Viewer-Managed Marketplace update

secondlifeViewer-Managed Marketplace (VMM) is a new set of capabilities designed to enable merchants to manage the creation and management of Marketplace product listings through the viewer, bypassing the need to use the Merchant Outbox an have copies of items stored on the Marketplace inventory servers), or using Magic Boxes located in-world, as VMM fully supports the sale on No Copy objects.

As most (all?) merchants are aware, it has been undergoing beta testing since the end of 2014, initially on Aditi (the Beta grid), and more recently on the Main grid, and there have been several feedback session on the work, either directly with merchants and those involved in the beta testing, and / or through the Lab’s Third-Party Viewer Developer meetings (see my VMM updates in this blog for specifics, together with the main VMM discussion thread on the Commerce forum).

The general feedback on the beta is that it has been going very well, with reported issues being dealt with by the Lab.

Automated Migration Notes

As a part of the transition to VMM, the Lab is offering merchants an automatic migration of their existing Direct Delivery items to VMM (items in Magic Boxes must be manually migrated to VMM). It is this automatic migration process that has been undergoing the most recent and extensive testing, and details on the process are now beginning to emerge, which can be summarised as:

  • The automated migration process for all merchants will start no earlier than June 20th, 2015
  • The automated migration process is capped at a maximum of 5,000 items per merchant, and the Lab has been notifying affected merchants of this, and what actions will be taken for those with more than 5,000, namely:
    • Any unlisted items held by the merchant will be removed from the Marketplace as returned to the Merchant’s Received Items folder
    • If the above fails to reduce the item count to below 5,000, any listed items held by the Merchant which have not had a sale in the past year will be unlisted and returned to the Merchant’s Received Items folder.
  • Those merchants with more than 5,000 items on the Marketplace who do not wish to have their items pruned by the auto-migration process are being encouraged to carry out any pruning that may be required to get their numbers below 5,000 ahead of the start of the auto-migration process, or to carry out the migration of their Direct Delivery items manually and alongside any Magic Box items they may have.
VMM includes an option to manually associate existing MP listings with VMM items in your inventory, which will help ease part of the the migration process for those concerned over automated migration paths
VMM includes an option to manually associate existing MP listings with VMM items in your inventory, which will help ease part of the the migration process for those concerned over automated migration paths

For those who wish to do so, manually migrating Direct Delivery items to VMM is relatively straightforward. All you need is the VMM project viewer (currently version 3.7.28.300920, although this may update shortly – see below), and you can use the Associate Listings capability within VMM to easily link items in your Marketplace Listings panel with you existing MP listings without having the re-create the latter, as shown above.

One point to note when moving DD items to VMM is that if you use multiple sub-folders within a current Direct Delivery folder, you may have to re-arrange things to avoid VMM treating the sub-folders as individual versions of the product.

Additional Notes

Some concerns have been raised over goods from merchants which are still popular in terms of sales, even though the Merchant may no longer be active in Second Life. It would seem that if these items meet the criteria for automatic migration, then they should continue to be available following the migration process. However, if they are only available via Magic Boxes and are not migrated manually (or fail to meet the automatic migration criteria), then will cease to be available as the switch-over to VMM runs its course.

The UKanDo viewer is one TPV to have already implemented the viewer side VMM updates. Out of curiosity, I used them alongside the project viewer to convert my own Marketplace items
The UKanDo viewer is one TPV to have already implemented the viewer side VMM updates. Out of curiosity, I used them alongside the project viewer to convert my own Marketplace items

For those who would prefer to use the viewer they are most familiar with in order to migrate their items to DD, rather than use the LL viewer, it is anticipated that the latter will undergo a further round of minor fixes, and the updates version either issued as a release candidate viewer or promoted to RC status shortly thereafter.

Once at RC status, the VMM code will legitimately be available for incorporation into TPVs as well. However, some TPVs have already adopted the code – the v3-style UKanDo viewer being one, for example.

One additional point of note here as well is that just because the viewer code may go to RC status fairly shortly, it does not mean the Lab are suddenly going to declare VMM is “live”. Lead times have been promised and adhered to throughout testing, and as noted earlier in this article, the only time scale that is confirmed for now is that the automatic migration process for all Merchants will not commence before June 20th.

While my own feedback may be of limited value, as I only have a small store and do not classify myself as a Merchant, I have used both the project viewer and UKanDo to manually migrate my items (and have removed various items out of choice, even though my store was well below the automatic migration threshold). By using the Associate Listing capability in VMM, I found the entire process to be relatively issue free – the only problems I did have were the result of silly mistakes on my part will flicking back and forth between the project viewer and UKanDo to test the functionality of the latter against the former.

Related Links

Second Life: changes to viewing group members’ lists

Due to a missed communication from the Lab, which indicated a preference on their part for this issue not to be blogged about, this post has been withdrawn, at least until such time as I can resolve matters with them.

Updated: Further to a discussion with Oz Linden on Friday, June 5th, there will be an updated report on these changes available on Tuesday, June 9th 2015.

An opportunity in Australia with a little help through Second Life

Image courtesy of Carmsie Melodie
Image courtesy of Carmsie Melodie

FreeWee Ling is perhaps best known for her tireless work on behalf of the University of Western Australia (UWA), and co-organiser and curator of the UWA’s art-related projects, activities and galleries within Second Life.

At the end of 2014, she rightly gained recognition from the Australian Department of Education for this work, and was awarded an Endeavour Executive Fellowship that allowed her to travel from her home in the eastern United States to spend four months at the UWA in Perth, Australia, where she was based with the UWA’s Department of Physics.

FreeWee was encouraged to apply for an Endeavour Executive Fellowship by colleague Jayjay Zifanwe (Jay Jay Jegatheva in the physical world, Manager of the School of Physics at UWA) and her application was supported by a letter of recommendation from UWA.

Now, JayJay, FreeWee and the UWA are encouraging other Second Life residents to take the opportunity to follow in FreeWee’s footsteps, and applying for a 2016 Endeavour Executive Fellowship and, if selected by the Australian Department of Education, travel to UWA.

News of this was passed to me by Carmsie Melodie, who Tweeted me to point to a write-up on her blog. The same write-up is also available on the UWAinSL blog, where FreeWee has also written about her experience as a Fellowship awardee – so if you are interested in applying, do make sure you read FreeWee’s article.

What is the Endeavour Executive Fellowship?

The Endeavour Executive Fellowship is one of a number of Endeavour Scholarships and Fellowships offered by the Australian government to international applicants from participating countries who are considered high achievers in business, industry, education or government.

The Endeavour Executive Fellowship is a 4-month study period in Australia, focusing on learning and building skills and knowledge through a host work environment in the applicant’s field or area of expertise, rather than through formal enrolment in a study programme. It offers financial support (up to  Australian $18,500) towards professional development opportunities for the successful applicant, and an opportunity to study at UWA for four months.

Image courtesy UWA
Image courtesy UWA

Commenting on her experience in applying, FreeWee said:

The Endeavour application process was fairly easy, all done online. You need to describe what you want to do, get a couple of people to write recommendations, get certified copies of transcripts, etc. But it’s all carefully laid out in the online application. I’m happy to answer any questions you might have about it. You can’t win if you don’t enter!

Once I was notified that my application was approved, the program turned me over to a caseworker who supported me from leaving for Perth to arriving back home. My caseworker was great, always responded quickly to any concerns I had and monitored my progress throughout my stay.

To find out more, please read the Endeavour Scholarship and Fellowship lead-in from the Australian Government,  which also includes a link to the applications forms.

Should you decide to apply for the Executive Fellowship, please be sure to contact Jayjay (in-world via IM or note card or via e-mail to: jay.jay-at-uwa.edu.au) and / or FreeWee (in-world via note card) for advice and support on how the UWAinSL can assist you in your application.

Do note as well that submissions for Fellowship applications close on Tuesday 30th June, 2016.

With thanks to Carmsie Melodie for the pointer via Twitter.

Linden Lab raise group limit to 60 for Premium accounts

On Thursday, May 28th, Linden Lab announced that with immediate effect, Premium Members can now join up to 60 groups – raising the limit for them from the previous 42.

This increase is only, for now, a pilot programme, for reasons explained below. However, all things being equal, it will hopefully become a fixture of the Premium account package.

The news came via an official blog post, which reads in part:

Today we’re thrilled to be rolling out another perk for Premium members: now you can be a member of 60 groups! Groups have been a consistently popular feature among the Residents of Second Life. It may not be obvious, but group membership can have an impact on the performance of a number of systems. That’s why in Second Life’s early days, Residents could only join a maximum of 10 groups. Over the years, we’ve made improvements that enabled us to raise the group limit to a maximum of 42, but we know that for some power users, even that isn’t quite enough, and today we’re happy to raise the bar for Premium subscribers.  We must make sure that the recent gains in group performance are not jeopardized, so for now the new limit is a pilot program. If there are no problems, we will look forward to raising the limit further (stay tuned!).

Simon Linden:his work on group chat has contributed directly to the announcement on group limits being raised for Premium members
Simon Linden:his work on group chat has contributed directly to the announcement on group limits being raised for Premium members

The “gains in group performance” referred to in the quote above are related to the recent improvements made to the Group Chat service. These have been going on for almost a year now, spearheaded by Simon Linden, who has been working hard to bring about significant improvements to the entire group chat service, front-to-back.

One of the key aspects of these changes relates to how  various “update” messages, created every time someone logged-in or out of SL, etc., and which required updates to be sent to every group of which they were a member, could actually interfere with the group chat system sending and displaying actually messages being members.

At the time Simon was working on these changes, it was indicated that the Lab might consider raising the limit on the number of groups people can join if the work proved successful – so kudos to Simon here for all his hard work – and kudos as well, to the Lab for approaching things cautiously, and recognising that should the new limit prove detrimental to the performance gains that have been achieved with group chat, they are prepared to roll them back.

There is also news in the post for those who take advantage of the increase in the group limit, and then subsequently opt to downgrade their membership to Basic:

Premium members can immediately take advantage of the new limit. Downgrading from Premium membership will not remove you from any of your groups, but it will mean that you cannot join any new groups until you remove yourself from enough groups to get below the Basic account limit, which remains at 42.

This is a further change to the Premium account package that sees things continue to pivot away from the idea of quarterly “gifts” and the like, and towards offering options and abilities that users are more likely to find of use and thus appreciate more. Again, as the official blog post states, expect further updates to the Premium account offering that continue to move in this direction.

Second Life new user experience now with Experience Keys

Experience Keys are being used as a part of the new user experience
Experience Keys are being used as a part of the new user experience – click for full size (note viewer UI is intentionally turned off)

update, April 2016: The Lab is apparently A/B testing the use of Experience Keys with task-oriented learning at a set the Social Islands. See my article on this for further details.

As a part of my periodic poking at things in Second Life, I recently logged-in using the avatar I keep “parked” at one of the Learning Islands which are the initial arrival points for new users, and  noticed that the Lab has added Experience Keys capabilities to the first-time log-in experience for new users as part of continuing efforts to improve the experience new arrivals have when arriving in-world for the first time.

For those not already in the know, and keeping things to their briefest, Experience Key (also referred to as Experience Tools) are a relatively new (and at the time of writing, yet to be fully deployed) feature that allow users to opt-in to an “experience”  – which could be a game, a tour, an educational activity, and so on – just once, rather than having to repeatedly grant specific permission each time something wants to act upon their avatar – such as a teleport offer, attaching an object, etc.  This means that the experience can be enjoyed much more fluidly and without the distraction of multiple dialogue boxes constantly popping-up. when the user leaves the experience area, their status in the experience is saved (e.g. their progress and items collected), all permissions are revoked, and all attachments removed.

Experience Keys in use as a part of the New User Experience
Experience Keys in use as a part of the New User Experience

Within the first-time log-in environment, Experience Keys are being used to help guide new users through the basic steps of using the viewer. The focus (at least at the time when i noticed the use of Experience Keys) is specifically on avatar movement. However, there is no reason why the approach couldn’t be expanded in the future to cover other aspects of viewer use, and other aspects of gaining familiarity with SL.

A key difference between the use of Experience Keys in the new user experience is that the HUD system is attached seamlessly when logging-in for the first time; there’s no initial pop-up dialogue box for the users to accept as they log in.

This is a good idea, as it avoids potential concern which might otherwise occur for a new user in having a potentially confusing / worrying dialogue box displayed as soon as they log-in, stating it wants to take control of this and that. Instead, the HUD attaches, and a couple of seconds later, the first pop-up displayed, providing a brief, basic overview of walking and turning.

In all, there are four pop-up hints given as the user progresses around Social island, each one appearing at an appropriate point in their travels. The hint on flying, for example, comes just ahead of the user reaching a broken bridge which should otherwise span a chasm.

The four pop-up helpers which appear as a part of the experience as the new user progresses around Social Island
The four pop-up helpers which appear as a part of the experience as the new user progresses around Learning Island – click for full size

The process stops when the user passes through the portal leading to one of the Social Islands, with the experience HUD detaching automatically as they do. Once at the latter, things become more of the familiar mix (to those of us familiar with the new user experience, at least!) of potential confusion, wandering and poking at things in order to work out what to do, even with the help from established users, who have for a while now been able to access the Social Islands (and some of whom can themselves be somewhat unhelpful, and do act as an illustration of the Lab’s misgivings on this area).

However, to stick with the use of Experience Keys, the current deployment is pretty basic, but it does offer a rough foundation on which more might be built. As such, I asked Peter Gray, the Lab’s Director of Global Communications about the use of the Experience Keys capability, and whether it might be extended within the new user experience.

“We’ve been using Experience Keys for some time with the new user experience,” Peter confirmed, before continuing, “We plan to continue to test and improve the new user experience, but at this time, we’re not able to share a pipeline for planned changes.”

The How To guide provide a range of information on movement, communications and other basic aspects of using the viewer - yet seems oddly overlooked; it is not opened by default on a first time log-in, nor are new users directed to it
The How To guide provide a range of information on movement, communications and other basic aspects of using the viewer – yet seems oddly overlooked; it is not opened by default on a first time log-in, nor are new users directed to it

How this might be done is a matter of speculation; Experience Keys certainly offer a raft of opportunities for easy learning activities along the lines of the old Orientation Islands of yesteryear, but with a potentially greater level of engagement and interaction.

As it is, the viewer does have a reasonably good introduction to the basics of using the viewer in the form of the How To guide (which has never seemed to really form a part of the various attempts to tweak the on-boarding process). It would be interesting to see the information this contains put to far better use, possibly as part and parcel of a more immersive, interactive means of guiding new users through the basics of the viewer utilising Experience Keys.

Getting to grips with the viewer is, of course, only one aspect of bringing new users into SL and getting them to stick – and it is one perhaps we focus on a little too much. The key to getting people to stay is to get them engaged in the platform – and that comes through positive interaction with others, preferably by helping them to find people within environments and activities which interest the incoming users.

This is perhaps a harder aspect of the problem to solve. However, as write Beau Hindman demonstrates in his recent video on the new user experience; there are options which might be considered. One in particular could be to direct incoming users more towards Experience Keys-led activities within SL, as more and more come on-stream, as it is likely these will tend to be something of a focus of established users as well, thus providing a potential mix of activity and interaction with others. It also fits with the Lab’s vision for on-boarding people in their Next Generation Platform.

As noted above, what is currently employed at the Leaning Islands is rudimentary; but it is also a start. Experience Keys will hopefully be fully deployed across the grid in the near future. Once that’s the case, it’ll also be interesting to see how the various mentor groups might leverage them to help new users as well.

Ebbe Altberg: “The Future of VR is User-Created” (a look at SL + Sansar from the VR perspective)

Now into its second year, the Silicon Valley Virtual Reality (SVVR) Conference opened on Monday, May 18th. Among the presentations and panel discussions that marked the day’s events was a 20 minute piece by Linden Lab CEO Ebbe Altberg, intriguingly entitled The Future of VR is User Created.

Ebbe Altberg: address the 2015 SVVR audience on May 18th, 2015
Ebbe Altberg: address the 2015 SVVR audience on May 18th, 2015

The presentation can be found in this official SVVR video, starting at the 39:00 mark. It was also recorded by Ruthalas Menovich, whose video I have taken the liberty of embedding below. Timestamps in the summary that follows in this article refer to Ruthalas’ video.

Those who may have been hoping to gain more of an insight into the Lab’s Next Generation Platform (aka Project SANSAR) will perhaps be disappointed by this presentation. As the title suggests, it isn’t so much focused on the Lab’s NGP, but rather on user generated content (UGC).

Thus, it forms something of an exploration of the potential of UGC within VR environments, as seen through the focusing lens of Second Life, and what Second Life has taught the Lab about some of the potential constraints posed by both supporting UGC and Second Life itself, which the Lab are now seeking to address. In doing so, it also touches upon some of the broader challenges facing platform providers as well, particularly in areas such as the state of VR technology itself, issues of monetisation for users, etc.

I’ll likely have some comments of my own on SANSAR in an upcoming article. For now however, I’m restricting this piece to a summary of Mr. Altberg’s presentation, with timestamps to the relevant points in Ruthalas’ video for those wishing to listen to them in full.

00:31 – 02:28: Democratising Content

The premise here is that the power of VR will be in democratising content – making VR such that those who wish to can create and share content among friends and audiences; not just necessarily in having it fed to consumers by high-end organisations with considerable technical skills.

As a demonstration of this, he quotes Mark Zuckerberg, and points to the idea that just as self-expression is a natural part of our physical lives – how we decorate our homes, the clothes we wear, the interests we pursue – so too is it important for VR to allow us similar levels of self expression, such as through the freedom to create the environments we enjoy. In support of this view, he also points to the enormous popularity of sites on the Internet which today enable us to express ourselves through the content we crate, be it video, photography, the written word, or other mediums.

Mark Zuckerberg on VR's potential, quoted by Ebbe Altberg at SVVR
Mark Zuckerberg on VR’s potential, quoted by Ebbe Altberg at SVVR

02:28 – 14:30: UGC in Second Life and the challenges within SL

The focus moves on to Second Life and the challenges faced by anyone looking to enter the immersive VR environment with UGC.

Here he covers the rich diversity of user-generated content, which not only covers a huge range of interests and activities – social, educational, training, healthcare, business, entertainment, etc., and fulfils a massive variety of needs – homes, fashion, hobbies, landscaping, and so on -, but which is extraordinarily successful for both the company operating the platform and those providing the in-world content and services. In this he again cites the fact that in 2014, creators and providers redeemed some US $60 million from Second Life. The varying business models and their limitations – such as land – are mentioned.

The Lab’s work on making SL compatible with the Oculus Rift headset is touched upon, and a fair caveat is given on the aspect of performance. Ebbe notes that the work has to date really been more a useful tool for demonstrating to creators the difference between witnessing their creations on-screen and being immersed within them.

The InSilico RPG was mentioned to help illustrate the wide variety of SL content
The InSilico RPG was mentioned to help illustrate the wide variety of SL UGC

The limiting factors of Second Life are also discussed. Again, the land revenue model and its limitations (including scalability) are mentioned, as are the limits of region concurrency numbers and the challenges of trying to hold really large-scale gatherings in-world. The fact that user-generated content can itself be a problem is also mentioned; that users don’t necessarily know how to properly optimise their content to be efficient in terms of rendering and running, so the Lab will need to find a way to optimise that content.

Broader challenges in presenting an environment which allows everything that Second Life already does are also touched upon – such as issues of compliance and control given what are collectively vary large amounts of money flowing through the platform (with a GDP of half a billion US $ a year) supported through a floating exchange used to convert real-world currency into game tokens and back again, in order to ensure money laundering, etc., isn’t an issue.

Ease of use is also touch upon; not just in terms of SL’s own notorious learning curve, but also in the fact that VR itself is still very much a fluid environment in terms of technology and the devices which might be used within it – controllers, headsets, peripherals, etc – It simply isn’t clear (outside of head mounted displayed themselves) as to exactly what will come into commonplace use and what, out of all that is being suggested, developed, trialled or hyped, will fall by the wayside.

Continue reading “Ebbe Altberg: “The Future of VR is User-Created” (a look at SL + Sansar from the VR perspective)”