Attendance is free, but for those wishing to donate to the supporting this and future conferences, there are a number of options to do so, ranging from $10.00 USD through to $200.00 USD, all of which offer various benefits to purchasers. For the full range of ticket options and their respective benefits, and to book your place at the conference, please visit the conference ticket page.
The 2015 conference will be a one day affair, taking place on Saturday, December 5th. Nevertheless, it will present a full programme of dynamic short presentations and panels that spotlight the best of the OpenSimulator platform and community that will take place virtually on the conference grid.
In addition, the organisers are inviting the OpenSimulator Community to host community and social events, scheduled for dates leading up to the conference in the days leading up to the conference and immediately following its closing on Saturday, December 5th at 17:00 PST, and again on Sunday, December 6th.
If you wish to give a presentation or talk at the conference, please register your interest via the Call for Proposals page, but note that all proposals must be received no later that 11:59 PST on Saturday, October 31st.
The OpenSimulator Community Conference is an annual conference that focuses on the developer and user community creating the OpenSimulator software. The conference is a joint production by Core Developers of OpenSimulator and AvaCon, Inc., a 501(c)(3) non-profit organization dedicated to promoting the growth, enhancement, and development of the metaverse, virtual worlds, augmented reality, and 3D immersive and virtual spaces. The conference features a day of presentations, panels, keynote sessions, and social events across diverse sectors of the OpenSimulator user base.
On Wednesday, October 28th, Xiola Linden blogged about the routine of the 2015 Halloween Creepy Crawl / meet-up, and invited residents to get their costumes ready.
The Event will take place between 10:00 and 15:00 SLT on Friday, October 30th, and will be moving through a number of selected venues. Xiola’s post reads in part:
“What is the Creepy Crawl?” you may ask. It’s a scary-good in-world event where Lindens and Residents get dressed up in their best Halloween costumes and roam from spooky spot to spooky spot for music, dancing, and celebrating! It’s going to be a bit like a ‘pub crawl’ without the need for taxi fare.
Costumes are strongly encouraged for this event – some come out and show off your best. I am still deciding between 4 different costume choices I’ve put together and may have to wear all 4 at some point during the crawl. It’s a good thing we’ll have 5 hours to run amok and have fantastical fun. Just keep in mind that this event is for General and Moderate audiences when perfecting your look.
Things will start at 10:00 SLT at the Bay City Halloween Maze, which I also blogged about earlier in the month. From here, things will progress as follows (all times SLT, all locations rated Moderate unless indicated):
The final destination will be the Haunted Halloween Tour (Portal Parks rated G), which the Crawl should reach at around 14:30 SLT, and will give people a chance to try out the 2015 version of the Lab’s Halloween ride, which I’ve also reviewed for those interested.
So, if you’re up for some suitably spooky fun with friends and Lab staff, dig out a costume or two and be sure to drop in on one or more of the venues listed for the tour.
In it, Ms Subbaraman reports on a Boston Medical Centre trial which utilised Second Life to help diabetes sufferers better manage their condition, and which has paved the way for an even more in-depth examination of the use of virtual world environments in matters of personal healthcare.
Nidhi Subbaraman writing in the Boston Globe about diabetes studies using Second Life
The trial was initiated by 2009 by Dr. Suzanne Mitchell, a family physician at Boston Medical Centre and assistant professor at the Boston University School of Medicine. The intent was to investigate whether and how virtual group sessions held in Second Life might help diabetes sufferers made changes to their eating habits and lifestyles to better manage their illness.
In particular, the trial involved African-American women, many from low-income families and / or holding down busy jobs. This demographic was specifically targeted because the U.S. Department of Health and Human Services Office indicates that a quarter of African-American women over age 55 have type 2 diabetes, which is a significantly high percentage.
Half of the study participants attended hospital classes to help them cope with their condition, the other half were provided with computers and modems and shown how to access Second Life and attend classes in-world. As Ms. Subbabaman notes:
Some days the virtual group “met” at the Second Life BMC classroom, but the group also took field trips into the on-line world. Once, the course leaders led a session on diet and explained how slow, mindful eating was one way to control portions and manage diet. The participants found that when their avatars sat down to eat at the cafeteria location, their utensils moved very slowly, echoing the lesson. Another time the group met at an exercise facility within Second Life, where participants could try out the treadmill or exercise bikes, or take a swim.
Not only did the trial reveal the participants attending virtual activities faired at least as well as those attending regular hospital classes, it also showed that they formed friendships and their own support network, swapping recipes, and trying to encourage friends to join them in-world as well. Most interestingly of all, the study suggested that those participating in the virtual aspect of the study reported exercising more than the group that met in class, suggesting the virtual experience might result in lasting lifestyle changes.
This isn’t the first time that activities in Second Life and virtual environments like it have been shown to have a positive impact on people’s lifestyle choices. In 2012, for example, I reported on a study led by Dr. Elizabeth Behm-Morawitz at the University of Missouri which showed that people who have a strong sense of self-presence with their avatar enjoy an improved self-image and took better care of themselves health-wise, and tended to enjoy better relationships with others.
Dr. Suzanne Mitchell
However, as Ms. Subbabaman reports, the work carried out by Dr. Mitchell and her colleagues has now resulted in the National Institute of Diabetes and Digestive and Kidney Diseases (NIDDK) awarding them a US $3.5 million grant to finance a further 5-year study into how the use of Second Life can help people diagnosed with diabetes better manage their condition.
“We know that in order to actively participate as partners in healthcare, patients with diabetes need self-management support,” Dr. Mitchell said in a BMC press release announcing the grant and the study. “What is remarkable about this study is we’ll be educating and interacting with some of the patients, and they’ll be interacting with each other, all through group visits in a virtual world.”
As with the initial trial, participants will be placed in either the control group (classroom education) or asked to join Second Life. Those involved in the Second life element of the study will not only be monitored to see how participation in in-world group session helps them better understand their condition, but also how the relationship with their avatar in general has an impact on their self-care and willingness to undertake lifestyle changes.
In this Dr. Mitchell and her colleagues are very keen to chart what is called the “Proteus Effect”. This is a term coined by Nick Yee in his 2014 book, The Proteus Paradox: How Online Games and Virtual Worlds Change Us– and How They Don’t to define the increasingly complex relationship we have with our digital Doppelgängers, and how it can have a profound and often positive effect on us (also see my article from January 2014).
The Proteus Effect was very much in evidence during the original BCM trial, and was also the effect noted by Dr. Elizabeth Behm-Morawitz’s study, so Dr. Mitchell is keen to explore how deeply it may affect and benefit people afflicted with diabetes.
Currently, it is estimated that some 387 million people globally live with diabetes, and the World Health Organisation estimates that the disease could be the 7th leading cause of death by 2030. given this, studies like the one announced by Dr. Mitchell and her colleagues could offer important new insights into the ways and means by which virtual world environments could encourage better self-management for the disease.
What’s more, it is possible the results of this study could be applicable to helping people better manage a range of long-term illnesses and conditions for themselves and alongside of medical support. As such, it will be interesting to see how this study progresses, and I very much hope that I’ll be able to carry further updates on the study in the future.
Don’t forget that 2015 marks the first Team Diabetes season in Second Life, raising money in support of the American Diabetes Association. In particular, November 2015 will see the Art in Hats event, which will lead up to World Diabetes Day. on November 14th. I’ll have up-to-date news on activities occurring throughout Art in Hats in due course.
The Firestorm Gateway regions: setting for a special Spooky Hunt, but merchant assistance sought
Firestorm will be opening their new Gateway regions to the public on Saturday, October 31st, with both a special Halloween party and the launch of their Spooky Nights Hunt, which will run through until Monday, November 30th.
The Firestorm Gateway is one of up to 20 new Community Gateways which will soon be opening as a part of a trial of a new Community Gateway programme initiated by the Lab, and which I previewed back in September.
The idea is to allow communities and groups within Second Life to build their own gateways focused on bringing new users into Second Life and to help get them started. These gateways will include web pages to attract new users to them, which will include a registration API to allow those users to sign-up to SL and create and account without necessarily having to go through the central registration process at secondlife.com.
The Firestorm Gateway regions, once officially opened, are intended to help incoming users gain familiar with SL, gain support, and experience some of the activities to be found in-world, such as socialising, flying, boating, playing games, and – as shown here – scuba diving and underwater exploring
The Firestorm party and Spooky Nights hunt do not mark the official opening of the new Gateway programme as a whole – the Lab will hopefully be announcing this is due course. However, they do present the opportunity for Second Life users to explore the Firestorm Gateway regions, five of which will be featured in the hunt, which will also serve as the first event designed to attract new users to Second Life via Firestorm’s website.
A special stage area has been created for the party on October 31st, which will feature Mankind Tracer and Nance Brody, among others. There will be more details on this announced by the Firestorm team in due course.
The Firestorm Gateway regions also include areas suitable for introducing people to role-play, etc. – and you can explore them once the Spooky Hunt opens on October 31st
The Spooky Nights Hunt will take place across the five activity regions of the Gateway, and it is hoped it will provide fun and interaction for both established and new users. Right now, and in support of the hunt, the Firestorm team are reaching out to Merchants who are willing to provide goodies as hunt prizes, with Jessica Lyon, the Firestorm project manager noting:
Although it is a Halloween hunt, the hunt remains open after Halloween. You can make a spooky gift or not.
If you are a Merchant interested in supporting the hunt, please hop over the Firestorm website and the Spooky Hunt application page for further information.
As well as participating in the hunt, newcomers and visitors will be able to explore all six of the Firestorm Gateway regions, which include an orientation region for people new to Second Life and a social area where people can meet and interact (and where questions on using Second Life can be answered). In addition, they’ll be able to participate in any of the activities offered across the regions. These are designed to present a broad feel for the things people can enjoy in Second Life, and include fly aircraft, sailing, jet skiing, scuba diving, playing games, etc. In addition, they can explore a simple role-play environment, or use the sandbox area to learn the basics of building.
The Firestorm Gateway opening will focus on a Halloween party of Saturday, October 31st, followed by a month-long Spooky Nights Hunt in the 5 activity regions of the Gateway
One of the most important aspects of any Community Gateway is providing volunteers who are willing to spend time in-world providing help and support for new users as they arrive. If you would be interested in supporting the Firestorm Gateway by becoming a mentor there, please send a note card with your name and relevant background information (e.g. whether you have been a mentor in the past, experience in helping newcomers and users, etc.), to Jessica Lyon.
To keep up to date with preparations for the party and the hunt, as well as with further news on the Firestorm Gateway, keep an eye on the Firestorm website. I’ll hopefully have more news on the Gateway programme itself as it is announced by the Lab and / or more Gateways come on-line.
If you are participating in the Gateway trial programme, and would like your Gateway to be previewed in this blog, please use the contact form to drop me a line, or contact me in-world.
On Tuesday, October 20th, Linden Lab issued a blog post highlighting upcoming technical improvements to the service, particularly viewer-side updates, which will shortly be making an appearance, or which are already available in the form of release candidate or project viewers.
Regular readers of this blog will hopefully already be aware of most of the improvements mentioned by the Lab’s post, as I’ve covered them through various updates and focus articles in these pages.
The first to get a mention is the Project Valhalla viewer, which introduces Chromium Embedded Framework functionality to Second Life to replace the ageing LLQTwebkit functionality, and which I initially previewed here. Commenting on this viewer, the Lab blog post states:
A new age of modern HTML5 content is upon us, and we’re overhauling the way shared media (aka “media on a prim”) works so that you can enjoy all kinds of modern web content within Second Life. Chromium Embedded Framework (CEF) is coming to replace the ageing QTWebkit framework. What you can now see in a Project Viewer is the latest released version of Chrome – so it will render all modern web technologies – like HTML5, CSS3, WebGL; has the latest security patches; and will be easy to keep updated to a recent version. What does this mean for your Flash content? What about QuickTime? They may still work, but because both can only be viewed if the user has correctly installed a 3rd party plugin, we can’t promise support and you shouldn’t expect that it will work for everyone. Standard HTML5 is the way of the future and this Viewer will enable it for anyone. There are still bugs to squash, and we’re iterating quickly to bring you a smooth in-world media and browsing experience. If you have comments about this feature – please post to the forum thread about this topic – located here.
My own quick-and-dirty demo of using a viewer with the CEF code (in this case, the Black Dragon TPV, as I don’t have a video using the Valhalla viewer) to access WebGL content displayed both on prims in-world, and via the viewer’s built-in browser. The WebGL demonstrations are provided via David Walsh (with thanks to Whirly Fizzle for the link), and this video is intended to offer a simple overview of some of the capabilities, which as mentioned in the notes from the Lab are actually far more extensive.
The major take-away from the CEF introduction at this point is that if you make use of media within your products (e.g. TVs, etc.), or as a part of you in-world presence, now is the time to be looking to convert them to using HTML / WebGL, etc., testing them against the Valhalla project viewer, and reporting any issues / highlighting any concerns. The Lab is more like to address matters / consider changes while the viewer is will at project status, rather than when it reaches a release candidate status.
Also mentioned in the post is the new Notifications RC viewer and the Quick Graphics viewer, both of which are both available as release candidate viewers. The former provides a new front-end for handling incoming notifications (and which I previewed here). The latter provides both the new Avatar Complexity functionality (which replaces the old ARC / ADW) and the abilities to create, save and quickly re-use sets of your own graphics presets for use in different environments and settings. Again, I’ve previewed both of these here and here.
The notifications viewer offers a new way of managing notifications and is featured in the Lab’s blog post
Additional insight into Avatar Complexity is provided, both through the post and via a link to the Knowledge Base article on it. a request is also given that anyone who has general comments on the capability to please post them to the related forum thread (comments posted to this blog may not be read by the Lab).
Mention is also made of the HTTP updates which have been undertaken by Rider Linden (Project Azumarill) and which are also available in a release candidate viewer. This project builds on the foundations laid by Monty Linden with his HTTP work, further enhancing the use of HTTP capabilities to provide more robust communications capabilities with the simulators and back-end services. Finally – at least in terms of available viewers – the updated mesh importer viewer, recently promoted to de facto release status, gets a mention.
The Quick Graphics viewer allows you to create and save your own graphics presets to suit different requirement,s and which can be quickly loaded and used with just a couple of mouse clicks
Also referred to, although it has yet to appear in a project viewer, is a further inventory related project. This is being led by Aura Linden, and the aim is to improve the overall robustness of inventory handling, the work being carried out in two parts, as I was (again) able to preview recently, courtesy of a Third-Party Viewer Developer meeting:
The first part will see the removal of all of the old UDP inventory messaging paths used by the viewer which have already been replaced by more robust mechanisms, but which have until now remained a part of the viewer’s code – this aspect of the work should be appearing in a project viewer viewer soon
The second part will comprise a refactoring of the viewer inventory files and functions with the overall aim of making the code more readable and easier to maintain.
As the Lab’s blog post indicates, this project further builds on the on-going work we’ve seen during the course of the last few months to improve inventory performance, reduce the number of inventory losses users may suffer, and provide assistance with inventory-related problems which affect things like logging-in to to SL.
Finally, the Labs blog post also reveals that Flash has now been removed from the secondlife.com website, noting:
Due to the numerous recent security problems affecting Flash, it has been completely removed from our website. A modern way to animate starter avatars in the join carousel and some other exciting news for registration is coming out really soon. Keep an eye out!
This announcement again signifies that while the Shining Project many have ended, and things may have been a little quiet of late, things are still being progressed. As it stands, the notifications updates may well be promoted to the de facto release viewer in week #44 (week commencing Monday, October 26th). In the meantime, the links below will take you to the latest (at the time of writing) versions of the viewers mentioned here and in the Lab’s blog post. If you find any reproducible issues with any of them, please raise a JIRA, and remember to post any general comments you may have on the viewers to the official forum threads mentioned above.
During the SL12B “Meet the Lindens” presentations, mention was made a number of times about the new user on-boarding process, and steps the Lab are and would be taking to try to improve the overall experience for those signing-up to Second Life.
In particular, two of the talks touched on the Lab making use of new Second Life “landing pages” on the web, and the upcoming new community-focused Gateway Programme. The comments made were enough to pique my curiosity, so I approached Peter Gray, the Lab’s Director of Global communications to find out more about both of these activities. As I covered the upcoming Gateway Programme in September, this piece looks at the new “landing pages” on the web.
These are dedicated web pages for Second Life which operate alongside the generic landing page at secondlife.com, but which are used for focused marketing of the platform, by highlighting a specific activity or market vertical, such as education, VR, the global music community, business (affiliate programme), etc., as well as social activities, fashion and content creation, together with pages devoted to familiar topics such as vampires, breedables, zombies, etc.
A part of the education landing page, which includes links to details on the education discount, the SL education wiki and forum and two use case studies (Texas A&M and Nova Southeastern University, as provided by the Drax Files World Makers Series – click for larger view or follow the link
“We run ad campaigns, targeted with our ad partners, that point back to some of these pages,” Peter told me. “But not all of them at the same time. We also use ad networks to target people who share interests similar to those offered in the landing pages we bring them to.”
So, for example, the education landing page can be used specifically with a campaign focused directly on the education sector, and also to promote Second Life more broadly to those who may have an interest in using virtual environments for educational purposes.
And were they yielding positive results?
“For the pages that we are running ads against, we’ve seen improvements in conversion rates compared to the old versions, Peter confirmed, without being drawn into discussing figures.
In exploring the pages, I did notice that while they were very content specific in their presentation, all of them nevertheless linked back to the generic sign-up page and it broad choice of avatars. I wondered if this might be off-putting to some potential market sectors. Those looking at the platform fora business or education use, for example might prefer not to have the vampire / zombie options displayed to their clients / students. So I asked if any thought had been given to narrowing the choice of initial avatar to more closely match the possible expectations generated by some of these tailored landing pages?
“We currently default to generic avatars to offer the widest choice,” Peter told me. “But if a user comes in from a vampire page, we try to direct them to those avatars. In the future, we would ultimately like to customize the new user experience all the way through the flow, based on interests.”
Former CEO Rod Humble once indicated he’d love to see more of the millions of users who signed-up to and then departed from SL make a return. Given these pages allow for targeted campaigns to be run, I asked Peter if they were playing a part in any such attempts to recapture former users, if indeed they were still being targeted.
“We do continue to re-target lapsed and former users to encourage them to return to SL,” he confirmed. “For users that leave SL because they didn’t find the thing that interests them, these pages and ads may also help surface that area of interest and better funnel them back towards SL.”
Overall, this is an interesting approach which tends to show that the Lab is trying different strategies and approaches in their attempts to encourage people into second Life, although It would be interesting to know more on the figures in terms of the retention (conversion) upswing mentioned when compared to the older pages.
For those working with the Lab on the new (and still to be officially announced) trail gateway programme, the Lab’s targeted pages such as those for education, community and content creation might offer hints on how they might approach their own landing pages.