VWBPE 2015: Ebbe Altberg – LL’s Next Generation platform

On Wednesday, March 18th, Ebbe Altberg gave the keynote presentation at the 8th annual Virtual Worlds Best Practice in Education (VWBPE) conference, which runs from March 18th through 21st inclusive, in both Second Life and OpenSimulator.

Ebbe Altberg: opening keynote at the 2015 Virtual worlds Best Practice in Education conference, March 18th
Ebbe Altberg: opening keynote at the 2015 Virtual worlds Best Practice in Education conference, March 18th

His key address lasted a little over an hour, in which he outlined the Lab’s approach to education and non-profits, provided some insight into what Lab’s future plans, and discussed further information on the Next Generation platform. Following this, he entered into a Q&A session, which ran beyond the main session time, switching from voice to text chat in the process.

The following is a transcript of his core comments on the Lab’s next generation platform. These commence at the 31:20 mark into the official video of the event, although obviously, mention is made of both in reference to education earlier on in his presentation, as Ebbe discusses education, issues of accessibility, etc. I’ve included audio excerpts here as well, for further ease of listening to his comments whilst reading. Time stamps to both the audio tracks and the video are supplied.

The Summary

Click the links below to go the relevant section.

Ebbe Linden as he appeared in-world at the VWBPE 2015 conference
Ebbe Linden as he appeared in-world at the VWBPE 2015 conference

On the Name

[00:00 / 31:20] So, the future platform for virtual experiences. We’ve said that the next generation platform, we still don’t have a name for this thing; we have a code name internally, but we don’t want to leak that out or use that, because that could just be confusing and distracting, and it’s probably going to change soon anyway. So we just refer to it as “the next generation platform”.

[00:21 / 31:42] We do not refer to it as “SL 2.0”, because that might imply a little too much linearity, and we don’t want to necessarily constrain ourselves by the past; but we also want to obviously take advantage of, and leverage, our learnings from the past.

Progress to Date

[00:39 / 31:38] But the progress is going every well. I would say we’re about 8-9 months in on working on this; I would say the last six months have been absolute, full-on with a big crew. We’re talking close to 40 people or more; probably 30+ just engineers, and then obviously a bunch of product managers and designers working on this product.

New User Discovery and Experience

[01:12 / 33:33] And there’s a number of areas where we think about it quite differently from Second Life, and we did spend quite a lot of time thinking about why did Second Life hit the ceiling, if you will. You know, many years ago it peaked at 1.1 million monthly users and these days it’s around 900,000, so it’s not a huge difference from the highs and where we are today,

[01:38 / 32:59] But why didn’t it go to five million, ten million, 100 million?  And what can we do to  solve some of the things we thought caused it to sort-of max out there?

The Lab is hoping their next generation platform will bridge the gap between niche and mass adoption. This may prove easier said than done
The Lab is hoping their next generation platform will bridge the gap between niche and mass adoption. This may prove easier said than done

[01:52 / 33:11] One area where we want to think quite differently is discovery; how do I discover an experience? Today you pretty much have to be inside Second Life to discover an experience, and we want to make it a lot easier for people to be able to discover an experience from the outside. So that you can create an experience, and [people can] much more easily find your experience and enter your experience without having to necessarily at that point being aware of the notion of this platform or what other types of things are available to them. They can discover those as they go along. Make it easier for you to bring your audience directly into your experiences.

Platform Accessibility

[02:36 / 33:55] Accessibility. Today, when you leave your PC, you pretty much leave Second Life behind, [so] what can we do to make sure it’s available on more platforms? It’s obviously getting more complicated now with all these VR platforms, so what used to be PC, windows and Mac, which we support today; and then mobile, which you can get access to today if you use a third-party service like SL Go or some other clients that support mobile.

[03:10 / 34:29] But we want to think about mobile as something we can support form the beginning; but again, the number of platforms across mobile, PCs and VR … [there’s] more and more of them. so it’s tough to keep up.  So we are building a next generation platform from the ground up to make possible for us to take advantage of all these different platforms.

Scalability and Creativity

[03:37 / 34:57] Scalability. This is a really important one; an event like this highlights it.  There’s a tremendous amount of effort that goes into putting on  a meeting like this with just a couple of hundred people in-world. We have to put together four corners and you have to do a lot of work, and it’s still creaking at the seams as we speak, to put something like this on.

[04:06 / 35:25] We want [with the] next generation platform to make the size of an event like this to be a trivial exercise, and then figure out how, with various techniques, to make it possible to do events like this for tens of thousands of people.

[04:26 / 35:46] That’s one way to think of scalability: how do you get more people in a region, how do you get more people to be able to participate in an event at the same time. but [there’s] also the scalability for creators. How do you make it possible for creators to not only be able to reach a larger audience, but also make more money, too.

[04:44 / 36:14] Take the classroom that Texas A&M put together for teaching kids chemistry. The developers of that experience of teaching chemistry, they probably did as a one-off, for some fee, job for Texas A&M to create that classroom. When the classroom is used by students at Texas A&M, you know, 20 students, whatever, then that experience is fully in use.

[05:22 / 36:41] What if that developer could have an unlimited number of copies of that experience to rent out or sell, and every institution could use that virtual classroom all at the same time? That makes for a much more appealing prospect for a creator of an experience, and gives them a greater opportunity to monetise their experience. And then we’ll get more high-quality content creators introduced into  the economy, and then everything sort-of heads upwards. So that’s something we think about a lot.

Quality and Ease of Use: Physics, Avatar Design, Shopping

[05:56 / 37:16] We also think about quality. Quality is a range of things: ease of use, quality of physics, lighting, basic performance of how smooth are things, how easy is it to do things, how natural an avatar can we make.

[06:21 / 37:41] The skeleton system in the new avatars we’re working on are way, way, way, more complex than what we have in Second Life.

[06:29 / 37:48] How can we make it easier for people to shop and get dressed and do these types of activities with much higher visual fidelity at the same time. So we think a lot about that.

Revenue Generation for the Lab

[06:46 / 38:05] And then monetisation – the way  we [Linden Lab] monetise. I’d say our business model is a little be strange in Second Life today. We charge you a lot for land, and then we charge you almost nothing for all of the transactions that happen in-world. So, I’ve said this before, but generally we think about how do we lower our property taxes by a lot and at the same time, we’ll have to raise sales taxes to make some of the difference.

[07:15 / 38:35] And then also how can we build a platform that [is] technically less demanding, so that it costs us less to operate all of this content that we’re running all of the time, so that we can have a lower barrier to entry, and make it possible for people to come it and create some really interesting things at very low cost. And so that’s a big focus for us. How can we make less money per user, almost, but have a lot more users, is kind-of the core of the puzzle we’re trying to solve for.

Continue reading “VWBPE 2015: Ebbe Altberg – LL’s Next Generation platform”

Ebbe Altberg talks Blocksworld, SL and the “next gen” platform

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
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.
Block-3
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.

One of the blocksworld expansion packs

Continue reading “Ebbe Altberg talks Blocksworld, SL and the “next gen” platform”

Ebbe Altberg on DW: words and thoughts on the next gen platform

Ebbe Altberg discusses the Lab's next generation VW platform (among other things) with Designing Worlds
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
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.

Continue reading “Ebbe Altberg on DW: words and thoughts on the next gen platform”

Designing Worlds: Ebbe Altberg video and transcript

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
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, as demonstrated in the blank look his own avatar wears through the interview
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.

Continue reading “Designing Worlds: Ebbe Altberg video and transcript”

Lab slips out a formal announcement of their next generation platform

LL logoWe’re all aware that the Lab is developing a “next generation” virtual worlds platform. It’s been the subject of much debate, speculation, supposition and more.

The confirmation that the Lab were working on a new platform came during a TPV Developer meeting on June 21st, when it was mentioned almost as an aside by the Lab’s CEO, Ebbe Altberg. In the period of the SL11B celebrations, mention of it also appeared in a number of on-line media publications.

However outside of these interviews and comments, there appeared to be no formal announcement about the new platform. Well, not until July 11th, anyway; that was when the Lab issued a press release about it.

Entitled straightforwardly enough, Linden Lab Is Developing The Next-Generation Virtual World, the release reads in part:

Linden Lab has confirmed that it is developing the next generation virtual world that will be in the spirit of Second Life, an open world where users have incredible power to create anything they can imagine and content creators are king. With 2015 targeted for a beta, the new virtual world will go far beyond what is possible with Second Life, and Linden Lab is actively hiring to help with this ambitious project.

“Second Life is the most successful user-created virtual world ever,” said Ebbe Altberg, Linden Lab CEO. “Eleven years after first opening, it continues to thrive with more than a petabyte of 3D content created by users, a strong economy of user-to-user transactions in which tens of millions of dollars are paid out to creators every year, and an active community that spans the globe. There is a massive opportunity ahead to carry on the spirit of Second Life while leveraging the significant technological advancements that have occurred since its creation, and no company is better positioned to create this than we are.”

It doesn’t provide any more in terms of specifics than perhaps most SL users tracking the subject are already aware. However, it does at least pull together several key statements concerning the new platform, made throughout the epic forum thread on the matter, into a single reference source:

Linden Lab’s priority in building the next-generation virtual world is to create an incredible experience and enable stunningly high-quality creativity that’s easily accessible across multiple platforms. In order to not constrain development toward those goals, complete backward compatibility with everything created over Second Life’s 11-year history has not been set as an absolute requirement from the outset. However, Linden Lab does plan to make certain essential elements transportable for existing Second Life users, including users’ Linden Dollar balances, identities, and social connections. It’s likely that more modern content from Second Life, such as meshes, will also be transferrable to the new platform, but the specific details of compatibility will be addressed as development progresses.

You can read the entire release, including comments on the future of Second Life, on the Lab’s official press page.

Ebbe: hiring 40-50 new staff, new platform to launch in 2016

Linden Lab: hiring 40-50 new staff for their new VW platform (via FogBay.com)

In keeping with comments various made during the TPV Developer meeting where the latest news on the new platform effectively broke, the article confirms that it will debut in  beta form in 2015, and will potentially launch at some point in 2016.

Other reasons given in the article for the move include an observation that, like its active user base, Second life’s technology has plateaued. additionally, the piece further quotes Ebbe Altberg, “With technology, market interest, hardware and software available, now is the time to give it another big shot. We have the experience to do it more than anyone else.”

Baldwin indicates that the new platform will, “offer more robust tools for creators. Games, designs, goods, all the things that make the current incarnation of Second Life the go-to place for current users will be part of the new world.”

Nor is the “current incarnation of Second Life” left out in the cold. The article provides a brief overview of SL, albeit one slanted towards the commerce aspects of the platform and makes mention of the fact that SL has been continuously upgraded over the years. It also, unsurprisingly, refers to the Oculus Rift headset integration. Allowing for the fact he was using the SD-1 headset, which Oculus users have reported as given rise to feelings of motion sickness, Baldwin’s response to the work – which the Lab has stated still has a way to go in terms of development and refinement – is interesting / encouraging, “beyond the rising tide of uncertainty in my stomach, Second Life finally clicked for me. Years ago I logged on, flew around, got bored, and logged off. The headgear made the entire experience immersive and actually interesting.”

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