or … fax.

A page of the Lab’s IP Infringement Complaint web form, which went live on June 18th, 2019

The option to file via web form was promised as far back as December 2017 (see: SL Project Updates 49/2: Web User Group), with the hope it would be implemented in early 2018. Needless to say, it has, for assorted reasons, taken a little longer to arrive. However, it will hopefully be greeted positively by those who have been requesting it.

The form can either be accessed from the Intellectual Property Infringement Notification Policy – the link sits within section 1.1 form the policy, immediately above the Lab’s mailing address and fax details. It can also be accessed directly – however, it is always recommended people read the policy in full before submitting a DMCA claim to Linden Lab. The form will replace fax submissions, but I understand filing complaints by regular mail will remain available to those who prefer.

With thanks to Oz Linden.

Special: Patch Linden on the new Linden Homes release process

The development of additional Bellisseria regions with houseboats and Traditional houses that people have been able to witness during May / June 2019 is part of a new approach the Lab is taking to releasing these Linden Homes, which comes into effect from Monday, June 24th

Update, June 25th: Patch’s forum post is now an official blog post.

Update: Patch has now issued a forum post on the new Linden Homes release process.

Since their launch in April 2019, the Linden Homes, available to Premium subscribers, have proven exceptionally popular. The first release of the houses – offered in two types: land-based “Traditional” homes and houseboats, each available in for styles – were snapped up in the first couple of days following their release, with the houseboats going within hours. Similarly, a special release of regions with houseboats was completely allocated in just 27 minutes.

For the last several weeks, the Linden Department of Public Works – LPDW – and the Lab’s Land Team have been work on a further development across a number of regions in Bellisseria, implementing new infrastructure as well as more Traditional homes and houseboats, all under the watchful eyes of curious residents. As Patch Linden, Senior Director of Operations Patch revealed on Monday, June 24th during his Meet the Lindens event, this open development of Bellisseria is part of a deliberate change in strategy.

Ahead of that event, I had the opportunity to hear from Patch on what would be happening:

We are going to try and change our release strategy for a little while to see if a particular process works better for everyone involved, including many of you who have been very patiently waiting for one of the new Linden Homes. Many of you have already been witness to the new process unfolding in front of you whether you knew it or not. 

Those regions that have been called out in various places such as. New Hamsterdam down to SSPE120 (soon to be officially named).  We did this for multiple reasons, mostly in an effort to show all of you the process we go through in real-time to make these beautiful new regions come to life, and give a glimpse into the time-line involved.

Another of the new Traditional houses being prepared

In particular, and starting with this development, the Lab will be increasing the cadence of Linden Home releases, as Patch went on to explain:

Starting Monday, June 24th we’re going to try to release a region’s worth of new Linden Homes on a regular cadence.  We’re aiming to try for a region per every other day, so Monday, Wednesday, and Friday, but as we cannot control all the factors involved in the lengthy process, such as QA requirements, we may have some gaps which could last anywhere between a day to several days and especially on the weekends.

This means that development of Bellisseria is going to be on more of a rolling basis as individual region are readied, rather than large-scale releases with extended period between them. Nor will the roll-out be restricted to the current Traditional houses and houseboats; other types of Linden Homes will be made available, including the upcoming trailer-style homes, which will initially come in a larger release (I’ll have more on these in a follow-on post to this one).

And just as a reminder – the place to obtain one of the new homes as they are made available is via the Linden Homes registration page, not by queuing up inside Bellisseria (as has been done). Just check the page and look for Bellisseria in the drop-down list (arrowed below left), and the available house option(s) – Traditional house and / or Houseboat – and click on the image.

The new Linden Homes are available through the existing Linden Homes registration page – just make sure Bellisseria is selected in the Theme drop-down (arrowed) and select your choice of house or houseboat – not that only one or the other may be available at any given time, and that further type of home will be added to this page as they are released.

Nor is this all in terms of development. Again, as many have already seen, there is a new island development within the arms of Bellisseria. Marked by the continent’s second airstrip, this 2-region island is to be the Bellisseria Fairgrounds, with Patch explaining:

Our vision for this space is to grant communal access to an area that is clear and ready for set-up of an event.  We have supplied the outlying basic infrastructure which includes water taxi access to the main continent, an airstrip and landing pad.  We will have a scheduling calendar and process in place where the space can be reserved in advance.  The first events already in line for use of this space will be around the 4th of July holiday coming up.  More information to come about how the reservation process will work in the near future.

Currently in the centre of the new Bellisseria Fairgrounds island is a huge “Torley-fied” statue of Magellan Linden, the colours (and the flag he holds) presented in support of Pride Month.

Note that the Fairgrounds aren’t an amusement park (or similar) but are designed to be used for a wide range of events.

It’ll be interesting to see how things go with the new cadence of releases – and the order in which they are made; given the idea is to release on a region at a time, and given regions tend to be split between land houses and houseboats, will the releases alternate between the two, or will it be more a more orderly release, proceeding region-by region along and down through the developed regions before moving on to the next set that are developed? I suspect the former, a this would give more of a mix to things – but the next week or so will show!

SL16B and marketing Second Life

For existing users, SL16B is part of the scrolling banner of images featured on the secondlife.com log-in page. It marks one small part of marketing work around the birthday celebrations

The celebrations for Second Life’s 16 birthday commenced on Thursday, June 20th at 10:00 SLT, and will run through until July 8th. It is a time of a lot of in-world events marking Second Life’s “birthday” – and it’s also an opportunity for Linden Lab to remind the world just how long-lived, – and potentially relevant – the platform is.

This outreach can take various forms. It can, for example encompass direct outreach to the media at large, as we’ve seen with SL’s 10th and 15th years, with media interviews with the CEO, press releases and the release of materials such as infographics offering snapshots of Second Life in facts and figures.

For 2019 the Lab has already produced a special Second Life landing page for SL16B. Landing pages are those seen by people attracted to Second Life via adverts and marketing campaigns, and I’ve covered how these pages work in my 2015 piece Landing Pages: marketing Second Life. However, given it is available, I took the opportunity to contact the Lab’s Marketing Manager for Second Life, Brett Linden about what else the marketing team are working on to promote Second Life during its 16th anniversary, and he was only too happy to talk me through some of the work.

The entire marketing team has been working to promote SL16B through multiple channels, including organic, paid, email and social campaigns. Most of our energies on SL16B have been on re-engagement of existing or lapsed Second Life Residents but we do hope that the event will draw the interest of outward (non-SL) media, as well.

Our Senior Marketing Manager Darcy has been promoting via paid display and search ads, most of which are being primarily used for [this] “re-targeting” [of] existing Second Life Residents to encourage (and/or remind) them to log back in. The landing page is referenced in some of the paid campaigns that link directly to it, [some of which] include 15 second and 30 second edits of our main SL16 “first look” promo video.

– Brett Linden describing the marketing work around SL’s 16th anniversary

While it may sound a little odd trying to market Second Life to users who have not logged-in to it for a while – after all, if they’ve not logged-in, then surely because they’re no longer interested? – it does actually make a lot of sense. There are many potential reasons why people might take a break from logging-in to the platform or who opt to put it to one side with the intention of coming back – but never quite get around to it. Thus, reaching out to “lapsed” users can be beneficial.

Certainly, it’s an approach that has yielded worthwhile results for the Lab, hence why it continues to be a staple part of their marketing efforts. If nothing else, re-capturing the interest of those who were once engaged in the platform is potentially a lot easier than trying to draw in an entirely new audience (not that this shouldn’t also be done / isn’t done).

Some of the paid advertising and search ads Darcy Linden has been working on in the run-up to SL16B that will be used in marketing campaigns around the birthday celebration

Part of this outreach will be in the form of e-mails. Target groups for these e-mail are being identified by one of the Lab’s marketing analysts, Maveric Linden, and e-mails will start going out during the week commencing Monday, June 24th. Part of this campaign will encompass active Second Life users as well, in the form of one e-mail promoting activities at SL16B, and another promoting the new Premium Gift released for SL16B (a retro ’50s diner already available through the Premium gift kiosks).

Social media plays an important role in marketing, both for SL16B and in general. In this the reach of a message can be greatly amplified through the likes of Twitter re-tweets, both by Second Life users and others.

Lead Community Manager Xiola has been leading the charge with promotion across all our social channels including working with the community to help spread awareness. It was exciting to see that founder Philip Rosedale tweet the video, but we’ve also had dedicated outreach to many Second Life vloggers and bloggers, such as yourself that allowed many influencers to get an advanced sneak peek to prepare their coverage for opening day.

– Brett Linden describing the way social media can help amplify a message

Of course, reaching out to vloggers and bloggers engaged in SL (you can catch my pocket guide to SL16B if you haven’t already) is to be expected. But what about more outward (non-SL related) marketing? Brett acknowledges that SL16B doesn’t specifically have a direct focus here, but that doesn’t mean the more mainstream media is being ignored.

We are engaged in ongoing efforts for outward press opportunities covering multiple other angles including reminding the media about our pioneering role in the mainstreaming of virtual worlds, virtual currencies/economies and VR. One of the things that we’ve noticed some recent media traction on is the “Love Made in Second Life” mini-series and some of the other non-romance ethnographic videos featured on our social channels.

For example, we already have a major cable news network and an established podcast creator working on extended pieces inspired by some of those videos. We’ve been very happy with the attention received by our “Made in Second Life” series and the recent Destinations videos since they serve the dual purpose of showcasing SL and surfacing great stories to both the existing community and external audiences.

A practical demonstration of this broader engagement with the media actually came as this article was being finalised, in the form of How Virtual Reality Is Changing Healthcare, a techopedia article by Terri Williams, which includes comments by the Lab’s CEO, Ebbe Altberg, directly referencing Second Life’s relevance to healthcare.

Marketing is a complex topic, but it is one in which LL are constantly engaged, even if we may not always see what is going on or the results – or even see it in the form of press interviews or similar. As such, I found it interesting to hear from Brett on just one aspect of the work; and I hope this article helps shed some light on work we, as users, don’t often get to see.

My thanks to Brett Linden for his time in allowing me to write this piece.

Space Sunday: Europa, a Starshade and ambitions

Arthur C. Clarke’s fictional warning from 2010: Odyssey Two, given with regards to Europa. Now we may have a further reason to send a mission to probe the ocean beneath the moon’s icy crust. Credit: NASA / I. Pey

The words in the image above form part of the conclusion to Arthur C. Clarke’s 2010: Odyssey Two, the sequel to Stanley Kubrick’s collaboration with Clarke, 2001: A Space Odyssey, and itself made into a film by Peter Hyams. They come as the alien force responsible for the strange monoliths that triggered the events of 2001: A Space Odyssey cause the gravitational collapse of Jupiter, generating sufficient compression to start nuclear fusion, turning it into a mini-sun.

The actions were taken due to primitive life being found in the waters under Europa’s crust of ice; life trapped in an evolutionary cul-de-sac unless Europa received greater sunlight to melt the ice, evaporate some of the sea to expose landmasses and allow its burgeoning life the opportunity to grow and evolve. The words were issued to prevent humanity interfering in this process.

While there is no sign of aliens, monoliths, or anything like it around Jupiter, we do know there is a vast salty ocean under Europa’s ice, potentially 100 km (62.5 mi) deep and kept liquid as a result of the gravitational forces of Jupiter and other Galilean moons causing Europa to “flex” and generate heat deep within itself – and that ocean could be the home of life.

Europa’s internal structure, showing the subsurface ocean which could be up to 100 km (62.5 mi) deep. Credit: NASA

It had generally been thought that the salt in Europa’s ocean was likely magnesium chloride. Now a new study indicates that the salt could well be sodium chloride – the same salt present in our own oceans.  This has important implications for the potential existence of life in Europa’s hidden depths.

Scientists believe that hydrothermal circulation within the ocean, mostly likely driven by hydrothermal vents created on the ocean floor as a result of Europa’s “flexing”, might naturally enrich the ocean in sodium chloride. On Earth, hydrothermal vents have been shown to support life around them, which utilises the minerals and heat from the vent. Much the same could be occurring on Europa.

NASA has had many plans for missions to explore Europa’s ocean. Thus far, none have got beyond the the planning phase. Credit: NASA

Identifying the presence of sodium chloride has been a long time coming. Europa is tidily-locked with Jupiter, meaning it always keeps the same side pointed toward the planet. As a result, studies of the moon have been focused on its far side relative to Jupiter, as this side of the moon reveals much of the complex and continuing interaction taking place between Jupiter, Europa, and Jupiter’s innermost moon, Io, which results in sulphur from Io to be deposited on Europa.

Mixed in with these sulphur deposits are traces of magnesium chloride, which led researchers to believe it had been ejected from the moon’s ocean through the cracks and breaks that occur in Europa’s icy shell as a result of the internal “flexing”. However, when reviewing recent data obtained from the Keck Observatory, the team responsible for the new study found something odd. The data – gathered in infra-red – included the “side” of Europa facing along the path of its orbit around Jupiter – a face largely free from sulphur deposits from Io, although it is still stained yellow.

It had been assumed that this discolouration was due to more magnesium chloride being ejected from within Europa. But magnesium chloride is visible in the infra-red – and the Keck data didn’t reveal any such infra-red signature associated with the discolouration. So what might be causing them?

One of the study’s authors, Kevin Hand of NASA’s Jet Propulsion Laboratory, realised that sodium chloride is “invisible” under infra-red – but it can change colour when irradiated. Carrying out tests on ocean salts, he found they did turn yellow under visible light when irradiated. He then analysed the yellow in the salt and the yellow on Europa imaged by Hubble – and found the two exhibited exactly the same absorption line in the visible spectrum.

A pair of composite images of Europa. On the left, as seen in natural light; on the right the same image that has been colour enhanced. They show, on the right, the “far side” of Europa relative to Jupiter, the rust colour the result of sulphur ejected from Jupiter’s inner moon Io being deposited on Europa by Jupiter’s radiation belts, and which show evidence of magnesium chloride. On the left, the yellow staining, originally thought to be the result of further magnesium chloride deposits from within the moon – but which now have been shown to be sodium chloride – the same salt as found in our own oceans. Credit: NASA/JPL / University of Arizona

We’ve had the capacity to do this analysis with the Hubble Space Telescope for the past 20 years. It’s just that nobody thought to look.

Mike Brown, Professor of Planetary Astronomy at Caltech, and study co-author

This is the clearest evidence yet as to the nature of Europa’s ocean and its similarity to our own, life-supporting ocean. However, it’s not absolute proof: the sodium chloride might be indicative of salt deposited in Europa’s icy crust from long ago, rather than evidence of it being contained with the moon’s oceans. However – and despite the fictional warning from Clarke’s novel – the study ups the need for us to send a mission to Europa that is capable of penetrating its icy surface and directly studying the ocean beneath ice, both for signs of possible life, and better understand the processes that might be occurring within its depths.

Starshade: The Quest to See Exoplanets

Over the last few decades, astronomers have discovered over 4,000 exoplanets orbiting other stars, leading to wide-ranging debates as to the suitability of such worlds supporting life. One of the ways we could better make such a determination would be through direct analysis of their atmospheres. The problem here is that given the distances involved, the atmospheres of exoplanets are effectively masked from observation from Earth by the glare of their parent star.

Plans are in hand to achieve this. When the WFIRST telescope is launched in the mid-2020s – assuming it continues to survive attempts by the White House to delay or cancel it – it will carry an instrument called the stellar coronagraph. This will effectively block the light of a star from reaching the telescope’s imaging systems, allowing it to see the atmospheres of planets roughly the size of Saturn or Jupiter or larger. But to see the atmospheres of smaller exoplanets  – the size of the majority so far discovered – an alternative its required. Enter Starshade.

Also called the New World Project, Starshade has been in development since 2005 – although it has yet to gain formal mission status. In essence, it proposes the deployment of a purpose-built space telescope and an “occulter” – a massive deployable, adjustable shade, 26 metres (85 ft) in diameter.

Starshade proposes using a large “occulter” (left) to block the light of distant stars so that a telescope (right) to study the atmospheres of planets orbiting the star. Note this image shows the shade unfurling following its deployment from its carrier vehicle, which also includes the originally-proposed telescope (seen at the right-hand end of the vehicle). once separated, the telescope vehicle would move away from the starshade before turning to align the telescope with it. Credit: NASA, 2014

The idea is that, placed between the telescope and a star with known exoplanets, the shade would block the star’s light – but allow the light from the planets be received by the telescope, allow it to be spectrographically analysed. This would allow scientists to understand the nature and composition of any atmospheres these planets might have, and thus determine their possible suitability for life.

One of the stumbling blocks for the proposal has been cost: developing and launching both a purpose-built telescope and occulter has been put at US $3 billion. However, were Starshade to be used with an already budgeted telescope – say WFIRST – that cost comes down to just US $750 million. Thus, the most recent studies related to the project have been focused on achieving this. In doing so, they’ve raised a significant technical issue: alignment.

Continue reading “Space Sunday: Europa, a Starshade and ambitions”