The 2015 Virtual Worlds Best Practices in Education (VWBPE) conference will take place in Second Life and OpenSim between Wednesday, March 18th and Saturday, March 21st inclusive.
VWBPE is a global grass-roots community event focusing on education in immersive virtual environments which attracts 2200-3500 educational professionals from around the world each year.
In the context of the conference, a “virtual world” is an on-line community through which users can interact with one another and use and create ideas irrespective of time and space. As such, typical examples include Second Life, OpenSimulator, Unity, World of Warcraft, Eve Online, and so on, as well as Facebook, LinkedIn, Twitter, Pinterest or any virtual environments characterised by an open social presence and in which the direction of the platform’s evolution is manifest in the community.
As well as keynote speakers, activities include presentations and workshops which span all of education from primary through to post-graduate levels. 2015 marks the eighth year in which the conference has been held.
The theme for this years event is Crossroads, and the event’s opening speaker, as many already know, will be Ebbe Altberg, Linden Lab’s CEO.
Ebbe Altberg: opening VWBPE 2015
VWBPE 2014 marked one of Ebbe’s earliest public appearances before users in an open forum. Over a period of 90 minutes, he demonstrated his willingness to engage directly with people when he took an unscripted questions-and-answers session (full transcript) with the 200 people in attendance or watching the livestream. Since that time, and throughout 2014, he continued to meet with a wide range of groups and communities – including representatives of the education sector.
With the Lab now engaged on both enhancing Second Life to the best of its abilities and in developing a new virtual world(s) platform, there is liable to be a lot of interest in what is said during his presentation.
Final Call for Proposals – Reminder
The VWBPE attracts a wide range of speakers from the education sector, non-profit organisations, the arts, and so on. As noted in the original announcement that Ebbe would be opening the event, there is an open invitation to anyone who would like to make a presentation or run a workshop. However, the clock is now counting down.
If you are intending on submitting a proposal for a presentation or activity at this year’s event, please remember that the closing deadline for proposals is Wednesday, January 14th, 2015 (extended from December 14th, 2014). Proposals should be submitted on-line via the VWBPE Conference Central site (registration required), and guidelines are also available.
Sponsorship
As a volunteer-based event, VWBPE depends upon sponsor support, and 100% of all sponsorship goes directly to funding each year’s conference to cover expenses such as the provisioning of information systems, development of video and machinima (and associated archives), live video streaming, social activities, professional building (mesh object) design and construction for virtual venues, graphics design and swag bags for attendees. No-one involved in the organisation of the conference receives a salary or stipend.
Several levels of cash sponsorship packages (US dollar value) are available for those interested in supporting the conference. Details of these, and the benefits of sponsorship, can be found on the conference sponsorship page.
Dean Takahashi has a new article up at VentureBeat’s GamesBeat column, featuring a conversation with CEO Ebbe Altberg.
I admit to finding the title of the article, Linden Lab explores VR for its next-generation virtual world (interview), a little bit of a misnomer, given the article actually covers more ground than just the Lab’s new platform and VR. In fact, it’s fair to say that much of the focus of the piece is on Blocksworld, and not the new VW platform – which doesn’t make the piece any less interesting a read.
Ebbe Altberg discusses the Lab’s next gen platform, Blocksworld and SL with VentureBeat
The article starts out by noting the company’s longevity and the fact that it has been in something of a transitional state (as we all know), divesting itself of almost all its existing products save Blocksworld and SL, while at the same time announcing it is heading down the road of building a new virtual world platform.
Takahashi suggests the reason for the Lab divesting itself of products is down to some of the products failing to have the right mix of talent, traction and resources to make their mark.
This is perhaps debatable; while Creatorverse and dio were perhaps lame ducks in terms of appeal, it has to be pointed out that both Versu and Patterns had potential – the former has since gone on to stand on its own two feet, and the latter already had a reasonable user-base even whilst still in a pre-release status (and its termination drew no small amount of upset from Patterns user on Steam).
In fairness to Ebbe Altberg, he does acknowledge the fact that some of the Lab’s nascent products didn’t really get a chance to grown their own legs, and that some of them might well have worked out for the good of the company. However, hard choices were required, the Lab really being too small to handle everything at once (and we know what happens when it grows beyond its means: remember, the June 2010 layoffs came after a sustained 18 months of recruiting that saw staffing numbers increase by 50% for no demonstrable increase in revenue).
Turning to the meat of the article, it has to be said the the recent sale of Desura had led to some questions over Blocksworld’s future. However, Altberg’s replies to Takahashi about that product should put paid to speculation:
We’re also very excited about Blocksworld. I don’t know if you’ve had a chance to check that out before, but it’s a small up-and-comer. It’s one of the portfolio of non-Second Life products that we decided to stick with. We liked the user experience, the ease of creation, and the audience it targets: a much younger demographic than Second Life. Also, right now, it’s iPad only. It gets us into a lot of experience dealing with a younger audience. … You need to think about ease of use and simplicity but still enable them to create really powerful things, as well as working with the new medium of mobile. We’ve had good progress with this product. It’s still early, but we have good traction. The kids love it.
Linden Lab are said to be “very pleased” with Blocksworld’s performance
In addition, and further into the interview, Altberg indicates that the game has around 400,000 monthly users. How this translates to revenue flow beyond the actual purchase of the game is hard to judge. While additional building sets and expansion packs are available as in-game “purchases”, these are paid for through “coins” which users can earn, rather than having to necessarily buy. Even so, buying coins is the easier option, particularly where the expansion packs are concerned (see the video below), so there’s a reasonable chance that Blocksworld is proving a “nice little earner” for the Lab, even if it is nowhere on the scale of SL.
Beyond this, it would seem clear that the Lab have further plans to enhance Blocksworld, including the development of an in-game user-to-user economy, which will allow the sale of creations and builds between users, somewhat a-la SL. Also, Altberg’s statement that, “right now it’s iPad only”, suggests that an Android version of the game is still under consideration.
Linden Lab CEO Ebbe Altberg was in New York recently, attending the Engadget Expand NY 2014 event, which took place on November 7th and 8th. While there, he participated in a panel discussion hosted by Engadget’s Ben Gilbert, exploring the subject of Back to Reality: VR Beyond Gaming. Also appearing on the panel were:
Marte Roel, co-founder, BeAnotherLab and the open-source project called The Machine To Be Another, which is designed to explore the relationship of identity and empathy through VR immersion. The approach is particularly seen as a means of helping in conflict resolution (by allowing a person to experience a situation from another’s perspective). The group is perhaps most widely known for the Gender Swap Experiment, in which participants experience the illusion of being in one another’s body
Matt Bell, co-founder and Chief Strategy Officer at Matterport, a company providing a means to imaging interior spaces and reproducing them as 3D models which have the potential to be utilised in a number of ways.
At just over 34 minutes in length, the panel isn’t long, and the opportunity for discussion of questions and views is further reduced by the first ten minutes being devoted to each of the panelists giving an overview of their particular platform / interest. However, once past this, there are some interesting observations made on the status of virtual reality outside of the games environment, some of which tend to echo commentary from elsewhere.
For example, discussion is held around the idea that immersive VR is more than simply seeing and hearing; we rely on other senses as well – smell and touch in particular. The latter is perhaps particularly relevant as the ability to generate a natural sense of feedback through touch, say through a haptic glove – is in many ways essential to move one beyond being something of an observer of a digital 3D environment to being a participant within it.
The Engadget Expand NY panel for Back to Reality: VR Beyond Gaming. For left to right: Ebbe Altberg, Matt Bell, Marte Roel and host Ben Gilbert
Marte Roel particularly notes this being the case with The Machine To Be Another, where users can use haptic capabilities to interact with the characters they meet by shaking hands and so on. Ebbe Altberg also observes a little later than haptics can help one enter more deeply into the illusion created by VR, noting that while it is possible to see the texture of a surface in a digital environment, the brain knows it is simply seeing an image, but if you can also feel the texture of that surface, the brain is further tricked into a deeper level of immersiveness and engagement – and move it beyond what James Cameron recently referred to as the “I can stand and look around” situation we currently have.
The flip side to this, as Ebbe Altberg also points out, is that the fidelity of the “real” experience – sight, sound, smell, touch, isn’t necessary in every potential use case for VR. There will be situations (indeed, there all ready are) where the full sense of immersiveness isn’t required; as such, over-emphasising things one way or another in terms of requirements or prerequisites would be a mistake, as there is liable to be a broad middle ground.
Even so, it cannot be denied that the technology is – for the time being, at least – one of the more obvious problems facing VR when it comes to mass adoption. There’s no denying ht Oculus Rift and its imitators and competition are still cumbersome, awkward and unappealing, lacking both convenience of use and portability. This is going to have to change – as the panel acknowledges. Indeed, we are already seeing attempts to improve the overall form factor – take the Zeiss cinemizer for example, or the Vuzix Wrap headsets. The problem here is that of price; even at $599, the Vuzix Wrap 1200DX VR is liable to be around $300 more than the Oculus, a pice point liable to keep people thinking VR more a “geeky” adjunct to activities than central part of them.
The Vuzix Wrap 1200DX VR “VR in a pair of sunglasses” – offering the kind of lightweight, non-nerdy approach that will help further acceptance of VR, but currently at a price.
Ebbe Altberg appears confident this could occur within a couple of years. He’s potentially a lot more optimistic than Oculus VR CEO Brendan Iribe, who, when talking to Techcrunch in May 2014, suggested it could be another five years before people will be pulling compact (and presumably low-cost) VR glasses from their pocket and using them with the same ease they do with a part of sunglasses today.
Nor is it necessarily just the headsets; it’s the other accoutrements as well – haptic gloves, controllers, sensors systems, recognition systems. As the panel again acknowledge, these all need to mature and become more widely accepted. They also, frankly, need to become a lot cheaper. High Fidelity may well sign the praises of the STEM system, but it still dumps a minimum $300 extra on the cost of entry into some VR environments. Perhaps the answer lies in the improved integration and capabilities with existing hardware, as has been the case with mobile technologies: the more integrated things have become within the mobile ‘phone, the more central it has become to our everyday lives, something Matt Bell indirectly touches upon.
Matt Bell (holding the Galaxy Note 4), Marte Roel and Ben Gilbert (far right) during the Engadget Expand NY panel. Ebbe Altberg is slightly off-camera to the left (image via Bryan Bedder/Getty Images on Zimbio)
For a discussion on the future of VR outside of gaming, the conversation is surprisingly light; familiar verticals are pointed to as being very well suited to VR – education, health, virtual tourism, etc – but there’s no real probing of potentials. This is in some ways a shame; however, as Ebbe Altberg points out, predicting the overall future for VR isn’t that straightforward, given it could well cut through everything in its applicability:
It’s like an infinite number of potential use-cases for it… When people ask what’s the killer app, there’s going to be lots of killer apps, just like it is on the Internet in general or in the world in general. So I think of VR as a horizontal thing, something that you can able to apply to almost anything you’re trying to do.
Even so, it would have been interesting to hear thoughts on just how VR will be leveraged to a position of being not just an ancillary aspect of how we do certain things, but a piece of technology people see as vital to their every day lives as their mobile ‘phone. Will the catalyst simply because the hardware is available? Might it be come about as a result of multiple independent uses of VR which infiltrate our lives until it becomes an accepted part of everyday life – a quiet revolution, if you will, rather than the kind of sudden “whiz-bang, here it is!” that seems to be anticipated?
When limited to a 24 minute time frame, there’s obviously only so much that can be discussed in such a forum; as such, I couldn’t help be feel the topic might have been done more justice had it been given more time and a broader panel of participants. Nevertheless, what is there is worth listening to, and it has to be said the Ebbe Altberg does a respectable job to hoisting SL’s and the Lab’s flag and profile.
Ebbe Altberg discusses the Lab’s next generation VW platform (among other things) with Designing Worlds
On Monday October 6th, Designing Worlds, hosted by Saffia Widdershins and Elrik Merlin, broadcast a special celebratory edition, marking the show’s 250th edition, and the show featured a very special guest: Linden Lab’s CEO, Ebbe Altberg.
The interview covered a number of topics, and ou can watch the show via the links at the end of this article, or read the transcript. One of the items discussed was, inevitably, the Lab’s next generation virtual world platform.
The following is intended to provide a more direct look at some of what was said about the new platform, and to offer some speculation / thoughts on my part. Audio clips are provided, but please note they do not necessarily include everything said about the new platform; my aim in including them is to present what I feel is the core comments made about it, and offer some thoughts of my own. Should you wish to hear the comments in the context of the interview, time stamps are included with each audio extract for the point at which they occur in the original video.
What’s in a Name?
One of the points of interest / speculation in the new platform has been on the subject of its name. The Lab have simply referred to it as their “next generation platform”, and users have variously referred to it as “SL 2.0”, “The New Thing” (or TNT) or “SL: The Next Generation”, and so on. Ebbe explained why there isn’t a more formal name for the new platform at present.
[1:10:10]
The second point bears thinking about. Consider the term “SL 2.0”; while innocuous-sounding, its use could encourage us to consider the new platform purely in terms of how we see SL. For example, using the “SL 2.0” label might cause us to think of land in the new platform as being the same as in SL – defined region types providing specific capabilities – when there is no indication that this will in fact be the case. Thus preconceptions are established which can have unwanted repercussions down the road. So while it might be handy to have a label, keeping things to a very generic “next generation platform” or “new platform” offers the easiest way of avoiding this from the Lab’s perspective.
On the Question of Open-source
Much has been made of the initial decision to make the new platform closed-source, with some commenting on the decision going so far as to describe it as a “mistake”. However, Ebbe points-out during the programmed that “closed-source” doesn’t necessarily mean that there can be no involvement on the part of TPV developers, nor is the closed-source nature of the new platform set in stone.
[0:54:08 and 0:56:50]
Will making the new platform’s client extensible, rather than open-source, prove the best route? The Lab is open either way
Given that the new platform is intended to operate across different hardware environments and operating systems, there would appear to be a certain logic to the approach the Lab is taking in trying to make the client end extensible, rather than open-source right off the bat which might offer a way of achieving greater uniformity in how additional features are presented across these multiple devices.
Of course, a lot of the success of such an approach depends on the gateway the Lab put in place by which additional plug-ins (or whatever) are vetted and “allowed” where the client is concerned, their improved track-record with TPV and open-source developer contributions for SL notwithstanding.
Whether it might also mean that users get that Holy Grail long desired in SL – a client which is fully customisable by the user in terms of which features they “download” and use, or plug-in to their experience, remains to be seen. However, to lay eyes, it would appear that this approach might make it easier to achieve.
Compatibility and Portability
[0:57:39-0:59:03, 1:00:05-1:00:41, and 1:01:01-1:01:30]
When it comes to people’s inventory there are a couple of potential, but valid points that need to be made, both of which I hinted at in response to comments about the new platform on this blog back in June 2014.
The first is that while we may well have tens of thousands of items sitting in inventory representing a lot of expenditure, there’s a good chance that a fair percentage of those items are “dead weight”, having been long since superseded, replaced, gone out of fashion, etc. As such, any value in these items has already been written-off given we’ll likely never use them again. So perhaps we shouldn’t be so focused on “losing” the investment they seem to represent as might be the case.
The second point is the not-so-small questions on whether we actually have the right to transfer items in our inventory elsewhere, be it another grid or the Lab’s new platform. The IP for the items in our inventories resides with the creators of those items – and if they do not wish their creations to be ported to the new platform, we should be prepared to respect that wish. Hopefully, this is also something the Lab will be considering as well.
On Monday October 6th, Designing Worlds, hosted by Saffia Widdershins and Elrik Merlin, broadcast a special celebratory edition, marking the show’s 250th edition, both as Designing Worlds and its earlier incarnation, Meta Makeover. To mark the event, the show featured a very special guest: Linden Lab’s CEO, Ebbe Altberg.
The following is a transcript of the interview, produced for those who would prefer to read what was said, either independently of, or alongside, the video recording, which is embedded below. As with all such transcripts in this blog, when reading, please note that while every effort has been made to encompass the core discussion, to assist in readability and maintain the flow of conversation, not all asides, jokes, interruptions, etc., have been included in the text presented here. If there are any sizeable gaps in comments from a speaker which resulted from asides, repetition, or where a speaker started to make a comment and then re-phrased what they were saying, etc, these are indicated by the use of “…”
The transcript picks-up at the 02:25 minute mark, after the initial opening comments.
Ebbe Altberg, appearing on the 250th edition of Design Worlds via his alter-ego, Ebbe Linden
0:02:25 – Ebbe Altberg (EA): Hi, thank you. Thank you for having me on this very special occasion of yours, and ours. 250, that amazing! It’s incredible, incredible; I’m very honoured to be here.
Saffia Widdershins (SW): Well, we’re very honoured to have you here … Now, you’ve been in the job for around nine months now.
EA: Yes, since February, I think. Yeah.
0:02:59 SW: Is it what you were expecting, or how has it proved different?
EA: It’s fairly close to what I expected, because I’ve had a long history of knowing Second life, even from the beginning. So Second Life, the product, was not a mystery to me. Obviously, as you dig in and look under the hood, you see some things that you wouldn’t have expected; and some of the other products in Linden Lab’s portfolio were maybe a little bit surprising to me, but we’re getting that cleaned-up. But with regards to Second Life, it is not too much of a mystery, as I’ve been following it so closely since way back in the beginning … So it felt very natural and quite easy for me to come on-board and figure out where to take things.
0:03:59 – Erik Merlin (EM): And keeping this next question as general as possible: is there anything that’s been a pleasant or unpleasant surprise?
EA: Not that many unpleasant surprises; well, it was a little unpleasant how far we had managed to disconnect ourselves from the community and our customers and residents. So that was a bit shocking to me, because I had missed that part of the history. I remember the beginning of the history, where there was a very close, collaborative relationship between the Lindens and the residents. so that was a bit shocking to me, that … some effort had to be put in to try to restore some of those relations and some of the processes that had introduced here that we had to reverse. You know, the fact that Lindens couldn’t be in-world [using their Linden account] and stuff like that. So that was a little strange to me and unfortunate.
Positives? There are many. There are so many talented people here, so that’s been a lot of fun to get to know people here. some people have been here for a very long time; some absolutely incredible people have been here for over ten years working for Linden, so just getting to recognise what incredible talent we have here has been a positive … it was a little bit low-energy when I first came here, which was a little bit unfortunate, but I think we’ve come quite a bit further, and so the energy today in the office and amongst people working here has gone up quite a bit, so I’m very pleased with that.
0:06:03 SW: That’s brilliant. Have there been any stand-out “wow!” moments when you’ve come in-world and seen something and gone “wow!”?
EA: The “wows” for me may be less visual – I think we could do better with that in the future – but just the communities, and the types of creations and how people collaborate to make these things happen. the variety of subject matter and the variety of things that Second Life helps people to accomplish, whether it is games or education or art – its just incredible, the variety. And also the interactions with people are wild moments, where I can just drop-in somewhere and just start chatting with people, and that’s always a lot of fun and creates “wow!” experiences for me.
So the fact that this is all user-generated, in some ways that just wows me every day. It’s incredible that we can enable all these things to happen. But I’m certainly hoping we can get to a point where it’s more of a visual “wow!” in the future.
0:07:32 SW: I’ve been at the Home and Garden Expo this week … and there’s certainly some things there that are stunning examples of what creators are working on at the moment.
EA: Yeah. It’s taking everybody a while. A lot of new technologies have been introduced, and we’re still trying to make adjustments and fixes and improvement s in some of those things. But as more and more creators figure-out how to take advantage of these things, whether it’s mesh or experience keys and all kinds of stuff that just creating a new wave of different types of content and experiences, it’s fun to watch happen. It’s a lot of fun to be able to enable and empower people that way.
0:08:33 SW: We wanted to talk a little bit about the new user experience.
EM: Ah yes, and talking to different people working with new users, both English and Japanese speakers, interestingly enough, both have talked about problems with the new mesh avatars … One of the first things that people enjoy when they first come to Second Life is [to] customise their appearance, but the mesh avatars don’t really allow this, or they don’t allow it easily. Is there something that can be done about that?
One of the things the Lab is trying to solve is the “dead face” – the fixed facial expression – on current mesh avatars, coincidentally demonstrated in the video by Ebbe’s (non-mesh) avatar
EA: I don’t have a specific list of good things there; the team is working on making improvements to the avatars, from little things that we might see as bugs, and also trying to solve the “dead face” , get some eyes and mouths [to] start moving. But some of the clothing issues is probably also issues with the complexity of understanding what things can I shop for that are going to be compatible with what types of avatars and all that. Some of it is hard to tell with how much of it is complications with the transition… or the fact that you have two different ways of doing things happening simultaneously; we’re sort-of in this transitional period where you can obviously still go back to using any of the previous avatars, those are still all there. But we wanted to push ahead with what we figure is where the future is going to take us, and there’s probably some growing pains in doing that; but other time, this is where it is going to go.
So we just have to try to understand the bugs and the complexities and react to is as fast as we can. but I don’t, off the top of my head, have a list of known issues that we’re fixing with regards to the complexities around avatars, other than the stuff with getting the face to wake up. but I can look into that for a follow-up later on, but right now I don’t have anything right off the top of my head.
0:10:50 SW: As someone who directs dramas like The Blackened Mirror, we’ve long said that we would give anything for the ability to raise a single eyebrow …
EA: Yeah … ultimately over time, as [real world] cameras improve, if you’re willing to be in front of a camera, there are things you can obviously do to really transmit your real-world facial expressions onto your avatar, and we’re going to look at that further out. That’s not something we’re actively working on right now; but there’s certainly other companies, including HiFi that are looking at that, and we know companies that have already proprieted the technology behind it that we could license and do some of those things.
But there are very few of those types of camera around, so even if you would do that kind of functionality, very few people would be able to take advantage of it, so it’s a little bit early to jump on that. We need more 3D cameras in the world. Otherwise, there’s some other techniques – it wouldn’t necessarily be facial expression – but there’s a company working on technology to be able to have your mouth … make the right movements based on the audio. That’s an interesting technology, but they haven’t figured out how to make it real-time yet.
What they’ve found is that regardless of language, if you make a sound, your mouth makes a very specific movement and a very specific shape, and they’ve constructed all of the internals of the mouth and know exactly what your tongue and your cheek bones are doing in order to make that sound. Right now, not in real-time, but they’re working to get there. so then we could get the mouths to actually react to the sounds that you are making through the microphone.
So over time, more and more of this will come, but today it would be difficult to do something that would auto-magically make it work for everybody.
On Monday July 7th, Linden Lab CEO Ebbe Altberg and the Lab’s Director of Global Communications, Peter Gray, met with members of the education community to answer questions on the future of education in Second Life.
The video is embedded below, and the transcript is time stamped against it for reference. When reading / listening, please remember:
This is not a word-for-word transcript of the entire meeting. While all quotes given are as they are spoken in the recording and the audio files, to assist in readability and maintain the flow of conversation, not all asides, jokes, interruptions, etc., have been included in the text presented here
If there are any sizeable gaps in comments from a speaker which resulted from asides, repetition, or where a speaker started to make a comment and then re-phrased what they were saying, etc, these are indicated by the use of “…”
The transcript picks-up with the first question asked.
0:04:42 Aldo Stern (AS): Will the educational discount be stable over time, so that education organisations can take [it] into account for their budget cycles? So I think that reflects right off of the top one of the things that people will have a concern about.
0:05:00 Ebbe Altberg (EA). Yes. Well, it’s very unfortunate that back in the day … that the discount was taken away. I thought it was very fortunate that it was re-instituted before I showed-up here, and I can tell you we have absolutely no intent whatsoever to make the pricing worse for you guys. none whatsoever.
And over time, as some of you have heard about, we’re starting work on a next generation platform, I think that ultimately an extremely large and vibrant and successful virtual world, prices have to come down all the time.
Today, we’re constrained by a number of factors: technology, business models, what have you, and user experience, that sort-of limits the size of the market for a product like this. for example, if we were to cut prices in half, we would have to get at least twice the number of users – or more, actually – to end up with the same revenue. Right now, I’m not convinced we have a product that could attract two extra users at half the price.
But I’d be happy to lower prices to get more users and make it up in volume, once we know we have a product that can achieve that. I think it’ll be an interesting conversation at that time, especially with the educational sector. would an even lower price … let’s say we take the current discount that you have, which I think is about a hundred and fifty bucks for a region; if we cut that in half again and say it’s seventy-five bucks, would we have twice as many of you buying simulators? If that’s the case, then it might be worthwhile for us to do; but if it only increases by 5% the number, then it’s just hurting us and our ability to invest in the future.
But I feel very confident in stating that we’re not going to mess with the current pricing you have in a negative way for you.
0:07:55 AS: I think that’s very encouraging to us, and I wanted to ask if anybody had any further comment before the next question?
0:08:08 Comment: Well, it is encouraging to hear that; but I think there are a number of related issues that make the current platform problematical for educators, and a number of questions we’ve identified I think will get at that, if you want to move down the list.
Ebbe Linden (Ebbe Altberg) and Pete Linden (Peter Gray) at the meeting with representatives from the education and non-profits community
0:08:26 Comment: I did want to say something about the pricing real quick. If you did lower the price for educators you might not see the number of buyers go up right away, because I’m not sure if you understand how the education funding cycle works, and probably everyone in the room here can explain that much better than I can. But that is the issue: getting into the funding cycle ahead of time to make sure that you have funds available for your projects. So if you implemented that today, cutting it in half again, you have to give the education community time to get that in their budget and make that happen.
0:09:27 EA: Absolutely, and there’s way to solve that. I could say, it’s a hundred and fifty bucks now and it’s 75 bucks starting next quarter, so you can put it in your plans. how much advanced notice do you need to be able to get it into your budget cycle?
0:09:48: About a year.
0:09:49 EA: My lord! (Chuckles).
0:09:53: And that’s why, when the funding was cut, it was so devastating, when the discount was cut, because no-one had enough notice to get their funding back up to what they needed, and so it was very frustrating for a lot of educational folks.
0:10:14 EA: I understand. I can’t even begin to understanding the reasoning behind why that whole thing happened. I’m just very glad it was reversed before I came here, otherwise I would have done that myself. So you can at least be confident that we’re not going to make that mistake again.